MercenaryHammerTwo-handed
Titan Hammer Mercenary
The Hammer branch is built out of charge skills, and charging is what grants Super Armor. That is the trade the whole branch makes: you give up the shield and take the hits, and in exchange your attack does not get interrupted. Underneath it, Hammer damage accumulates Stun stacks that pay out on the sixth.
Skill bar4 of the branch’s skills
- SkullcrusherHammer
The heaviest charge in the branch, and the tree behind it lets you move while charging.
- EarthshakerHammer
Two charge levels and Super Armor on the way up — the opener when they are already committed.
- Hammer SpinHammer
Held Super Armor plus a stream of hits, which is what actually feeds the Stun counter.
- Hammer DashHammer
The branch's only real gap-closer; without it you never reach the fight.
Talents that matter5 trees back this branch
Not a full tree — these are the points that change what the build does rather than adding a percentage to it. Fill the rest of the tree in whatever order your level allows.
- Titan Hammer StrikeConsecutive Attacks
The payoff mechanic: Hammer damage stacks Stun, and the sixth stack lands the stun.
- Shield BreakConsecutive Attacks
More Hammer normal-attack damage, and extra against shields — which is the matchup you would otherwise lose.
- Hammer of ConvergenceWeapon Mastery
Charge-granted Super Armor also gives Physical Resistance, so trading is a plan instead of a hope.
- Combo Energy RecoveryConsecutive Attacks
Consecutive hits recover Energy, which is what lets Hammer Spin stay held.
- Skullcrushing EchoSkullcrusher Enhancement
Charged hits shorten Skullcrusher's cooldown, so the big swing comes back inside one engagement.
Affixes to roll for
In priority order. Affix rolls are random, so treat this as what to keep rather than what to expect.
- StrifeOffensive
Melee weapon damage, applied to the largest single hits in the class.
- FervorOffensive
Damage that stacks after each hit suits a branch that lands many of them.
- TenaciousDefensive
You are choosing to be hit. Max health is the stat that makes that survivable.
Hammer weaponshighest combat value
Pulled from the catalog by combat value, not picked by hand — a new hammer shows up here on the next import.
How to play it
- Do not open with Skullcrusher. Reach the fight with Hammer Dash, then charge once they are already swinging.
- Hold Hammer Spin through their combo — the Super Armor is the point, the damage is the bonus.
- Count hits, not cooldowns. The Stun lands on the sixth stack, so a stream of small hits sets up the big one.
- Charge on top of an enemy, not at range. Charging in the open is the one time this build has no answer.
Don’t take this if
You expect to be outnumbered. Super Armor stops you flinching, it does not stop the damage, and the Hammer branch has no block and one escape.