Maliwan Manufacturer Gimmick
Two elements on one gun and you switch between them whenever you want, literally mid fight, no menu no delay no nothing and this basically means you never have to carry four different guns just for element matching which is kinda insane QOL and then there's the charge mechanic where you hold the trigger to charge up a bigger shot and the splash radius on these things is huge like you can hit enemies you weren't even aiming at tbh
Legendary SMGs
| Weapon | Type | Special Effect | Drop Source | Drop Chance |
|---|---|---|---|---|
| Cutsman | SMG | Linked beam, massive DOT, long range | Borman Nates (Meridian Outskirts) | 10% |
| Westergun | SMG | Dual element, alternating fire pattern | Private Beans (Athenas) | 10% |
| Hellfire | SMG | Pure incendiary, 40% chance to ignite, high DOT | Jabbermogwai (Voracious Canopy) | 10% |
| Destructo Spinner | SMG | Fires spinning elemental blades, homing | Kritchy (The Lodge) | 12% |
Legendary Snipers
| Weapon | Type | Special Effect | Drop Source | Drop Chance |
|---|---|---|---|---|
| Storm | Sniper | Shock, chain lightning in radius | Katagawa Ball (Skywell-27) | 10% |
| Firestorm | Sniper | Incendiary, rain fireballs on charged hit | Captain Traunt (Athenas) | 10% |
| Krakatoa | Sniper | Incendiary, creates volcano on kill | Rampager (Forgotten Basilica) | 12% |
Legendary Pistols
| Weapon | Type | Special Effect | Drop Source | Drop Chance |
|---|---|---|---|---|
| Devastator | Pistol | Fires 2 swirling projectiles, high splash | Warden (The Anvil) | 10% |
| Tsunami | Pistol | Switches elements on reload, wide spread | Katagawa Jr. (Atlas HQ) | 10% |
Legendary Shotguns
| Weapon | Type | Special Effect | Drop Source | Drop Chance |
|---|---|---|---|---|
| Projectile Recursion | Shotgun | Ricochets between enemies, +1 bounce per pellet | General Traunt (Nekrotafeyo) | 10% |
| Kill-o'-the-Wisp | Shotgun | Shock, slow-moving orb chains lightning | Brood Mother (The Pyre of Stars) | 10% |
Why Pick Maliwan
Look Maliwan is the manufacturer for people who want to watch the world burn and freeze and dissolve all at the same time honestly and the dual element system is what makes them totally unique, every single Maliwan gun can switch between two elements on the fly which means you never have to swap weapons just to match an element you see a shielded enemy switch to shock you see a fleshy enemy switch to fire it's all on one gun and the switch takes less than a second and I mean in Borderlands where matching elements can literally double or triple your damage having two elements on one weapon is a massive quality of life improvement I've been saved by this so many times in the Slaughter Shaft where enemies come at you with different health types and you just don't have time to open the menu and swap guns you know
But the charge up mechanic is the controversial part and honestly I get why some people hate it you have to hold the trigger briefly before the gun fires and if you're used to Vladof or Dahl where bullets come out instantly it feels slow as hell, but ngl the tradeoff is massive damage per shot and huge AOE splash a fully charged Maliwan shot hits like an absolute truck and the splash radius is big enough to catch multiple enemies and the Cutsman is like the perfect example the charge takes about a second but when it fires it sends out two linked energy beams that cover a huge area and deal massive damage over time and on a big boss like Graveward where the beams connect across the entire hitbox the damage per shot is just absurd, you just have to adjust your playstyle to the charge rhythm instead of trying to play it like a regular gun and once it clicks you'll wonder why you ever hated it tbh
Best Vault Hunters for Maliwan Guns
Amara was basically designed for Maliwan and it's not even close, her entire elemental tree buffs elemental damage and elemental effect chance and elemental effect duration and every single one of those stats directly benefits Maliwan weapons, Anima makes the DOT from Maliwan guns last longer, Tempest boosts shock and incendiary damage which covers most Maliwan elements, Sustainment gives life steal based on elemental damage dealt and since every Maliwan shot deals elemental damage you heal constantly it's like the most natural synergy in the game and the Spiritual Driver class mod takes it even further by converting move speed to gun damage and since Amara can stack move speed easily with Mindfulness you end up with massive damage bonuses on every charged shot, I've hit some disgusting numbers with this setup like damage cap territory honestly
Moze is a close second and tbh in some situations she might even be better, Short Fuse triggers on gun damage and Maliwan shots have high base damage which means bigger Short Fuse explosions and the splash damage from Maliwan guns synergizes with Fire in the Skag Den and Torgue Cross-Promotion, the Cutsman plus Short Fuse is particularly disgusting because the beams count as continuous hits and each tick can trigger Short Fuse separately so on a large boss one Cutsman shot can trigger Short Fuse four or five times and that's before we even talk about Mind Sweeper micro grenades and stuff like that
Zane does well with Maliwan because his kill skills boost fire rate which helps with the charge time issue, FL4K can make the Krakatoa sniper work well with Fade Away crits but Maliwan isn't really FL4K's thing honestly, if you're playing FL4K seriously you probably want Jakobs or Vladof imo but who knows maybe there's some broken interaction I haven't tested yet you get the idea
Hidden Mechanics
The charge mechanic has a sweet spot that the game never explains and I literally only figured this out after like 200 hours of gameplay, you don't have to fully charge every shot there's a minimum charge level that fires immediately when the trigger is pulled and a full charge that does maximum damage but here's the thing the damage scaling between minimum and full charge is not linear, the first 30% of the charge bar gives you about 50% of the damage and the remaining 70% of charge time only adds the other 50% so if you need faster shots doing partial charges still gives you decent damage output and this is crucial for dealing with fast enemies where standing still to charge puts you at risk, I basically never full charge against rats tbh they move way too much
The Projectile Recursion has one of the most broken hidden mechanics in the game and ngl it's probably a bug that never got fixed, the card says it ricochets between enemies with one extra bounce per pellet but what actually happens is if you have bonus elemental damage from any source like Moze's Fire in the Skag Den or Amara's Infusion each bonus element creates its own separate projectile and each of those projectiles bounces independently so a single Recursion shot with two bonus elements creates three sets of pellets that all bounce between enemies separately and in a dense group this can cause hundreds of hits from a single shot, it has literally crashed people's games, no joke, I've seen my frame rate drop to single digits when this thing pops off in the Slaughter Shaft
And the Hellfire SMG has a hidden stacking mechanic that the card doesn't mention at all, each bullet that hits an enemy adds a burning stack that increases fire damage taken and the stacks fall off after about 3 seconds of not being hit but at max fire rate you can maintain 20 plus stacks which more than doubles your fire damage output, the card only says 40% chance to ignite but the stacking mechanic is the real source of the Hellfire's damage and I'm like 90% sure this is intentional even though it's never explained anywhere in the game or wiki or whatever
Early vs Late Game
Early game Maliwan can feel frustrating and honestly I almost dropped the manufacturer entirely during my first run, the charge time is a real drawback when you're fighting fast moving low health enemies that die in two bullets anyway and you'll find yourself charging up a shot only for the enemy to move or for a teammate to kill it before you fire which is just infuriating tbh, the weapon switch speed for element swapping also feels slow early on before you have any handling bonuses and plus the ammo economy is rough because Maliwan SMGs eat through SMG ammo and you'll be running dry frequently in the early levels, it's kinda painful
But mid to late game is where Maliwan becomes amazing and honestly it's like a completely different manufacturer, once enemies get tanky enough that the charge time is justified by the damage output Maliwan weapons feel incredible and the DOT from Maliwan guns scales with enemy health in a way that direct damage doesn't because DOT ticks over time and the higher enemy health pools at Mayhem levels mean the DOT runs its full duration, at Mayhem 10 a Cutsman beam that passes through a badass enemy deals its full DOT which can be millions of damage from one shot, the Storm sniper becomes a crowd control machine because the chain lightning bounces scale with the number of enemies, and the Projectile Recursion with bonus elements becomes one of the highest DPS weapons in the game if you have enough enemies clustered together, Maliwan goes from a C tier manufacturer in the early game to S tier in the endgame and it's not even close imo
Pro Tips
First thing get comfortable with partial charging, seriously, you don't always need full charge shots and the faster fire rate from partial charges is often more DPS than waiting for full charge, against any enemy that moves a lot charge to about 40% and fire twice instead of charging fully once your DPS will be higher and you'll miss fewer shots, I learned this the hard way after dying to the Rampager like 10 times because I kept waiting for full charges
Second the Destructo Spinner fires homing blades that seem weak on paper but tbh those blades have infinite range and track enemies forever, you can fire them around corners and down hallways and into rooms you haven't even entered yet it's like having a scouting tool that also kills things, in the Slaughter Shaft where enemies come from predictable directions just spam Destructo Spinner blades down the lanes and let them do the work, it's kinda hilarious watching your kills pile up while you're just standing there
Third element matching with Maliwan matters way more than you think because the damage bonus for matching elements is higher on Maliwan guns since their base elemental damage is higher, shock against shields is something like 250% damage not 150% and if you're not switching elements constantly during a fight you're leaving a ton of damage on the table, also the Firestorm sniper's charged shot rains fireballs from above and if you charge it fully and hit a flying enemy the fireballs spawn at the impact point in the air which means they cover a much wider area on the ground so use this to carpet bomb areas by targeting a flying enemy or a high wall, and finally farm the Cutsman from Borman Nates he spawns in Meridian Outskirts he's an easy kill and the Cutsman is one of those guns where you want multiple elemental variants, a shock Cutsman and a corrosive Cutsman cover almost every situation in the game etc you get the idea
Why Pick Maliwan
Honestly Maliwan is the elemental specialist and nobody else even comes close, every Maliwan gun has two elements you can swap between and they always deal elemental damage, the charge up before firing takes getting used to but ngl the elemental DOT damage more than makes up for the delayed fire and I've found that Maliwan is basically essential for Mayhem mode where enemies have elemental resistances and you need to match elements or you're just tickling them, without a Maliwan in your loadout Mayhem 10 feels way harder than it needs to be
Best Vault Hunters
Everyone can use Maliwan effectively since the gimmick is more about playstyle than build synergy tbh, Moze benefits from the ammo efficiency, FL4K from the consistent damage output, Zane from the tactical flexibility, and Amara from the elemental synergies where applicable, but I mean if you want my honest opinion Amara is still the queen here and Moze is the backup plan, the other two can make it work but you're not getting the full Maliwan experience or whatever
Hidden Mechanics
So Maliwan's charge time decreases with fire rate buffs and this isn't obvious at all but it makes charge speed builds viable which I didn't realize for way too long, the elemental DOT from Maliwan weapons stacks separately for each element so swapping elements mid fight applies two different DOTs which is kind of broken if you think about it, and the splash radius on Maliwan shotguns and heavy weapons is larger than listed and the elemental effect chance is 100% on direct hits, basically the card stats lie in your favor for once
Early Game vs Late Game
Maliwan is solid throughout and honestly the gimmick is useful from level 1 to endgame which is more than I can say for some other manufacturers, early game the consistency helps when you don't have optimized gear and you're just throwing together whatever drops, late game the legendaries unlock the full potential and the gimmick scales well with endgame builds, I've used Maliwan in every playthrough and I've never felt like they fell off at any point which is pretty rare in Borderlands tbh
Pro Tips
Learn the gimmick timing and I mean really learn it, it takes a few hours of using Maliwan weapons before the playstyle becomes muscle memory but once it clicks going back to normal weapons feels clunky and slow and you'll wonder how you ever played without element switching, farm the dedicated drops early in endgame because Maliwan legendaries are balanced around the gimmick and perform way better than world drop Maliwan guns, also don't sleep on blue Maliwan SMGs with good parts they can sometimes out perform purple world drops imo and stuff like that