Skullcrusher
Overview
- Type
- Hammer
- Rarity
- Legendary
- Class
- Mercenary
- Combat value
- 525
- Durability
- 1500
- Tradable
- Yes
Attribute bonuses
- Attack
- 40
- Physical Increase
- 7.2%
Affixes on this roll
All affixes →This roll of Skullcrusher carries the following affix — the rolled modifiers that define its build value.
Who can wield this
All classes →MercenaryBruiser · Sword & Shield / Hammer
The archetypal frontline Hunter — a durable melee bruiser built around sword-and-board and blunt weapons, trading sustained pressure for survivability.
Hammer skills you can slot
All skills →Skills are gated by weapon type — equip Skullcrusher and you can use any of these Hammer skills.
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.
Press to unleash Light Strikes, chaining up to 3 hits for damage. You can hold to charge during this period.
After launching a Light Strike with , press to turn and dash forward slightly, slamming the hammer into the ground ahead. You can hold to charge during this period.
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.
Trade value
- Recommended
- 1500g
- Price range
- 300–7000g
- Repair cost
- 0.666667
- Tradable
- Yes
Can be listed on the trade market. The recommended price is the game's suggested fair value.
Other rolls of this weapon
Skullcrusher drops with different affix rolls — each variant below is labelled with the affix it carries; higher combat value is the stronger roll.