Maximus

Overview

Maximus is a powerful tank and close-combat specialist who thrives on resilience and battlefield control. With abilities that balance devastating melee strikes, defensive fortitude, and area control, Maximus excels at pressuring opponents and dominating the flow of combat.


Key Attributes

  • Role: Tank/Close-Range Specialist/Area Controller

  • Strengths: High defense, powerful melee attacks, battlefield control, sustained presence.

  • Weaknesses: Low mobility, vulnerable to ranged characters and kiting strategies.


Starting Resources & Stats

Resource / Stat

Value

Description

100 Points

Maximus begins with a full MAD Meter, ready for immediate action.

5%

Low evasion reflects Maximus's tank role, relying on durability over agility.

90%

High accuracy ensures Maximus lands most attacks, critical for his melee focus.

10%

Moderate crit chance for occasional high-damage bursts in combat.

Movement

  • Starting range: 2 tile, cross-shaped area

  • Starting pattern:

[ ] [ ] [X] [ ] [ ]
[ ] [ ] [X] [ ] [ ]
[X] [X] [M] [X] [X]
[ ] [ ] [X] [ ] [ ]
[ ] [ ] [X] [ ] [ ]

M - Maximus
X - Movement range

Abilities

1. Gladius of Valor (Primary Offensive Ability)

Level 1 Gladius of Valor

Maximus wields his gladius with lethal efficiency, delivering crushing melee strikes. This ability rewards aggressive players who thrive in close combat.

  • Type: Single target melee

  • Starting range: 1 Tile

  • Starting pattern: Maximus can target any adjacent tile in cardinal directions only (up, down, left, right).

[ ] [X] [ ]
[X] [M] [X]
[ ] [X] [ ]

M - Maximus
X - Target
  • Level 1 (Base):

    • Effect: Deals a high-damage melee attack.

    • Cooldown: 2 turns.

    • Maximus: +10MAD / hit.

    • Opponent: -20MAD / hit.

  • Level 2:

    • Effect: Increases base damage by +10%.

    • Cooldown: Remains 2 turns.

    • Maximus: +10MAD / hit.

    • Opponent: -22MAD / hit.

  • Level 3:

    • Effect: Enables Maximus to use the ability every turn.

    • Cooldown: Reduced to 1 turn.

    • Maximus: +5MAD / hit.

    • Opponent: -22MAD / hit.

  • Level 4:

    • Effect: Maximus becomes an unstoppable melee powerhouse, able to spam the ability without restriction. The Gladius' base damage is reduced to its original value.

    • Cooldown: Reduced to 0 turns.

    • Maximus: -5MAD / hit.

    • Opponent: -20MAD / hit.


2. Shield Wall (Defensive Ability)

Level 1 Shield Wall

Maximus raises his shield, greatly boosting his defense capabilties. While active, this ability absorbs damage, preventing MAD depletion, grants counterattack opportunities, and evolves to reflect damage and negate status effects.

  • Type: Self-Buff

  • Starting range: Self-centered

  • Starting pattern: This ability directly affects Maximus and does not extend to any other tiles. However, the ability also provides a chance to counter with a shield strike when getting hit while Shield Wall is up.

  • Shield strike pattern:

[ ] [X] [ ]
[X] [M] [X]
[ ] [X] [ ]

M - Maximus
X - Shield Strike Target
  • Level 1 (Base):

    • Effect: Shield Wall absorbs 5 damage when hit. It also grants a +10% chance to counterattack with a basic shield strike when hit.

    • Cooldown: 2 turns.

    • Duration: until hit.

    • Stacks: 3x.

    • Maximus: -2MAD / cast, +2MAD / counter

    • MAD depletion on opponent: -5MAD / counter

  • Level 2:

    • Effect: Shield Wall now absorbs 10 damage.

    • Cooldown: 3 turns.

    • Duration: until hit.

    • Stacks: 3x.

    • Maximus: -2MAD / cast, +2MAD / counter

    • Opponent: -5MAD / counter

  • Level 3:

    • Effect: Absorbs 10 damage on hit, +10% chance to counter on hit and +50% chance to resist status effects like stuns and slows.

    • Cooldown: 3 turns.

    • Stacks: 3x.

    • Maximus: -2MAD / cast, +2MAD / counter

    • Opponent: -5MAD / counter

  • Level 4:

    • Effect: Absorbs 10 damage on hit, successful counters deal +50% more damage, immune to status effects like stuns and slows.

    • Cooldown: 3 turns.

    • Stacks: 3x

    • Maximus: -2MAD / cast, +2MAD / counter

    • Opponent: -7.5MAD / counter


3. Firebrand Javelin (Ranged Offensive Ability)

Level 1 Firebrand Javelin

Maximus hurls a flaming javelin at his opponent, igniting targets and tiles to create zones of control. This ability provides Maximus with a tactical ranged option that complements his close-combat prowess.

  • Type: Ranged Single Target DOT + Burning Zone AoE (at level 4)

  • Starting range: Up to 2 Tiles (Cross-Shaped Pattern)

  • Starting pattern: The javelin strikes a target 2 tiles away in cardinal directions (up, down, left, right).

[ ] [X] [X] [X] [ ]
[X] [ ] [ ] [ ] [X]
[X] [ ] [M] [ ] [X]
[X] [ ] [ ] [ ] [X]
[ ] [X] [X] [X] [ ]

M - Maximus
X - Target
  • Level 1 (Base):

    • Effect: Deals direct damage and applies burn DOT.

    • DOT: 2 turns

    • Cooldown: 3 turns.

    • Maximus: +5MAD / hit

    • Opponent: -5MAD / hit, -3MAD / tick

  • Level 2:

    • Effect: Expands the javelin’s range by 1 tile.

    • DOT: 2 turns

    • Cooldown: Remains 3 turns.

    • Maximus: +5MAD / hit

    • Opponent: -5MAD / hit, -3MAD / tick

    • New range:

    • [ ] [ ] [X] [X] [X] [ ] [ ]
      [ ] [X] [X] [X] [X] [X] [ ]
      [X] [X] [ ] [ ] [ ] [X] [X]
      [X] [X] [ ] [M] [ ] [X] [X]
      [X] [X] [ ] [ ] [ ] [X] [X]
      [ ] [X] [X] [X] [X] [X] [ ]
      [ ] [ ] [X] [X] [X] [ ] [ ]
      
      M - Maximus
      X - Target
  • Level 3:

    • Effect: Hit damage raised to 10, DOT now lasts 3 turns.

    • DOT: 3 turns.

    • Cooldown: 3 turns.

    • Maximus: +5MAD / hit

    • Opponent: -10MAD / hit, -3MAD / tick

  • Level 4:

    • Effect: Ignites surrounding tiles (1-tile radius around impact), creating a fire zone that deals 5 damage to enemies who step into it. DOT now lasts 2 turns

    • DOT: 2 turns

    • Cooldown: Remains 3 turns.

    • Maximus: +5MAD / hit

    • Opponent: -10MAD / hit, -3MAD / tick, -5MAD / AoE (if opponent lands on ignited tile)

    • AoE effect pattern:

    • [F] [F] [F]
      [F] [X] [F]
      [F] [F] [F]
      
      X - Target
      F - Fire

4. Legion Banner (Area Control Ability)

Level 1 Legion Banner

Maximus plants a Roman Legion Banner onto the battlefield, asserting dominance over a wide zone. The banner creates an aura that hinders enemies and strengthens Maximus, making it ideal for controlling strategic areas.

  • Type: Area Control

  • Starting cast pattern: Maximus can target any adjacent tile in cardinal directions only

[ ] [X] [ ]
[X] [M] [X]
[ ] [X] [ ]

M - Maximus
X - Target
  • Starting AoE pattern: Creates an aura around the banner, slowing enemies in a cross-shaped area.

[ ] [A] [A] [A] [ ]
[A] [A] [A] [A] [A]
[A] [A] [B] [A] [A]
[A] [A] [A] [A] [A]
[ ] [A] [A] [A] [ ]

B - Banner
A - AoE
  • Level 1 (Base):

    • Effect: Creates a 2-tile radius AoE where:

      • Enemies’ movement is reduced by -1 tile (1 tile minimum hero range preserved).

      • Maximus gains a +10% evade bonus while within the aura.

    • Cooldown: 5 turns after planting.

    • Duration: N/A.

    • Maximus: -10MAD / plant

  • Level 2:

    • Effect: Expands the aura radius by +1 tile.

    • Cooldown: 4 turns after planting.

    • Duration: N/A.

    • Maximus: -15MAD / plant

    • New range:

    • [ ] [ ] [A] [A] [A] [ ] [ ]
      [ ] [A] [A] [A] [A] [A] [ ]
      [A] [A] [A] [A] [A] [A] [A]
      [A] [A] [A] [B] [A] [A] [A]
      [A] [A] [A] [A] [A] [A] [A]
      [ ] [A] [A] [A] [A] [A] [ ]
      [ ] [ ] [A] [A] [A] [ ] [ ]
      
      B - Banner
      A - AoE
  • Level 3:

    • Effect: Enemy movement further reduced by -1 tile (1 tile minimum hero range preserved). Maximus gains a +10% accuracy bonus.

    • Cooldown: 3 turns after planting.

    • Duration: N/A.

    • Maximus: -20MAD / plant

  • Level 4:

    • Effect: Maximus gains immunity to status effects (stuns, slows) while in the aura.

    • Cooldown: 2 turns after planting.

    • Duration: N/A.

    • Maximus: -30MAD / plant


MAD Mode: Juggernaut’s Wrath


In Juggernaut’s Wrath, Maximus becomes an unstoppable offensive force. Locked into a forward-only assault, Maximus thrives on overwhelming power but becomes vulnerable once the mode ends. This high-risk, high-reward mode emphasizes strategic activation and relentless engagement.


MAD Mode Activation

  1. Prerequisites:

    • MAD Meter Requirement: At least 50MAD are required to activate Juggernaut’s Wrath.

    • Main Map Objective Dependency: MAD Mode can only be activated after the main map objective (e.g., switches, resource points) is completed.

  2. Activation Behavior:

    • MAD Point Freezing: Upon activation, 50MAD is frozen for the duration of MAD Mode.

    • The frozen points are unlocked after the mode ends and immediately deducted from the player’s meter.

    • If the player only has 50MAD at activation, they will effectively have 0 usable MAD.

  3. Duration:

    • Juggernaut’s Wrath lasts 3 turns.

    • During these turns, MAD Meter depletion beyond 50 points is paused, and the player cannot enter the vulnerable state.


MAD Mode Effects

While in Juggernaut’s Wrath, Maximus gains the following enhancements and restrictions:

Movement pattern:

[ ] [ ] [X] [ ] [ ]
[ ] [ ] [X] [ ] [ ]
[X] [X] [M] [X] [X]
[ ] [ ] [X] [ ] [ ]
[ ] [ ] [X] [ ] [ ]

M - Maximus
X - Movement range

Abilities

During MAD mode, abilities remain unchanged unless otherwise specified.

  1. Gladius of Valor:

    • Effects:

      • Deals +25% damage.

      • Cooldown is reduced to 0 turns, allowing it to be spammed.

      • Chance to hit is lowered to 50%.

      • Miss Penalty: If an attack misses, Maximus staggers and cannot spam attacks during the current turn.

  2. Shield Wall:

    • Effect: Successful counters knock-back the attacker by 2 tiles.

  3. Firebrand Javelin:

    • Effects:

      • Gains a shockwave effect, stunning the opponent for 1 turn if it hits.

      • Cooldown lowered by -1 turn.

      • Chance to hit is lowered to 50%.

  4. Legion Banner:

    • Effects:

      • Transforms into a portable aura that follows Maximus.

      • Aura radius is 1 tile.

      • Previously planted banners will have to be picked up in order to activate this ability.

      • Pattern for the Legion Banner aura:

      • [A] [A] [A]
        [A] [M] [A]
        [A] [A] [A]
        
        M - Maximus
        A - AoE

Additional Effects

Trap Breaker: Maximus destroys all traps and absorbs environmental hazards in his movement path.


Strategic Considerations

For Maximus Players:

  1. Plan Activation Timing:

    • Activate Juggernaut’s Wrath strategically, ensuring enough MAD Points remain usable during the turn of activation.

    • Pair MAD Mode with key engagements, such as contesting the main map objective or pressuring a vulnerable opponent.

  2. Capitalize on Momentum:

    • Use forward-only movement to corner opponents and maximize damage.

    • Spam Gladius of Valor for devastating effects.

  3. Anticipate Post-MAD Mode:

    • After 3 turns, the -50MAD are deducted, potentially leaving Maximus vulnerable if the meter is drained further. Prepare to reset or retreat.

For Opponents:

  1. Exploit Predictable Movement:

    • Maximus’s forward-only movement is a clear weakness. Use ranged attacks, mobility, or traps to kite and evade during Juggernaut’s Wrath.

  2. Survive the Burst:

    • Focus on defensive play and zone denial. The mode lasts only 3 turns - outlasting Maximus during this window can shift the game in your favour.

  3. Punish Post-MAD Mode:

    • After Juggernaut’s Wrath ends, Maximus may lack MAD Points and become susceptible to counterattacks.


Behaviour Flow

  1. Activation Turn:

    • The game freezes 50 MAD Points. If Maximus has no remaining usable MAD, he cannot move or attack this turn.

  2. Turn 1-3 During MAD Mode:

    • Enhanced abilities and perks activate.

    • MAD Meter depletion beyond the frozen points is paused.

    • Heroes cannot be KOed.

  3. Turn 4 (Post-MAD Mode):

    • The -50MAD Points are deducted.

    • Maximus reverts to normal abilities and resource behaviour.


Playstyle and Synergies

  1. Close-Range Dominance:

    • Use Gladius of Valor for consistent melee pressure, especially at higher levels when it becomes spammable.

  2. Defensive Powerhouse:

    • Activate Shield Wall to absorb damage, retaliate with counterattacks, and recover MAD points in prolonged engagements.

  3. Tactical Zoning:

    • Deploy Firebrand Javelin to ignite tiles, controlling enemy movement and forcing them into unfavorable positions.

  4. Area Control:

    • Plant Legion Banner in high-stakes zones (e.g., near the Juicer in The Void) to hinder opponents while bolstering Maximus’s defenses.


Strategic Highlights

  • Strengths:

    • High durability and ability to absorb damage.

    • Strong melee presence and devastating close-range attacks.

    • Effective area control through abilities like Firebrand Javelin and Legion Banner.

  • Weaknesses:

    • Low mobility makes him vulnerable to kiting and ranged characters.

    • Heavy reliance on proper ability timing and cooldown management.

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