The v0.111 numbers
Rampage now begins at 10 damage instead of 9. Each play still adds 5 damage for the combat. The upgrade raises the repeat gain to 10 instead of 9.
| Play number | Rampage | Rampage+ |
|---|---|---|
| First | 10 | 10 |
| Second | 15 | 20 |
| Third | 20 | 30 |
| Fourth | 25 | 40 |
The upgrade barely changes the first hit and dramatically changes later hits. That makes it a scaling upgrade, not a front-loaded damage upgrade.
Cycle speed is the engine
Rampage only grows when it is played again. The deck therefore needs to draw, play, and reshuffle it without filling each cycle with cards that do not contribute.
That does not mean “remove everything.” Ironclad still needs enough Block, debuffs, and immediate damage to reach the second and third cycle. It means every addition should justify the delay it adds before Rampage returns.
Battle Trance can improve the chance of finding important pieces in the same cycle. Card removal can improve density. Neither solves Energy or defense by itself.
When Rampage is a good draft
Rampage is attractive when:
- the deck lacks a compact answer for long single-target fights;
- draw and removal already make repeat access realistic;
- the route includes a boss or elite where repeated single-target damage matters; and
- defense can hold while the damage grows.
It is less attractive when Act 1 still needs immediate area damage, when the deck is already crowded, or when the next fights end before a third play is likely.
The important comparison is not Rampage versus a theoretical perfect combo. It is Rampage versus the other available way to solve future single-target scaling.
Do not build a museum around one card
The usual mistake is taking every draw, removal, or defensive card solely because it can help Rampage in an ideal boss fight. Those cards still need to perform when Rampage is on the bottom of the draw pile.
A healthy Rampage deck can win a hallway with ordinary attacks and defense. Rampage then becomes the efficient scaling package for longer fights. If the deck collapses whenever it does not draw Rampage early, the support is too narrow.
Upgrade priority
Rampage+ adds five more scaling damage per repeat than the base card. Upgrade it when:
- Rampage is the main plan for the next boss.
- The deck can realistically play it at least three times.
- A different upgrade is not required to survive the setup turns.
If the deck needs a reliable Weak application, a larger Block card, or cheaper draw to reach cycle three, fix that bottleneck first. Uppercut, for example, may protect multiple Rampage turns when its debuffs are reliable.
Matchup and pathing test
Rampage prefers fights with one durable target and time to cycle. It is weaker when several enemies must die immediately or a fight punishes slow setup.
Before choosing an elite route, ask how many times Rampage can be played before the dangerous turn, not before the fight's theoretical end. The Act 3 scaling guide helps separate genuine long-fight scaling from damage that arrives after the run is already lost.
v0.111 improves the numbers, especially after the upgrade. The real constraint remains the same: draw it again, play it again, and survive the time in between.


