
At a glance
Guide notes- Role
- Rush bruiser Vanguard — stacks Max HP from Rampage and refreshes Rush when adjacent fights go lethal
- Best for
- Max HP / Rush boards that want a sticky frontliner who snowballs through the run
- Strength
- Rampage stacks Max HP/AS/Omnivamp; Bloodthirsty refreshes Rush when he or an adjacent enemy dips low — long fights favor him
- Weakness
- Needs adjacency and Rush uptime; isolated or Rush-starved Rip is just a slow HP bag
Current Tier Ranking
Full Guildrun tier listHigh-HP Vanguard that converts Rush into Max HP pressure and enables Duelist partners.
Recommended build: Rush Duelists
How to play
Decision notes for shops and formation — not a copy of the in-game panel.
Early
Solid front pickup. Buy Max HP immediately. Get at least one Rush piece so Bloodthirsty and Rampage have a loop.
Mid
Glutton = permanent Max HP on Rush (Backup shares to Vanguards). Enraged/Rampage path = stacking rage carry. Brute = Crit lifesteal. Pick tribal HP, selfish stacks, or Crit sustain.
Late
Titanic/Frenzy Vanguard relics and Rush banners. Keep enemies adjacent so the refresh clause can fire.
Positioning
Front row with enemies next to him. Bloodthirsty cares about adjacent lethal thresholds — empty wings waste refreshes.
Base Stats
- Max HP
- 1250
- Max Mana
- 75
- Starting Mana
- 25
- Mana Regen
- 4
- Defense
- 42
- Attack
- 0
- Magic
- 0
- Attack Speed
- 0
- Crit
- 15
- Move Speed
- 1.5
- Attack Range
- 1
- Mana Lock (s)
- 0.5
- Base Attack Speed
- 0.42
- Base Attack Damage
- 41
Ranks C → S
Draft a duplicate or use an eligible campfire event to rank up. Art below shows each rank portrait for Rip.

Rank C
Base kit — the active ability is equipped and the starting stat line applies.
- C — start with the active ability and base kit.
- B — lock one of three specialization paths.
- A / S — take the rank stat package, then draft class modifiers.
Abilities
Kit text from the Demo dump, plus short notes on how to play around each ability.
Active

Rampage
activeEnter a rage, gaining 0.1 (+ 1 per 999 Max Health , + 100% Magic ) Max HP, 0 (+ 0% rank ) Attack Speed, and {5}+{6}_Rank Omnivamp. This ability stacks.
In practice: Stacking rage — each cast thickens Max HP and fight stats. Cast early and often; the stacks are the point.
Passives

Bloodthirsty
passiveFor Rush (1), gain 10 (+ 5% Max Health ) Attack. Whenever Rip or an enemy adjacent to him first drops below 5% Max HP, refresh all of his Rush abilities and gain 5% Max Health Attack Speed.
In practice: Play around Rush windows: pair Rush relics and do not expect burst before the threshold.

The Glutton
passiveOn Rush trigger, permanently gain 33 Max HP. Backup. Backup Only: At start of combat, Vanguards gain all Max HP gained from this ability.
In practice: Play around Rush windows: pair Rush relics and do not expect burst before the threshold.

The Brute
passiveOn Crit, steal 1 (+ 1 per 35 Crit ) Health from the target.
In practice: Crit is the multiplier — lean Crit relics/items once the baseline kit is online.
Specializations
Rank B paths that reshape how Rip scales through a run.

The Glutton
On Rush trigger, permanently gain 33 Max HP. Backup. Backup Only: At start of combat, Vanguards gain all Max HP gained from this ability.
When to pick: Take with Vanguard tribal so Backup Max HP spreads. Solo Rip may still like it for personal HP, but tribal multiplies value.
The Enraged
Passive description pending.
When to pick: Rampage/Bloodthirsty carry identity — default when Rip is your main front DPS.

The Brute
On Crit, steal 1 (+ 1 per 35 Crit ) Health from the target.
When to pick: Crit lifesteal path. Take when Crit relics are already flowing.
Best relics & synergies
Relics that overlap Vanguard keywords and Rip's ability tags. Top matches include a short “why”.

Vanguard's Frenzy Prism
Whenever a Vanguard goes below 100% Max HP for the first time each combat they gain +0% Attack Speed, +0% Attack, and +50% Defense.
Why: Frenzy/Rush tempo for refreshes and rage uptime.

Vanguard's Rally Banner
For Rush (1), Vanguards gain 10 Attack and 0 Defense per 25 Max HP.
Why: Rush rally tools keep Bloodthirsty relevant.

Vanguard's Aegis Banner
At start of combat, Vanguards gain Shields equal to 25% of their Max HP.
Why: Matches Rip's Vanguard / Shield / Max HP tags.

Vanguard's Amplification Filigree
For Rush (1), Vanguards gain +8% Max HP.

Vanguard's Combative Reflection
Vanguards gain 200 Max HP and 25 Attack.

Vanguard's Titanic Engine
Heroes gain 400 Max HP. Whenever a Vanguard auto attacks or is auto attacked, they gain 400 Max HP. Every 400 Max HP gained this way, give them 1 Attack and increase their size.
Why: Max HP engine that matches Rampage stacking.
Shard
Crystal charges spent or consumed for bonus effects.
54 relics · 12 abilities · 3 classes
Crit
Critical strikes and effects that trigger when attacks crit.
49 relics · 19 abilities · 3 classes
Rush
Tempo windows that amp allies for a short burst of aggression.
41 relics · 16 abilities · 4 classes
Stall
Control and delay tools that interrupt enemy pace.
39 relics · 22 abilities · 4 classes
FAQ
Common questions when this hero shows up in the shop or draft.
Is Rip good in Guildrun?
Strong sticky Rush frontliner. Weak if he never adjacent-fights or never hits Rush. Buy him to snowball HP in the pit, not to snipe.
What class is Rip?
Vanguard. Role focus: high-health Rush bruiser with adjacent Rush refreshes.
What relics work with Rip?
Vanguard Titanic/Frenzy/Rally pieces, Max HP amplifiers, and Crit tools for Brute.
How do you play Rip?
Front him into clumps, stack Max HP and Rush, cast Rampage early, and specialize toward Glutton tribal HP or Enraged carry.
Tips
- If refreshes never happen, check adjacency — Bloodthirsty is a placement keyword.
- Glutton Backup wants friends; three Vanguards beats solo greed.
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