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
Movement
Occupied tiles (obstacles, opponents etc.) restrict 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
Maximus can only equip one offensive ability at a time.
1. Gladius of Valor (Primary Offensive Ability)

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)

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)

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)

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
Once planted, the banner needs to be picked up in order to be used again. The banner cannot be planted on occupied tiles such as obstacles, other opponents etc.
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
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.
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.
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
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.
Shield Wall:
Effect: Successful counters knock-back the attacker by 2 tiles.
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%.
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:
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.
Capitalize on Momentum:
Use forward-only movement to corner opponents and maximize damage.
Spam Gladius of Valor for devastating effects.
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:
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.
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.
Punish Post-MAD Mode:
After Juggernaut’s Wrath ends, Maximus may lack MAD Points and become susceptible to counterattacks.
Behaviour Flow
Activation Turn:
The game freezes 50 MAD Points. If Maximus has no remaining usable MAD, he cannot move or attack this turn.
Turn 1-3 During MAD Mode:
Enhanced abilities and perks activate.
MAD Meter depletion beyond the frozen points is paused.
Heroes cannot be KOed.
Turn 4 (Post-MAD Mode):
The -50MAD Points are deducted.
Maximus reverts to normal abilities and resource behaviour.
Playstyle and Synergies
Close-Range Dominance:
Use Gladius of Valor for consistent melee pressure, especially at higher levels when it becomes spammable.
Defensive Powerhouse:
Activate Shield Wall to absorb damage, retaliate with counterattacks, and recover MAD points in prolonged engagements.
Tactical Zoning:
Deploy Firebrand Javelin to ignite tiles, controlling enemy movement and forcing them into unfavorable positions.
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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