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dosman2233
Seasoned Ace
2 days ago

All versions of Maul

1. Darth Maul (Episode 1: The Phantom Menace)
Dark Side, Attacker, Leader, Sith

Relic Amplifier: Double-Bladed Lightsaber

Attacks and Abilities

Basic: Raging Storm
Deal Physical damage to target enemy. On a finishing blow, gain 100% Turn Meter and Offense Up for 2 turns. This attack deals double damage to Jedi.

Special: Whirling Blades (Cooldown: 3)
Deal Physical damage to all enemies and inflict Daze for 2 turns. This attack deals double damage to Jedi.

Leader: Dancing Shadows
All Sith allies gain 20% Evasion, gain 20% Turn Meter and Stealth for 1 turn at the start of each encounter and whenever they Evade or are Critically Hit, can't be Critically Hit while Stealthed, and gain Advantage for 2 turns whenever Stealth expires. The Stealth and Turn Meter from this ability ignores Taunting allies.

Unique: Power of Hatred
Darth Maul gains 20% Max Health, gains Max Health equal to 10% of the damage he deals, and Potency equal to 0.3% of his Max Health. Whenever an enemy is defeated, Darth Maul gains bonuses for the rest of the encounter.

First Enemy: 25% Critical Chance
Second Enemy: 25% Evasion
Third Enemy: 25% Max Health recovery on hitting with an attack

2. Maul (The Clone Wars Season 7)
Dark Side, Attacker, Leader, Mandalorian, Unaligned Force User

Relic Amplifier: Mandalorian Vault

Attacks and Abilities

Basic: Crushing Blow
Deal Physical damage to target enemy. If this is the first attack Maul used this turn, Maul gains 1 stack of Anguish (stacking, max 5) and if it critically hits, Maul gains another stack of Anguish.

Anguish:
Takes damage at the start of their turn equal to 2% of their Max Health for each stack of Anguish and gains that much Offense until the end of their turn; this character can't be defeated by this damage

Special 1: Fervent Rush (Cooldown: 3)
Dispel all buffs on the target enemy. Deal Physical damage to all enemies and inflict Offense Down for 2 turns. This attack deals 5% more damage for each buff dispelled.

Maul gains 2 stacks of Anguish (stacking, max 5), if an enemy was defeated by this attack Maul instead gains the maximum stacks of Anguish.

Special 2: Seething Rage (Cooldown: 0)
Deal true damage to target enemy and inflict Buff Immunity for 2 turns. If Maul has 5 Anguish, increase target enemy's cooldowns by 2 (excludes raid bosses and Galactic Legends). Maul loses 1 stack of Anguish and takes a bonus turn. This attack can't be countered.

Each time this ability is used, it deals 60% more damage on subsequent uses and increases by an additional 60% until Maul uses a different ability during his turn.

This ability can't be used unless Maul has Anguish.

Leader: Usurper
Mandalorian allies have +5% Max Health for each Mandalorian ally at the start of battle and +25% Offense.

At the start of battle if Maul is in the Leader slot and not the ally slot, Mandalorians in the Leader slot gain 1 stack of Mand'alor (stacking, max 2) until they are defeated, which can't be copied, dispelled, or prevented. When a character with Mand'alor is defeated, the character that defeated them gains Mand'alor until they're defeated. There can't be more than two Mand'alor effects in battle.

Mandalorian allies deal 20% more damage when they target an enemy with Mand'alor. While there are two Mand'alor buffs on allied characters, all Mandalorian allies deal 50% more damage during their turn.

Mand'alor:
Mandalorian allies assist dealing 50% less damage when this character uses an ability during their turn; at the start of every turn, dispel all debuffs on the healthiest Mandalorian ally without Mand'alor and that ally gains Taunt and +100% Defense until the end of that turn; defeating this character will grant Mand'alor to the character that defeated them; if this character is defeated by a status effect, Mand'alor will not be granted to anyone

Unique: Bound By Hatred
Maul's attacks can't be evaded and he has +15% Offense.

At the start of battle, Maul gains Frenzy and Retribution for 2 turns and 3 stacks of Anguish (stacking, max 5). If there is an enemy Kenobi, Maul instead gains the maximum stacks of Anguish.

While Maul has 3 or more Anguish, he is immune to Stun and Ability Block. While Maul has 5 Anguish, he ignores Taunt effects and is always critically hit by enemy attacks.

3. Maul (Hate-Fueled) (The Clone Wars Season 4)
Dark Side, Attacker, Unaligned Force User

Relic Amplifier: Leg Blade

Attacks and Abilities

Basic: Fractured Fury
Deal Physical damage to target enemy and inflict a stack of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter.

Gain a stack of Edge of Madness (max 100 stacks) until the end of the encounter, which can't be copied, dispelled, or prevented.

Once per encounter, during his turn, Maul inflicts Fracture on target enemy until each of his allies has taken a turn or until he is defeated, which can't be copied, dispelled, evaded, or resisted.

Special 1: Relentless Malice (Cooldown: 3)
Deal Physical damage to target enemy four times and inflict a stack of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. If the target already has max stacks of Bleed, trigger their damage.

If Maul has 30 or more stacks of Edge of Madness, reduce the cooldown of Howl of the Broken by 1.

If Maul has 60 or more stacks of Edge of Madness, he deals an additional instance of True damage to target enemy equal to 30% of his Max Health.

While in Territory Wars
Deal Physical damage an additional four times.

Inflict an additional 5 stacks of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter.

If he has 30 or more stacks of Edge of Madness, reset the cooldown of Howl of the Broken instead.

Special 2: Howl of the Broken (Cooldown: 4)
Deal Physical damage, Daze, and inflict Healing Immunity for 2 turns on all enemies.

Call all Dark Side Attacker allies to assist.

Maul gains Critical Damage Up and Offense Up for 2 turns. If he has 50 or more stacks of Edge of Madness, inflict Fear on all enemies for 1 turn, which can't be copied, dispelled, or resisted.

Remove 60% Turn Meter from all enemies and all Dark Side Attacker allies gain 60% Turn Meter.

While in Territory Wars: 
If target enemy is inflicted with Bleed, inflict a stack of Bleed (max 6), which can't be dispelled or resisted, on all enemies until the end of encounter.

Increase the cooldowns of target enemy by 1, which can't be resisted.

Unique 1: Hatred Sustains
Whenever Maul takes damage, he gains 3 stacks of Edge of Madness (max 100) until the end of the encounter, which can't be copied, dispelled, or prevented, and he has a 5% chance to gain 75% Turn Meter.

Maul can't be instantly defeated.

While Maul is at certain Health thresholds, he gains cumulative effects:
Web of Descent I (75% Health or less): +50% Offense; can't recover Health above 75%
Web of Descent II (50% Health or less): +25 Speed; when he takes damage, he instead has a 10% chance to gain 75% Turn Meter; can't recover Health above 50%
Web of Descent III (25% Health or less): +2,200% Defense and 100% Offense; when Maul hits this threshold, he gains bonus Protection (100%) for 2 turns and takes a bonus turn; can't recover Health above 25%

While in Territory Wars: 
At the start of battle, Maul gains 30% Max Health and Offense, and 100 stacks of Edge of Madness (max 100) until the end of the encounter, which can't be copied, dispelled, or prevented.

Whenever Maul is damaged, he instead has a 25% chance to gain 100% Turn Meter.

Unique 2: Always Remember, I Am Fear
At the start of battle, Maul gains 25% Max Health for each other Dark Side ally and 25% Offense for each other non-Dark Side ally, Hatred and 5 stacks of Anguish until the end of battle, which can't be copied, dispelled, or prevented. He loses all Protection and gains that much Max Health, and he takes reduced damage from percent Health damage effects. If there is an enemy Kenobi, Maul gains 20 stacks of Edge of Madness (stacking, max 100) until the end of the encounter.

During Maul's first turn each encounter, he ignores taunt effects.

Maul's attacks can't be evaded or countered and he is immune to Ability Block, Fear, and Redeemed.

If there were no allied Galactic Legends at the start of battle, until the first time Maul is defeated: Enemies defeated by Dark Side allies can't be revived. If there is at least one other active ally, at the start of each character's turn, Mark the healthiest Unaligned Force User ally, which can't be dispelled or resisted, and they gain bonus Protection (30%) until the end of that turn.

Bonus:

4. Old Master Maul (Solo, Rebels, Comics)
Galactic Legend, Dark Side, Tank, Leader, Crimson Dawn, Unaligned Force User

Relic Amplifier: Sith Holocron

Attacks and Abilities

Basic: Unrelenting Slice
Deal Special damage to target enemy and deal Physical damage to the weakest enemy and inflict Blind for 2 turns. Each enemy damaged gains Dark Interlocking for 2 turns. Then, grant the weakest Dark Side Unaligned Force User (excluding Inquisitorius) or Crimson Dawn ally Foresight for 1 turn.

Dark Interlocking: At the end of this unit's turn, it and another random ally suffering Dark Interlocking lose 25% Evasion and Potency, and drain 15% of their own Max Health. This damage can't defeat enemies.

Special 1: Exact Revenge (Cooldown: 4)
Dispel all debuffs on a random Dark Side Unaligned Force User (excluding Inquisitorius) or Crimson Dawn ally and inflict Dark Interlocking for 1 turn on the healthiest enemy. All Dark Side Unaligned Force User (excluding Inquisitorius) and Crimson Dawn allies gain Retribution for 2 turns. If the healthiest enemy already has Dark Interlocking, they are Stunned for 2 turns, which can't be Dispelled or Prevented.

Special 2: Furious Throw (Cooldown: 6)
Deal Special Damage to all enemies. Enemies not damaged by this attack are inflicted with Fear for 2 turns, which can't be copied, dispelled, prevented, or resisted. Enemies that are damaged by this attack are inflicted with Dark Interlocking for an extra turn. Then, grant 50% Turn Meter to enemies inflicted with Dark Interlocking below 25% Turn Meter. This attack starts on cooldown.

Leader: All Part of the Plan
All Dark Side Unaligned Force User (excluding Inquisitorius) and Crimson Dawn allies lose 20% Max Health and gain that much Max Protection, and have +25 Mastery, +45% Potency and 30% Evasion.

If all allies are Dark Side Unaligned Force Users (Excluding Inquisitorius) or Crimson Dawn at the start of battle, Old Master Maul starts the battle with Damage Immunity and Taunt for 2 turns, which can't be Dispelled, and all allies start the battle with Stealth for 2 turns.

All enemies start the battle with Dark Interlocking for 1 turn (excluding Galactic Legends and Raid Bosses)

If Savage Oppress is an ally, he gains the Unaligned Force User tag until the end of battle, and if he is defeated, Old Master Maul gains a bonus turn.

Unique 1: Consumed by Revenge
Old Master Maul deals 30% more damage to enemies inflicted with Dark Interlocking. Whenever an enemy's health is drained, Old Master Maul gains Taunt for 1 turn. Whenever he inflicts Dark Interlocking on an enemy, Old Master Maul removes 5% Turn Meter from enemies and grants a Dark Side Unaligned Force User (excluding Inquisitorius) or Crimson Dawn ally 15% Turn Meter. Additionally, Old Master Maul reduces his own cooldowns by 1 whenever an enemy with Dark Interlocking is defeated.

The first time Old Master Maul is reduced to 20% Health, he gains Hatred.

Hatred: +25% Critical Chance, +100% Defence and Offense; when this character is defeated, they revive with 100% Health and gain 100% Turn Meter; can't be copied, dispelled or prevented.

Unique 2: Galactic Legend (Zeta)
This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects.
This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.

Ultimate: Hatred
Requires 100% Ultimate Charge to activate.

Ultimate Charge: Old Master Maul gains 4% Ultimate Charge whenever Dark Interlocking expires on an ally or enemy. If Old Master Maul is in the Leader slot, he gains 6% Ultimate Charge.

Old Master Maul deals Physical damage to all enemies and Dispels Dark Interlocking from them. Then, all enemies are inflicted with Ability Block, Tenacity Down, Defence Down, Potency Down, Speed Down, Healing Immunity, Buff Immunity, Blind and Daze for 3 turns, which can't be Dispelled, Prevented or Resisted. For each Dark Interlocking dispelled, all Dark Side Unaligned Force User (excluding Inquisitorius) and Crimson Dawn allies take damage equal to 8% of their Max Health and Old Master Maul gains that much Max Health.

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