Classes

Classes

Spellhammer

Choosing the path of a wild barbarian means using your magical gift to break more than custom and common sense.

Playstyle

A mobile tank-DPS that combines heavy hits, durability, and repeated aerial bounces. 1. Land Jump Smash on an enemy to deal extra damage and bounce back into the air. 2. Stack five or six Springfoot upgrades, then use Spellhammer: Mastery to reduce cooldowns on each stomp and continue the aerial loop. 3. Save Disperse for emergencies, escapes when surrounded, or follow-up pressure after landing. The ideal playstyle keeps bouncing above enemies while maintaining Paralyzed through Concussion and defense buffs through Juggernaut, then uses Disperse to retreat when necessary. Source: https://www.youtube.com/watch?v=_ZaaIgCPyJg

Class Skills

  • Primary

    Pummel

    Swings a hammer, dealing 90 physical damage and knocking back enemies. While swinging, the movement speed is doubled, and the power changes depending on the movement speed.

  • Secondary

    Jump Smash

    Leap upwards, dealing X physical damage and knocking back enemies when landing. If you land on an enemy, you will deal additional damage based on your initial altitude and bounce back up again.

  • Secondary

    Chuck

    Holds up a hammer and throws it, dealing physical damage. The damage increases depending on the charge time of the throw, up to 110 damage.

  • Utility

    Disperse

    Creates a wide explosion that deals 130 physical damage and jumps backwards. Cooldown is 8 seconds. The cooldown will continue in the air, but the speed of progress will be greatly reduced.

Class Upgrades

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