Information: A wooden mallet common throughout the Mushroom Kingdom. It can be used
in the field to destroy large yellow blocks that cannot be broken by any other attack.
Name: Super Hammer
Type: Melee
Subtype: Axe
Level: C
Element: None
Ailment: None
Power: Attack x2 +2
Hits: 1
Information: A mallet with a metal head, making it more powerful than a wooden
Hammer. In the field, it can destroy both yellow and stone blocks, neither of which will be
broken by any other attack.
Name: Ultra Hammer
Type: Melee
Subtype: Axe
Level: B
Element: None
Ailment: None
Power: Attack x2 +4
Hits: 1
Information: A metallic mallet with a distinctive yellow and red color scheme. It
can be used in the field to destroy three types of special blocks (yellow, stone, and metal) that
are immune to any other form of attack.
Name: War Hammer
Type: Melee
Subtype: Axe
Level: C
Element: None
Ailment: None
Power: Attack x2 +1 [X]
Hits: 1
Information: More of a true battle hammer than the ones from Paper
Mario. It's effective against armored units, but does not work against those large blocks
in the field.
Information: A hammer that serves as a power-up in Super Mario Maker
2. It can break hard blocks in the field like other Mario hammers, but additionally, while
it is equipped, the wielder can conjure up to five small wooden crates in the field, colored as
they choose and optionally stamped with a personal logo. These crates can be stacked for
platforming purposes or used to weigh down switches, etc.; each has a Weight of 1. When the sixth
crate is conjured, the first breaks, and they can also be broken by most any attack. In battle, a
crate can be thrown at an opponent as a projectile attack; this will only deal Attackx1 damage,
and will not count as Axe-type in the Weapon Triangle, but will leave the Builder Hammer
equipped, making it defensively relevant to the Weapon Triangle for that turn. These extra
abilities make the Builder Hammer tricky to wield, despite it only being as strong as a regular
hammer.
Name: Bro. Hammer
Type: Melee
Subtype: Axe
Level: E
Element: None
Ailment: None
Power: Attack x1 (Projectile)
Hits: 1
Information: A small, simple kind of hammer thrown by
Hammer Bros. and
Sledge Bros. These Bros. can produce an infinite
supply of Bro. Hammers, but the hammers themselves aren't really anything special. Still, crafty
players can steal as many as they want before killing the Bro., and since they're designed to be
thrown, they can allow attacks against opponents who are Electrified or Made of Thunder.
Name: Dark Bro. Hammer
Type: Melee
Subtype: Axe
Level: E
Element: None
Ailment: None
Power: Attack x1 (Projectile)
Hits: 1
Information: The pitch black silhouette of a Hammer Bro.'s hammer, thrown by
Dark Hammer Bros. Like the regular Bro.
Hammers, these things aren't really of any use due to how easily they're conjured up. The shadow
effect makes this kind slightly cooler, though.
Name: Spy Guy Hammer
Type: Melee
Subtype: Axe
Level: D
Element: None
Ailment: Disarm OR Psych Out OR Silence OR Embargo, Turns: 3, Chance: 50%
Power: Attack x1
Hits: 1
Information: A sneaky mallet used by Spy
Guys that might cause the target to lose one of their methods of attack.
Name: Dark Spy Guy Hammer
Type: Melee
Subtype: Axe
Level: B
Element: None
Ailment: Disarm OR Psych Out OR Silence OR Embargo, Turns: 5, Chance: 100%
Power: Attack x2
Hits: 1
Information: The pure black silhouette of a Spy Guy Hammer, used by
Dark Shy Guys, who combine the abilities of all
lesser types of Shy Guys. This hammer does more damage and will definitely make you lose one of
your means of attack; you can mitigate this with the Defend command.
Name: Whammer
Type: Melee
Subtype: Axe
Level: A
Element: None
Ailment: Confusion OR Dizzy, Turns (Dizzy): 3, Chance: 50%
Power: Attack x2 +4
Hits: 1
Information: An enormous hammer used by
Whacka Ghosts to get revenge on those who whacked
them to death. Its blows are so powerful, they might make the target Confused or Dizzy, but its
huge size makes it very difficult to wield.
Name: Mjölnir
Type: Melee
Subtype: Axe
Level: Worthy
Element: None or Thunder (Choose)
Ailment: None
Power: Attack x4 +2 (Projectile)
Hits: 1
Information: The hammer of Thor, the god of thunder. Regardless of weapon level, it
can only be wielded by those it deems worthy of its power. For such individuals, Mjölnir can be
thrown to attack from a distance, or can be used to fire a projectile bolt of lightning just as
powerful as its normal blow. Furthermore, it can be summoned back to a worthy wielder's hand,
flying on its own even out of an opponent's weapon inventory (though because unworthy characters
can't so much as lift it, it can only be stolen by another worthy character). Having Mjölnir
equipped also allows the wielder to use their turn in battle to summon (for 5 turns) or dispel
the weather conditions Rain,
Heavy Wind,
Thunderstorm, or
Superstorm at no cost. As a defensive
feature, equipping Mjölnir also gives the wielder an immunity to the Thunder Element, overriding
their normal modifier until unequipped. Lastly, Mjölnir can be thrown and then held onto to
approximate flight; in the field this allows the wielder to reach any height, and in battle it
allows them to choose whether or not to count as
flying for the duration of each turn
(without using up that turn's action).
Name: Stormbreaker
Type: Melee
Subtype: Axe
Level: Worthy
Element: None or Thunder (Choose)
Ailment: None
Power: Attack x4 +2 [X] (Projectile)
Hits: 1
Information: A half-axe, half-hammer with a gnarled wooden handle that functions as
an improved version of Mjölnir. In addition to all of Mjölnir's abilities and attributes,
Stormbreaker's attacks pierce all defenses, and it grants the wielder
absorption of Thunder-type attacks instead of
an immunity, making such attacks restore HP instead of depleting it. The Thunder modifier returns
to normal if Stormbreaker is unequipped, and like Mjölnir it can only be equipped by those it
deems worthy.