What Mercy Hit Does
Mercy Hit stops the Pal's attacks from ever reducing a target below 1 HP. Technically a negative passive — the Pal can no longer finish anything off — but it's the one "bad" passive with a genuinely good use, and the game treats it that way: it's the only negative passive you can deliberately apply at the surgery table.
The Niche: a Designated Catcher
Catch rates climb as a target's HP falls, and the ideal setup is a sliver of health — which is exactly where strong Pals overshoot and kill the thing you wanted. A Mercy Hit Pal can't. Let it beat any catch target down to 1 HP, then throw spheres at the best odds the game allows:
- No more one-shot regrets. An endgame attacker with Mercy Hit can safely soften low-level Pals for completionist catching — full damage output, zero risk of vaporizing the target.
- Perfect for catch-farming trips. Keep one Mercy Hit Pal in the party as your dedicated "softener" and swap it in whenever something rare shows up.
The trade-off is absolute: this Pal never lands a killing blow, so everything it fights has to be caught or finished by you or another Pal. Keep it off raid defense and out of any slot where killing is the job.
How to Get It
Mercy Hit is one of the default options at the
Pal Surgery Table
— no implant needed, 10,000 gold
per surgery. Pick your favorite hard-hitting Pal, overwrite its least useful passive, and it becomes your catcher.
See the implants guide for how the surgery system works.
How to Get Rid of It
Overwrite it at the same table with any unlocked passive. Unlike every other negative passive, there's no reason to hesitate: because it's a purchasable default, you can always buy Mercy Hit back later for 10,000 gold.