Hammer Spin
Spin the hammer, dealing Physical Damage. Can hold to consume Energy and maintain the spin. Gain Super Armor briefly when casting the skill.
Updated
Lore
A technique mercenaries practice during morning drills to master control over their strength. Those who can spin dozens of times and still stay in place get to enjoy a hot breakfast. But if they're dizzy and disoriented, it's a dead giveaway they're hungover, and they'll need a few lashes to snap out of it.
Gameplay data
Exact values
Cooldown10s
Energy cost12
Each hit
| Hit | Health damage | Active | ToughnessToughness | ImpactImpact | Guard breakGuard break |
|---|---|---|---|---|---|
| 1Hit 1 | 0.69432 × AttackPhysical | 1.128867-1.482279s | 52.316 | 3 | Yes |
| 2Hit 2 | 1.179092 × AttackPhysical | 1.755216-2.007556s | 87.56458 | 4 | Yes |
One cast lands every hit above in order.
Cast total and timing
- Total health damage
- 1.873412 × Attack
- Total toughness
- 139.88058
- Startup
- 1.128867s
- Charge
- 0.791667s+Before hold loop
- Charge speed up
- 0.678571s+Before hold loop
Damage estimate
Health damage = Attack × coefficient, plus any flat base damage the profile lists.
- Physical profile coefficient
- 1.873412×
- Selected profile health damage
- 1,873.41
- Effective cooldown
- 10s
- Best-case recast
- 10s
- Best-case DPS
- 187.34/s
Assumes cooldown runs during the full execution. Actual cooldown can start later. Before target reductions.
Skill effects
- Super Armor level
- +130s duration
- Damage resistance - physical damage reduction
- +2.5%12s duration
- Damage resistance maximum stacks
- 10
Build
Talents that boost it
| Talent | Effect | Exact effect |
|---|---|---|
| Increase the rotation speed, Movement Speed, and turning speed of Hammer Spin. | Energy cost12 to 14.4 | |
| Extends the duration of Hammer Spin's Super Armor effect. | Super Armor level+1 | |
| When the Hammer deals damage, it accumulates Stun stacks. At 6 Stun stacks, the Hammer's next attack will Stun the target and remove all stacks. Primary Attack hits accumulate 1 Stun stack, while Secondary Attack and skill hits accumulate 2 Stun stacks. Note: Hammer Spin hits during the spin only apply 1 stack of Stun. The final hit applies 2 stacks of Stun. | - |

