JUST ONE MORE ASYM Wiki Maniac Survivor Guide
Build Rage through pressure, avoid Exhaustion at 70%% — snowball harder than Knight with a punishing recovery window.
Maniac is a 900 Points Frontliner / Damager Survivor in JUST ONE MORE ASYM. Maniac starts weak but builds Rage through dealing and receiving damage — at full Rage, your attacks deal 33%% more damage, you take 33%% less, and cooldowns shorten. Reach 100%% Rage and trigger Outrage for double headbangs, Strength buffs, and healing. The catch: above 70%% Rage you accumulate Exhaustion, and hitting 100%% Exhaustion stuns you for 3.5 seconds, draining all Rage. Maniac is the second publicly released Survivor and the hardest snowball kit in the current roster — powerful in organized hands, punishing for players who panic-swing.
Community discussion in 2026 notes Maniac was originally planned for a mission-based unlock tied to Tartarus lore, but that was scrapped in favor of a direct 900 P purchase. The character is considered a high-skill Sentinel with higher peak damage than Knight but a more punishing recovery window.
Why unlock Maniac
- Higher peak damage than Knight at full Rage.
- Rage mechanics reward aggressive play and trading.
- Exhaustion management adds high skill ceiling.
- Free-to-play alternative to expensive S-tier carries.
- Strong against disorganized Adversary stacks.
Skip if: you struggle with stamina discipline or play in uncoordinated lobbies — Maniac’s Exhaustion punishment is harsh without team support.
Rage and Exhaustion mechanics
Rage gain
- Dealing damage: Rage = scaled damage dealt / 2.
- Receiving damage: Rage = damage taken / 4 (capped at 15%% per hit).
- Rage drains slowly at low levels, faster at high Rage — 1%% every 3s at 0%% Rage down to 1%% every 1s at 100%%.
Rage effects (at 100%% Rage)
- +33.3%% damage dealt.
- +33.3%% damage reduction.
- +2.5 movement speed.
- Lower ability cooldowns.
Outrage (at 100%% Rage)
- Two consecutive headbangs applying Strength II for 5s.
- Healing 5 HP and 10 HP respectively (outside LMS).
- Removes 75%% Exhaustion.
- Grants 50%% slower Exhaustion gain for 8 seconds.
Exhaustion
- Starts accumulating when Rage exceeds 70%%.
- Proc at 100%% Exhaustion: ~3.5s stun, all Rage and Exhaustion drained.
- In LMS: Rage only loses 50%% from Exhaustion, minimum 30%% Rage retained, and Exhaustion gain is 50%% slower.
Abilities
Swing (M1)
- 30 base damage, scales to 40 at full Rage.
- Cooldown: 6s base, scales down to 3s at full Rage.
- Right-click block: dash-back when hit, refunds cooldown on success, costs 10%% Exhaustion (20%% if not yet in Exhaustion).
- Missing applies -5%% Rage and 1s endlag.
Shoulder Check
- Two-hit rapid move: 10 then 15 base damage (13.3 + 20 at full Rage).
- Second hit always applies Stagger.
- Cooldown: 20s base, scales down at higher Rage.
Crash
- Short leap dealing 25 base damage (33.3 at full Rage).
- Applies Stagger and Stall V for 1s.
- Costs 15 stamina; adds 10%% Exhaustion on use.
- Missing self-inflicts Slowness II for 6s.
- Cooldown: 26s base, 22s on miss, 19s in LMS.
Playstyle pillars
- Trade, do not tank — Maniac wins through Rage stacking, not passive survival.
- Watch your Exhaustion bar — drop attacks before 70%% Rage to avoid Exhaustion stun.
- Block with purpose — Swing block is a commitment, not a panic button.
- Follow up on Outrage — the 8-second window after Outrage is your safest damage phase.
- Crash is your approach — use it to close distance, not as a finisher.
Team pairings
| Partner | Why it works |
|---|---|
| Doctor | Heals top off after Maniac takes damage to build Rage |
| Shielder | Peel protects Maniac during Exhaustion recovery |
| Knight | Double frontline, Maniac follows Knight commits |
| Vocalist | Inspired speed helps Maniac reposition after Outrage |
| Hemomancer | Blood sustain enables longer Rage-building sessions |
Matchups
- Chaser / Sin — their Instability drain helps Maniac build Rage faster; respect their damage output.
- Firework — Impact can interrupt Maniac’s swing strings; use blocks.
- Guilt Aberrant — Boulder and Charge give Rage from damage taken; use Crash to escape.
- Seeker Aberrant — Pounce and Scream build Rage quickly; manage Exhaustion carefully.
Common mistakes
- Panic-swinging without tracking Rage — Exhaustion stun is a 3.5s free target.
- Using Crash as a finisher — the Slowness on miss is punishing.
- Ignoring the Exhaustion bar at high Rage — watch for 70%% threshold.
- Buying Maniac before basic stamina habits — the kit requires constant stamina management.
- Fighting multiple Adversaries without team support — Maniac needs time to build Rage.
Compared to Knight
| Trait | Maniac | Knight |
|---|---|---|
| Cost | 900 P | 650 P |
| Fantasy | Snowball Sentinel | M1 Frontline |
| Damage ceiling | Higher at full Rage | Consistent M1 |
| Recovery | Exhaustion stun | None |
| Skill floor | Higher | Lower |
| Team dependency | Higher | Lower |
Maniac lore and origins
Community lore notes describe Maniac as a survivor of Overflow attacks who gathered what they could and raged against the hostile influence wherever they could find it. The character is connected to themes of grief and loss, with voice lines referencing destroyed communities and unanswered pleas. Originally planned with a mission unlock tied to the Tartarus setting, the character was instead made available for direct point purchase after lore changes.
Related guides
Frequently Asked Questions
Quick answers to the most common questions about JOMA.
How much does Maniac cost?
Maniac is commonly listed around 900 Points — more expensive than Knight but with a higher damage ceiling.
What is Maniac's playstyle?
Maniac is a snowball Frontliner — build Rage through dealing and receiving damage, hit full Rage for massive buffs, avoid the 100%% Exhaustion stun.
Maniac vs Knight — which is better?
Knight is more consistent and easier for beginners. Maniac has higher peak damage at full Rage but a punishing Exhaustion recovery window.
How do I avoid Exhaustion stun?
Watch the 70%% Rage threshold — drop attacks before hitting 100%% Exhaustion, or reach 100%% Rage to trigger Outrage which removes 75%% Exhaustion.
What happens at 100%% Rage?
Outrage triggers: two headbangs applying Strength II, healing, and removing 75%% of your Exhaustion.