Smite gives him a heavy strike in front of him. Whirlwind damages the area around him, using a resource built through dealing damage. His evade is a forward charge, and Forceful Evasion adds an offensive element to that movement. Those tools let you do more than stand still and trade hammer blows.
One straightforward sequence is to let several enemies enter hammer range, land a broad attack, then reposition rather than waiting for every enemy to answer. Smite can cover a group approaching in front. Whirlwind is an option when the fight has developed around you rather than remaining neatly in one direction.
The caution is that an area attack isn't automatically the best single-target attack. Community discussions about Whirlwind often start with that exact complaint: why spin when an ordinary hammer hit seems to do more useful damage against one target? The answer depends on upgrades, available resources, and what else the spin is doing for the build.
Without a supporting effect, don't assume Whirlwind must replace all ordinary attacks. With a healing interaction or another useful modifier, its role can change. Read the version of the ability you actually have.
Charging into a group is also a commitment. Before using movement offensively, look at where it leaves you. Closing the distance is useful when you arrive beside a manageable threat. Arriving in the middle of several attacks without a clear exit is a different situation entirely.
Smite gives him a heavy strike in front of him. Whirlwind damages the area around him, using a resource built through dealing damage. His evade is a forward charge, and Forceful…
· Games / Children of Morta