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← Hero Guides · Weapon

By Amya · Updated 2026-10-26

Maul weapon icon

Maul

BHeavy ArmorHP / Armor build: Full Armor or STR
Hero Killing3/10
Units Killing4/10
Dueling4/10
Crowd Control4/10

Loadouts

pick one column

Freestyle

Only build

A freestyle base around the mandatory skills. Learn the dash-auto animation cancel and the rest of the class is not demanding.

Spells
MaelstromQMaelstromMaelstromIII12sDamageSweeps 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.Mountain BreakerEMountain BreakerMountain BreakerIII11sCleanseQuickly 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 ChoiceForge of WarTForge of WarForge of WarIII50sDamageUltimateHeaves 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.

Wear
Flameshackle HelmFlameshackle HelmHelm · Heavy armourRefined Blue schematic3 pcWhen a [Control] skill is blocked, the enemy's guard is broken.5 pc[Control] skills ignite enemy Units for 2 s, dealing 500 total Burn damage.Flameshackle GauntletsFlameshackle GauntletsBracers · Heavy armourRefined Blue schematic3 pcWhen a [Control] skill is blocked, the enemy's guard is broken.5 pc[Control] skills ignite enemy Units for 2 s, dealing 500 total Burn damage.Flameshackle ArmorFlameshackle ArmorChest · Heavy armourRefined Blue schematic3 pcWhen a [Control] skill is blocked, the enemy's guard is broken.5 pc[Control] skills ignite enemy Units for 2 s, dealing 500 total Burn damage.Flameshackle BootsFlameshackle BootsBoots · Heavy armourRefined Blue schematic3 pcWhen a [Control] skill is blocked, the enemy's guard is broken.5 pc[Control] skills ignite enemy Units for 2 s, dealing 500 total Burn damage.Fury (Maul)FuryRefined Blue schematicThe fifth piece of every Refined set. That armour pays nothing until you carry it.FlameshackleFuryRefined Blue · Heavy

Hammer of the Gods The epic schematic. Not needed, but good in certain metas.

Guardsman's the blue heavy set, the cheapest way in.

Attributes
Full STRor Full Armor/HP

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 448
Blunt 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
Rolls
Leadership is a reforged armour stat you grind (lock it on every piece), not a flat set bonus. New to any of this? See crafting and honing.

Realmshaker affixes

SCritical Break5 tiers
  1. Deals 15% extra damage to enemies in the Pierced state.
  2. Deals 20% extra damage to enemies in the Pierced state.
  3. Deals 25% extra damage to enemies in the Pierced state.
  4. Deals 30% extra damage to enemies in the Pierced state.
  5. Deals 35% extra damage to enemies in the Pierced state.
SIron Vigor5 tiers
  1. When Stamina is full, gain 10% damage reduction; this effect weakens by 2% for every 20% Stamina lost.
  2. When Stamina is full, gain 15% damage reduction; this effect weakens by 3% for every 20% Stamina lost.
  3. When Stamina is full, gain 20% damage reduction; this effect weakens by 4% for every 20% Stamina lost.
  4. When Stamina is full, gain 25% damage reduction; this effect weakens by 5% for every 20% Stamina lost.
  5. When Stamina is full, gain 30% damage reduction; this effect weakens by 6% for every 20% Stamina lost.
AVital Stomp5 tiers
  1. Sidestep Attack hits restore an additional 9% of missing Stamina.
  2. Sidestep Attack hits restore an additional 13% of missing Stamina.
  3. Sidestep Attack hits restore an additional 17% of missing Stamina.
  4. Sidestep Attack hits restore an additional 21% of missing Stamina.
  5. Sidestep Attack hits restore an additional 25% of missing Stamina.
BImmovable5 tiers
  1. Bonebreaker and Earthsplitter grant Uninterruptible for 1.5 seconds when charging begins; cooldown is increased by 8 seconds.
  2. Bonebreaker and Earthsplitter grant Uninterruptible for 1.5 seconds when charging begins; cooldown is increased by 6 seconds.
  3. Bonebreaker and Earthsplitter grant Uninterruptible for 1.5 seconds when charging begins; cooldown is increased by 4 seconds.
  4. Bonebreaker and Earthsplitter grant Uninterruptible for 1.5 seconds when charging begins; cooldown is increased by 2 seconds.
  5. Bonebreaker and Earthsplitter grant Uninterruptible for 1.5 seconds when charging begins.
BShock Throw5 tiers
  1. Strike and Grapple deals 60% + 661 Blunt Damage to enemies in the area after throwing the target.
  2. Strike and Grapple deals 90% + 992 Blunt Damage to enemies in the area after throwing the target.
  3. Strike and Grapple deals 120% + 1323 Blunt Damage to enemies in the area after throwing the target.
  4. Strike and Grapple deals 160% + 1764 Blunt Damage to enemies in the area after throwing the target.
  5. Strike and Grapple deals 200% + 2205 Blunt Damage to enemies in the area after throwing the target.
CFluid Momentum5 tiers
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

Weapon5/5
Otomi Courage3Otomi Courage3 Rune PowerWhen consuming Stamina to cast skills, gain 1 stack of the [Fight to the Death] buff (lasts 5 seconds, max 3 stacks). Each stack grants 10% damage reduction and 8% damage boost.
Stone Chant2Stone Chant2 Rune PowerReduces the Stamina cost of all Maul skills by 30%.
Helm5/5
Pick one
Crown Soul3Crown Soul3 Rune PowerReduces unit damage taken by 20%. When health is below 50%, further reduces unit damage taken by 10%.
or
Abyssal Rift3Abyssal Rift3 Rune PowerReduces unit damage taken by 20%. Upon death, creates a poison area with a 5-meter radius. Enemy units within the area take [Poison] damage equal to 2% of their max health per second for 10 seconds.
Yang Fire VIII1Yang Fire VIII1 Rune PowerIncreases Agility and Armour by 2 points.
Yang Fire VII1Yang Fire VII1 Rune PowerIncreases Strength and Toughness by 2 points.
Armour5/5
Pick one
Flower War3Flower War3 Rune PowerUsing non-ranged [Damage] skills increases all defence types by 25% for 8 seconds.
or
Earth's Vessel3Earth's Vessel3 Rune PowerReduces damage taken by 10%. When in [Knockback], [Knockdown], [Knockup], or [Concussed] states, further reduces damage taken by 25%.
Pick one
Hidden Blade2Hidden Blade2 Rune PowerIncreases Slashing Damage of [Buckler] units by 6%.
or
Blood Copper2Blood Copper2 Rune PowerLifesteal from [Poleaxe] units converts 50% of the healing amount into damage to the target. Only effective for units.
Bracers5/5
Obsidian Saw2Obsidian Saw2 Rune PowerIncreases damage dealt to units by 6%.
Pick one
Captor's Glory2Captor's Glory2 Rune PowerIncreases damage dealt to heroes by 6%.
or
Diving Eagle3Diving Eagle3 Rune PowerEnters an uninterruptible state during a melee cavalry charge, which disappears after taking one attack. Lasts 10 seconds.
Yang Fire VII1Yang Fire VII1 Rune PowerIncreases Strength and Toughness by 2 points.
Boots5/5
Falling Talon3Falling Talon3 Rune PowerWhen health is below 25%, hero damage taken is reduced by 50%.
Healing Herbs2Healing Herbs2 Rune PowerReduces [Bandage] duration by 40% while keeping the total healing amount unchanged.

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 MaelstromMaelstromSweeps 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 BreakerMountain 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 MaelstromMaelstromSweeps 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 BreakerMountain 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 WarForge 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 BonebreakerBonebreakerHold 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 EarthsplitterEarthsplitterHold 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 WarForge 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.

Learn from the best Tournament players to watch for this weapon. Watch their POV and understand why they do what they do.

Balance history

23 changes
  1. BuffSource ↗
    • [Mountain Breaker]: Optimized action transition Frame Rate to enhance Action feel.
    • [Mighty Mjölnir]: Optimized action transition Frame Rate to enhance Action feel.
  2. RebalanceSource ↗
    • [Maelstrom]: Stage 1 base [Blunt Damage] multiplier: 82% → 114%; Stage 2 base [Blunt Damage] multiplier: 97% → 116%; Can now be cast when [Stamina] is insufficient; Ignores collision detection during Stage 5; Max targets hit: 3 → 4; Damage falloff starts at target: 3 → 4; Damage falloff multiplier: 0.7 → 0.85; Minimum damage falloff limit: 0.28 → 0.4; Optimized animation transitions, engagement tracking, and damage detection logic to improve combat feel.
    • [Up from Hel]: Stage 1 base [Blunt Damage] multiplier: 110% → 165%; Stage 2 base [Blunt Damage] multiplier: 125% → 175%; Stage 3 base [Blunt Damage] multiplier: 150% → 180%; Can now be cast when [Stamina] is insufficient; Max targets hit: 3 → 4; Damage falloff starts at target: 3 → 4; Damage falloff multiplier: 0.7 → 0.85; Minimum damage falloff limit: 0.28 → 0.4; Optimized animation transitions, engagement tracking, and damage detection logic to improve combat feel.
    • [Bonebreaker]: Charge Level 1 base [Blunt Damage] multiplier: 100%/110%/120% → 156%/166%/176%; Charge Level 2 base [Blunt Damage] multiplier: 84%/102%/130% → 156%/166%/176%; Base cooldown: 12s → 10s; Added a [Knockback] effect to Charge Level 3; Max targets hit: 3 → 4; Damage falloff starts at target: 3 → 4; Damage falloff multiplier: 0.7 → 0.85; Minimum damage falloff limit: 0.28 → 0.4; Optimized animation transitions, engagement tracking, and damage detection logic to improve combat feel.
    • [Earthsplitter]: Charge Level 1 base [Blunt Damage] multiplier: 87% → 200%; Charge Level 2 base [Blunt Damage] multiplier: 107%/134%/164% → 169%/199%/229%; Charge Level 3 base [Blunt Damage] multiplier: 140%/174%/191% → 169%/199%/229%; Max targets hit: 3 → 4; Damage falloff starts at target: 3 → 4; Damage falloff multiplier: 0.7 → 0.85; Minimum damage falloff limit: 0.28 → 0.4; Optimized animation transitions, engagement tracking, and damage detection logic to improve combat feel.
    • [Mountain Breaker]: Base [Blunt Damage] multiplier: 69%/80%/90% → 124%/134%/144%; Max targets hit: 3 → 4; Damage falloff starts at target: 3 → 4; Damage falloff multiplier: 0.7 → 0.85; Minimum damage falloff limit: 0.28 → 0.4; Optimized animation transitions, engagement tracking, and damage detection logic to improve combat feel.
    • [Mighty Mjölnir]: Base [Blunt Damage] multiplier: 100% → 170%; Max targets hit: 3 → 4; Damage falloff starts at target: 3 → 4; Damage falloff multiplier: 0.7 → 0.85; Minimum damage falloff limit: 0.28 → 0.4; Optimized animation transitions, engagement tracking, and damage detection logic to improve combat feel.
    • [Forge of War]: Stage 1 base [Blunt Damage] multiplier: 44% → 110%; [Block] damage: 200 → 600; Stage 2 base [Blunt Damage] multiplier: 191%/232%/273% → 248%/288%/328%; Max targets hit: 3 → 8; Damage falloff starts at target: 3 → 8; Damage falloff multiplier: 0.7 → 0.85; Minimum damage falloff limit: 0.28 → 0.4; Optimized animation transitions, engagement tracking, and damage detection logic to improve combat feel.
    • [Strike and Grapple]: Stage 1 base [Blunt Damage] multiplier against [Heroes]: 69%/84%/98% → 156%/176%/196%; Stage 2 base [Blunt Damage] multiplier against [Heroes]: 69%/84%/98% → 205%/225%/245%; Base cooldown: 55s → 45s; Optimized animation transitions, engagement tracking, and damage detection logic to improve combat feel.
    • [Sprint] Attack: [Blunt Damage] value: 169% → 220%; [Sprint] attack now chains directly into the second hit of the Basic Attack; Max targets hit: 3 → 4; Damage falloff starts at target: 3 → 4; Damage falloff multiplier: 0.7 → 0.85; Minimum damage falloff limit: 0.28 → 0.4.
    • Basic Attack: Stage 2 [Blunt Damage] value: 143% → 186%; Stage 3 [Blunt Damage] value: 130% → 195%; Stage 4 [Blunt Damage] value: 195% → 215%; Max targets hit: 3 → 4; Damage falloff starts at target: 3 → 4; Damage falloff multiplier: 0.7 → 0.85; Minimum damage falloff limit: 0.28 → 0.4.
    • [Sidestep] Attack: [Blunt Damage] value: 10% → 110%; [Block] damage value: 0 → 200; Can now be cast when [Stamina] is insufficient; Max targets hit: 3 → 4; Damage falloff starts at target: 3 → 4; Damage falloff multiplier: 0.7 → 0.85; Minimum damage falloff limit: 0.28 → 0.4.
  3. FixSource ↗
    • Fixed an incorrect rune buff display regarding the Maul rune [Typhon's Demise].
  4. FixSource ↗
    • Fixed the issue where the skills [Chain Dart & Scimitar] - Scorpion's Snare, [Dual Blades] - Marked for Death, [Poleaxe] - Rough Justice, [Maul] - Strike and Grapple, and [Pike] - Sky Dragon (used after Ultimate) would occasionally cause an abnormal reduction in skill cooldown.
  5. FixSource ↗
    • Fixed the issue where the immunity of the Maelstrom in the fifth stage of Maul could not be triggered.
  6. FixSource ↗
    • Fixed an issue where [Combat Dismount] didn't grant immunity to Dazed.
  7. NerfSource ↗
    • [Ground Smash]'s cooldown increased to 50 seconds (was 40).
    • [Earthsplitter]'s damage reduced by 12%.
    • [Rockslide Smash]'s cooldown increased to 11 seconds (was 8). Now also removes "Concussed" effects.
  8. RebalanceSource ↗
    • Lowest damage of all skills (except for [Ground Smash]) increased to 28% (was 25%). [Ground Smash] still retains its 40%.
    • Damage of skills chained after [Rockslide Smash] and [Mighty Mjolnir] now deal 26% less damage (was 20%).
    • [Ground Smash]'s damage reduced by 11%.
    • [Bonebreaker] no longer has extra armor penetration.
    • [Strike and Grapple]'s cooldown changed from 55/50/45 to 59/57/55 on tiers I, II and III.
  9. BuffSource ↗
    • The maul's [specialization] and [normal] skills deal diminishing damage when hitting multiple enemies. The minimum target count for this is increased to 4 (was 3), which should increase the damage when hitting multiple targets by around 17.1%.
    • [Rockslide Smash]: Now reduces the enemy's defenses by 20% (was 12%). Improved the overall feel of the skill by enabling you to interrupt the backswing earlier and chain in combo attacks.
    • [Earthsplitter]: Increased damage on full charge by 24%. Hitting a mounted hero after a 1+ second charge dismounts them.
    • [Ground Smash]: Fixed an issue with the damage of the second smash.
  10. BuffSource ↗
    • [Ukko's Doom] remade into [Rockslide Smash]: blunt damage adjusted to I 69% + 620 (was 110% + 350); II 80% + 994 (was 125% + 425); III 90% + 1,142 (was 140% + 500). New effect: enemies hit are affected by [Armor Crush], reducing their defenses by 12% for 6 seconds.
  11. RebalanceSource ↗
    • Slightly enlarged the hitbox of [Earthsplitter], the last strike of [Bonebreaker], and the first strike of [Ground Smash].
    • Adjusted the damage of [Maelstrom]: first attack 82% base blunt + 1,005 (was 80% + 1,005), armor piercing 1.03 (was 1); second 97% + 1,225 (was 95% + 1,225), armor piercing 1.05; third 118% + 1,526 (was 115% + 1,526), armor piercing 1.07; fourth 120% + 2,194 (was 130% + 1,917), armor piercing 1.10; fifth 124% + 2,194 (was 120% + 2,009), armor piercing 1.10.
    • Adjusted the control of [Ground Smash]'s movement so the Maul hero can change direction during the skill.
    • Improved the hitbox of the first strike of [Strike and Grapple]; it can now cause daze and damage to units.
  12. FixSource ↗
    • Fixed an issue where skills that make you move forward (such as the maul's [Strike and Grapple] and the poleaxe's [Rough Justice]) would be interrupted if there was a difference in elevation.
  13. RebalanceSource ↗
    • Stamina consumption adjustments: [Maelstrom] now consumes 9%/13%/17%/21% based on charge (was 20% each); [Up from Hel] 10%/13%/17% (was 20% each); [Bonebreaker] and [Earthsplitter] 20%/20% (was 30%/30%).
    • [Maelstrom]: first attack 80% base blunt + 1,005 (was 60% + 875); second 95% + 1,225 (was 80% + 1,225); third 115% + 1,526 (was 105% + 1,540); fourth 130% + 1,917 (was 125% + 2,125); fifth 120% + 2,009 (was 125% + 2,245), and you are now immune to crowd controls during the attack.
    • [Up from Hel]: first 110% + 1,150 (was 100% + 1,447); second 125% + 1,475 (was 122% + 1,843); third 150% + 1,894 (was 146% + 2,000) and now ignores defenses; fourth 200% + 2,205 (was 180% + 2,500) and now knocks enemies down instead of sending them flying.
    • [Bonebreaker]: <1s charge 120% + 950 (was 120% + 713); >1s charge 130% + 1,500 (was 120% + 1,500), armor penetration 1.05; >2s charge 176% + 2,314 (was 195% + 2,314), armor penetration 1.1.
    • [Earthsplitter]: <1s charge 80% + 920 (was 49% + 713), hits no longer knock soldiers back; >1s charge 150% + 2,139 (was 148% + 2,139), armor penetration 1.1; >2s charge 175% + 3,876 (was 192% + 2,781), armor penetration 1.2.
    • [Mighty Mjolnir]'s movement speed increased by 11%; the following connected skill only deals 80% damage.
    • [Ukko's Doom] can now be weaved in after the final hit of Bonebreaker/Earthsplitter/Maelstrom/Up from Hel, but only deals 80% damage.
    • [Strike and Grapple]'s movement speed reduced by 22.5%.
    • [Ground Smash]: first attack 50% + 1,075 (was 50% + 428) and now dazes; second attack 307% + 4,840 (was 307% + 4,450), no longer knocks enemies down but instead sends them flying.
    • Rolling forward, left, or right now dazes enemies hit.
  14. BuffSource ↗
    • [Mighty Mjölnir]'s cooldown reduced to 11/10/9 seconds (was 15/12/9).
  15. NerfSource ↗
    • You can now use [Sprint Attack] even if you don't have enough stamina, but doing so expands all remaining stamina. [Sprint Attack]'s stamina cost increased to 250 (was 185) for all weapons.
  16. BuffSource ↗
    • [Maelstrom] Maelstrom I: Adjusted the blunt damage of the first strike to 60% + 875 (was 59% + 856 points). Adjusted the blunt damage of the second strike to 80% + 1,225 (was 79% + 1,141 points). Adjusted the blunt damage of the third strike to 105% + 1,540 (was 100% + 1,500 points). Maelstrom II: Adjusted the blunt damage of the first strike to 60% + 875 (was 59% + 856 points). Adjusted the blunt damage of the second strike to 80% + 1,225 (was 79% + 1,141 points). Adjusted the blunt damage of the third strike to 105% + 1,540 (was 100% + 1,500 points). Adjusted the blunt damage of the fourth strike to 125% + 2,125 (was 120% + 2,000 points). Maelstrom III: Adjusted the blunt damage of the first strike to 60% + 875 (was 59% + 856 points). Adjusted the blunt damage of the second strike to 80% + 1,225 (was 79% + 1,141 points). Adjusted the blunt damage of the third strike to 105% + 1,540 (was 100% + 1,500 points). Adjusted the blunt damage of the fourth strike to 125% + 2,125 (was 120% + 2,000 points). Adjusted the blunt damage of the fifth strike to 125% + 2,245 (was 120% + 2,000 points).
  17. BuffSource ↗
    • [Combat Dismount] Adjusted the blunt damage to 225% (was 195%).
    • Fixed a bug where the actual damage didn't match that of the description.
  18. Source ↗
    • [Forge of War]'s first wave (including Ground Smash I and Ground Smash II) has been adjusted to 50% of base blunt plus 428 points.
  19. FixSource ↗
    • Corrected the skill description of the Maul's [Fast Forward]: [Deal 100% base + 0 blunt damage] -> [Deal 100% of your base blunt damage].
    • Resolved an issue where the [Hugin's Remains] (Maul) rune wouldn't take effect in some situations.
  20. RebalanceSource ↗
    • The Maul is currently too strong when it comes to breaking the enemy's formation.
    • [Fast Forward]: Increase the stamina cost when running. Can no longer run once stamina has been depleted.
    • [Combat Grapple]: Increase the stamina cost of running after having grappled an enemy.
    • Reduce the block break of the first and second hits of [Maelstrom I/II/III].
    • Reduce the block break of the first and second hits of [Up from Hel I/II/III].
    • Increase stamina recovery speed by 10%.
  21. FixSource ↗
    • Resolved an issue where the skill "Strike and Grapple" could grab enemies when they were hiding amongst their soldiers.
  22. FixSource ↗
    • Fixed a bug that caused targets to take fall damage when thrown from a position lower than the position they were caught by the Strike and Grapple skill used by the Maul.
    • Fixed a bug where the Maul consumes no Stamina when sprinting with a target caught with Strike and Grapple. Maul now loses Stamina when he sprints with an enemy. When Stamina drops to 0, he will drop the enemy.
    • Fixed a bug when unlocking challenge stages of the Maul, the skills would not unlock correctly.
  23. Source ↗
    • Increased the movement distance of Roll when using the Maul from 3 meters to 3.5 meters.

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