Only certain units have the potential to rampage. For these units, rampaging is caused when too much damage is taken in too short time. When a unit rampages, it gains stat bonuses and will automatically charge/engage the nearest enemy unit in melee. The player loses control while it is rampaging. Rampaging units are indicated by a flashing orange - ! - symbol on their banner and unit card. Broken units cannot start rampaging, and if a rampaging unit breaks it will stop rampaging.
Rampaging keeps units in the fight. However, a clever opponent can draw rampaging units away by kiting with fast ranged units. Additionally, rampaging units can sometimes stay engaged longer than is useful.
Rampaging sometimes comes with a "primal instincts" tag for the unit, which provides a stat boost.
Primal Instincts: Rampage triggers at 20% hitpoints. When triggered, the affected unit also benefits from +8 melee attacks and +16% charge bonus
Some units like witch elves can cause nearby enemy units to rampage.
List of units which can rampage, or cause others to rampage[edit | edit source]
Lizardmen[edit | edit source]
- Saurus Warriors
- Saurus Warriors (Shields)
- Blessed Saurus Warriors (Shields)
- Blessed Kroxigors
- Horned Ones
- Feral Cold Ones
- Feral Bastiladon
- Feral Stegadon
- Feral Carnosaur
- Blessed Carnosaur
- Feral Manticore (summon only)
- Salamander Hunting Pack
- Ancient Salamander
Dark Elves[edit | edit source]
- Cold One Chariot
- Cold One Knights
- Cold One Dread Knights
- Witch Elves - does not rampage, but causes nearby enemies to rampage
- Crone Hellebron - has an ability to make other units rampage
- Feral Manticore