Darth Maul is an anti-Jedi attacker. Let’s look at this brief guide and see what he has to offer to your team.
Type: Sith, Attacker
Synergy: Anti-Jedi, Advantage, Critical, AoE Damage, Evasion, Offense Up
How to Get[Shards]: Data Cards
|Hits like a truck against Jedis||Low health pool|
|A deadly AoE damage that hurts||Vulnerable to a chain of burst damage|
|Gains offense up when killing an enemy||Not farmable|
|Goes well with other Sith Allies with the evasion leader skill||Very slow|
|Gets stronger when more enemies are dead||Deals only physical damage|
|Must kill him in the first two rounds or else you must prepare to lube your butt||Low resistance|
R.I.P Qui-Gon Jinn
Skills and Abilities
Note: All skill descriptions are based at max level. The bracket denotes the level required to upgrade that skill.
Basic Ability: Raging Storm – Deal Physical damage to target enemy, gain 100% Turn Meter and a 50% chance to gain Offense Up for 2 turns on finishing blow. This attack deals double against Jedi.
- LvL 2: +5% Damage(16)
- LvL 3: Add 50% chance to gain Offense Up for 2 turns on a finishing blow(26)
- LvL 4: +5% Damage(36)
- LvL 5: +15% Damage(46)
- LvL 6: +5% Damage(56)
- LvL 7: +5% Damage(66)
- LvL 8: +50% Bonus Effect Chance(76)
Special Ability: Whirling Blades – Deal Physical damage to all enemies. This attack deals double against Jedi. (4 Turn CD)
- LvL 2: +5% Damage(18)
- LvL 3: +5% Damage(28)
- LvL 4: +15% Damage(38)
- LvL 5: +5% Damage(48)
- LvL 6: Cooldown -1(58)
- LvL 7: +5% Damage(68)
- LvL 8: +15% Damage(78)
Unique Ability: Power of Hatred – Whenever an enemy is defeated, Darth Maul gains bonuses for the rest of the encounter. First Enemy grants 20% Critical Chance, second 20% Evasion, and third 20% Health Recover on hit.
- LvL 2: +5% Critical Chance(20)
- LvL 3: +5% Evasion(30)
- LvL 4: Third enemy: 15% Max Health recovery on hitting with an attack(40)
- LvL 5: +5% Critical Chance(50)
- LvL 6: +5% Evasion(60)
- LvL 7: +5% Heal(70)
- LvL 8: +5% Critical Chance, Evasion and Heal(80)
Leader Skill: Dancing Shadows – All Sith allies gain 20% Evasion and add +15% Turn Meter on Evade.
- LvL 2: +2.5% Evasion(22)
- LvL 3: Add +10% Turn Meter on Evade(32)
- LvL 4: +2.5% Evasion(42)
- LvL 5: +2.5% Evasion(52)
- LvL 6: +5% Bonus Effect Power(62)
- LvL 7: +2.5% Evasion(72)
- LvL 8: +5% Bonus Effect Power(82)
Stat Growth/Increase Per Level Table
Base and Max Stats
|Special Critical Rate||0||0|
Darth Maul is your definition of a glass cannon. He hits freaking hard, especially against Jedis. But he is slow and can be easily defeated by burst damage team compositions.
However, he works wonders in a team that can speed him up. Poggle the Lesser and Qui-Gon Jinn are great characters to pair with Darth Maul so he can move ahead of the Droid squad and other strong damage dealers. He is also a good character to kill that pesky Jedi Consular in the arena.
If you have a hard time dealing with strong Jedis in campaign maps, he will do the job for you. Double damage against Jedis is nothing to scoff at.
He is very slow though and he is not farmable, so only use him if you have the right team composition for him. As good as he is, as long as there isn’t a reliable way to get shards for him, he will remain at a lower rating.
[usrlist “Campaign Map:3.5” “Arena: 4” “Galactic War:3.5”]
Verdict: Gear him well for hard maps/arena with Jedis.