Maul
What it does As a werebear you hit for 344 plus 22 a charge, up to 13. Full charges stun.
These are base learned-level effects, not final character-sheet damage. Account for equipment bonuses, synergies, modifiers and enemy resistances.
Effects by level
| Level | Effect | Cooldown |
|---|
Evolution requirements
- Evolution An evolution: it comes from a chest, never from a level-up card. Evolved from W Werebear Catalyst S Lycanthropy From character level 12 Evolves into M Maul → S Shock Wave Catalyst S Lycanthropy From character level 24 Once it evolves on, Werebear can evolve into it again.
Synergies and practical checks
- Each blow adds a charge, whatever it strikes. The charges fall away 20 seconds after your last Maul blow.
- While you hold it your critical strike chance is +17% , for all your hits that can critically strike.
Skill modifiers
- Quake Paw — Its splash grows with its charges, up to twice as wide, but its blows deal 15% less damage.
- Grudge — Charges build on one monster only and reset when you switch, but each adds 60% more damage.
- Retaliate — Charges come from blows you take instead of blows you deal.
View in a class guide: Druid
Observed version history
| Patch | Observed at | Status |
|---|---|---|
| 20261101.1 | 2026-11-02T07:17:50.548Z | Verified |
| 20261030.2 | 2026-11-01T03:04:00+09:00 | Verified |