Mace

{| class="article-table" !Weapon
| !Stats |
|---|
| 56x56px |
- Firing rate: 2x 1.36/sec
- 74 damage
- 2x Pierce (physical)
- Burning ~ 5 seconds |}
Source: Fandom: Mace (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
Overview








- Strengths: high single-shot flamethrower damage that scales well against armored targets, large health pool and durability for close-range engagements, immunity to burning, ability to damage air units with its flamethrowers, and substantial item-carry capacity for supply/escort roles.
- Weaknesses: relatively short engagement range compared to many turrets and ranged units, vulnerability to high-damage, long-range turrets (for example
Lancer,
Salvo, and other long-range anti-armor weapons), and poor performance against massed, long-range defenses. Units that outrange or hit hard at a distance reduce
Mace effectiveness before it reaches targets.
- Tactical notes: large walls absorb the
Mace’s piercing and protect squishier turrets and structures from its close-range flame streams; using splash or high-damage turrets at range is effective against advancing Maces. Maces perform worse than faster close-range attackers like
Horizon in many scenarios because speed increases survivability. The
Atrax outperforms
Mace for internal base burning because it can walk over walls and leave damaging puddles, while the
Mace is better at punching through armored targets and one-shotting some light flyers. In campaign and PvP contexts the
Mace is often outshone by other Tier 2 options, but a small squad of Maces can be a reasonable interim force before upgrading to higher-tier units.