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One-Handed Thunder Hammer

Base Damage
12.1
Variants
10
Attacks
18

Overview

The One-Handed Thunder Hammer is a melee weapon added in Patch 15.0. It stores Power Charges and spends them on stronger attacks. It is a separate weapon from the two-handed Thunder Hammer.

Four classes can equip it: Tactical, Assault, Bulwark and Techmarine. A Tactical carrying it has no primary weapon.

Every value on this page is from the game files at Hotfix 15.1 and is what the calculator uses. None of it has been tested in game yet.

Variants

Damage = Base × Variant Multiplier. Cleave column shows the variant's cleave bonus added to each attack's base cleave.

NameTierDefenseMultiplierDamageCleave Bonus
Standard-Issue Standard Balance 1 12.1 +0
Master-Crafted Alpha Master-Crafted Balance 1.15 13.91 +3
Master-Crafted Beta Master-Crafted Fencing 1.1 13.31 -1
Salvation of Bakka Alpha Artificer Balance 1.45 17.54 +3
Salvation of Bakka Beta Artificer Fencing 1.2 14.52 -1
Salvation of Bakka Gamma Artificer Block 1.4 16.94 +0
Ophelian Liberation Alpha Relic Balance 1.9 22.99 +3
Ophelian Liberation Beta Relic Fencing 1.65 19.96 -1
Ophelian Liberation Gamma Relic Block 1.8 21.78 +0
Power Maul ↗ Heroic Balance 1.8 21.78 +4

Heroic Variants

The Heroic-tier One-Handed Thunder Hammer has a dedicated page covering its exclusive Heroic perk and how it changes the weapon.

Attacks

Motion Value (MV) multiplies base damage. Damage is one hit on the Standard-Issue variant with no perks (Base × MV). For another variant, multiply it by that variant's Multiplier. Cleave is the most enemies one hit can strike, before the variant's Cleave Bonus.

AttackTypeMotion ValueDamageCleaveHits
Light 1 Light 1.25 15.13 5 1
Light 2 Light 1.25 15.13 5 1
Light 3 Light 1.25 15.13 5 1
Underhand Swing 1 Heavy 2.5 30.25 4 1
Underhand Swing 2 Heavy 2.5 30.25 5 1
Echoing Swing Shockwave
Cone shockwave, 10m long, spawned by Underhand Swing. Attack enabled via "Echoing Swing" perk on One-Handed Thunder Hammer.
Heavy 1 12.1 No cap 1
Charged Impact
Replaces the Light Attack while a Power Charge is held. Spends one Power Charge.
Special 1.75 21.18 10 1
Charged Impact (Reverberating Slam)
Replaces Charged Impact and hits the ground twice. Spends one Power Charge. Attack enabled via "Reverberating Slam" perk on One-Handed Thunder Hammer.
Special 1.75 21.18 10 ×2
Accumulation Stance
Hold attack with no Power Charges to gain up to 3 Power Charges. The pulse knocks back up to 10 enemies within 5m.
Special 0.5 6.05 10 1
Energy Loop
Hold attack after any Light Attack or Underhand Swing to gain 1 Power Charge. The pulse knocks back up to 10 enemies within 5m.
Special 0.5 6.05 10 1
Devastating Blow
Hold attack with at least one Power Charge to perform a Ground Slam. Spends all Power Charges. Damage is multiplied by 1.3 for each Power Charge spent. Attack enabled via "Crackling Hammerfall" heroic perk on Power Maul One-Handed Thunder Hammer. Damage shown is on the Power Maul, from 1 to 4 Power Charges spent.
Heavy 2 56.63 to 124.41 10 1
Energised Strike Sprint 1 12.1 10 1
Energised Strike (Jump Pack Dash) Sprint 1 12.1 10 1
Falling Attack Fall 3 36.3 15 1
Ground Pound Ground Pound 6.4 77.44 15 1
Ground Pound (Fully Prepared) Ground Pound 6.4 77.44 15 1
Shield Bash Shield Bash 0.5 6.05 10 1
Shield Rush (Uncharged) Shield Bash 2.1 25.41 100 1

Charged Impact, Devastating Blow and Energised Strike show the direct hit only. Their area bursts are not added. Falling Attack and Ground Pound show the landing burst, as on every other weapon.

Ground Pound (77.44) and Shield Rush (25.41) use the motion values in the game files. On Standard-Issue, every other weapon lands 60.8 to 61.6 with Ground Pound and 19.8 to 19.95 with Shield Rush (Uncharged), so these two rows are well above the rest and still need an in-game test.

Power Charges

The hammer holds up to 3 Power Charges, or 4 with the Capacity Increase perk. A charge is lost after 5 seconds without dealing damage, or 10 seconds with Sustained Charge.

Ways to gain Power Charges:

SourceKindDescription
Accumulation Stance Attack Hold attack with no Power Charges to gain up to 3 Power Charges.
Energy Loop Attack Hold attack after any Light Attack or Underhand Swing to gain 1 Power Charge.
Hyperenergetic Loop Perk Energy Loop gains 2 Charges instead of 1.
Rapid Recharge Perk Killing 5 foes in quick succession with the Light Combo restores 1 Power Charges. Cooldown is 15 seconds.
Deflective Charge Perk Perfect Parry, Perfect Block, and Perfect Dodge instantly generate 1 Power Charges. Cooldown is 20 seconds.

Attacks that spend Power Charges:

AttackNeedsDescription
Charged Impact Any variant Replaces the Light Attack while a Power Charge is held. Spends one Power Charge.
Charged Impact (Reverberating Slam) Reverberating Slam perk Replaces Charged Impact and hits the ground twice. Spends one Power Charge.
Devastating Blow Power Maul Hold attack with at least one Power Charge to perform a Ground Slam. Spends all Power Charges.

Energised Strike, its Jump Pack Dash version and Ground Pound also have charged versions. They differ only in their area burst, so the calculator has no separate rows for them.

The calculator does not track how many charges you hold. It models Power Charges in four places:

Perk Tree

The tree has 9 columns with a top and a bottom perk in each. A build can hold up to 10 perks. Both rows run straight across, and columns 3 and 6 connect the top and bottom rows. Two extra perks hang off column 7: Hyperenergetic Loop needs Expanded Impact (top row) and Deflective Charge needs Preparedness (bottom row).

Descriptions are the in-game text. The Calculator column says what the calculator does with each perk.

ColumnRowPerkDescriptionCalculator
1 Top Perpetual Strength Melee Damage increases by 5%. Additive with variant multiplier and other +% damage perks.
1 Bottom Perpetual Speed Melee Attack Speed increases by 5%. No effect in the calculator.
2 Top Sustained Charge Increases the time before a Power Charge is lost without dealing damage from 5 to 10 seconds. No effect in the calculator.
2 Bottom Hard Target While performing a Light Combo, you take 15% less Ranged Damage. Health tab: 15% less Ranged Damage with the During Light Combo toggle on.
3 Top Perpetual Strength Melee Damage increases by 5%. Additive with variant multiplier and other +% damage perks.
3 Bottom Perpetual Speed Melee Attack Speed increases by 5%. No effect in the calculator.
4 Top Charge Overflow Reaching the maximum Power Charge stack increases Damage by 10% for 20 seconds. Toggle: Charge Overflow. Multiplicative bucket: multiplies independently against the rest of the damage formula. Applies to every melee attack while active.
4 Bottom Energetic Nimbus Incoming ranged damaged is reduced by 15% while having a Power Charge stack of 1. Health tab: 15% less Ranged Damage with the Holding a Power Charge toggle on.
5 Top Adamant Stance While in Accumulation Stance you don't lose control when taking Heavy Hits and cannot be knocked back. No effect in the calculator.
5 Bottom Rapid Recharge Killing 5 foes in quick succession with the Light Combo restores 1 Power Charges. Cooldown is 15 seconds. No effect in the calculator.
6 Top Perpetual Strength Melee Damage increases by 5%. Additive with variant multiplier and other +% damage perks.
6 Bottom Perfect Reprisal After a Perfect Parry, Perfect Block, or Perfect Dodge, the next Light Attack deals 25% more damage for 7 seconds. Toggle: Perfect Reprisal. Additive with variant multiplier and other +% damage perks. Applies to every melee attack while active.
7 Top Expanded Impact Area-of-effect radius of Ground Slam is increased by 50%. No effect in the calculator.
7 Bottom Preparedness Killing Majoris-level or higher enemies reduces the cooldown of your class ability by 3%. No effect in the calculator.
7 Extra (top) Hyperenergetic Loop Energy Loop gains 2 Charges instead of 1. No effect in the calculator.
7 Extra (bottom) Deflective Charge Perfect Parry, Perfect Block, and Perfect Dodge instantly generate 1 Power Charges. Cooldown is 20 seconds. No effect in the calculator.
8 Top Capacity Increase Maximum number of Power Charges increased to 4. Raises the Power Charges Spent limit from 3 to 4 on the Power Maul.
8 Bottom Brutal Reforge Killing a Majoris-level or higher enemy restores 1 Armour Segment if Health is lower than 30%. No effect in the calculator.
9 Top Reverberating Slam Charged Impact hits the ground twice. Replaces the Charged Impact row with Charged Impact (Reverberating Slam).
9 Bottom Echoing Swing Underhand Swing Attacks spawn shockwaves. Adds the Echoing Swing Shockwave row.
Heroic Power Maul Crackling Hammerfall Hold the Attack button to perform a powerful Ground Slam that consumes all Charges. Damage is increased by 30% per Charge spent. Picker: Power Charges Spent. Multiplicative bucket: multiplies independently against the rest of the damage formula. Applies to Devastating Blow only: ×1.3 for each Power Charge spent, compounding (×1.3, ×1.69, ×2.197, and ×2.856 at 4 charges with Capacity Increase). Adds the Devastating Blow row.

Charge Overflow's description is missing from the English game text at Hotfix 15.1. The line above is the Patch 15.0 sentence with the Hotfix 15.1 numbers (10% and 20 seconds).

Perfect Reprisal's description says the next Light Attack. In the game files the bonus applies to every melee attack for the 7 seconds, and the calculator follows the files.

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