Rampage

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Rampage occurs as soon as a team collects 100 Power.

One Guardian is Powered Up

After announcing a rampage, all uncollected power immediately disappears from Power Circles, even if it was in the process of being collected. The rampaging team's guardian will rise up and fly over to the enemy side of the map, raining down AoE attacks that can damage heroes throughout the middle of the map. Additionally, the rampaging team gets a buff to movement speed that lasts until the enemy guardian is down. Any hero or creature kills done by the defending team during this period can still increase their power, up to a maximum of 100. The higher the defending team's power, the less initial damage their guardian takes, and the more shield it has once it becomes vulnerable.

The other Guardian is Pinned Down

A rampage deals armor-ignoring damage when the enemy guardian is first taken down, which is 1000 at base with the following bonuses if the power total is not 100-100:

  • During Battle: 2000 flat bonus damage + (200 damage and 70 shield damage) per Power.png10 power difference
  • During Clash: 3500 flat bonus damage + (300 damage and 70 shield damage) per Power.png10 power difference
    • Due to bugs Rampage still deals Battle damage during Clash phase, but the preview on the UI shows the damage as if there was no bug.

Note that on the final wound, initial rampage damage cannot reduce a guardians health below SquareHealStatusEffect.png500 HP.

Wounding a Guardian

Once the enemy guardian is down the rampaging team will have a short amount of time to deal damage to their weak point while the enemy team defends. Guardians have SquareArmorBoostStatusEffect.png30 armor while in this state.

For the first two wounds on each guardian in Clash Mode, there is a possibility of an auto-wound, where the initial rampage damage is high enough that the enemy guardian will be wounded without the heroes having to attack. This is indicated on the upper HUD by the guardian's healthbar and heart icon turning purple and flashing.

Wounds Remaining SquareHealStatusEffect.pngHealth SquareShieldStatusEffect.pngMax Shield SquareEHPStatusEffect.pngMax EHP (assuming min rampage damage and max shield)
3 6000 700 8143
2 8000 700 11000
1 10000 700 13857

After a non-final wound is dealt or the timer expires, the enemy guardian rises back up and becomes invulnerable, and the rampaging guardian quickly retreats back across the map. Any hero kills during this period immediately count towards the next Power Race, so be careful when retreating.

Wound health does not recover between rampages, but wound shield is fully restored to 700 each time.

Winning the Match

Once the final wound is dealt to an enemy guardian, the attacking team wins the game immediately. This is the only way a match can be won.