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Mace

Tier2
mace
Role
Assault
Tier
2
Planet
Serpulo
Health
550
Armor
4
Speed
0.5
Range
6.3
Official description

Fires streams of flame at enemy targets.

Ammo details

{| 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

Mace is a Tier 2 ground combat unit that projects short-range streams of flame to damage nearby enemies. Introduced under the name Titan, it was renamed Mace in later updates and removed from production at the Titan Moss Factory. The unit fires two flamethrower streams that deal high single-hit damage with pierce, apply burning to targets they hit (but not to the Mace itself), and can target both ground and air units — a unique capability among flamethrower-equipped units. Mace is immune to burning and is built to be a durable, close‑range brawler with a heavy hit‑and‑hold role in assaults.

The modern Mace has substantially more health and mobility than many other tier 2 ground units, with a high item capacity for field resupply and two flamethrower weapons firing at 2x 1.36 shots/sec with 74 damage per shot and 2x pierce. Its flame effect applies burning (about 5 seconds) to targets it hits; however, the Mace itself cannot be afflicted by burning. Its effective range is short (measured in blocks/tiles), so it must close with enemy defenses to deal full damage. Many balance updates raised its health and speed and altered weapon rate and damage; the overall DPS remains tuned around its role as a heavy close-range unit.

Mace performs best when used as a short-range assault unit that soaks damage while its flamethrowers raze clustered defenders. It excels at destroying lightly armored clusters and can shred unprotected defenses when it reaches them, but its short reach and reliance on close engagement make it vulnerable to certain counters. Compared with other close attackers, Mace trades mobility and wall-crossing capability for raw durability and firepower.

  • Counters and weaknesses: High-damage, longer-range turrets such as Lancers, Ripples, and Fuses punish Maces before they close; splash or mid-range turrets (Scorch, Lancer, Salvo and similar) are effective at breaking Mace formations. Large walls absorb their pierce and block flame paths, protecting inner defenses and squishier turrets from being charred. Swarms of cheap units can be inconvenient but are less efficient than concentrated high-damage fire.
  • Effective allies and alternatives: Fast close-range units like Horizon or wall‑walking units such as Atrax are often better at base penetration since they can avoid chokepoints and reach inner defenses faster. Use Maces when a durability-first, short-range approach is desired or when other tier 2 options are unavailable; a small group of Maces can be an interim force before transitioning into higher-tier assault compositions.
  • Deployment notes: Place Maces to exploit chokepoints and to engage groups of defenders simultaneously; keep them out of long sightlines where Lancers and similar turrets can shoot them down. Flame weapons can damage air units, so Maces are uniquely useful against certain flying threats at very close ranges. Because Mace itself cannot burn, incendiary defenses that rely on burning will not deter it.
  • Build timing: Maces can be useful early in a transition between basic attackers and late-game units, offering a stronger frontline at the same upgrade cost as other Tier 2 units. They become less attractive as the enemy field fills with long-range, high-damage defenses or when faster specialized attackers are available.

Official description

Fires streams of flame at enemy targets.

Other entities of this type

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