Warrior skill · aims at one target · evolves into Battering Rush
Ramming Dash
Charges at the nearest elite or foe, bowling over all in the way. It aims itself at the nearest elite in range, or the nearest monster when there is no elite.
A level-up offers it as one of three cards.
Rank by rank
A level-up card offers a skill you do not have while one of your 6 slots is free, or the next rank of one you have, up to rank 5. These are the lines the card shows:
- Rank 1: 22 damage to all in a 5-tile charge · 7.0 s cooldown (4.2 s with Quick Hands at rank 5)
- Rank 2: 28 damage to all in a 5.5-tile charge · 6.5 s cooldown (3.9 s with Quick Hands at rank 5)
- Rank 3: 34 damage to all in a 6-tile charge · 6.0 s cooldown (3.6 s with Quick Hands at rank 5)
- Rank 4: 41 damage to all in a 6.5-tile charge · 5.5 s cooldown (3.3 s with Quick Hands at rank 5)
- Rank 5: 50 damage to all in a 7-tile charge · 5.0 s cooldown (3 s with Quick Hands at rank 5)
| Rank | Cooldown (s) | Damage | Charge (tiles) |
|---|---|---|---|
| 1 | 7 | 22 | 5 |
| 2 | 6.5 | 28 | 5.5 |
| 3 | 6 | 34 | 6 |
| 4 | 5.5 | 41 | 6.5 |
| 5 | 5 | 50 | 7 |
At every rank: Projectile speed 14 tiles/s, Range 7 tiles.
Evolution: Battering Rush
Rank 5 + Light Step → Battering Rush. Hold Ramming Dash at rank 5 and any rank of Light Step, and the next level-up’s first card is the evolution, drawn in gold. A longer, harder charge that ends in a shockwave around you.
- Change from rank 5
- +40% damage, -15% cooldown
- Damage
- 50 → 70
- Cooldown
- 5 s → 4.25 s
- With Quick Hands 5
- 2.55 s
Light Step is also the key to Crowfoot Scatter and Cinder Wake, so one passive can open two evolutions.
Gear that changes it
- Quakestep Sabatons (unique): Ramming Dash ends in a shockwave that hits everything around you.