Wild Hearts is another fantastic addition to the monster-hunting sub-genre of games (even with the performance issues) and has its own slew of unique weapons for players to master. On release, the game is set to have 8 different weapons to choose from with 5 of them being craftable in Chapter 1 of the game's main story. And, with content after launch already promised, who knows if more (and how many) will be added further down the road.

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There's the Karakuri Katana, Nodachi, Bow, Bladed Wagasa, Canon, Clawblade, Karakuri Staff, and Maul. The Maul, in particular, is an interesting choice of weapon as it is by far the heaviest and most 'impactful' of all the options. But, there is a bit of a learning curve to using it, so let's go over Wild Hearts' Kemono-slaying hunk of metal, in-depth.

Maul Weapon Overview

Wild Hearts - Player Character With Maul Out And No HUD

So, how exactly is the Maul different from all the other weapon options in Wild Hearts? For one, it's gigantic and slow. It sacrifices all types of speed (attack speed, animation speed, etc) for raw damage and high-impact attacks. And, unlike other slow weapons or even Hammers in other games, the Maul in Wild Hearts has a ton of reach, as long as players correctly trigger the effects of its Maul Extended attacks.

That said, the Maul is not a weapon that players can just spam inputs on and excel with. The rhythm game-esque timing it requires between inputs to extend the combos as well as the hilt of the Maul means that players will need to be very precise and intentional with their inputs.

Additionally, it's very easy to take unnecessary hits from a Kemono while using the Maul due to its long animations and the fact that the player is 'locked in' for a lot of them, so knowing when there's an opening and not getting too greedy also matters a lot. But, there's a lot to master while using this weapon, and if players do so, they can decimate Kemono faster than almost any other weapon can.

Basic Maul Combos

Wild Hearts - All Three Basic Combos Side By Side In Training Tutorial

Disclaimer: As there are different inputs for PlayStation 5, Xbox Series X/S, and Keyboard, Inputs are expressed as Attack 1 (A1), Attack 2 (A2), and Special Attack (SA). Any '+' symbol usage will indicate pressing both inputs at the same time.As far as Basic Combos go, the Maul has a standard three-hit Attack 1 combo, an auto-jumping single-hit Attack 2, and a whirlwind-spinning Special Attack. To break it down further, the Maul has:

  • Pummel: A1, A1, A1
  • Jumping Smash: A2
  • Power Smash: SA (Hold)
  • Power Smash + Finisher: SA (Hold until Stamina is empty)
  • Aerial Pummel: Aerial A1
  • Aerial Smash: Aerial A2
  • Crate-Based Attack: Crate Karakuri Jump + A1

Advanced Maul Combos

Wild Hearts - Tutorial Training Prompts For All Three Extended Attacks

All of these, however, can be interrupted by or extended by the Maul Extension system. Basically, if a player presses the Power Smash input right as their Maul flashes orange at the end of an attack animation, they'll see that the hunter extends the hilt of the Maul before the next attack animation. Then, right after, if they press another Attack input, the hunter will unleash a new attack with a Maul that reaches much further than usual. With the new mechanic in mind, the 'advanced' Maul attacks include:

  • Extended Smash Burst 1: A1, SA+A1, SA+A1
  • Extended Smash Burst 2: A2, SA+A2 (repeatable until Stamina runs out)
  • Extended Smash Burst 2 + Finisher: A2, SA+A2, SA+A1
  • Extended Smash Burst 3: A1, SA+A2
  • Instant Extended Power Smash: After any Maul Extension animation + SA, starts the spinning attack with Maul's hilt already extended.

The most unique combos on here are of course the repeatable Extended Smash Burst 2 attack that branches off from the initial Power Smash. If players keep pressing the Special Attack input at the right time during Extended Smash burst 2, they can keep the spin going for as long as their stamina lasts or choose to end the combo with a spinning slam using the Extended Smash Burst 2 + Finisher series of inputs. Additionally, many of these can be linked to each other as long as the last hit in the attack string gives the same 'flash' that indicates it's Maul Extendable.

Basic & Advanced Maul Combo Mechanics

Wild Hearts - Maul User Getting Large Attack In On Ragetail

Now obviously, mastering the timing of these Maul Extension combos is a large portion of the Maul's 'Advanced Mechanics'. But, that isn't all that it has. Here are a few more advanced concepts players should take note of when using the Maul:

  • Players may notice that when they use SA + A1 to 'end' the Extended Smash Burst 2, there's another flash at the end of the attack animation. This means that with another SA + A1, players can now continue this combo on the ground, turning one heavy-hitting attack into two. Plus, doing it this way finishes the attack in half as much time as it would take to execute these two combos individually.
  • Going off the bullet-point above, the max DPS combo so far seems to be Jumping Smash into Extended Smash Burst 2 (two-three spins max) + Finisher, followed by Extended Smash Burst 1 linked by the Finisher from the Smash Burst 2. In terms of inputs, it looks something like this: A2, SA+A2, SA+A2, SA+A2, SA+A1, SA+A1, SA+A1.
  • Players can even use this same combo ender to transition right back into another Extended Smash Burst 2, though their stamina will likely have already run out by this point.
  • As any Maul player will figure out, the Spring Karakuri is a huge help for Maul users. A lot of the ground combos either need to be used when the monster is distracted/down or need to be the non-Maul-Extended variant. Otherwise, the player will get hit before they can even finish the second attack animation. Therefore, using Spring Karakuri allows players to quickly transition from running into aerial Maul combos which are easier to avoid attacks with and are more reliable. Not only this, but the Spring helps Maul players close the distance gap that using such a heavy weapon tends to create.
  • It doesn't find much usage early on, but Power Smash can actually send Karakuri flying in aimed directions. It's more useful once a player unlocks Basic Karakuri that will actually hinder the Kemono if flung into them, of course.
  • If players are having trouble with the Maul Extension input timing after a Jumping Smash to turn it into Extended Smash Burst 2, they can instead use A1, A1, SA+A2 to transition into this combo instead of A2, SA+A2. It takes just a bit more time, but has a wider input window overall.
  • Players can use Power Smash in the air to slow their fall while also attacking, not incredibly useful in combat but good to know. Additionally, this same spinning attack is usable on the Glider Karakuri and much more practical as well.
  • Learning Dodge timing is a big aspect of using the Maul, and players should note that any of the Maul Extended combos only have a small window at the end of each swing animation to cancel out of it with a roll. Therefore, if a player notices it might be time to dodge, it's actually more practical to press Special Attack at the wrong time intentionally to start a Power Smash, as the hunter can Dodge out of Power Smash right at the start of its animation.

How To Utilize It In Actual Combat Against The Kemono

Wild Hearts - Maul User Missing Big Hit By A Long Shot

Now these combo lists and conceptual discussions are all well and good, but how is a newcomer actually supposed to use this massive thing in combat? Well, here's the general overview of what to keep in mind during combat.

  • The Maul Basic Strings (without Maul Extension) are meant to be used against faster monsters who don't have much time between attacks or for setting up Stagger on a bigger Kemono.
  • The Extended Smash Burst 2 repeatable combo is best used against staggered Kemono or Kemono that are distracted with another player or Tsukumo. It can also be very useful against current (or future) Kemono with attacks that don't have a 'tall' vertical hitbox, as oftentimes they'll attack and go right through a Maul user spinning in the air.
  • The Power Smash Attack is another one that finds a lot of utility while a Kemono is Staggered or when a lot of smaller Kemono come in during the fight. It's a great way to clear out groups of smaller Kemono while exploring to get more materials.
  • Whenever there's a moment in combat, set up Spring Karakuri in different spots around the arena. Don't go overboard though, and space them out, as too many Springs can be detrimental to both the player and anyone else connected to them.
  • Players will need to be careful about Karakuri Thread usage while using the Maul. Because of its heavy dependence on the Spring Karakuri and amazing air attacks (which incentivize more usage of Crate Krakuri), it's easier to burn through Thread mid-combat without even realizing it.
  • Capitalizing on Staggered Kemono, distracted Kemono, or Kemono who just got dazed from running into a Bulwark is incredibly important for a Maul user. These are their moments to truly shine and unleash some astronomical damage numbers.
  • Remember that Karakuri Crates and Bulwarks are another defensive option. If a player finds that they're struggling to dodge, even with the Spring Karakuri, it's good to remember that Crate Karakuri can interrupt smaller Kemono Attacks and Bulwarks can for larger Kemono.

Why Pick The Maul Over Everything Else?

Wild Hearts - Close Up Screenshots Of Three Of Main Maul Attacks

And finally, why should players pick the Maul over any of the other 7 weapon options in Wild Hearts? What does this weapon offer that other weapons don't? What types of players are drawn to a weapon like this? Well:

  • The Maul doesn't rely on the Gauge Bar, which means that players who have a hard time keeping track of meters or glancing at the bottom right/left of their screen, in general, will love it.
  • It's probably the most 'comical' weapon of all of them, being a big hammer on a bendy stick and all.
  • It's perfect for Hammer, Greatsword, or Long Sword users from Monster Hunter to quickly pick up.
  • The Maul is a pretty easy-to-learn weapon for those who like high-risk, high-reward options.
  • It has one of the most amazing 'Final Blow' animations by far.
  • It works well with a lot of the Basic Karakuri, meaning players won't be accidentally ignoring this vital part of Wild Hearts as much as they might using other weapons.
  • The rhythm game-type aspect of the Maul Extending combos feels immediately gratifying to use well and, while difficult, isn't hard to understand.

And that's about it as far as the Maul is concerned. Of course, after some more time this weapon will have been properly dissected and min-maxed in its proper usage by the player base. But, for now, this should help new players after the game's release or players trying out the 10-hour trial quickly get used to this immensely enjoyable weapon choice.

Wild Hearts launches February 16 for PC, PS5, and Xbox Series X|S.

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