Mauga is a Tank Hero in Overwatch 2, and is the 39th hero added to the game. He was added to the game with the release of Season 8.
Overview
Mauga Hero Selection
Mauga features a kit that is designed to bash through the front lines and brawl his opponents in close-quarter combat, by wielding two powerful chainguns that can either be fired individually or in unison. Ignite enemies with his incendiary chaingun “Gunny” to burn them when they take enough damage, then finish them with a critical hit from his volatile chaingun “Cha-Cha.” Paired with his Berserker passive, which grants Mauga temporary health whenever he deals critical damage, he’s a mountain on the battlefield.[3]
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Main Menu
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Key Art
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3D Portrait
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2D Portrait
Abilities
- Reduces the speed of knockbacks received by 25%
- Ultimate charge and perk progress generation from damage and healing dealt to heroes with the Role: Tank passive is reduced by 40%.
- Reduces the total damage received from critical hits, such as headshots, by 25%.
- Weapons with a lower 1.5x headshot modifier ignore this damage reduction completely.
- The effectiveness on abilities that deal critical damage through other means than headshots is ambiguous: Earthshatter and Overrun are affected by the damage reduction, but Virus and Volatile Chaingun's forced critical hits against burning targets are not.
- The reduction stacks additively with other modifiers affecting damage taken.
- All tanks have 150 more health in Role Queue. The amount of armor and/or shields remains the same.
- Knockback and critical damage reduction removed.
- Reinhardt has the Steadfast passive again, reducing knockback by 30%.
- No longer grants increased base health.
- Ultimate charge generation reduction reduced from 40% to 20%.
- After 2 seconds, the overhealth starts decaying at a rate of 5 hp/s. Dealing more critical damage will reset this condition.
- Both headshots as well as hitting a burning target with "Cha-Cha" counts toward this.
- The center of Overrun's stomp counts as critical damage and gives overhealth accordingly to damage dealt.
- Critical damage dealt to objects such as Tree of Life, Petal Platform, Ice Wall and others, does not generate overhealth.
15 per second (damage over time)
15 - 20 meters (simultaneous fire)
4 degrees (simultaneous fire)
- A.K.A "Gunny"
- Damage per second:
- 72 while firing (64.7 w/ reload)
- 87 w/ damage over time
- 144 while firing both guns simultaneously onto non-burning target
- 216 while firing both guns simultaneously onto burning target
- 231 w/ damage over time
- Gunny and Cha-Cha can be fired one at a time or simultaneously:
- Each gun has a 0.16 second windup delay.
- Ammo and reload is shared between the two guns.
- Movement speed penalties stack when firing both guns simultaneously.
- Spread of both guns will increase to 4 degrees if both are fired at once.
- The target enemy is ignited, causing them to take damage over time, if they have been hit by 10 shots from Gunny.
- The counter resets if the target has not been hit in the last 2 seconds or once they have been successfully ignited.
- Being ignited while already burning refreshes the duration.
- Burn damage is unaffected by Amplification Matrix.
- The following objects cannot be set on fire:
15 - 20 meters (simultaneous fire)
4 degrees (simultaneous fire)
- A.K.A "Cha-Cha"
- Damage per second:
- 72 while firing (64.7 w/ reload) onto non-burning target
- 144 while firing onto burning target (forced criticals)
- 144 while firing both guns simultaneously onto non-burning target
- 216 while firing both guns simultaneously onto burning target
- 231 w/ damage over time
- Gunny and Cha-Cha can be fired one at a time or simultaneously:
- Each gun has a 0.16 second windup delay.
- Ammo and reload is shared between the two guns.
- Movement speed penalties stack when firing both guns simultaneously.
- Spread of both guns will increase to 4 degrees if both are fired at once.
- Fortify does not prevent critical hits to an ignited Orisa.
- Hitting enemies ignited by Ashe's Dynamite, Torbjörn's Molten Core, or Illari's Sunburn will also cause Cha-Cha to deal critical damage.
- This also allows Cha-Cha to deal critical hits to objects that cannot be ignited by Gunny.
Movement
75 (stomp, outer radius)
150 (stomp, inner radius)
2 seconds (charge, max)
0.6 seconds (stomp)
1 second (knockdown)
28 meters (charge, max)
6.5 meters (stomp)
2 meters (stomp, critical)
2 meters (shockwave climb and drop)
8.6 m/s (stomp, indirect)
6.9 m/s (stomp critical)
- Cooldown starts when the ability ends.
- Mauga cannot shoot or use other abilities (except Cardiac Overdrive) during Overrun.
- Mauga can turn while charging using the directional keys.
- Overrun's charge ends automatically after 2 seconds of charging, causing Mauga to leap at the end.
- Mauga takes 8 footsteps in this time.
- The charge can be canceled into stomp early by pressing the Primary Fire or Jump key.
- Alternatively, Overrun can be canceled early by pressing the ability key again, which causes the charge to end without a stomp.
- The automatical stomp at max duration can also be canceled until slightly after the jump has started.
- A manually input stomp cannot be cancelled.
- Enemies that collide with Mauga while he is charging take damage and are knocked back.
- Each enemy can only be hit by the charge once per use.
- The stomp has different effects based on the target's proximity upon landing:
- Enemies hit by the outer area, will take damage and are knocked back.
- Enemies hit by the inner area take double damage, and are knocked down for a brief period, similar to Sigma's Accretion.
- This counts as a critical hit: it will trigger Berserker and shows in the kill feed as a critical death if it eliminated an enemy.
- Overrun's stomp is treated as an actual jump that can clear small gaps.
- Unlike Reinhardt's Charge, Overrun will not stop if directed towards a wall; Mauga will simply keep charging in place.
- During the charge, Mauga is immune to being hacked, slowed, knocked back/up, stunned, knocked down, rooted or being affected by Graviton Surge, Gravitic Flux or Cage Fight, excluding the following interactions:
- Orisa using Fortify will be treated as a wall; Mauga will either slide off or stop in place in front of her.
- Lifeweaver using Life Grip will temporarily pause the charge until the grip ends, after which he will continue charging from his new position.
- Clashing with another Mauga using Overrun will cause both Maugas to be knocked down for 1.7 seconds.
- There are no other counter-charge behaviours, such as with Charge, Rocket Punch or Shield Bash. Overrun will continue, but the aforementioned abilities will stop upon colliding with Mauga during Overrun.
- Due to a bug, Mauga still receives crowd control if hit by Sigma's Hyper Strike major perk.
- There are no other counter-charge behaviours, such as with Charge, Rocket Punch or Shield Bash. Overrun will continue, but the aforementioned abilities will stop upon colliding with Mauga during Overrun.
- In some cases, Mauga can still be affected by crowd control during the initial startup animation (i.e, before he starts moving).
- Stomp is blocked by barriers but the charge collision is not.
- Overrun's movement speed buff does not count towards global movement speed buff cap.
- Cooldown increased from 5 to 7 seconds.
50% of damage dealt (allies)
- Cooldown starts when the ability ends.
- Despite the description stating it only affects allies, Mauga also gains the effect of Cardiac Overdrive while it is active.
- Despite the description stating allies take reduced damage, this is outdated and no longer a feature.
- Allies that enter the radius after the ability has been activated will also gain its effects.
- Allies that leave the radius will retain the effect for ~1.2 seconds.
- An UI element below the crosshair displays the remaining time and the number of allies within range.
- This ability requires line of sight for allies to gain the effects.
- Enemy barriers do not block line of sight.
- Healing from Cardiac Overdrive does not generate ultimate charge.
- Can be interrupted by crowd control abilities during deployment, causing the Ultimate to be wasted.
- Can be canceled early by pressing the ability key again.
- Activating Cage Fight restores the ammo of Incendiary and Volatile Chainguns to full.
- Creates a cylindrical barrier centered around a device.
- Like all barriers, it can be shot through by allies, and both enemies and allies can walk through it.
- The barrier extends 3 meters below and 9 meters above the device.
- The device is an invulnerable object with gravity.
- The device - along with the barrier and chained targets - moves along with any object or map element it is standing on and will fall down if they are retracted or destroyed.
- The device can be placed on Petal Platform, Ice Wall, payload, push barricade, moving platforms and cars in Oasis.
- Mauga and enemy heroes within the barrier's bounds will be leashed by a chain and become unable move outside the barrier or vertically beyond a ~9 meter spherical radius of the barrier device.
- D.Va's Self-Destruct, Junkrat's RIP-Tire and Ashe's B.O.B. are also affected.
- Enemies who walk into the barrier even after its initial deployment will also become trapped.
- Enemies need line of sight with the barrier device in order to be tethered by the chains. Once attached, the chains stay on even if enemy moves behind a wall or solid terrain.
- Barriers, Lifeweaver's Tree of Life or Petal Platform and Mei's Ice Wall will not prevent the chains from attaching.
- If deployed atop an already risen Petal Platform, it does not attach to anyone below it (due to its height). Anyone already chained will be pulled off of the platform if they ascend on it.
- Mauga still becomes chained, even if there are no nearby enemies to be chained.
- Enemies and Mauga will see "TRAPPED" on their screen and their movement abilities will be disabled. It also cancels most movement abilities. Enemies can still move around normally.
- It doesn't cancel Reaper's Wraith Form if he activated it while outside, but he can't leave once inside.
- Sombra will be forced out of Stealth if she was within range.
- Flying enemies will fall to the ground.
- However, certain abilities (such as Illari's Captive Sun) have a jump animation when casting, which cannot be interrupted by the chains. Once the animation ends, they fall back to the ground.
- Only a few abilities let enemies leave the cylinder:
- Orisa's Fortify removes the chains, allowing her to exit through the ultimate's barrier.
- Symmetra's Teleporter can let her and allies leave the cylinder. This also extends to the Mauga that casted the ultimate.
- Lifeweaver's Life Grip can pull an ally out of the cylinder, given he's outside of it. This also extends to the Mauga that casted the ultimate.
- Mauga's Overrun and Moira's Fade can allow them to go through the Cage Fight without being trapped, given their ability does not end while inside.
- Sombra can teleport out of the cage if her Translocator is in flight when she becomes trapped.
- Destroying the barrier will end the ultimate early and remove the trapped status effect.
- Killing a Mauga using Cage Fight will not remove the barrier.
Perks
Minor Perks
A Minor Perk can be chosen at level 2.
- Shared maximum with Berserker overhealth from critical hits.
Major perks
A Major Perk can be chosen at level 3.
- Both charge and stomp can apply the burn.
- This has the same properties as the ignite from Incendiary Chaingun, except it does not trigger Pyromaniac.
150 (max)
Hero-specific options
| Setting name | Options | Description |
|---|---|---|
| Secondary Fire cancels Overrun | Off (default) | Only pressing Ability 1 again interrupts Overrun. |
| On | Pressing either Ability 1 again or Secondary Fire interrupts Overrun. | |
| Hide Cage Fight cancel text | Off (default) | Cancel text UI element is displayed to the left of the crosshair. |
| On | Cancel text UI element is hidden. |
Strategy
Mauga is a fiery Tank, capable of dealing big, consistent damage at range, whilst being a dangerous enemy close-up. His chainguns provide him with good damage at range when used separately, helping apply pressure to enemies at a distance. Incendiary Chaingun deals consistent Damage over time, whilst Volatile Chaingun deals good critical damage, perfect to follow up on Incendiary Chaingun and also contributing greatly to Mauga's passive Berserker, which gives him even more sustainability. His Overrun is an unstoppable movement ability, great for engaging to get up close to enemies and deal high initial damage, or to escape from a battle to safety. Cardiac Overdrive is a powerful ability in Mauga's kit, providing him and his teammates with great self-sustainability through damage reduction and life-steal, capable of saving allies and giving them an advantage in battle. Mauga's ultimate Cage Fight is perfect for forcing enemies into close quarters with him, blocking them away from their team and providing a large, resilient shield. Although Mauga can be a challenge to defeat, his big hitbox and lack of any purely defensive abilities means he's fully dependent on his allies and damage to keep him alive. Mauga does best on the front of the battle applying pressure, using your abilities to help allies engage more safely and boost their abilities.
Weapon Strategies
- Berserker (Passive): One of Mauga's self-sustaining abilities, providing him with a portion of Overhealth from critical damage.
- Utilizing his Volatile Chaingun's ability to automatically deal critical damage on burning enemies is the best way to gain Overhealth from this ability.
- His critical damage isn't restricted to his Volatile Chaingun, dealing critical damage through normal headshots as well as Overrun's stomp's center hit.
- He doesn't gain Overhealth from damaging objects, like Healing pylon or Tree of life, even if they're taking critical damage, so you should choose if destroying these constructs is more valuable than attacking enemies.
- That being said, destroying constructs will contribute to the team by removing a valuable source of healing or damage from the enemy, just be careful prioritising it over finishing off enemies or helping allies in danger.
- Incendiary Chaingun: A high-output fiery weapon that ignites almost anything it damages.
- For Mauga, his spread is greatly decreased when only using a single chaingun at a time, so at range it's best to use your Incendiary Chaingun to set a target alight, then follow up with your Volatile Chaingun to critical them.
- His Incendiary Chaingun is best used in unison with his Volatile Chaingun when enemies are in close range, as it deals high damage capable of burning down health pools instantly.
- It can set Heroes on fire as well as certain objects. (Illari's Healing Pylon, any of Lifeweaver's creations, etc.)
- Volatile Chaingun: A rapid fire chaingun that deals automatic critical damage to anything set on fire.
- As mentioned with Incendiary Chaingun, the chaingun has a tighter spread when used on its own. At range it's best used after having set a Hero on fire using your Incendiary Chaingun, as it'll deal guaranteed critical damage.
- In combination with his Incendiary Chaingun, Mauga can deal high damage but only at close range.
- Since this chaingun deals critical damage to anything on fire, it's best used against on fire. This applies not just to heroes, but also abilities or barriers.
- Although Incendiary Chaingun cannot set barriers on fire, they can be set alight by Ashe's Dynamite and Torbjörn's Molten Core, which allows Volatile Chaingun to crit them.
- Overrun: An unstoppable charge with decent damage and a great ability to engage/disengage.
- Overrun is Mauga's only movement ability, helping him reposition quickly or get back in the fight sooner.
- Overrun can be cancelled by reactivating it. This results in a shorter recovery time compared to ending with a stomp and doesn't leave Mauga as vulnerable to enemy abilities and fire, since the stomp's landing location is fairly telegraphed.
- Overrun causes Knockback to enemies who aren't directly stomped on, which can cause Environmental kills.
- When you need to play safe, save Overrun to disengage and run away from enemies when you are getting pressured too hard to avoid being eliminated. Its immunity to Crowd Control prevents you from getting Hooked, Slept, Pinned while charging to safety.
- There is a very brief activation window for Overrun, during which he can be affected by Crowd Control and cause the ability to go to waste. This is a rare occurrence but not impossible, so tracking enemy abilities will help prevent this.
- If landing directly on an enemy, this causes the enemy to get Knocked down, dealing high damage. This can be used to finish off enemies running away or stun enemies out of certain Channeled abilities such as Resurrect or Deadeye. It will also count as a critical hit and trigger Berserker, granting you some overhealth.
- This ability provides complete immunity to almost all forms of Crowd Control.
- This makes it a perfect counter for most ultimates that cause crowd control, such as Blizzard, Gravitic Flux, Graviton Surge, etc. It's important to note that Mauga can't escape these ultimates once trapped by them. This means using Overrun to run through a Graviton Surge or Cage Fight without being trapped, makes it a great way to get around these ultimates.
- During the charge, Mauga is given 50% damage reduction, which allows Mauga to survive big bursts of damage, such as Self-Destruct or Rip-Tire.
- Sometimes quickly using the ability to survive burst damage and than stomping early or cancelling it means it'll be ready for use once your lower health.
- Cardiac Overdrive: A lifesaving ability that provides you and nearby allies with damage reduction and life steal.
- This ability is the most useful utility Mauga can provide as a tank, helping save allies & boost survivability for the team.
- It's best used against enemies with big hitboxes such as Ramattra, Winston, or even another Mauga, as Mauga deals the most damage when simultaneously firing his chainguns, but they have a fairly large spread.
- Be careful not to use overdrive when your ammo clip is under half, as you will need to reload before overdrive expires.
- Try to avoid using Cardiac Overdrive simultaneously with Overrun. The latter already causes Mauga to hit the damage reduction cap of 50% and you are largely not benefiting from the healing as you don't deal much damage while charging.
- However, Overrun's stomp damage does trigger lifesteal and Cardiac Overdrive can be activated while charging, so when Overrun is used offensively the best time to activate Cardiac Overdrive is right before hitting the stomp to gain a good burst of healing while maximizing the time your guns can benefit from the lifesteal afterwards.
- This ability also provides only life steal to allies in range, lingering for a short time after, making it useful to quickly save an ally from elimination, or help them engage with more survivability.
- While it may be tempting to use it to support an ally in battle, it should primarily be used to keep Mauga alive due to the lack of damage reduction.
- Cage Fight: A powerful ultimate that forces enemies into close quarters with Mauga.
- Don't bite more than you can chew. Trapping five enemies with Cage Fight is tempting, but it will simultaneously turn you the primary target of the entire enemy team. Make sure your team can provide enough back up to survive the focus you get.
- Cage Fight fully reloads Mauga's ammo, so sometimes its best use is in the middle of an intense team fight to quickly reload and continue damaging.
- Mauga's Cage Fight can be placed on top of a Payload, which causes it to move along with the payload. This deters any enemies from getting too close to contest, as they will be trapped within.
- You can also place your Cage Fight early and utilize it was a barrier for your allies, or to protect yourself from further damage given you've distanced yourself from the enemy.
- As it is a barrier, most healing abilities cannot pass through to heal enemies within. This makes it useful for finishing off pocketed enemies, as this means the supports would have to enter the ultimate to try heal and save their ally.
- Mobility lock effect is applied to enemies inside of Cage Fight, canceling or preventing enemies from using most abilities that utilize movement, including some ultimates.
- Affected ultimate abilities include B.O.B.'s Charge, Meteor Strike and Rampage.
- It'll also cause any flying entities to drop to the ground, unable to fly. This will temporarily cancel Echo and Pharah flight, as well as flight from ultimates such as Captive Sun, Valkyrie and Gravitic Flux. Though, this doesn't interrupt the ultimates themselves.
General Strategies
- Mauga can do well on his own or with his team, but thrives best up-close with enemies as using both his Incendiary Chaingun and Volatile Chaingun at the same time quickly burns through enemies. It's best to try close the gap between you and your opponents to better secure eliminations. Use Cardiac Overdrive to keep you alive during the battle, then use Overrun to escape to cover or to your supports if you're in too much trouble.
- Try your best to work around your team, be prepared to engage when they do or bunker down alongside them. Try stay in front of your team because as a Tank, it's better for opponents to try eliminating you rather than your Support or Damage allies, as they're much easier to kill.
- Mauga's kit works well with most compositions, with his Chainguns providing him the range for poke-orientated compositions, whilst his Cardiac Overdrive make him viable in brawl-orientated compositions, and his Overrun and its short cooldown giving him a powerful escape tool for dive-compositions. It's important for you to keep track of your allies and try keep close to them because as a Mauga, most enemies will be more likely to keep their distance and avoid getting close to you.
- Try your best to utilize Cardiac Overdrive not just for your own survivability but for your allies too. Using Cardiac Overdrive for them can help them better secure kills and stay alive, such as with a Genji using his Dragonblade or Soldier: 76 using Tactical Visor, it can provide them the sustain your supports may not be able to.
- You should try to keep track of enemy ultimates and abilities, and prepare to use Overrun to try counter them wherever possible. For example, to escape a Gravitic Flux or Blizzard, survive high burst damage or cancel a channeled ability like Resurrect or Deadeye.
Match-Ups and Team Synergy
When fighting Tanks, Mauga has "Matchups" ratings, ranging on a scale of 5 levels. This is because Mauga's primary focus, like all other tanks, are eliminating DPS or Supports, with controlling and disrupting the enemy tank being a secondary objective:
- Very Strong Vs. | Strong Vs. | Even/Neutral Vs. | Weak Vs. | Very Weak Vs.
When fighting DPS & Supports, Mauga has "Priority Targeting" & measures of "Risk" ranging on a scale of 5 levels. These heroes are Mauga's main targets. Only Supports feature a listed measure of risk as nearly all of them can counteract Mauga effectively with CC or other abilities:
- Extremely High Priority | High Priority | Medium Priority | Low Priority | Very Low Priority
- Extreme Risk | High Risk | Medium Risk | Low Risk | Very Low Risk
Synergies are also graded on a scale of 5 levels. Tank Synergies will not feature explicit gradings due to the nature of Role Lock restrictions:
- Exceptional Synergy | Strong Synergy | Good Synergy | Ok Synergy | Weak Synergy
Tank
| Hero | Match-Up | Team Synergy |
|---|---|---|
D.Va |
Very Weak Vs.
D.Va is one of Mauga's hardest match-ups. While D.Va herself has a very large and unobscured hitbox, her high mobility alongside her hefty HP pool and Defense Matrix make her a hard target to eliminate as Mauga. Her Defense Matrix completely denies the value of Mauga's Chainguns, furthermore limiting the effectiveness of Cardiac Overdrive. Her high damage can also make her quite a threat, as she has a considerable amount of burst damage capable of killing Mauga's backline rather quickly. The best way to deal with a D.Va is to force her Defense Matrix resources out early by focusing her in the early stages of a team fight, then either closing on her for the kill/to force her away, or to turn on her backline and kill them while she's helpless. D.Va is also a very poor isolated duelist against most tanks, due to her hitbox size, so taking her on individually won't be much of an issue as long as you don't use Overdrive early. Be careful while using Cage Fight against her, as her Self Destruct will likely force you to destroy your cage early, unless you have a piece of map geometry to hide behind.
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(6v6 Exclusive Pairing - Exceptional Synergy)
While D.Va is typically a massive threat to Mauga's self-sustainability, as a teammate, she can be a massive boon. Her Defense Matrix allows Mauga to survive far more damage than he normally could, prevent status effects such as Ashe's Dynamite, Ana's Biotic Grenade/Sleep Dart, or another Mauga's burn. Not only that, Cage Fight and Self Destruct can be a lethal pairing when used correctly, preventing the enemy team from escaping the devastating damage of the bomb. |
Doomfist |
Strong Vs.
Doomfist and Mauga typically don't meet, but when they do, it's pandemonium. Due to Doomfist's rather closed-in hitbox, low health pool and lack of sustain options, a Mauga can shred him rather quickly, but at risk of charging his Empowered Punch through Power Block. Look to cancel his Power Block using Overrun and shred him while he is stunned. Not only does Doomfist have a rather weak damage output, he has an incredibly low range compared to Mauga's. Look to set him on fire constantly and poke him out to build Overhealth from your Beserker passive. Their Perks - Doomfist's minor perks are mainly just annoying more than an issue for Mauga. If a Doomfist has Power Matrix, DO NOT SHOOT HIM. Not only will he not take damage, but he will freely gain an Empowered Punch without any negatives. Let the first second burn then pressure him away with damage. His other major perk can be annoying as slows affect Mauga heavily due to his large hitbox size. Your Perks - Pyromaniac is definitely preferred here, due to the ease of lighting Doomfist on fire from range. Depending on the enemy team's comp (especially if they are all mobile heroes,) Combat Fuel can honestly be a better pick for self-sustain due to Firewalker getting significantly less value if the enemy team isn't stacked. |
(6v6 Exclusive Pairing - Weak Synergy)
Frankly, this is not a good matchup. Not only do both Mauga and Doomfist not have many team-oriented mitigation tools, but they are also vulnerable to the same kinds of things. Stuns, hinders, and anti-healing effects. Your best bet is to run in as quickly as possible to overwhelm the enemy team's backline. Outside of this, Cage Fight and Meteor Strike make a fairly dangerous combo, due to the ability of Cage Fight to lock people into a small space, something Meteor Strike is great for. |
Hazard |
Very Strong Vs.
This matchup is very stat and balance oriented. Before Hazard's Spike Guard became vulnerable to critical hits in Season 19, Hazard was able to shut down Mauga's utility very easily due to Mauga's reliance on critical damage. Keep that in mind if that gets reverted. But, with the current patch, Mauga destroys any potential Hazard has for play-making. Mauga's range is better, more consistent, and he has the ability to consistently sustain off of Hazard due to his face-tanking nature. Look to force Hazard into an uncomfortable space and make him run away with his Jagged Leap, then either close in with Overrun or take the space he has given you. You can also cancel Spike Guard with Overrun (but do be noted, it's a short cooldown, so it's not a great resource trade.) You are also able to escape Hazard's Downpour while he is casting it by using Overrun to negate the status effect.
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(6v6 Exclusive Pairing - Ok Synergy)
Similar to the Doomfist-Mauga pairing, Hazard and Mauga are weak to the same things - Poke, CC, and Anti-healing effects. Look to play to overwhelm the enemy team's backline. While Downpour and Cage Fight are strong on their own, they are not the greatest paired together, as they both achieve similar things. Instead, Mauga can use Cage Fight and Hazard can stand in front of him using Spike Guard to deal massive damage to trapped targets and provide good damage mitigation for the Mauga. |
Junker Queen |
Even Vs.
Junker Queen vs Mauga depends on a few things - Aim, Timing, and Positioning. While Junker Queen has very high burst damage, her lack of damage-mitigation tools make her a great sustain-target using Cardiac Overdrive. Look to poke her out before she gets close, as her Carnage and Scattergun can deal massive damage, possibly leading to you having to use Cardiac Overdrive before you wanted to. If you can aim well, this matchup is no problem at all. If your mechanics need a little work, it is not recommended to face her head-on, and instead use your range and better mobility to your advantage. Rampage shuts down your sustain tools completely, making her a force to be reckoned with while she has it - but there is a small detail. Rampage is a movement ability. You can cast Cage Fight when you believe Junker Queen is about to use her Rampage and either 1. Deny her from using it, or 2. Cancel it outright. The timing on this is VERY tight, but it is do-able and is very rewarding to learn.
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(6v6 Exclusive Pairing - Very Strong Synergy)
Junker Queen and Mauga do one thing - Run. It. Down. These two characters synergize in such a unique way in that Mauga's Cardiac Overdrive will affect Junker Queen's bleeds, stacking alongside her Adrenaline rush, making her nearly impossible to kill when she has a bleed active. Not only that, both have very good horizontal mobility and with Commanding Shout can close distance exceptionally fast. Cage Fight and Rampage combined are essentially an instant fight win, due to the anti-effect and Cage Fight tether combining to leave the enemy team completely helpless. Look to use these two on maps such as Suravasa and Nepal, where the maps are very closed in and flat. |
Mauga |
A Mauga mirror match is based off of some things. Who can poke the other Mauga better, who can manage their Cardiac Overdrive better, and who has better team assistance. From those three factors, a Mauga mirror can be determined of who is the better Mauga of the team. When it comes to Cage Fight, there are two things - Try to avoid using Cage Fight first, as the enemy's Cage will last longer, and only ONE Cage Fight tether can be attached to you at any time, and it will ALWAYS be the enemy's tether. This enables a tech called Cage Phasing, where you are able to leave the bounds of your own Cage Fight, while maneuvering yourself within the opponent's, while they are still stuck in yours. This means you can create a situation where your Cage Fight blocks damage for you and their Cage Fight doesn't really do much for them.
Perks - Pyromaniac gives you an edge against an enemy Mauga in the poke war, giving you a little extra sustain if you have the mechanics to spread your Incendiary Chaingun pressure around his teammates. Firewalker is also a good option, as Mauga compositions typically have his teammates very closeby to him to get value out of Cardiac Overdrive. In the rare instance that his team plays very split from him, look to get Combat Fuel. |
This Synergy can only occur in Gamemodes with Mystery Heroes, No Limits or if an Echo is present.
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Orisa |
Even Vs.
Prior to Season 19, Orisa's Fortify granted her immunity to forced critical hits, such as Mauga's Volatile Chaingun. Keep this in mind if this changes, as this makes the match-up far easier. Orisa, like Mauga, has good high-range damage and very high self-sustain, but low damage mitigation potential. Look to use Cardiac Overdrive after she's used Javelin Spin, and preferably after Fortify. You can look to force Javelin Spin early by poking her out, then either force Fortify out by applying heavy pressure or baiting it out with Overrun while she's using Javelin Spin. While you can gain Beserker Overhealth while she's using Fortify, the amount you will get will be heavily reduced due to the damage mitigation of Fortify. Be careful when you use Cage Fight, as if Orisa has Fortify she becomes immune to the tether and can leave the Cage. If she also has Terra Surge, your team better be ready to delete her HP pool or she will deal massive damage to you and the Cage. Their Perks - Defense Protocol allows Orisa to outheal your damage while using Terra Surge, making it impossible for you to take her down alone. Mobile Fortification makes it harder for you to pin Orisa down while using Fortify and also allows her to pump way more damage into you from a distance. Charged Javelin can do massive damage and CC you for a good amount of time, making it hard to close distance. Protective Barrier is the ultimate Mauga counter perk, as it makes it nearly impossible to get through and Orisa and get value with Cardiac Overdrive. Look to either ignore her, or have a teammate play Symmetra or Bastion to burn through the shield.
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(6v6 Exclusive Pairing - Strong Synergy)
Orisa and Mauga use similar means to an end - high self sustain, good long range damage, and high CC potential. Combined, they can be a very poky composition, not looking to close distance until the enemy team shows weakness. Terra Surge can be used to pull enemies close, allowing Mauga to get massive damage with an Overrun stomp. Cage Fight and Terra Surge can be used in combination to confirm a team fight, due to the inability for the enemy team to escape the Terra Surge. |
Ramattra |
Very Strong Vs.
While Ramattra has team-damage mitigation with Void Barrier and good range with Void Accelerator, his only form of self-damage mitigation is using the Nemesis Form's block, slowing himself down and making him an extremely easy target for Mauga to farm Overdrive healing off of. Look to bait out Ramattra's Void Barrier early in the fight, then engage on him quickly to force his Nemesis Form. Don't look to kill him - but use him as a sustain tool. Your team will follow up on the enemy team. If you want to kill Ramattra while blocking, you can use the stun from Overrun to cancel and put his block on cooldown. Cage Fight will make Ramattra completely helpless if he is using Annihilation as he will be shredded without his Void Barrier. Their Perks - Void Surge can increase Ramattra's effective damage on you, but not by a lot. Just be careful not to take poke before closing distance. Nanite Repair can allow Ramattra to sustain himself against your damage in Nemesis Form, as well as slow you down. Vengeful Vortex can completely stop you from moving momentarily, making you an easier target for Ramattra and his team to shoot you. Your Perks - Kinetic Bandolier can be useful to continue shooting Ramattra if you decide to cancel his block with Overrun, but Pyromaniac can also give you an edge in the poke war. Similar to all other brawl tanks, if the enemy team is playing closely to their Ramattra, Firewalker is a great sustain tool option. |
(6v6 Exclusive Pairing - Exceptional Synergy)
Ramattra and Mauga is a match-up made in heaven. Ramattra's Void Barrier can allow Mauga to close distance without taking damage, and Mauga's Cardiac Overdrive can enable Ramattra to sustain far more effectively than he could alone. Be careful, though, as both are very vulnerable to CC and anti-heals due to their large hitboxes. Cage Fight is also great in combination with Ramattra's general kit, as he can protect you, slow the enemy, and gain lifesteal from Overdrive while the enemy can't escape. Annihilation can also be combined with Cardiac Overdrive to give Ramattra insane amounts of sustain from his Annihilation tendrils. |
Reinhardt |
Even Vs.
While at first Reinhardt seems like an easy target to take on as Mauga, you need to remember that Reinhardt's Barrier Field enables him to fully mitigate the value of your Cardiac Overdrive and Chainguns in general, but, without his barrier, Reinhardt is extremely fragile against Mauga and his self-sustain. Look to burn his barrier's HP early in the fight, then close distance once you've achieved the resource advantage you're looking for. If a Reinhardt uses Charge, it is fairly easy to use Overrun and quickly stop his charge, then slam on top of him, causing massive amounts of CC and damage to Reinhardt. But be careful, as Cage Fight and Overrun do have cast times - potentially leading to them being cancelled by Earthshatter or Charge.
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(6v6 Exclusive Pairing - Exceptional Synergy)
Similar to Ramattra, Reinhardt's Barrier Field acts as a great closing tool for Mauga, but even better. Once a Mauga is close to the enemy team, he can use Cardiac Overdrive and enable Reinhardt to get massive lifesteal off of his Rocket Hammer and Firestrike. Barrier Field also gives Mauga time to reload/build his Overdrive back before fighting the enemy team again, and also act as a protective field against CC and Anti-Heals. If a Reinhardt hits an enemy with Earthshatter, it is exceptionally easy to either delete their HP pool with Chainguns, or stomp their life away with Overrun. Cage Fight enables Reinhardt to go all out and swing like there's no tomorrow on the enemy team. |
Roadhog |
Very Strong Vs.
Not gonna lie, if you see a Roadhog, just go Mauga. He is easily Hog's hardest counter besides Ana, as Roadhog's massive hitbox and lack of damage mitigation tools make him the juciest target in the game to farm Beserker and self healing with Cardiac Overdrive on. Be careful of fighting a Roadhog around pits or ledges, as Mauga is a very easy hook target and can be sent off the map using it. While Whole Hog can knock Mauga backward, Overrun can deny the damage output of it alongside nullifying the knockback. Look to use it to slam the Roadhog while he's casting or get to cover. Overdrive can also completely out-sustain Whole Hog, even if all pellets hit. Cage Fight also makes Roadhog a sad little piggy stuck in a cage, unable to escape to cover and just be filled with lead with the Chainguns.
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(6v6 Exclusive Pairing - Ok Synergy)
Roadhog and Mauga are two sides of the same coin - High damage, high self sustain but low team value characters. Combining them leads to a very vulnerable team but a lot of damage potential. Be very careful if they have any sort of CC or anti-heal effects. Otherwise, Hook can pull a target in close to Mauga, allowing him to either stomp on them with Overrun or trap them with Cage Fight. Cage Fight and Whole Hog can be used to create what is called "The Blender", where the enemy team is trapped in Cage and gets shredded by Whole Hog. |
Sigma |
Very Weak Vs.
Sigma is another tank that turns a Mauga's life into a living nightmare. Hyperspheres are extremely easy to land on Mauga due to his hitbox size, and deal massive damage. Experimental Barrier can allow Sigma to exist in a space that Mauga can't return pressure in, Accretion can make Mauga a standing duck, and Kinetic Grasp can completely deny the value of Cardiac Overdrive. There is ONE way to fight against Sigma right now, and that is bait his cycle early. Sigma is an extremely cyclical hero, having very high peaks, but very, very low lows. Once you're able to bait his Kinetic Grasp and Accretion, Sigma becomes a very easy target to shred as Mauga due to his low health pool and large hitbox size. Be careful while using Cage Fight against Sigma, though, as if he has Gravitic Flux, you are guaranteed to be hit by it. Overrun can be used to run out of Flux, but it will mean you are likely out of position. If he is using Kinetic Grasp, you can possibly use the stomp from Overrun to cancel it, but if you do not have Overrun, either go for cover or melee him if you are using Cardiac Overdrive to gain some small sustain. Their Perks - All of Sigma's perks are VERY good against Mauga, as Kinetic Cycle enables him to have an Accretion every time you feed him Kinetic Grasp. Hyper Regeneration is also very easy to fuel as Mauga just sits around and gets shot by Sigma. Hyper Strike also enables Sigma to force Mauga out of position and away from him, creating distance and making Mauga's damage output worse. Levitation also enables Sigma to dodge Overrun or get to a high ground position that Mauga can't easily access. Your Perks - Pyromaniac is basically a must here, as you need as much extra sustain as you can get. Firewalker will also be far more preferable, as it gives you an option to sustain against Sigma outside of shooting him. |
(6v6 Exclusive Pairing - Exceptional Synergy)
While sworn enemies, they are beloved teammates, as Sigma grants Mauga the damage mitigation to sit around and just pummel the enemy team with his Chainguns, and with Kinetic Grasp, gives Mauga a source of protection while he uses Cardiac Overdrive. Just be careful, though, as both are fairly squishy and characters such as D.Va and Zarya can mitigate a good amount of their damage outputs. Sigma can also stun a target with Accretion, making an easy target for an Overrun stomp or finisher with the Chainguns. Cage Fight and Gravitic Flux also combo extremely well, as Gravitic Flux will not only easily grab all enemies in the cage, but won't be able to lift the enemies into the air, making it actually easier to hit them since they'll be stuck in place. |
Winston |
Very Strong Vs.
While Winston has the mobility to generally avoid Mauga, he does not have the staying power or threat that Mauga does, leading to him having to constantly be on the defensive and avoid the Mauga as much as possible. Make your goal either to kill the Winston, or make his backline live in constant fear of your attack. Due to his large hitbox size, it is also very possible to force Winston's Barrier Projector out very early and close the distance on him once it is over. If a Winston uses Primal Rage, he becomes an extremely easy target due to his massive hitbox size and the ability to cut his mobility off while using Cage Fight.
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(6v6 Exclusive Pairing - Ok Synergy)
Winston and Mauga play for different things. While Winston looks to engage on the enemy backline and generally disrupt and make space for his team, Mauga looks to run people over and take space with an iron fist. They can be used in tandem to cause chaos in a backline or isolate a frontline target fairly easily. Tesla Cannon can combine well with Overdrive due to its easy to hit damage, and Barrier Projector can protect Mauga while using Cardiac Overdrive. Outside of that, though, they fall relatively flat as a pairing. |
Wrecking Ball |
Very Strong Vs.
If you play aim trainers, Wrecking Ball will be a familiar experience. Ball will never play to fight a Mauga on due to his massive hitbox size and predictable movement. Look to constantly shoot at the Ball and make it impossible for him to engage on your team with full resources. The only threat he proves if he's able to knock you out of position with Fireball from Grappling Claw. Cage Fight completely disables the character's movements, and the only way he could threaten you in Cage is if he uses Minefield. Mines can be instantly cleared with one slam from Overrun, though. So it's not a big deal. If he uses Piledriver, you can time your Overrun with the Piledriver to stop your Overrun momentum and land directly on top of Ball, leading to massive damage. Their Perks - Steamroller can make Grappling Claw's Fireball quite hefty, dealing 120 damage to Mauga. Be careful not to get hit too often by it. Hang Time can also deal massive Damage to you, but the excessive cast time provides an easy target for Mauga to shoot. Adaptive Barrier can also prove to be an annoyance, as it can block Overrun's slam. Be on the lookout for when he uses it. Your Perks - Pyromaniac is definitely the choice for minor, as it's extremely easy to shoot Ball and his team and get the extra Overhealth. For major, though, Combat Fuel can be very effective due to the ease of farming crits off of Ball's large hitbox. |
(6v6 Exclusive Pairing - Weak Synergy)
Ball, like Mauga, is an EXTREMELY selfish character that provides essentially no protection for his team. The only thing they have in terms of synergy is Cage Fight and Minefield. That can lead to free team wipes but otherwise, not much else can be said. |
Zarya |
Weak Vs.
Mauga struggles into Zarya due to her ability to block his damage using Barriers, and her general high damage output and his inability to block her damage. Look to play around her bubbles, either by igniting her with Incendiary Chaingun and forcing them out, or by having your teammates bait them out. Once she uses one bubble, she can be fairly easy to eliminate, as your high damage output can easily shred through a singular bubble and tear her health pool apart. Be careful of Graviton Surge, though, as it disables the ability for Mauga to Overrun. If she does use Graviton Surge, you can use Cage Fight to block damage from her team and potentially trap her inside, as it's likely she'll be nearby.
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(6v6 Exclusive Pairing - Exceptional Synergy)
Zarya and Mauga are like Reinhardt and Zarya - Punchy, aggressive frontline power. Zarya can prevent Mauga from being CC'd or anti-healed with her Projected Barrier, and Mauga can grant Zarya insane lifesteal with Cardiac Overdrive. Mauga can also use Overrun and be bubbled in it to build Zarya easy charge and prevent Mauga from being damaged in it. If Zarya uses Graviton Surge, Mauga can also use Overrun and stomp into the center of it, stunning all enemies in the center. |
Damage
| Hero | Match-Up | Team Synergy |
|---|---|---|
Ashe |
HIGH RISK | MEDIUM PRIORITY
Ashe will most likely be playing somewhere outside of your affective range. As you attempt to close the distance, she can land more shots on you. Due to your size, it will be easy to land shots on you. Also, you have no means of blocking her Dynamite, setting you ablaze and chipping away your health overtime. If her team has a Mauga, his Volatile Chaingun can freely land critical hits on you, which will give him overhealth from your Berserker passive. B.O.B. might not be a big concern. His large hit box should make it easy for you to land shots. Plus, with Cardiac Overdrive, you can reduce some of the damage. |
Enemies ignited by her Dynamite will also cause your Volatile Chaingun to deal critical damage, which will give him overhealth from your Berserker passive. Objects ignited by Dynamite can also receive critical damage, but you won't gain overhealth from them. |
Bastion |
EXTREMELY HIGH RISK | HIGH PRIORITY
Bastion is a great danger to you. Since you lack a barrier, Bastion can shred through you in its sentry form. Even with your Cardiac Overdrive, it may not provide enough protection against Bastion's damage. |
Maui and Bastion combo are actually turn most of the unfavor tank matchup to your favor. Especially against Zarya, she will get shredded after she used the first bubble. Maui’s Cage Fight pair very well with Bastion's artillery. Enemy will unable to escape this massive fire. |
Cassidy |
TBA PRIORITY
|
TBA SYNERGY
|
Echo |
TBA PRIORITY
|
TBA SYNERGY
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Freja |
TBA PRIORITY
|
TBA SYNERGY
|
Genji |
TBA PRIORITY
|
TBA SYNERGY
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Hanzo |
TBA PRIORITY
|
TBA SYNERGY
|
Junkrat |
HIGH RISK | HIGH PRIORITY
Although a direct one on one confrontation with a Junkrat is likely to go in Mauga's favor, the risk in fighting a Junkrat is his ability to lay on high, consistent damage from behind his tank with his Frag Launcher. This not only forces you out of aggressive positions, but also allows Junkrat to charge his RIP-Tire quickly, putting your backline at risk. His Concussion Mine serves as a tool to quickly leave your most effective range, though his lack of horizontal mobility makes your Overrun a great punish in the case he uses both mines. Poke damage from your Incendiary Chaingun will often force a Junkrat out of a sightline if he's unsupported, delaying the threat until you're in a better place to close the distance. Junkrat's Steel Trap is less of a risk to Mauga compared to some other tanks, since his Overrun causes him to ignore the trap, but getting hit by it can often mean certain death against a coordinated team, or at least force Mauga to use Cardiac Overdrive at an inopportune time. |
A Mauga and Junkrat combo can work similarly to the Mauga and Bastion combo, the two creating an area of massive damage potential that most heroes will be eliminated quickly upon entering. Unlike Bastion, though, this combo struggles dealing with longer-range threats, often needing either a speed boost from Lucio or Juno to close the distance or a long-range Damage hero like Ashe to cover for this weakness.
Junkrat is one of the best heroes to combo with Mauga's Cage Fight, being able to deal massive damage if multiple opponent's are trapped in the cage. A Junkrat using RIP-Tire from outside the cage is an especially powerful combo, since the walls of Cage Fight will prevent the enemy from stopping it even if they see it coming. |
Mei |
TBA PRIORITY
|
TBA SYNERGY
|
Pharah |
TBA PRIORITY
|
TBA SYNERGY
|
Reaper |
EXTREMELY HIGH RISK | HIGH PRIORITY
|
TBA SYNERGY
|
Sojourn |
TBA PRIORITY
|
TBA SYNERGY
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Soldier: 76 |
TBA PRIORITY
|
TBA SYNERGY
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Sombra |
TBA PRIORITY
|
TBA SYNERGY
|
Symmetra |
TBA PRIORITY
|
TBA SYNERGY
|
Torbjörn |
TBA PRIORITY
|
TBA SYNERGY
|
Tracer |
TBA PRIORITY
|
TBA SYNERGY
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Venture |
TBA PRIORITY
|
TBA SYNERGY
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Widowmaker |
TBA PRIORITY
|
TBA SYNERGY
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Support
| Hero | Match-Up | Team Synergy |
|---|---|---|
Ana |
HIGH PRIORITY | EXTREMELY HIGH RISK
|
GOOD SYNERGY
Ana's Biotic Grenade enables Mauga to have some insane healing number while using Cardiac Overdrive, and Sleep Dart allows an easy Overrun stomp. Nano-boost, is well, nano-boost. It makes Mauga's damage output insane. If she has Speed Serum as a perk, it makes Mauga's Overrun INSANELY fast, allowing him to basically teleport into the enemy team's backline if he wants. |
Baptiste |
EXTREMELY HIGH PRIORITY | MEDIUM RISK
|
EXCEPTIONAL SYNERGY
"You and me Baptiste, You and Me." These two are like bread and butter. Baptiste has insanely high sustain to keep a Mauga alive in a teamfight, and with Immortality Field, allow Mauga to survive things he normally couldn't, such as high burst damage or status effects. Cage Fight and Amplification Matrix can be used in tandem to create an area of death for the enemy team, trapping them into a zone while being pelted on with massive damage from the Matrix. |
Brigitte |
EXTREMELY HIGH PRIORITY | LOW RISK
Brigitte is an exceptionally easy target to eliminate as Mauga. While she can block your damage using her barrier, it is very low HP and reduces her move speed, allowing for an easy slam with Overrun. The only way a Brigitte can live against a Mauga is if she uses her Whipshot to keep you away and Shield Bashes to safety. The only risk you really have as Mauga is if you use Cage Fight in front of her while she is in Rally, as she can cancel it. Don't do that.
|
EXCEPTIONAL SYNERGY
A fairly unconventional synergy for Brigitte, but Mauga allows her to brawl all out like a maniac with Cardiac Overdrive and her personal sustain potential. Not only that, while she is using Rally she can act as a great form of protection for Mauga using her barrier. They can play very stacked as a unit and have incredible frontline pressure. |
Illari |
LOW PRIORITY | MEDIUM RISK
Illari is good at playing her range and constantly kiting from Mauga due to her mobility. Don't look to fight her too often, as you'll likely end up in a weird position that her team can punish you in. Her pylons are easily breakable using Incendiary Chaingun and its fire effects. If you get close to her, it's game over for her as she has a low hp pool and predictable movement. When she is using Captive Sun, you can look to use Cage Fight and potentially catch her in it, or block the projectile. Otherwise, she isn't too much of a threat besides her range.
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BAD SYNERGY
Illari and Mauga don't really mix. They play different tempos and for different things. The only thing they really have going for them is the Cage Fight-Captive Sun combo, which is a guaranteed team wipe a lot of the time. |
Juno |
LOW PRIORITY | LOW RISK
Juno's mobility makes her incredibly hard to chase down and kill, but she doesn't have much damage or utility to be of threat. Look to poke her with your Incendiary Chaingun and focus on chasing her down when she doesn't have Hyper Ring or Glide Boost. Be careful when she has Orbital Ray, though, as if you slam into her team, even with Overdrive, the damage boost and healing from Orbital Ray can absolutely shut you down. Especially if you use Cage Fight, as you'll be a sitting duck. Pulsar Torpedoes can also be relatively annoying as they do good sustain and have high damage output without much risk for Juno. Their Perks - Locked On gives Juno a faster Torpedoes cooldown against Mauga, as he doesn't have any way to easily block the torpedoes. Faster Blaster can provide extra sustain and damage for Juno, making her a bit more difficult to deal with. Look to force her Glide Boost early if possible. Lift Off provides Juno a very easy escape to high ground, making it hard to pin her down. Your Perks - Kinetic Bandolier can be good if you're looking to chase her down constantly and need more ammo, but Pyromaniac can also be good if she constantly peeks you and you want some extra overhealth. Firewalker will generally be a good pick as most comps containing Juno play very stacked to get value out of Hyper Ring and Orbital Ray. |
EXCEPTIONAL SYNERGY
Mauga and Juno play together very well. Juno's high sustain enables Mauga to stay in the fight for a very long time, as well as her Hyper Ring granting him an insane speed boost for using Overrun. If Mauga uses Cage Fight, it can also be combined with Orbital Ray to create a massive area of sustain and Damage in the Cage, leading to a teamwipe. |
Kiriko |
MEDIUM PRIORITY | HIGH RISK
|
EXCEPTIONAL SYNERGY
Kiriko and Mauga play very well together. High sustain, high damage, and exceptional mobility potential. If you ever get low/have a status effect, Kiriko can use her Protection Suzu to cleanse the effect and grant you essentially a second life. Not only that, Kitsune Rush can provide Mauga insane DPS and two potential uses of Cardiac Overdrive in one fight, a massive advantage over the enemy team. Cage Fight can be combined with Kitsune Rush to confirm a teamfight win nearly every time. |
Lifeweaver |
HIGH PRIORITY | MEDIUM RISK
While Lifeweaver has extremely high sustain and good damage, he doesn't have much else going for him. Look to run past his team and tear him apart, as his very large hitbox makes him an easy target. If he uses Life Grip, you can look to take the space that was given with it. Don't let the fight go on too long, though, as his damage output can actually do a considerable amount to Mauga due to its lack of falloff. If he uses Tree of Life, it's one of the few deployables in the game that can be easily destroyed with Mauga's chainguns. Cage Fight can also be countered with a Life Grip, potentially pulling an enemy caught in the cage out. Pay attention to this, as a lot of teams will look to bait your Cage out early and pull the target out with Grip.
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OK SYNERGY
Lifeweaver can pull you out of sticky situations with his Life Grip. If you can communicate, this can allow you to use your Overrun aggressively more often. Life Grip can also be used to pull Mauga out of his own cage. A cheeky strategy that can be used with Lifeweaver is to place Cage Fight on top a Petal Platform on the edge of the map, making any enemies caught and Mauga himself fall off the map once the platform is broken. This can be utilized to clear teams instantly depending on how many get caught, however it is tricky to execute as most enemies would avoid getting so close to Mauga. If you do try this, the ally Lifeweaver can use Life Grip to save you from your own ultimate if available.
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Lúcio |
MEDIUM PRIORITY | MEDIUM RISK
Lucio doesn't typically pose much of a threat to Mauga, and he often plays in a way that makes it very difficult to get near him as Mauga. Look to shoot at him with your Incendiary Chaingun to force him off of speed boost or potentially use Amp It Up. Sound Barrier can be very effective at countering Cage Fight, as the overhealth granted by it can be difficult to get through as Mauga. If you catch Lucio with Cage Fight, though, he becomes very easy to kill due to his inability to Wall Ride.
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EXCEPTIONAL SYNERGY
Lucio is great at enabling any close range hero like Mauga to close distance very quickly. Amp it Up enables crazy movement with Overrun, and also provides ample healing when brawling. Sound Barrier can be used to sustain Mauga in a fight and allow him to play very aggressively. Niche Strategy - Cage Fight won't immediately disconnect when someone falls off the map while tethered, so you can have your Lucio boop them off a ledge, then cancel the cage to confirm the kill. |
Mercy |
LOW PRIORITY | MEDIUM RISK
Mercy and Mauga don't interact much outside of annoying eachother. Either with Mauga constantly shooting Mercy with his Chainguns, or Mercy damage boosting an individual on her team. Look to shoot her before her pocket target. If she uses Resurrect and is close to the ground, you can either stun it with Overrun or catch her and the res target with Cage Fight.
|
OK SYNERGY
Mauga and Mercy don't really mix. Mercy wants to play slow and damage boost someone, and Mauga wants to be a violent brawler who attacks quickly. Mercy and allow Mauga to play more aggressive with her damage boost and potentially resurrect him if he goes for a hyper-aggressive play, but outside of that, not much gets done between the two. |
Moira |
MEDIUM PRIORITY | LOW RISK
Fighting against a Moira is just annoying, but not really that bad. She has very high healing numbers and sustain that makes it hard to kill her or her teammates, so look to force her cooldowns out early and chase her down, as she cannot escape Mauga easily. If she has Coalescence, she will be able to deal massive amounts of healing and damage, giving her team massive momentum in a fight. You can potentially cancel it with Overrun, or trap her with cage and make her an easy target, but be careful as she heals while using it and can heal her team through your barrier.
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EXCEPTIONAL SYNERGY
Moira enables Mauga to play very aggressively due to her high healing output and mobility. Not only that, Coalescence and Cage Fight pair very well together, providing high sustain while damaging the enemy team stuck inside. Their only major weakness is vulnerability to anti heals, but if you are able to target the Ana (or whatever future hero can apply them) and kill them early, those weaknesses go away. |
Zenyatta |
HIGH PRIORITY | EXTREMELY HIGH RISK
Zenyatta is one of the highest damage dealing supports in the game. With his Orb of Discord, he can easily send giant Samoan body into the respawn room. If you have Discord applied to you, hide behind a corner and look to engage once it decays. Zenyatta suffers from very low mobility and a giant hitbox, making him an extremely good target for Mauga. Be aware that a lot of compositions involving Zenyatta do have a lot of damage mitigation or status effects, so don't just wildly run at him expecting to kill him. But, if he is alone on an angle, go and get him. Cage Fight is an easy way to isolate him, but if he has Transcendence, it will hard counter your Cage Fight. What you can do is Cage the Zenyatta alone, force his ultimate, and shoot his team outside the cage, as Transcendence's healing is blocked by barriers.
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OK SYNERGY
Zenyatta and Mauga are good at two things: Frontline pressure. Use Discord to gain a frontline advantage and potentially outbrawl the enemy team with your Overdrive. Cage Fight can also be used alongside Transcendence to create a very hard to destroy Mauga. |
Story
A charismatic and cunning Samoan warrior, Mauga thrives in the chaos of the battlefield and lives every day like it's his last. Wherever Mauga goes, he knows how to have a good time, and experience has taught him to treat every day like it's his last.[1]
Tall and muscular,[4] Mauga's size and strength have been augmented.[5] This includes a second cybernetic heart, and a subsequent upgrade to his organic heart.[6] This has prevented him from taking part in weightlifting tournaments due to the advantages his upgrades give him.[7]
At least according to Mauga himself, he was more serious prior to said augmentation, before gaining a "new outlook on life."[5] In his current persona, Mauga often portrays himself as being a "big dumb brute." However, this is a facade, as he possesses cunning attributes. He talks fast and loose, and has a tendency to treat strangers as if they are friends. He is proficient in close combat; Baptiste regarded him as being "like a demon"; a sociopath and sadist, Mauga flips between his lighter and darker sides quickly, though can lose himself in the latter. Only Baptiste has ever been able to talk him down from this state in the field. Baptiste himself serves as a blindspot for Mauga, who's shown him mercy where he might otherwise not do so.[4]
The Deepsea Raiders
| “ | I'm going to let you in on a little secret. I wasn't always the friendly, carefree guy you see before you today. I used to take things very seriously. I never had time for fun. One day, I realized...something had to change. I needed to work on me. | „ |
| ~ Mauga |
Mauga and the Deepsea Raiders
Maugaloa Malosi challenged the law since his childhood. His father led the Samoan branch of the eco-rebel group, the Deepsea Raiders, that became like family to Mauga. They took him along on all their adventures, instilling in him a healthy dose of disrespect for the law. On their missions around Polynesia, Mauga learned from an early age that charisma opens doors and destruction gets answers. As the Deepsea Raiders fought against those disrespecting the beauty of their seas and islands, Mauga grew to be a renowned warrior.[1]
Mauga is operated on
Mauga became a local legend in Samoa when an intense battle left him critically wounded. A Deepsea Raider medic performed emergency heart surgery, giving him a second cybernetic heart to supplement his damaged, organic one and get back into the fight. With his newfound strength, he was victorious. The triumphant Mauga returned to Samoa, where more upgrades and surgeries awaited him. As his strength increased, so did the need for constant maintenance. Always living on the edge of death taught Mauga to live every day like it might be his last.[1]
At some point after his augmentation, Mauga and the Raiders fought against Overwatch in the Blacksand Fires. It was here that Mauga gained his chainguns from Overwatch.[7]
Talon
| “ | Now I've got a whole new outlook on life. I realized that it's okay to put myself first. Found out that I have a knack for bringing people together. And I learned how to let loose with friends. I work hard...and I play hard. So...I only have one question for ya. Ready to have some fun? | „ |
| ~ Mauga |
As the Deepsea Raiders' activity died down, Mauga was thirsty for more adventures. News of Akande Ogundimu killing Akinjide Adeyemi reached him and piqued his interest. Seeing a worthy opponent in this so-called Doomfist, Mauga challenged him to a no-rules, anything-goes fight. Amused, Doomfist sensed something in the young man and agreed. The epic fight ended in a draw, with both men exhausted but unwilling to admit defeat. Impressed, Doomfist offered him a place with Talon, the promise of regular cybernetic upgrades, and all the chaos his two hearts desired.[1]
Mauga, now a member of Talon
Mauga accepted, and took part in a number of jobs on behalf of the organization.[5] As a Talon member, the whole world became Mauga's playground.[1] At some point, he burnt down a Talon server room, causing Sombra to lose valuable data.[7]
Meeting Baptiste
| “ | With you at my back, we can do anything. You’re the best medic in Talon. You keep me alive, and I’ll protect you. No one stands a chance. | „ |
| ~ Mauga to Baptiste |
While in Talon, Mauga met Baptiste. The two hit it off immediately and performed numerous extractions together. They carried out operations in locations such as Singapore and Makati, both of which resulted in civilian casualties.[4]
Monte Cristi
| “ | I’m not going back there. Cuerva said there would be no civilian casualties. And you were naïve enough to believe him? Look around, Baptiste. This is what we do. |
„ |
| ~ Baptiste and Mauga at Monte Cristi |
Mauga and Baptiste in Monte Cristi
Four years before Winston sent out the Overwatch recall, Mauga and Baptiste were part of a Talon operation at Monte Cristi. Under the command of Captain Cuerva, Talon was assigned to take out Daniel Fernández; leader of the Playa Cartel which had been encroaching on Talon's territory. However, upon reaching Fernández's safe room, they found that he wasn't there. Enraged, Cuerva ordered the Talon unit to tear the town apart until they found him, which resulted in mass collateral damage and civilian casualties. Disgusted at what had transpired, Baptiste tried to flee in a fishing boat, but was confronted by Mauga. He told Baptiste that there were no good people, and that all they could do was have fun while they had the chance. Not finding the fun in mass murder, Baptiste declared that he wasn't going back, and that if Mauga didn't let him go, he'd have to kill him. Over the radio, Cuerva asked Mauga if he'd found Baptiste. After a long pause, Mauga told him that he hadn't found his comrade. When asked why he'd done it, Mauga stated that he'd always liked Baptiste, but that now he owed him a favor, and that he should call him when he was "ready to come home." With that, the two parted ways.[4]
What We Left Behind
| “ | Hey, buddy. You didn’t think you could outrun us forever did you? | „ |
| ~ Mauga after reuniting with Baptiste |
A less than pleasant reunion
Four years after the Monte Cristi debacle, Mauga went with Trung Le Nguyen to Haiti—Vernand Sainclair of Sainclair Pharmaceuticals hadn't been paying Talon, so they were assigned to make the man come to his senses. Aware that Baptiste was in Haiti, Mauga insisted that they use Baptiste. Nguyen was skeptical, wanting someone more reliable, but Mauga insisted, and Nguyen relented. To this end, they confronted Baptiste at Lefort's. Mauga's threats were clear, despite his outwardly casual demenor, and Baptiste agreed to help them on the job, though asked what happened afterwards. After all, "no-one left Talon except in a coffin." With a smile, Mauga told his friend not to worry about it.
The following morning, Baptiste met with Mauga and Nguyen outside Sainclair's mansion. Nguyen had scheduled an appointment with Sainclair, so all the trio had to do was just walk in. The plan went well enough at first, but inside the mansion's library, they didn't find Sinclair, but did find Sinclair's personal security training their guns on them. Mauga activated his shield, and Nguyen killed most of guards with his sidearm. One guard remained, choked by Mauga, but Baptiste talked his former friend down long enough to interrogate the man to find out where Sinclair was. The guard stated that Sainclair was in his office. Mauga thanked the guard by breaking his neck.
The trio fought their way through the mansion, cutting through its security forces before finding Sainclair, holed up in his office with a revolver. He fired at Mauga, but the bullets bounced off his shield. Mauga covered Nguyen as he confronted Sainclair, asking why they shouldn't just kill him. Sainclair protested that he had information, and revealed that it was an Overwatch recall order. Various dossiers were part of the data. He revealed that he'd received the transmission three days ago, and the reason that he'd received it at all was that he was a former member of Overwatch himself. However, the data was worthless—Talon already had access to the information, as they already had former Overwatch agents on their payroll. Therefore, Sainclair was still going to die, and Mauga suggested that Baptiste do the honors. Baptiste walked forward, but instead of shooting Sainclair, dropped a flash bang, incapacitating Mauga and Nguyen, giving him time to flee with Sainclair.
Mauga tracked Baptiste to a wharf. That this was a repeat of their parting at Monte Cristi and he told Baptiste that he couldn't let him go a second time. The two engaged in a firefight—Mauga wanted to bring Baptiste into Talon alive and was willing to injure him to do so. Baptiste used a prototype device to end the battle, throwing it into the air and shooting it. The resulting explosion destroyed a large portion of the docks, and possibly Mauga as well, as when the smoke cleared, he was nowhere to be seen. However, Baptiste suspected that he had survived the explosion;[4] a suspicion that was correct.[8]
Although Baptiste had escaped, Mauga didn't mind. The chase was half the fun. And until he faced his old comrade again, Mauga remained content in Talon's company...for now.[1]
A Great Day
| “ | Aww, that ain't fair. You know I'm always looking out for you. I even brought you a souvenir. Ain't nothing more fun than a sinking ship. And if there's one thing I know, it's ships. Yeah, I tried to tell you earlier, but you looked kind of busy. So I took a walk. If DF really wanted the plans to build his new power thingy, how sekia would it be if we actually just got him theirs? They wouldn't be needing it anymore. Especially if nobody got that distress signal. No ship, no record, no witnesses. No problem. He may not be happy now, but you give Doomfist that, and he'd be all smiles. Looks like you owe me one. But who's counting? | „ |
| ~ Mauga explains his actions |
Mauga destroys the ship's comms. relay
Sometime after Null Sector's attack on Gothenburg, Doomfist sent Sombra, Reaper, and Mauga to a command ship that had been crippled by Torbjörn in the attack and had crashed into the ocean in order retrieve data on Null Sector's power relay technology. Upon arrival, Mauga left the ship ready for a fight; much to Sombra's annoyance who stated the operation required a surgeon's approach, not a butcher. Mauga gave her a thumbs up. As Sombra hacked the door open and entered, Mauga noticed a communications relay and shot it, in order to prevent a distress signal, as he knew that when the data was seized, it would cause an alarm to go off and set off explosions.[9]
Mauga notices an activated Nulltrooper
As Sombra and Reaper entered the ship, they noticed a bunch of deactivated Nulltroopers. As Mauga entered the ship, a Nulltrooper activated; Mauga punched it. The other Nulltroopers activated which lead to Sombra and Reaper shooting their way to their target. With Mauga behind the Nulltroopers, he grabbed the heads of two of them and slammed them together before making his way to the data room. Instead of holding the perimeter as planned, he ran off, and retrieved the power data relay.[9]
Mauga explains himself to Sombra
After the mission, back on the dropship, Mauga, while cleaning one of his chainguns and listening to music, asks Sombra what Doomfist had said. He provided the power data relay, and explained that due to his experience with the Deepsea Raiders, he knew ships, and explained that with the command carrier destroyed, there would be no witnesses, and therefore, no problems.[9]
"Now this was a great day"
Confident that Doomfist would be happy when Sombra gave him the data, he told her it had been fun, and if he wanted to do it again, she knew where to find him. He jumped off the back of the dropship, saying "this was a great day" before deploying a parachute.[9]
Achievements
| Name | Icon | Description | Reward |
|---|---|---|---|
| Trap and eliminate 3 enemies with a single use of Mauga's Cage Fight. | ![]() | ||
| Deal 900 combined healing and damage with a single one of Mauga's Cardiac Overdrive. (Excludes Total Mayhem and co-op modes.) |
Trivia
Mauga
- Instead of using his regular hero portrait, in the battle-pass, Mauga has a unique icon where his mouth is closed instead of his signature cheshire smile.
- It's also worth pointing out his trial-period used a different portrait, with a slightly different angle, and less saturated colors.
- When someone is trapped within Mauga's ultimate, a Lifeweaver can pull them out of the cage.
Cultural References
- Mauga is a Samoan name meaning "mountain."
- His last name Malosi derives from Losi, a giant trickster from Samoan mythology
- Mauga's tattoos are a mix of traditional tatau and designs unique to the game.[10]
- People often compare Mauga to the Moana movie character, Maui. This is due to Mauga having a Polynesian background similar to Maui, and looking somewhat similar to each other (boisterous, able to tank a lot of damage, wild hairstyle, affectionate to their weapons, and jumps greater heights for dramatic flair).
Misc. Character Information
- Mauga met Roadhog at some point. The two have an antagonistic relationship.[11]
- Based on interactions with Junkrat, Mauga may have been an underwear model at some point.[7]
- Mauga is a fan of Zarya, per their shared experience in weightlifting.[7]
Development
Early Mauga concept art
Development on Mauga began in 2018 after the developers saw a piece of concept art.[12] Development occurred on-and-off for the following five years. The development team was looking for a character who would fit the archetype of a tank hero with less speed but greater firing power. It was decided that a Samoan could fit this archetype, and the team did research on Samoans and Polynesians, looking for the right look.[13] Blizzard worked with cultural consultants, including artist Si'i Liufau, who specializes in contemporary Polynesian tattoos and Tataus. Liufau called out the initial tattoo the team originally created for Mauga. According to Kenny Hudson, "His [Mauga's] original tattoo was Polynesian inspired but was not done by a true Samoan tattoo artist. We wanted authenticity, and we contracted [Si'i Liufau], a certified master Samoan tattoo artist, and worked hand in hand with him." Liufau drew some stuff up, Team 4 artists drew stuff back, and a middleground was reached due to issues such as rendering. The tattoos that were sketched had such fine details that many game engines couldn't handle it. As such, the middleground was accurate to Samoan culture, but not so detailed that the game couldn't handle it.[12]
Mauga was originally intended to be Hero 31, but as the kit Geoff Goodman and Joshua Noh developed came together, they decided it didn't suit Mauga's personality, and instead conceived of an entirely new hero, Sigma, to use it.[14] Development of Sigma forced development of Mauga to take a backseat.[12] In 2019, it was stated that the team still intended to make Mauga a playable hero some day, and had "big plans" for him.[14] Mauga's rollout as a hero was further delayed due to the Covid-19 pandemic. By this point, work on Mauga was about 80% complete, but the developers needed more time. As such, Mauga and Ramattra swapped places in the release order. Originally, Mauga had been planned for Season 2 and Ramattra Season 8. This was swapped, as by this point, work on Ramattra was complete.[12]
Ditto
In 2022, there was speculation that Mauga would be the hero released for Season 2 of Overwatch 2. In June, YouTuber Potxeca claimed developers Aaron Keller and Geoff Goodman had told them that Mauga would be released as a hero. It was further speculated that Mauga would be revealed at the 2022 Overwatch League grand finals, when Blizzard Entertainment teased a hero reveal.[15] Instead, however, Ramattra was the hero revealed at the event.[16]
Mauga final concept art
It was reported by GameSpot that a Tank hero would be released in Season 7+, and it would be an omnic.[17] While the Tank report was accurate, the omnic claim was not.
For Season 7, it was announced that a new Control map named "Samoa" would be released. This led to speculation that Mauga would be released as a hero in Season 8.[18] Mauga was leaked hours prior to his official reveal at BlizzCon 2023 on the Nintendo e-shop.[19]
Ability Development
The developers tried a few alternate mobility abilities for Overrun. One of the first ideas was a short range dash that would toss enemies into the air behind Mauga if he impacted them.
Mauga's weapons weren't always miniguns. There were a few alternates tested such as a flamethrower or incendiary grenade launchers. There were a few attempts at having two very different firing weapons in each hand, with one being hitscan and the other being a projectile. This didn't play well when trying to fire both at the same time, as the weapons had different firing rates, and aiming projectiles was difficult. Furthermore, the player was required to track the ammo pools separately, which was also difficult.
Mauga's Cage Fight differs little in the final version from its inceptions. However, the developers still tried other versions to see what would play best. It was a physical wall instead of a barrier at one point. There was also a completely different ult that was more of an area effect debuff to enemy damage dealt, the opposite of damage boost.[20]
Removed abilities
- Removed in Season 18.
Media
Concept Art
-
Concept Art by Qiu Fang
-
Jet Black Skin Concept Art by Angela Song
-
Jet Black Skin Weapons Concept Art by Angela Song
Videos
Balance Change Logs
- For more information, see Patch Notes.
- Ultimate cost reduced by 6%.
Combat Fuel – Major Perk
- Maximum overhealth granted increased from 100 to 150.
- Critical hits amount of overhealth given increased from 2 to 3.
Two Hearts - Minor Perk
- Removed.
Pyromaniac - Minor Perk
- Igniting enemies with Incendiary Chaingun grants 50 overhealth.
Berserker - Passive
- Overhealth conversion rate increased from 40% to 50%.
- No longer provides allies with damage reduction.
- Ultimate cost increased 8%.
- Barrier health reduced from 1500 to 1200 HP.
- Overhealth conversion rate reduced from 50% to 40%.
- Hero Perks
- Overrun reloads up to 150 ammo while charging.
- While on an objective, Mauga counts as 2 heroes and regenerates 20 health per second.
- Overrun ignites enemies hit.
- Critical hits grant Mauga 2 temporary overhealth on Cardiac Overdrive's next use, up to 100 overhealth.
- Global Projectile Size Bonus
- Hitscan radius small reduced from 0.05 to 0.04 meters.
- Hero changes
- Base armor reduced from 200 to 150.
- Base health increased from 375 to 425.
- Cooldown reduced from 6 to 5 seconds.
- Charge movement speed increased 15%.
- Ignite damage over time duration increased from 3 to 4 seconds.
- Knockback damage increased from 25 to 30
- Stomp damage increased from 60 to 75
- Duration reduced from 5 to 3 seconds.
- Lifesteal increased from 60 to 100%.
- Damage reduction increased from 30 to 40%.
- Allies now receive only half of the lifesteal and damage reduction effect value.
- General
- Knockdown time when two charging abilities collide reduced from 2 to 1.7 seconds.
- Base Health decreased from 400 to 375.
- No longer fills overhealth on activation.
- Duration increased from 4 to 5 seconds.
- Cooldown increased from 10 to 12 seconds.
- Stomp damage increased from 45 to 60.
- Duration reduced from 5 to 4 seconds.
- Cooldown reduced from 12 to 10 seconds.
- Now fills his passive overhealth by 100.
- General updates
Most damage-dealing projectile sizes have been increased by a new global modifier added to their base size.
- +0.05 meters for hitscan projectiles with a high rate of fire or spread (e.g., Tracer's Pulse Pistols or Reaper's Hellfire Shotguns).
- +0.08 meters for hitscan projectiles that are more precise (e.g., Cassidy's Peacekeeper or Soldier:76's Heavy Pulse Rifle).
- +0.05 meters for travel time projectiles that are shotguns or have a very high rate of fire (e.g., Roadhog's Scrap Gun or Ramattra's Void Accelerator).
- +0.10 meters for travel time projectile with a speed greater than 50 meters per second (e.g., Zenyatta's Destruction Orb).
- +0.15 meters for travel time projectile with a speed less than or equal to 50 meters per second (e.g., Pharah's Rocket Launcher).
- Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa's Energy Javelin or Reinhardt's Fire Strike).
Hero combined HP (base health/armor/shields) increased by 15-25%.
- 150-175 HP heroes increased by 25 HP.
- 200-300 HP heroes increased by 50 HP.
- 300+ HP (Tanks) increased by 75-100 HP.
- Each hero's precise health increases are listed in their patch notes below.
Ultimate Charge
- All Ultimate ability costs increased by 10%.
Regenerative Passive for All Heroes
- All heroes now regenerate 20 health per second after 5 seconds of not taking damage.
Quick Melee
- Damage increased from 30 to 40.
- Hero updates
- Health increased from 300 to 400.
- Base Health increased from 250 to 300.
- Base Armor decreased from 250 to 200.
Incendiary and Volatile Chainguns
- Ammo decreased from 350 to 300.
- Lifesteal decreased from 70% to 60%.
- Cooldown increased from 10 seconds to 12 seconds.
- No longer grants infinite ammo. Still reloads Mauga’s Chainguns at the start of the ultimate.
- Overhealth conversion rate decreased from 60% to 50%.
- Mauga is now available in Competitive Play for players who unlocked him.
- Base health decreased from 350 to 250.
- Base armor increased from 150 to 250.
Incendiary and Volatile Chainguns
- Number of shots with the Incendiary Chaingun to ignite enemies reverted from 15 to 10.
- Spread decreased from 1.1 to 1 when only one Chaingun is active.
- Overhealth conversion rate increased from 50% to 60%.
Incendiary and Volatile Chainguns
- Chaingun damage reduced from 5 to 4.
- The number of shots with the Incendiary Chaingun to ignite enemies increased from 10 to 15.
- Ultimate duration reduced from 10 to 8 seconds.
- Mauga has been added to the lineup.
Incendiary Chaingun (Primary Fire)
- Automatic weapon that ignites enemies on repeated impacts.
Volatile Chaingun (Secondary Fire)
- Automatic weapon that deals critical damage to burning enemies.
Overrun (Ability 1)
- Charge forward and stomp to launch enemies. You are unstoppable while charging.
Cardiac Overdrive (Ability 2)
- Nearby allies take reduced damage and heal by dealing damage.
Cage Fight (Ultimate)
- Deploy a barrier that traps yourself and enemies. Gain unlimited ammo while inside.
Berserker (Passive)
- Gain temporary health when dealing critical damage.
Changes from preview weekend:
- Base health reduced from 500 to 350.
- Base armor increased from 0 to 150.
- Head hit volume reduced 15%.
Incendiary and Volatile Chainguns
- Spread for firing both guns reduced 15%.
- Fire rate multiplier for firing both guns reduced from 25% to 0%.
- Damage per shot increased from 4.5 to 5.
- Damage falloff range increased from 25 to 30 meters.
- Max ammo increased from 300 to 350.
- Movement speed penalty reduced from 20% to 15% per gun.
- Can no longer be interrupted by Hack.
- Damage reduction increased from 30 to 50%.
- Lifesteal increased from 60 to 70%.
- Overhealth conversion rate increased from 40% to 50%.
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 Mauga, PlayOverwatch. Accessed on 2023-12-06
- ↑ 2023-12-05, Grégory Lerigab official Twitter statement. Twitter@GregoryLerigab, accessed on 2024-04-30
- ↑ 2023-11-03, MAUGA LIGHTS UP THE ARENA IN A LIMITED-TIME TRIAL!. Blizzard Entertainment, accessed on 2023-11-04
- ↑ 4.0 4.1 4.2 4.3 4.4 What You Left Behind
- ↑ 5.0 5.1 5.2 Mauga Origin Story
- ↑ 2023-11-09, Blizzcon 2023 - Mauga Deep Dive Youtube, Timestamp: 21:17
- ↑ 7.0 7.1 7.2 7.3 7.4 Overwatch 2, Mauga Quotes
- ↑ Overwatch 2, Sombra Quotes
- ↑ 9.0 9.1 9.2 9.3 A Great Day
- ↑ 2023-11-04, A quick run down of Mauga's identity and voice lines from a Samoan born and raised. Reddit, accessed on 2023-11-05
- ↑ Overwatch 2, Roadhog Quotes
- ↑ 12.0 12.1 12.2 12.3 2024-01-31, Developing Overwatch 2's Samoan hero. Games Industry.biz, accessed on 2024-02-08
- ↑ 2023-12-01, How Blizzard created Mauga - a Samoan Hero in Overwatch 2. RNZ, accessed on 2023-12-06
- ↑ 14.0 14.1 Sigma Gameplay Reveal with Seagull and Jeff Kaplan. Youtube, accessed on 2022-10-12
- ↑ 2022-11-04, New Overwatch 2 Hero To Appear At OWL Finals, Fans Think It’s Mauga. Kotaku, accessed on 2022-11-06
- ↑ 2022-11-05, Ramattra Reveal - Overwatch League Grand Finals. Overwatch News, accessed on 2022-11-06
- ↑ 2023-05-16, Overwatch 2's Update Roadmap Features New Characters, Story Missions, And Reworks. GameSpot, accessed on 2023-05-20
- ↑ 2023-09-27, Overwatch 2 players convinced new Samoa map confirms Mauga as next tank hero. Dexerto, accessed on 2023-10-04
- ↑ 2023-11-04, Overwatch 2 Introduces New Tank Hero Mauga At BlizzCon 2023. Kotaku, accessed on 2023-11-04
- ↑ 2023-12-12, We're the Overwatch 2 hero design team, and we'll be here tomorrow at 11:00 AM PT to answer questions about Mauga's first week in-game!. Reddit, accessed on 2023-12-16
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