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Rampage Bosses Guide

Events · 2026-03-22

What Are Rampage Bosses?

Rampage Bosses are powerful zombie bosses that periodically awaken from tombstones around your Capitol. Three bosses spawn during each event, each with different strengths and a different troop-type weakness. Every commander on the server attacks them individually — this is a solo attack event, not a rally. The entire server's combined damage determines whether each boss is defeated.

Solo Attacks, Server-Wide Effort

You attack Rampage Bosses individually with your own squad — there are no rallies. However, each boss has a massive health pool that requires the collective damage of all commanders on the server to deplete. Your individual damage contribution earns you personal rewards and ranking position, while the server works together to bring each boss down.

Schedule

  • The Rampage Boss event runs every 2 weeks on Sunday
  • 3 bosses awaken throughout the day at 00:00, 06:00, and 12:00 server time
  • Each boss remains active until defeated by the server or until 24:00 server time, when any surviving bosses escape
  • Plan your attacks around these spawn times so you do not miss any bosses

How It Works

Attacking

  • Commanders with Base Level 8 or higher can attack Rampage Bosses
  • You get a maximum of 3 attacks per boss — use them wisely
  • Each boss has a type weakness, and the boss states it outright. Its Traits panel reads Damage taken from [type] Heroes +50.00% — so every hero of that type in your squad deals +50% damage. Confirmed in-game, and the same bonus a Wanted Boss pays for its buffed type
  • Your damage is tracked individually for ranking rewards

Defeating a Boss

  • When a Rampage Boss loses 100% of its HP from the server's combined attacks, it becomes Vulnerable

Boss HP by level

Three bosses spawn at each level and they are not identical — the spread is widest early and narrows as levels climb. Verified in-game:

Boss levelWeakest of the threeMiddleStrongest
150B60B85B
3150B200B250B
5270B315B480B
7600B750B1.1T
81.0T1.5T2.0T
104.5T4.75T5.0T
126.5T6.75T7.0T
159.5T9.75T10.0T
Pick the weak one early; it stops mattering later

At low levels the three bosses are genuinely different targets — at level 7 the strongest has nearly double the HP of the weakest (1.1T against 600B), and at level 5 the gap is 78%. If your server is struggling to bring one down, the choice of which to focus is worth real time.

By level 10 that has stopped being true: the three converge steadily — about 11% apart there, 8% at level 12, and roughly 5% by level 15, and the only thing that matters is total server damage. The curve itself is brutal — a level 15 boss has over a hundred times the HP of a level 1.

- A Vulnerable boss can no longer be attacked normally — instead, use the **Eliminate** command to finish it off for substantial bonus rewards - If all 3 bosses are successfully killed during the event, **stronger bosses with better rewards** will appear at the next event

Boss Weaknesses

Each of the 3 bosses is weak to a different hero type, and the boss prints the number itself: its Traits panel reads Damage taken from [type] Heroes +50.00%. The game names its bosses rather than numbering them, so there is no fixed "boss 1 is tanks" order to memorise — read the type off the Traits panel before each attack and send it.

Boss WeaknessWhat to Send
Weak to TanksSend your strongest tank-type squad with tank heroes
Weak to AircraftSend your strongest aircraft-type squad with aircraft heroes
Weak to MissilesSend your strongest missile-type squad with missile heroes
Match the Weakness

Hitting a boss's weakness is worth +50% damage — the single biggest multiplier you control here. Read the Traits wording carefully, because it decides how you build: the bonus is damage taken from matching Heroes, so it is counted per hero rather than awarded to the squad as a whole. Two things follow. A fully off-type squad has to be more than 50% stronger in raw output just to draw level, which is why the matching type usually wins even when it is the less developed half of your roster. But one off-type hero beside four matching ones does not forfeit the bonus — the other four still collect it, and that hero simply earns nothing, so a standout off-type carry can still be worth its slot.

Attack Strategy

Maximising Your Damage

Since you only get 3 attacks per boss, every hit needs to count:

  1. Match the boss weakness — send heroes of the type the boss is weak to; each one earns the +50% individually, so the more of them you field the more of it you collect
  2. Use your strongest heroes for that type — if the boss is weak to aircraft, load your best aircraft heroes
  3. Equip attack-oriented gear — swap to offensive gear before attacking. Defence matters less since this is a damage race
  4. Activate buff items — attack potions, War Fever, and critical hit buffs all apply to your attacks
  5. Invest in the right squad before the event — knowing the event is coming, level and gear your heroes for each troop type

Formation Recommendations

Build a strong squad for each troop type so you can counter any boss weakness. Below are the recommended layouts — refer to the full squad guides for detailed hero explanations and investment priorities.

Who earns a slot

The three bosses want three different troop types, but the way you fill a squad is the same every time, and it is not "five of the matching type, whatever they are".

PriorityWhoWhy
1. Matching carriesAttack-role heroes of the boss's weak typeEach one collects the +50% individually. Tank: Kimberly, Stetmann, Mason. Missile: Tesla, Fiona, Swift. Aircraft: DVA, Morrison, Schuyler
2. Damage multipliersMarshall, Mason, Morrison, SarahA squad-wide attack buff, a monster/boss damage buff or a defence shred multiplies the whole line. Worth a slot even off-type
3. Your next best attackerAny typeA hero you have actually built beats a matching hero you have not — the +50% is a multiplier, and a multiplier on a small number is a small number
LastUnbuilt matching heroesBetter than an empty slot, but they are the last thing to reach for
Do not fill the last slots with Defence heroes

Murphy, Williams, McGregor, Adam, Carlie, Lucius and Cage are Defence heroes whose skills are damage reduction, taunts and defensive auras. Earlier versions of this guide put two of them in the front row of every formation to hold the five-of-a-kind bonus. In a damage race their skills do nothing and they contribute base stats only, and the five-of-a-kind rung is only worth about 4.35% over four of a kind — far less than the gap between a built attacker and a body.

You take no losses attacking a Rampage Boss. It attacks the Capitol — the game says so outright — but your own attack costs you no troops, so there is nothing for a defensive skill to protect. It is a pure damage race, exactly like a Wanted Boss, which is why the same squad answers both.

Formations

The front row is where your two lowest-damage picks go and the back row holds your carries.

Boss weak toBack rowFront rowNotes
TanksKimberly, Stetmann, MasonMarshall + best remaining attackerMason's monster/boss buff targets back-row Tank heroes, so it multiplies this line twice over
MissilesTesla, Fiona, SwiftMarshall + best remaining attackerMissile has no squad amplifier of its own, so Marshall comes in off-type. Measured on the equivalent Wanted Boss: 5.08bn against 3.89bn for an on-type alternative
AircraftDVA, Morrison, SchuylerSarah or Marshall + best remaining attackerMorrison's shred stacks to 25% on a single target, and a boss is a single target. Sarah lifts the whole back row's monster damage
Swap heroes, not whole squads

You get 3 attacks per boss, so you cannot experiment freely the way you can on a Wanted Boss. Work out your line on the Wanted Boss of the same type during the week — that one has unlimited attempts and only your best run counts — and bring the answer here.

Rewards

Rampage Boss rewards come from multiple sources — individual damage, the Eliminate command, and server-wide milestones.

Reward TypeDetails
Damage rewardsAll commanders who deal damage to a boss receive rewards by mail, scaling with the amount of damage dealt
Eliminate rewardsUsing the Eliminate command on a Vulnerable boss grants substantial bonus rewards
Ranking rewardsTop 100 commanders by total damage dealt across all bosses receive additional ranking rewards
Alliance rankingThe event also keeps an Alliance Damage Ranking alongside the individual one, so your damage counts twice — once for you and once for your alliance’s placing
Escalation bonusIf all 3 bosses are killed, the next event spawns stronger bosses with better reward pools
Do Not Miss the Eliminate

When a boss becomes Vulnerable, use the Eliminate command immediately. The Eliminate rewards are some of the best in the event. Keep an eye on boss HP — when it is close to zero, stay online so you can Eliminate as soon as it becomes available.

Maximising Event Efficiency

Use All 9 Attacks

You get 3 attacks per boss and there are 3 bosses — that is 9 total attacks per event. Do not waste any:

  • Set alarms for the spawn times (00:00, 06:00, 12:00 server time) so you do not miss a boss
  • Attack as soon as a boss spawns to maximise your contribution before others deplete its HP
  • If you cannot be online for a spawn, prioritise the spawn windows where you can use all 3 attacks

Coordinate with Your Alliance

While this is not a rally event, alliance coordination still helps:

  • Share boss weakness information in alliance chat so members know which squads to prepare
  • Remind members of spawn times, especially the 00:00 and 06:00 spawns that are easy to miss
  • Stronger alliances help the server kill all 3 bosses, unlocking harder bosses with better rewards next time
  • There is an Alliance Damage Ranking, not just an individual one. Every member's damage counts towards your alliance's placing as well as their own, so a member who thinks their contribution is too small to matter is wrong twice over

Prepare for Each Troop Type

Since each boss has a different weakness, you need viable squads for tanks, aircraft, and missiles. Before the event:

  • Level and gear heroes across all three troop types
  • Have gear sets ready to swap for each type
  • Stock up on attack buff items

Common Mistakes

  1. Ignoring boss weaknesses — sending the wrong troop type reduces your damage. Always check the weakness first
  2. Missing spawn windows — bosses spawn at 00:00, 06:00, and 12:00 server time. Set reminders or you will waste attacks
  3. Not using all 3 attacks — every unused attack is wasted damage and lost rewards
  4. Forgetting buff items — attack potions and War Fever boost your damage output. Use them before every attack
  5. Filling slots with Defence heroes — a hero brought for damage reduction or a taunt contributes base stats and nothing else in a damage race. Bring an attacker or a squad amplifier instead, even off-type
  6. Neglecting weaker troop types — if all your investment is in aircraft but the boss is weak to tanks, your damage suffers. Build across all types
  7. Missing the Eliminate — when a boss becomes Vulnerable, Eliminate it immediately for the best rewards
  8. Skipping the event — even moderate damage earns rewards by mail. Any participation is better than none

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