Maul oink softly but carry a big stick. Mauls are the tanks of the Myth world. They're as fast as warriors but they hit hard and are pretty sturdy. They don't flinch as much as other units when hit, so it's hard for zerks to not sufffer some damage when they engage them. Strengths: Like any melee the maul are most effective in groups. A single blow from a maul's club is equal to two hits from a warrior. A maul's swing cannot be blocked by a warrior's shield. Mauls are less affected by explosions than most units. Their thick hides protect them from the blast. It takes about 3 cocktails to blow them into flying pork chops. Weaknesses: Although they swing their clubs hard they don't swing them very fast. A group of zerks can whack a single maul into submission pretty safely but a group of maul is a different story. Vitality: 8 Damage per hit: 1 - 1.098 |
Mauls |