
Dropped by
tap, do not hold
How long you hold the button decides everything about the throw. A quick tap sends the hammer most of the way across a screen and back. Holding it down yanks the hammer home almost immediately. Learning to tap is the difference between a weapon with genuine reach and one that barely leaves your hand, and it is the opposite of what most players assume on first pickup.
the explosion is the point
Clipping a wall sets off a blast that ignores terrain and covers a wide square around the impact. In a corridor, or against a boss hugging the ground, that means each throw connects twice: once passing through, once when it strikes stone. In open sky with nothing to bounce off you lose that half of the damage, so it is worth deliberately aiming past a target at a surface behind it. On the return trip the hammer phases through blocks and will not explode, so only the outbound leg counts.
a support weapon for any class
Every hit strips defense off what it touches for a long stretch, and the debuff does not care which class applied it. Throwing this once through a pack before switching back to your real weapon is a real damage increase for a summoner or a mage, and in multiplayer it is worth doing for everybody else in the arena. The infinite pierce means one pass tags an entire wave.


