← Hero Guides · Weapon
By Amya · Updated 2026-10-26

Maul
Loadouts
pick one columnFreestyle
Only buildA freestyle base around the mandatory skills. Learn the dash-auto animation cancel and the rest of the class is not demanding.
QMaelstromMaelstromIII12sSweeps the maul horizontally, dealing 82% Base + 1005 Blunt Damage.Second pressConsumes 9% Stamina to reverse the swing, dealing 97% Base + 1225 Blunt Damage.Third pressConsumes 13% Stamina to swing the maul again, dealing 118% Base + 1526 Blunt Damage.Fourth pressConsumes 17% Stamina to follow through with another swing, dealing 120% Base + 2194 Blunt Damage.Fifth pressConsumes 21% Stamina to spin with the maul, striking all surrounding enemies 3 times. Each hit deals 124% Base + 2194 Blunt Damage. Can move in any direction and is immune to control effects except [Winded] while spinning.
EMountain BreakerMountain BreakerIII11sQuickly swings the maul upward, dealing 90% Base + 1142 Blunt Damage, and inflicts Knockback on enemies. Using a chargeable skill after this strike instantly unleashes its fully charged attack, dealing 74% damage. Using a combo skill after this strike instantly unleashes its final hit, dealing 74% damage.Control RemovalRemoves Dazed, Knockdown, and Concussed effects upon use.Effects on EnemiesReduces the Defence of hit enemies by 20% for 6s.RYour Choice
TForge of WarForge of WarIII50sHeaves the maul and slams it forward with full force. The first strike deals 44% Base + 957 Blunt Damage and inflicts Concussed on hit enemies. The second slam is unblockable, dealing 273% Base + 4308 Blunt Damage to nearby enemies, and inflicts Knockup on hit targets.Control RemovalRemoves Dazed and Knockdown effects upon use. Can move and change direction while swinging.Maelstrom and Mountain Breaker are mandatory right now. Some players swap Forge of War for Bonebreaker or Earthsplitter, which is not recommended.
Hammer of the Gods The epic schematic. Not needed, but good in certain metas.
Guardsman's the blue heavy set, the cheapest way in.
Good to know
- Best gender
- Male (animation changes depending on it)
- Aiming
- Hero: Assisted off, Locked off · Units: Assisted off, Locked off
Crafting
Weapon
- Must roll
- Blunt DMG, Blunt PEN
- Aim for
- Blunt Damage~269+max 448Blunt Pen~302+max 503
Rule of thumb: get your main damage and penetration to 60% of max. The ceilings are the Legendary rolls on the Mjölnir.
- Also good
- Strength/Armor, HP, Agility/Crit-DMG (in that priority order)
Armour
- Roll order
- SLeadershipLeadership increases the number of units you can take into battle, making it the best value out of every stat you could wish to get.AAHPAPiercing def / Slashing defBRest
- Attributes
- Full STR or Full Armor/HP
Realmshaker affixes
SCritical Break5 tiers
- Deals 15% extra damage to enemies in the Pierced state.
- Deals 20% extra damage to enemies in the Pierced state.
- Deals 25% extra damage to enemies in the Pierced state.
- Deals 30% extra damage to enemies in the Pierced state.
- Deals 35% extra damage to enemies in the Pierced state.
SIron Vigor5 tiers
- When Stamina is full, gain 10% damage reduction; this effect weakens by 2% for every 20% Stamina lost.
- When Stamina is full, gain 15% damage reduction; this effect weakens by 3% for every 20% Stamina lost.
- When Stamina is full, gain 20% damage reduction; this effect weakens by 4% for every 20% Stamina lost.
- When Stamina is full, gain 25% damage reduction; this effect weakens by 5% for every 20% Stamina lost.
- When Stamina is full, gain 30% damage reduction; this effect weakens by 6% for every 20% Stamina lost.
AVital Stomp5 tiers
- Sidestep Attack hits restore an additional 9% of missing Stamina.
- Sidestep Attack hits restore an additional 13% of missing Stamina.
- Sidestep Attack hits restore an additional 17% of missing Stamina.
- Sidestep Attack hits restore an additional 21% of missing Stamina.
- Sidestep Attack hits restore an additional 25% of missing Stamina.
BImmovable5 tiers
- Bonebreaker and Earthsplitter grant Uninterruptible for 1.5 seconds when charging begins; cooldown is increased by 8 seconds.
- Bonebreaker and Earthsplitter grant Uninterruptible for 1.5 seconds when charging begins; cooldown is increased by 6 seconds.
- Bonebreaker and Earthsplitter grant Uninterruptible for 1.5 seconds when charging begins; cooldown is increased by 4 seconds.
- Bonebreaker and Earthsplitter grant Uninterruptible for 1.5 seconds when charging begins; cooldown is increased by 2 seconds.
- Bonebreaker and Earthsplitter grant Uninterruptible for 1.5 seconds when charging begins.
BShock Throw5 tiers
- Strike and Grapple deals 60% + 661 Blunt Damage to enemies in the area after throwing the target.
- Strike and Grapple deals 90% + 992 Blunt Damage to enemies in the area after throwing the target.
- Strike and Grapple deals 120% + 1323 Blunt Damage to enemies in the area after throwing the target.
- Strike and Grapple deals 160% + 1764 Blunt Damage to enemies in the area after throwing the target.
- Strike and Grapple deals 200% + 2205 Blunt Damage to enemies in the area after throwing the target.
CFluid Momentum5 tiers
- Cooldown of Maelstrom is reduced by 0.8 seconds for each uncast strike; cooldown of Up from Hel is reduced by 0.7 seconds for each uncast strike.
- Cooldown of Maelstrom is reduced by 1.1 seconds for each uncast strike; cooldown of Up from Hel is reduced by 0.9 seconds for each uncast strike.
- Cooldown of Maelstrom is reduced by 1.4 seconds for each uncast strike; cooldown of Up from Hel is reduced by 1.1 seconds for each uncast strike.
- Cooldown of Maelstrom is reduced by 1.7 seconds for each uncast strike; cooldown of Up from Hel is reduced by 1.3 seconds for each uncast strike.
- Cooldown of Maelstrom is reduced by 2 seconds for each uncast strike; cooldown of Up from Hel is reduced by 1.5 seconds for each uncast strike.
Every line here is the official wording, from [Aztecs] Season Announcement (2026-09-29). The S to F letter beside each name is Amya's own ranking.
Reforge your new epic weapon for 2 passives from S to B tier: get one, lock it, then reforge for the second. Do it on the right side weapon, the one that will inherit the stats from the other. Every weapon · Equipment Inheritance
Best runes this season When a slot says "Pick one", both runes are playable: take the one that fits how you play. Helm: both are playable, but I prefer Crown Soul's extra 10% unit damage reduction over Abyssal Rift's poison, unless you play a diving class. Armour: Flower War triggers on skills whose tooltip shows the DAMAGE tag without RANGED (here: Maelstrom, Forge of War, Bonebreaker), and its +25% defence does not count toward the defence caps on passives. Bracers: Diving Eagle is a must if you run lance cavalry in your warband. It costs 3, so drop Yang Fire VII for it. If you don't run Buckler or Poleaxe units, take Yang Fire VII and VIII on the armour instead.
Guide
Playstyle
- Freestyle base with the mandatory skills, explained below!
- Learn how to dash-auto animation cancel and perfect it (auto-attack, side roll as soon as the dmg pop-up appears, and repeat). The other aspects of Maul do not require a lot of skill.
- Right now, skills such as
Maelstrom
MaelstromSweeps the maul horizontally, dealing 82% Base + 1005 Blunt Damage.
Second press:
Consumes 9% Stamina to reverse the swing, dealing 97% Base + 1225 Blunt Damage.
Third press:
Consumes 13% Stamina to swing the maul again, dealing 118% Base + 1526 Blunt Damage.
Fourth press:
Consumes 17% Stamina to follow through with another swing, dealing 120% Base + 2194 Blunt Damage.
Fifth press:
Consumes 21% Stamina to spin with the maul, striking all surrounding enemies 3 times. Each hit deals 124% Base + 2194 Blunt Damage. Can move in any direction and is immune to control effects except [Winded] while spinning. &
Mountain Breaker
Mountain BreakerQuickly swings the maul upward, dealing 90% Base + 1142 Blunt Damage, and inflicts Knockback on enemies.
Using a chargeable skill after this strike instantly unleashes its fully charged attack, dealing 74% damage.
Using a combo skill after this strike instantly unleashes its final hit, dealing 74% damage.
Control Removal:
Removes Dazed, Knockdown, and Concussed effects upon use.
Effects on Enemies:
Reduces the Defence of hit enemies by 20% for 6s. are mandatory. - There are different playstyles where you replace
Maelstrom
MaelstromSweeps the maul horizontally, dealing 82% Base + 1005 Blunt Damage.
Second press:
Consumes 9% Stamina to reverse the swing, dealing 97% Base + 1225 Blunt Damage.
Third press:
Consumes 13% Stamina to swing the maul again, dealing 118% Base + 1526 Blunt Damage.
Fourth press:
Consumes 17% Stamina to follow through with another swing, dealing 120% Base + 2194 Blunt Damage.
Fifth press:
Consumes 21% Stamina to spin with the maul, striking all surrounding enemies 3 times. Each hit deals 124% Base + 2194 Blunt Damage. Can move in any direction and is immune to control effects except [Winded] while spinning./
Mountain Breaker
Mountain BreakerQuickly swings the maul upward, dealing 90% Base + 1142 Blunt Damage, and inflicts Knockback on enemies.
Using a chargeable skill after this strike instantly unleashes its fully charged attack, dealing 74% damage.
Using a combo skill after this strike instantly unleashes its final hit, dealing 74% damage.
Control Removal:
Removes Dazed, Knockdown, and Concussed effects upon use.
Effects on Enemies:
Reduces the Defence of hit enemies by 20% for 6s./
Forge of War
Forge of WarHeaves the maul and slams it forward with full force. The first strike deals 44% Base + 957 Blunt Damage and inflicts Concussed on hit enemies.
The second slam is unblockable, dealing 273% Base + 4308 Blunt Damage to nearby enemies, and inflicts Knockup on hit targets.
Control Removal:
Removes Dazed and Knockdown effects upon use.
Can move and change direction while swinging. by taking
Bonebreaker
BonebreakerHold to charge (consumes 20% Stamina/s, allows slow movement).
Release within 1 second: Swings the maul, dealing 120% Base + 950 Blunt Damage.
Release after 1 second: Spins with the maul, striking 3 times. Each hit deals 130% Base + 1500 Blunt Damage.
Release after 2 seconds: Channels full strength to spin with the maul, delivering 5 unblockable strikes. Each hit deals 176% Base + 2314 Blunt Damage.
Can move and change direction while swinging. or
Earthsplitter
EarthsplitterHold to charge (consumes 20% stamina/s, allows slow movement).
Release within 1 second: Smashes the ground, dealing 87% Base + 1004 Blunt Damage.
Release after 1 second: Unleashes an unblockable, hard ground smash. Deals 164% Base + 2334 Blunt Damage, inflicts Knockback on enemies, and Dismounts hit enemy Heroes.
Release after 2 seconds: Unleashes an unblockable, full-force ground smash. Deals 191% Base + 4229 Blunt Damage, inflicts Knockdown on enemies, and Dismounts hit enemy Heroes. instead of
Forge of War
Forge of WarHeaves the maul and slams it forward with full force. The first strike deals 44% Base + 957 Blunt Damage and inflicts Concussed on hit enemies.
The second slam is unblockable, dealing 273% Base + 4308 Blunt Damage to nearby enemies, and inflicts Knockup on hit targets.
Control Removal:
Removes Dazed and Knockdown effects upon use.
Can move and change direction while swinging., but I don’t recommend this.
The Class
Maul is a bruiser class. It offers mobility, and constant DPS or high burst depending on your build.
You either charge your spells, or combo them with one of the 2 combo starters: Mighty Mjolnir and Mountain Breaker. After a combo starter, a chargeable spell instantly releases its full charge, and a combo spell instantly releases its final hit. That follow-up deals 74% of its normal damage.
There are plenty of ways to play it. Both ultimates are worth it, and you can even play without an ultimate. I prefer Forge of War in general: it is a heavy CC with good range, and it also removes CC from you. Builds without mobility are playable too.
Spells
Mountain Breaker (combo starter)
- The only spell you cannot replace: it is a combo starter, an armour shredder (-20% Defence on hit enemies for 6s) and a CC removal, with a low cooldown.
- You take it for what it sets up, not for its own damage.
Mighty Mjolnir (combo starter)
- The mobility spell of the class, and the second combo starter.
- I highly recommend the builds with mobility, even more if you are learning the class or trying to improve.
- It gives you an escape: you move much faster than a normal sprint, but it still uses stamina.
- Low cooldown.
Maelstrom (combo it)
- Probably the best spell of the class right now.
- Its final spin makes you immune to CC (except Winded), and it deals decent damage.
- It still costs stamina, but since the Season 28 overhaul you can cast it with an empty stamina bar.
- Good for dives in general (artillery, exotics, even some pike units). Made for flanking more than for frontline-to-frontline fights.
Bonebreaker (combo it, or charge it)
- Constant DPS, and unblockable at full charge.
- Good pick to farm frontlines.
- You move slowly while you charge it, so enemy units can punish you.
- The only spell of the class you can play without a combo starter: you charge it yourself, you skip the 74% damage cut, and a full charge costs well under half your stamina.
Earthsplitter (combo it)
- Always at least decent.
- Dismounts riders, deals good damage, and fires instantly after a combo starter, so you can hit and run with it.
- 8s cooldown + dismount + CC + burst damage.
Strike and Grapple (ultimate, the grab)
- It still surprises people.
- A good pick even if Maul is not your main class. In attack, trap someone and drop them from the wall. In defense, stop climbers: knock them down with your horse, then grab them instantly.
- A bit of a coin flip, since teamplay can disrupt it, but not always.
Forge of War (ultimate)
- Strong since its Season 15 buff. It took several nerfs after that, and the Season 28 overhaul buffed it again (it now hits up to 8 targets).
- It removes CC from you, then gives 2 phases of CC:
- Phase 1: Concussed in melee. You can ult a rider and Concussed stops them on their horse, but they can escape it by dismounting.
- Phase 2: an unblockable ground slam that knocks up everything around it, with good range.
- Good in frontline-to-frontline fights, on flanks and in 1v1s.















