Offset attacks are the new addition to Monster Hunter Wilds mechanics that you can take advantage to keep the aggression, counterattack a monster and stand your ground.
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This guide is currently being updated with the new Offset attacks added to hammer.
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Offset attacks work like mounting in this game. There is a threshold you need to meet for you to get the monster toppled for a follow up damage opening.
See below table for an example:
| Topple# | Offset Threshold |
|---|---|
| 1st | 100 |
| 2nd | 200 |
| 3rd | 300 |
Hammer Offset attack is 150, so it means that your first Offset will always result in a topple. Second topple will need 2 Offsets after, third topple will need 3 Offsets, and so-on and so forth. Take note that this is just an example, I don’t have the exact numbers for each monster.
When building the threshold to topple or what we call “Offset cooldown”, you will only gain hyper-armor and resistance to the attack. But be careful as attacks with multiple hitbox or from tempered monsters can still cause significant damage.
TU2 has blessed us with a new follow up attack that we can do after a successful offset. Not only it’s one of our strongest attacks, it also works as a gap closer. Thank you Capcom!
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After a successful offset, you can press Y to do the Follow-up Spinslam
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If you don’t press anything, you will continue to spin five times while closing the gap to the monster, then you can connect with either an Overhead Smash II or Bigbang I.
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I suggest to use the Follow-up Spinslam on the head as it is as strong as the Mighty Charge Slam.
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For hammer, we now have four attacks that work as the Offset attack. Take note that most of these clips are pre-TU2 so not all of them shows the Follow-up Spinslam. Though they still work as intended.
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Overhead Smash I → Overhead Smash II → Upswing
This your standard combo, the original offset attack pre TU2.
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Side Smash → Overhead Smash II → Upswing
You can also get to the Upswing slightly faster by starting with a Side Smash. Just input a Forward direction at the start of the combo.
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Charge (Level 3) → Slide → Mid Air Spinning Bludgeon → Overhead Smash II → Upswing
Sliding attacks are easier to access now so feel free to abuse this whenever you are in a slope. Though remember that you still need to input another Y after the Midair Spinning Bludgeon to access the Upswing.
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This is a variation of the Upswing with slightly higher damage.
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Side Smash → Spinning Bludgeon → (wait for third spin) → Spinning Strong Upswing
Spinning Bludgeon has really great elemental MVs so if you want to run elemental hammers, I suggest abusing this move. It wasn’t that great from the past games because of the inability to roll mid-animation. But with Wilds, you can cover this by ending the move with a nicely timed Spinning Strong Upswing Offset attack.
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Remember!
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