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©Future Press Bloodborne Collectors Edition Guide

Bloodborne & The Old Hunters Collector’s Edition Guides

Future Press gone behind the scenes with Bloodborne's creators to unearth every secret hidden within the mysterious city of Yharnam. Your hunt through the streets of Yharnam will be your most exciting and rewarding journey yet, and the road will be hard. But fear not! These guides are your key to mastering the merciless challenges and navigating the darkest depths of the city. [More]
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Boom Hammer

Boom Hammer


Bloodborne Wiki » Weapons » Boom Hammer

Source ❘ Edit ❘ Sitemap ❘ License
page revision: 37, last edited: 08 Aug 2024

Gallery Page
  • Basic Information
  • In-Game Description
  • Overview
  • Availability
  • Gem Shapes and Alternate Weapons
  • Gem Advice
  • Key Attacks
  • Durability
  • Notes
  • Merchants
  • Upgrade Table
  • Average Physical Attack Increase (Strength, Skill & Arcane)
  • Normal Mode Attacks Properties
  • Transformed Mode Attacks Properties
  • Key


Basic Information

Image Name Damage QS Bullet Use Durability Stats Req. / Bonus Special Attack Rally Buffable
Boom Hammer Boom Hammer 90 / - / - / 60 / -
(Blunt/Fire)
- 100 14 / 8 / - / -
C / E / - / D
- / - / 100 / 100 45
(no upgrade)
No

Boom Hammer ❘ 爆発金槌

Right Hand Weapon

In-Game Description

    A trick weapon used by the old hunters, and crafted by the
    workshop heretics, the Powder Kegs.

    A giant hammer equipped with a miniature furnace. When
    ignited and fired, it emits a volley of flame that explodes
    furiously upon impact.

    Crush the beasts, then burn them - the brute simplicity of the
    Boom Hammer was favored by hunters with an acute
    distaste for beasts.
Note 1: The same in-game description in US & UK versions. ✓
Note 2: Original Japanese text on Original Japanese Item Index page. ✓

Overview

  • The Boom Hammer requires 14 strength and 8 skill to use. Its physical attack scales highest with strength, and receives very solid numbers up until level 50, at which point it begins to drop off. This is most certainly not a weapon for skill-oriented characters, as investments in this stat return poorly overall even at higher levels of upgrade.
  • Modes: The Boom Hammer and Tonitrus are quite similar in a few ways. For example, it is the only right hand weapon in the game that deals fire damage without the use of a Fire Paper or gems. Additionally, all of its attacks are blunt. However, it does not deal elemental damage in its normal mode. Transforming the Boom Hammer will ignite the tip, adding fire damage and explosive effects to some attacks. Keep in mind though, that the weapon will reset to the normal mode after every attack.

Availability

  • Normal: Treasure in (The Old Hunters DLC): Hunter's Nightmare; before Grand Cathedral turn right and head down the tunnel, across the Turret Bridge and inside the building's lower floor is the Boom Hammer alongside the trap, so beware. If you need further assistance to find the weapon, you can follow the full Hunter's Nightmare Map.
  • Uncanny: Sold by: Chalice Bath Messengers & Patches, the Spider; Pthumeru L1, main area, 8i29rqz3 - [video]
  • Lost: Sold by: Chalice Bath Messengers & Patches, the Spider; Pthumeru L1, main area, 8i29rqz3 - [video]

Gem Shapes and Alternate Weapons

  • Right-hand weapons can have up to three gem slots, and some left-hand weapons have one slot. There are different slot shapes, though; not every gem will fit every slot. The slot types are: Radial, Triangular, Waning, and Circle. Your gem's shape needs to match the slot you want to use it in. If you find a really great gem but the shape doesn't properly match your weapon, don't give up hope. There are actually two alternate versions of every right-hand weapon - the Lost and Uncanny versions. They're identical to normal weapons except that they have different slot configurations (► Blood Gems Sockets on the right). These alternate weapons can be found in Chalice Dungeons. There is also an exceedingly rare fifth type of gem shape - Droplet gems. These are "almighty" gems; they can fit in any type of gem slot!

Gem Advice

  • Due the transform mode's innate fire elemental ability, gems will not turn the Boom Hammer into a completely elemental weapon, nor is it a good idea to use fire gems on it since its base fire damage is too low for them to be effective. You might consider using Tempering gems, which will increase the physical damage of this weapon. Builds with high arcane investment can make use of Nourishing gems to increase both of this weapon's damage types. If you look at the tables, you may notice that all of the Boom Hammer's attacks deal blunt damage. This is a key feature that can be greatly enhanced by equipping Adept (blunt) effect gems.
  • Best suited for: Strength builds, Hybrid Strength/Arcane builds
  • Arcane conversion: No
  • For more information check the Best Blood Gem Setups page.

Key Attacks

  • Normal Mode: The Boom Hammer's normal R1 chain is slow, but will stun-lock most enemies with normal impact. This chain swings back and forth horizontally, which is useful against crowds. Another good feature of these attacks is that they won't rebound off walls and obstacles. This is true for the entirety of this weapon's moveset, but is especially important for wide attacks such as these.

    In most cases, the leaping R2 will cause enemies to instantly stumble with its heavy impact. It also deals more damage for less stamina than the dashing R1. This attack works as a great combo tool for the Boom Hammer's slower swing speeds. Quickstep backward during any combo and follow up with a leaping R2; this will usually break high enemy super armor.

    The damage multiplier for the charged R2 is almost double the weapon's overall attack. The time it takes to charge is not that bad and it can stagger foes from behind. Since you're most likely to have low investments in skill with this weapon, a second charge attack will deal more damage than a rear visceral attack. This will almost always send enemies falling forward with massive impact, giving ample time for you to retreat and recover stamina.
  • Transformed Mode: Aside from being mostly unnoticeably slower, The Boom Hammer's moveset remains ultimately the same in this mode. Instead, attacks receive enhancements from fire damage. A high damage combo you can use against enemies with low super armor is a back and forth between the L1 and R1 attacks. Doing so basically keeps the Boom Hammer ignited constantly, which will allow you to deal constant fire damage.

    The most notably improved attack in this mode is the charged R2. This attack gains a medium area of effect explosion, and for the amount of damage this generates, the charge time is still very good. Don't forget, this can also be used to hit enemies from behind cover! A similar attack is the leaping R2, though the explosion has a smaller radius.

Durability

  • Durability of the weapon depletes when used. This means hitting an enemy, destructible object or bouncing off the walls. Hitting undestructible objects and environment does not deplete your durability. Style of an attack or upgrade of the weapon, even different weapon, does not matter - each count as one hit. Every 10th hit against the enemy/object depletes 1 durability. Exception is Tonitrus, which when in self buffed mode, depletes durability at rate of 2 hits. Hitting an enemy in dying animation still counts as hit. Also hitting multiple enemies/destructible objects at once counts as one hit per enemy - hitting 3 enemies at once counts as 3 hits towards durability counter. Shields lose 1 durability every 10th hit. Bounce means when your hit is bounced back off the wall or other objects. Every 5th bounce depletes 1 durability. Not every weapon can be bounced off, Boom Hammer belongs into the category which cannot.
  • Damage reduction when heavily worn. When weapon is at 30% of total durability, it reaches the Risk state and AR is reduced by 30% and when it hits 0% of total durability, weapon is Broken, then AR is reduced by 50%. Boom Hammer which has 100 points of durability reaches risk state at 30 Dur. Workshop's Repair: cost of repair depends on the weapon and its upgrade. For Boom Hammer +0 it's 5 Blood Echoes per 1 point and for Boom Hammer +10 it's 20 (values are rounded), full repair costs for +10 are 2000 Blood Echoes.

Notes

  • This Weapon is part of The Old Hunters DLC.
  • Weapon's Rally: A lot of attacks multiply the rally number by their attack damage multiplier. Some of them are special-cased to have a different amount of rally, both multipliers can be seen in the Normal & Transformed Mode Attacks Properties tables below. Rally number (in flat HP) can be raised by upgrading the weapon, as seen in the Upgrade Table below.
  • Uncanny and Lost versions are sold in every Chalice Bath Messengers & Patches, the Spider shop, both for the same price.
  • Uncanny and Lost versions available for purchase after obtaining normal version of the weapon.
  • Video: Bloodborne - New DLC Weapon "Boom Hammer" Location by tassssssssss.
  • You can find concept art of the Boom Hammer in Bloodborne Official Artworks, on page 240.

Boom Hammer
Model Art Icon
In-game Description Print Boom Hammer
The Old Hunters DLC

Blood Gems Sockets

  • Boom Hammer
  • RadialWaningRadial
  • Uncanny Boom Hammer
  • RadialTriangleRadial
  • Lost Boom Hammer
  • RadialTriangleWaning

Merchants

Shop Buy (Day) (Evening) (Night) (Red Moon) (NG+) Sell Requirement
Bath Messengers [Hunter's Dream] - - 28000 28000 28000 14000 Boom Hammer
Insight Bath Messengers [Hunter's Dream] - - - - - - None
Chalice Bath Messengers [Chalice Dungeons Common] - - 28000 28000 28000 - Boom Hammer
Patches, the Spider [Chalice Dungeons Rare] - - 28000 28000 28000 - Boom Hammer
  • Uncanny & Lost Boom Hammer: Acquiring any weapon that's new in The Old Hunters DLC will also unlock its Uncanny and Lost variant in Chalice Bath Messengers & Patches, the Spider shop, for the same price as normal variant. Purchasing these variants will then make them available back in the regular Bath Messengers shop.

Upgrade Table

Name Blood Gem
Sockets
Rally Physical ATK Blood ATK Arcane ATK Fire ATK Bolt ATK Strength Icon Skill Icon Bloodtinge Icon Arcane Icon Blood Stone Shard Twin Blood Stone Shards Blood Stone Chunk Blood Rock Blood Echoes Icon
Boom Hammer +0 0 / 3 45 90 - - 60 - C E - D - - - - -
Boom Hammer +1 1 / 3 47 99 - - 66 - C E - D 3 - - - 260
Boom Hammer +2 1 / 3 49 108 - - 72 - B E - D 5 - - - 320
Boom Hammer +3 2 / 3 51 117 - - 78 - B E - D 8 - - - 380
Boom Hammer +4 2 / 3 53 126 - - 84 - B E - D - 3 - - 440
Boom Hammer +5 2 / 3 55 135 - - 90 - B E - D - 5 - - 500
Boom Hammer +6 3 / 3 57 144 - - 96 - B E - D - 8 - - 560
Boom Hammer +7 3 / 3 59 153 - - 102 - B E - C - - 3 - 620
Boom Hammer +8 3 / 3 61 162 - - 108 - B E - C - - 5 - 680
Boom Hammer +9 3 / 3 63 171 - - 114 - A E - C - - 8 - 740
Boom Hammer +10 3 / 3 65 180 - - 120 - A E - C - - - 1 800
(in flat HP) Damage Stat Bonuses Cost
To fully upgrade Boom Hammer requires 16 Blood Stone Shards, 16 Twin Blood Stone Shards, 16 Blood Stone Chunks, 1 Blood Rock and 5300 Blood Echoes.
Name Strength Icon Skill Icon Bloodtinge Icon Arcane Icon
Boom Hammer +0 0.60 0.15 0.00 0.41
Boom Hammer +1 0.63 0.16 0.00 0.43
Boom Hammer +2 0.66 0.17 0.00 0.45
Boom Hammer +3 0.69 0.18 0.00 0.47
Boom Hammer +4 0.72 0.19 0.00 0.50
Boom Hammer +5 0.75 0.20 0.00 0.52
Boom Hammer +6 0.78 0.21 0.00 0.54
Boom Hammer +7 0.81 0.22 0.00 0.56
Boom Hammer +8 0.84 0.23 0.00 0.58
Boom Hammer +9 0.87 0.24 0.00 0.61
Boom Hammer +10 0.90 0.25 0.00 0.63
Scaling
Scaling determines how much additional damage a weapon deals. You gain a percentage of the weapon's base damage as additional damage, indicated by a "+" next to the weapon's base damage.

Average Physical Attack Increase (Strength, Skill & Arcane)

  • This table will show you the approximate damage increase you will gain per point of a stat with a +10 weapon. There are three main ranges: base to 26, 26 to 50, and 51 to 99. The Damage per Point is how much each point of the stat will raise your attack power in that range. The Estimated Attack Gained is how much attack power will gain from that range in total.
Stat Range (Strength) Damage per Point Estimated Attack Gained Stat Range (Skill) Damage per Point Estimated Attack Gained
15 to 25 4.82 53 9 to 25 1.24 21
26 to 50 2.28 57 26 to 50 0.60 15
50 to 99 0.49 24 50 to 99 0.14 7
Stat Range (Arcane) Damage per Point Estimated Attack Gained Stat Range (-) Damage per Point Estimated Attack Gained
7 to 25 1.84 35
26 to 50 1.08 27
50 to 99 0.22 11

Normal Mode Attacks Properties

Attack DMG X Fire X Type Stamina Rally X Impact Note
R1 1.00 0 Blunt 25 1.00 Normal sweeping arc is good for crowds
→ R1 (2nd) 1.02 0 Blunt 25 1.02 Normal sweeping arc is good for crowds
→ → R1 (3rd) 1.04 0 Blunt 25 1.04 Normal sweeping arc is good for crowds
R1 (backstep) 0.90 0 Blunt 20 (+10) 0.90 Normal
R1 (rolling) 0.90 0 Blunt 20 (+10) 0.90 Normal
R1 (frontstep) 0.90 0 Blunt 20 (+10) 0.90 Normal
R1 (sidestep) 0.90 0 Blunt 20 (+10) 0.90 Normal
R1 (dash) 1.10 0 Blunt 35 (+X) 1.10 Normal
R2 1.35 0 Blunt 45 1.35 Heavy sweeping arc is good for crowds
R2 (charged) 1.90 0 Blunt 70 1.90 Massive continuously hold R2 to execute
R2 (backstep) 1.20 0 Blunt 40 (+10) 1.20 Heavy
R2 (dash) 1.45 0 Blunt 55 (+X) 1.45 Heavy
R2 (forward leap) 1.50 0 Blunt 50 1.50 Heavy tap the stick forward as you pres R2 to execute
Transform Attack 0.80 0.80 Blunt / Fire 25 (+X) 0.40 Normal press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.50 0 Blunt 50 1.50 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.90 0 Blunt - 0.00 Normal Plunge (AoE)
  • Note: Damage Multiplier data from official guide checked with http://darksouls2verificationdata.web.fc2.com/motion-bloodborne.html for correction after patch 1.09.
  • Feb 2022 Update: All attack properties (damage multiplier, damage type, stamina cost & attack impact) verified with datamined game files and added rally values for each attack.

Transformed Mode Attacks Properties

Attack DMG X Fire X Type Stamina Rally X Impact Note
R1 1.00 1.00 Blunt / Fire 40 0.50 Heavy sweeping arc is good for crowds; untricks after the first attack
→ R1 (2nd) 1.02 0 Blunt 25 1.02 Normal sweeping arc is good for crowds
→ → R1 (3rd) 1.04 0 Blunt 25 1.04 Normal sweeping arc is good for crowds
R1 (backstep) 1.00 1.00 Blunt / Fire 30 (+10) 0.50 Normal
R1 (rolling) 1.00 1.00 30 (+10) 0.50 Normal
R1 (frontstep) 1.00 1.00 30 (+10) 0.50 Normal
R1 (sidestep) 1.00 1.00 30 (+10) 0.50 Normal
R1 (dash) 1.10 1.10 50 (+X) 0.55 Normal
R2 1.30 1.30 60 0.65 Heavy sweeping arc is good for crowds
R2 (charged) 1.80 1.80 90 0.90 Massive continuously hold R2 to execute
R2 (backstep) 1.20 1.20 50 (+10) 0.60 Heavy
R2 (dash) 1.45 1.45 70 (+X) 0.70 Heavy
R2 (forward leap) 1.50 1.50 75 0.75 Massive tap the stick forward as you pres R2 to execute
Transform Attack 0.80 0.80 25 (+X) 0.40 Normal press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.50 1.50 75 0.75 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.90 0 Blunt - 0.00 Normal Plunge (AoE)
  • Note: Damage Multiplier data from official guide checked with http://darksouls2verificationdata.web.fc2.com/motion-bloodborne.html for correction after patch 1.09.
  • Feb 2022 Update: All attack properties (damage multiplier, damage type, stamina cost & attack impact) verified with datamined game files and added rally values for each attack.
Attack: Attacks are named for the input command required to execute them.
Attack Damage Multipliers: Each attack has a different multiplier. Your attack's power is equal to the attack power of your weapon times this multiplier. Higher multipliers mean stronger attacks. Type: Damage type determines which gems will boost your attack and which defense the enemy will use to reduce the damage. If multiple types are listed, the attack has two separate damage components that are calculated separately. Stamina: Each attack costs a different amount of stamina. Numbers in parentheses indicate the cost of the additional action required to execute the attack. For example, a backstep attack requires a backstep, which costs 10 stamina. Impact: When you hit an enemy, it will be stunned momentarily. Impact is an assessment of how heavy the stun will be. The scale is Light > Normal > Heavy > Massive. Attacks with Massive Impact often cause knockdowns.

Key

Damage

Requirements

Stat Bonuses

Special Attack

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are V / W / X / Y / Z:
  • V is Physical damage
  • W is Blood damage
  • X is Arcane damage
  • Y is Fire damage
  • Z is Bolt damage
The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:
  • W is the Strength required
  • X is the Skill required
  • Y is the Bloodtinge required
  • Z is the Arcane required
The Stat Bonuses rating indicates the level of bonus you receive based on the associated Stat when you use a weapon. This rating can be S , A , B , C , D , or E (in order from most to least bonus for the associated stat). For more information about the scaling as a whole and its values visit the Scaling wiki page. The special attack attributes for a weapon are
W / X / Y / Z:
  • W is the Slow Poison attack
  • X is the Rapid Poison attack
  • Y is the VS. Kin attack
  • Z is the VS. Beasts attack
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