Weapon / Holy Hammer
Skullcrusher
A Holy Hammer reference for a Mercenary build that makes charged interruption the reason an enemy cannot hold the room.
Catalog typeWeapons
Field roleHoly · Mercenary
Player decisionWhat the entry changes in a run
Skullcrusher in the hunt
A Holy Hammer reference for a Mercenary build that makes charged interruption the reason an enemy cannot hold the room.
- When the next room contains one priority threat that must be interrupted before the objective begins.
- Connect the entry to a class, build, or route.
- Compare it against the current mode before committing.
Use it in context / route timing
Bring it into a close, readable approach and keep the return lane behind the first impact.
- Warhammer Sling slows the approach and Earthshaker owns the impact window.
- A committed heavy action without a target priority only creates noise and recovery risk.
- Compare Skullcrusher with the alternatives before spending a rare material.
Keep, replace, or skip
Keep Skullcrusher when it makes the next route decision clearer. Replace it when another option solves the same problem with less risk, cost, or setup.
- Open the related class, build, or map before the next hunt.
- Test the choice on the route where it is meant to work.
- Save the working direction in the Build Planner or field library.