Scavenger Hammerman

Abilities and Focus
This can be difficult to utilize sometimes due to Stamina Breakpoints and being Out of Stamina after an offensive turn. I would consider replacing it if possible. However, if you have a Crit stored up due to say Patience and enough Stamina, you can instantly Stun whoever just struck you thanks to Stunning Blow (If the unit is not currently armored or Shatterproof). I would especially consider changing the Focus ability if your Hammerman comes with Fast Thinker.

Tactics
The Black Mage from Final Fantasy, if he grew up to be a melee warrior instead. (I will wait while you google him). He is basically a worse version of the Flail Bounty Hunter, who has the same kit but arguably better traits (Monster Heart vs Strong Body plus Vigorous Crits) and 2 more absorption slots (2 vs 4). So why a Scavenger Hammerman? Well, I guess because the Black Market did not have a Flail Bounty Hunter this run, sorry, and he looks much cooler, right? The Hammerman can be found without a wage as well (probably 50/50 each run), while the Bounty Hunter is always after that sweet Trillium. But how do I use this guy effectively if I am stuck with the cheaper knock off version?

Given the combination of Chainmail and Stunning Blow, Critical Counterstrike is HIGHLY recommended. If you are able to keep your armor from breaking during battle, this means endless Stunning Blow counter attacks on all your enemies. For this reason, it is highly advisable that you try to avoid Axe using enemies and go after targets which can be stunned and have low armor shatter. If you do have to move into an Axe opponent such as the Forsaken Axeman or Scavenger Axeman, you better have a Critical Attack in hand from a Focus ability, Strong vs or Patience. Also, you want to be moving in against units who have had their Armor Shredded or no armor at all, due to the Maul’s terrible shatter and Stunning Blow does not connect through armor. The Maul’s inherent slow effect will apply no matter what though, another great feature of the Maul.

Since we discussed Maul’s unique Slow effect, the Hammerman also benefits from Hastening and/or Tiring Crits as well as multiple attacks upon a single target, perhaps from something like Berserk or Double Strike or even Duelyst. This means that even if you have failed to Stun the victim on your initial assault or he is Shatterproof, you will be slowing them into obscurity anyways (sometimes an even more ideal approach on something such as an Abomination). Also, more turns from Hastening Crits means more armor regeneration for the Hammerman, which means more Critical Counterstrikes. You will want to get to essential Stamina ‘Breakpoints’ for the Hammerman which are 42, 82 and 122. This allows 2, 3 and 4 attacks per round given the setup (Roundstrike, Strong vs and a Critical Counter will need 122 Stamina, for example, for all to trigger). In most cases 82 Stamina is sufficient.

In Conclusion he is best suited in what can best be described as an ‘off-tank’ or secondary unit that cycles into combat or protects the flanks. He should be swapping in to Stun or Slow important targets with a saved Critical Strike, or guarding the flanks from units like Assassins or Vampires who have poorer armor shatter, are prone to Stuns, and wear no armor. The higher you can get his Armor and HP values, the less targeted he becomes by the enemy. This allows your Chainmail to last the entire battle, giving more Critical Counters and blocking the effects of Poison and Bleed.