Database / Field manual

Hammer

A charged heavy weapon that trades speed for impact, interruption, and committed pressure.

Weapon / Mercenary

Hammer

A charged heavy weapon that trades speed for impact, interruption, and committed pressure.

Weapon familyHammer
ClassMercenary
Primary jobHeavy interruption

What this weapon solves

Hammer trades speed for impact. Charged attacks are strongest when the target is already committed or the team has created a controlled lane.

  • Charge behind cover or after a teammate creates pressure.
  • Use the heavy hit to interrupt a dangerous unit.
  • Do not wind up in an exposed crossing without a fallback.

Build around the stance

The Hammer path changes the way Mercenary creates and finishes an opening. Pair it with skills that support its range, recovery, and escape pattern.

  • Build the charge around a stun, knockdown, or clear recovery window.
  • Choose one primary win condition before adding secondary stats.
  • Keep a route home whenever the stance commits the hunter forward.

Field checklist

Test the weapon on the route where it will be used. A weapon is ready when the player can repeat its opening, answer its counter, and reach extraction without emptying every resource.

  • Learn the first safe action against a common enemy.
  • Practice the recovery after the main attack.
  • Record the skill and affix priorities in the Build Planner.
Hammer | Mistfall Hunter Hub