diff --git a/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm b/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm
index de8d7c09ef..9498ed85a6 100644
--- a/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm
+++ b/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm
@@ -24,6 +24,7 @@
var/mob/living/last_attacked
var/combo = 0
var/damage_per_combo = 2
+ var/maximum_combo_damage = 18 //33 damage on max stacks. Usually the target will already be dead by then but if they somehow aren't, better to have this capped
/obj/item/clockwork/brass_claw/Initialize()
. = ..()
@@ -31,7 +32,7 @@
/obj/item/clockwork/brass_claw/examine(mob/user)
if(is_servant_of_ratvar(user))
- clockwork_desc += "\nIt has [combo] combo stacks built up against the current target, causing [combo * damage_per_combo] bonus damage."
+ clockwork_desc += "\nIt has [combo] combo stacks built up against the current target, causing [min(maximum_combo_damage, combo * damage_per_combo)] bonus damage."
. = ..()
clockwork_desc = initial(clockwork_desc)
@@ -47,4 +48,4 @@
combo++
else
combo += 3
- target.adjustBruteLoss(combo * damage_per_combo)
+ target.adjustBruteLoss(min(maximum_combo_damage, combo * damage_per_combo))