Stylized banner artwork for Maul (Hate-Fueled) in Star Wars Galaxy of Heroes, highlighting abilities, synergies, and strategy

Maul (Hate-Fueled) Arrives in Galaxy of Heroes — Abilities, Synergies, and How to Use Him Effectively

Star Wars: Galaxy of Heroes is no stranger to powerful reimaginings of familiar characters, but Maul (Hate-Fueled) stands out as something more extreme. Twisted, half-mechanical, and sustained purely by rage, this version of Maul—often referred to by fans as “Spider Maul”—is designed to feel dangerous at every stage of a battle.

Introduced as part of the game’s anniversary plans, Maul (Hate-Fueled) is firmly positioned as a high-impact Dark Side Attacker with deep synergy potential, especially within a Starkiller-centric lineup. Below is a full breakdown of his kit, followed by practical strategies for getting the most out of him on the holotables.


Character Overview

Unit Name: Maul (Hate-Fueled)
Alignment: Dark Side
Role: Attacker
Categories: Dark Side, Attacker, Unaligned Force User
Hidden Category: Large Character

This incarnation of Maul draws inspiration from his time on Lotho Minor in The Clone Wars, when he survives through sheer hatred and obsession. Mechanically, that theme translates into a character who becomes stronger the more punishment he takes—and more dangerous the longer a fight drags on.


Core Mechanic: Edge of Madness

At the heart of Maul’s kit is Edge of Madness, a stacking effect (up to 100 stacks) that permanently reduces his Defense by 2% per stack. On paper, that sounds risky. In practice, it fuels massive damage spikes and synergizes with his Health-based scaling and Turn Meter mechanics.

The design intent is clear: Maul is not meant to be kept pristine. He is meant to be pushed into danger.


Ability Breakdown

Basic Ability — Fractured Fury

Maul’s Basic is far more than a filler attack.

  • Deals Physical damage and applies Bleed (up to 6 stacks, undispellable and unresistable).
  • Grants Maul a stack of Edge of Madness.
  • Once per encounter, Maul can inflict Fracture on the target until all allies have taken a turn or Maul is defeated.

Why it matters:
Fracture remains one of the strongest control effects in the game. Being able to apply it from a Basic—especially when triggered through assists—gives Maul exceptional target control. Bleed further softens enemies by draining Health and reducing Speed and Tenacity.

Key strategy tip:
With the Zeta on Howl of the Broken, Maul can open with his second Special, call assists (including himself), and immediately apply Fracture without spending his actual turn on the Basic.


Special 1 — Relentless Malice (Cooldown: 3)

This is Maul’s single-target execution tool.

  • Hits the target four times, applying Bleed with each sequence.
  • If the target already has max Bleed stacks, the damage is immediately triggered.
  • At 60+ Edge of Madness stacks, Maul deals True Damage equal to 30% of his Max Health.
  • In Territory Wars, this ability becomes significantly stronger with additional hits and Bleed applications.

Why it matters:
Multiple damage instances make this ability devastating against enemies like B1 Battle Droids or shield-based mechanics. The Health-scaling True Damage rewards modding Maul for survivability rather than pure offense.

When to use it:
Use this early if you want to eliminate a key enemy outright—especially since Maul ignores taunt effects during his first turn thanks to his second Unique.


Special 2 — Howl of the Broken (Cooldown: 4)

This is Maul’s primary team-wide control ability.

  • Deals Physical damage to all enemies.
  • Inflicts Daze and Healing Immunity for 2 turns.
  • Calls all Dark Side Attacker allies to assist.
  • Grants Maul Offense Up and Critical Damage Up.
  • At 50+ Edge of Madness stacks, inflicts Fear on all enemies.
  • Removes 60% Turn Meter from enemies and grants 60% Turn Meter to Dark Side Attacker allies.

Why it matters:
This ability defines Maul’s role as a battle controller. Healing Immunity shuts down Bleed removal, Daze limits counterplay, and Fear can completely halt enemy momentum. The Turn Meter swing alone can decide fights.

Team synergy:
This ability shines in Dark Side Attacker-heavy teams—especially alongside Starkiller and Stranger, where mass assists snowball quickly.


Unique Abilities

Unique 1 — Hatred Sustains

Maul grows stronger as he takes damage.

  • Gains Edge of Madness whenever damaged.
  • Cannot be instantly defeated.
  • Gains escalating bonuses at 75%, 50%, and 25% Health thresholds, including massive Offense, Speed, Defense, bonus turns, and Protection.
  • In Territory Wars, Maul starts with 100 Edge of Madness stacks and gains even more Turn Meter potential.

Why it matters:
Maul becomes more terrifying the closer he gets to defeat. At 25% Health, he gains a bonus turn and an enormous defensive spike, turning what looks like a near kill into a sudden reversal.


Unique 2 — Always Remember, I Am Fear

This Unique adds team utility and defines Maul’s ideal lineup.

  • Gains Max Health from Dark Side allies and Offense from non-Dark Side allies.
  • Ignores taunt effects during his first turn.
  • Attacks can’t be evaded or countered.
  • Enemies defeated before Maul falls cannot be revived (if no allied Galactic Legends are present).
  • Marks the healthiest Unaligned Force User ally, granting them bonus Protection.

Why it matters:
This is why Maul fits so naturally into a Starkiller team. The mix of Dark Side and non-Dark Side allies maximizes his stats, while the revive prevention and protection mechanics stabilize the entire squad.


Best Teams and Strategies

Ideal Team: Starkiller Core

Maul (Hate-Fueled) was explicitly designed to work alongside Starkiller and Stranger.

  • Starkiller benefits from Maul’s control and assist calls.
  • Stranger amplifies Bleed and Fracture interactions.
  • Mixed alignment allies fully activate Maul’s Unique bonuses.

Modding Strategy

  • Primary focus: Health
  • Secondary focus: Offense and Speed
    Health scaling directly improves Maul’s True Damage and survivability at low thresholds, where he is most dangerous.

General Playstyle Tips

  • Don’t rush Fracture—use it when it will swing the fight.
  • Embrace risk: Maul is strongest when injured.
  • In Territory Wars, his Omicron turns him into a momentum monster—build around it.

Designed for Chaos, Built for Control

Maul (Hate-Fueled) is not a safe character. He is not clean, controlled, or predictable. He is a calculated gamble—one that rewards players who understand timing, target priority, and risk management.

Used correctly, he doesn’t just win battles. He destabilizes them.

For players invested in Starkiller teams or looking for a Dark Side Attacker who thrives in chaos, Maul (Hate-Fueled) is one of the most mechanically ambitious characters Galaxy of Heroes has introduced in years.

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