Slam your hammer forward, dealing damage and gaining shield for each enemy hit. Enemies hit closer to the center are dealt more damage and give more shield.
The cooldown of this ability starts upon recasting or landing, whichever comes first.
Litigation
Type E Ability
Ability Type Melee
Perform a small leap forward and begin spinning. Hold E to continue spinning, release E to end Litigation early. For every enemy hit, gain shield and spin an extra time for a maximum of 10 spins.
Damage: 6*(number of spins) + 15 (final hit) Shield gain: 4*(number of spins) + 10 (final hit) Knockback immunity: 100% for the duration of the spin Range: 10 studs (leap and spin radius) Cooldown: 8 seconds
Ability Demonstration
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Details:
Ban Hammer must perform 4 spins minimum before being able to cancel Litigation manually.
After hitting at least one enemy with a spin, if Ban Hammer is unable to hit an enemy for the next 5 spins, Litigation will be cancelled.
If Ban Hammer is stunned, wireframed or grounded, Litigation's effects end immediately.
Catch any enemies in an area in front of you, if their health and shield combined is less than 50% of their maximum health and shield, execute them.
Damage: 15 (Grab) + 25 (Swing) Execution range: 50% of max health Hitbox size: 20x20x20 Max. uses: 5 Phinisher points: 150
Ability Demonstration
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Details:
Executing an enemy grants another use, for a maximum of 5 uses.
Dying while holding an additional use, or failing to meet the execute threshold on all grabbed players will put Judgement on cooldown.
If an enemy is caught but dies before they are executed, another use is still granted.
The grab and swing of Judgement uses a line of sight check. If Ban Hammer attempts to use it on a player standing behind a wall, neither the grab or swing will do damage.