Psychic Hammer
Crushes 1 monster for 20 damage and knocks them back.
These are base learned-level effects, not final character-sheet damage. Account for equipment bonuses, synergies, modifiers and enemy resistances.
Effects by level
| Level | Effect | Cooldown |
|---|---|---|
| 1 | Crushes 1 monster for 20 damage and knocks them back. | 1.2 s |
| 2 | Crushes 1 monster for 28 damage and knocks them back. | 1.12 s |
| 3 | Crushes 1 monster for 36 damage and knocks them back. | 1.04 s |
| 4 | Crushes 2 monsters for 44 damage and knocks them back. | 0.97 s |
| 5 | Crushes 2 monsters for 52 damage and knocks them back. | 0.9 s |
| 6 | Crushes 2 monsters for 60 damage and knocks them back. | 0.83 s |
| 7 | Crushes 3 monsters for 68 damage and knocks them back. | 0.78 s |
| 8 | Crushes 3 monsters for 76 damage and knocks them back. | 0.72 s |
Evolution requirements
- Evolution P Psychic Hammer → M Mind Blast Catalyst F Fade From character level 24 After it evolves, the base comes back to the level-up cards as a new skill at level 1.
Synergies and practical checks
- It’s magic damage: Energy and magic bonuses raise it, not your Attack Damage. It never critically strikes.
- It aims at the nearest monsters. With fewer monsters than blows, the rest strike them again. Bosses barely budge, act bosses not at all.
Skill modifiers
- Quake — Each blow also hits the 2 nearest monsters around its target for 15%.
- Echo — Each blow lands again a moment later for 40% of it. It deals 30% less damage.
- Maul — One blow hits the toughest monster for 110% of all the blows together, without knocking it back.
View in a class guide: Assassin
Observed version history
| Patch | Observed at | Status |
|---|---|---|
| 20261101.1 | 2026-11-02T07:17:50.548Z | Verified |
| 20261030.2 | 2026-11-01T03:04:00+09:00 | Verified |