Hammer
Heavy two-handed blunt weapon trading speed for impact and toughness-break.
Archetype
- Grip
- Two-handed
- Skills
- 7
- Weapons in catalog
- 48
Wielded by
Signature technique
Also known as the Hammer of the Brave, it combines unstoppable power with fearless spirit. It's one of the most beloved techniques among Mercenaries.
Skills
All skills →Equipping a Hammer weapon unlocks these techniques. Your weapon decides your moveset, so this is the heart of the archetype.
Lift the hammer and smash the ground, dealing Physical Damage. Hold the button to charge up to 2 times and gain Super Armor while charging. Enemies' Movement Speed is reduced for a short duration upon taking damage from this skill, regardless of whether the skill is charged or not. Cooldown increases with charge level. Lv.1 Charge: Increases AoE and Damage Multiplier. Lv.2 Charge grants Super Armor during casting, with increased Impact, and generates an additional seismic wave dealing Physical Damage. This skill can be cast in the air but cannot be charged.
Dash forward a certain distance with the hammer. Shoulder charge during the dash deals Physical Damage, followed by a sweeping hammer attack that deals Physical Damage. Hammer Dash has a shorter base cooldown in trio mode.
Spin the hammer, dealing Physical Damage. Can hold to consume Energy and maintain the spin. Gain Super Armor briefly when casting the skill.
Vigorously swing and smash the hammer forward, dealing Physical Damage. Hold to charge up to 2 times. Gain Super Armor during charging. Cooldown increases with charge level. Lv.1 Charge: Unleash an additional sweeping attack dealing Physical Damage. Lv.2 Charge: Leap forward and smash the ground, dealing Physical Damage. Gain Super Armor during casting.
Swing the hammer on the ground from back to front, sending rocks flying far away to deal Physical Damage and reduce enemy Movement Speed and Dodge Distance for a period of time.
Charged techniques
Held or charged follow-ups that extend the Hammer's base skills.
Press Major Action to unleash Light Strikes, chaining up to 3 hits for damage. You can hold Major Action to charge during this period.
After launching a Light Strike with Major Action, press Minor Action to turn and dash forward slightly, slamming the hammer into the ground ahead. You can hold Minor Action to charge during this period.