How Rip fits a formation
Rip is a Vanguard built around high-health rush bruiser. Rip wants controlled health loss, not immediate collapse. Sustain should keep him near trigger ranges without removing the payoff.
Rip base stats
Derived comparison values
EHP and EOFF are comparison composites; Sec / cast estimates a passive mana-fill interval. They help compare records but are not separate in-game stats.
Rip ranks
Draft a duplicate of Rip or use an eligible campfire event to rank up. Rank B chooses a fixed specialization; Rank A and S draft from the active class modifier pool.
Rank C
The base stat line starts with the active ability equipped.

Bloodthirsty
For Rush ( 10 ), gain 5% Max Health Attack . Whenever Rip or an enemy adjacent to him first drops below 50 % Max HP , refresh all of his Rush abilities and gain 2% Max Health Attack Speed .
Rank B
The first rank-up also chooses one of three fixed specializations. A path can add a class and change later offers.

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.

The Enraged
Enter a rage, gaining 10% Max Health + 250% Magic Max HP , 5 (+5 per rank ) Attack Speed , and 2 (+2 per rank ) Omnivamp . This ability stacks.

The Brute
+ AssassinOn Crit, steal 50% Crit Health from the target.
Rank A
Gain the stat package above, then choose from modifiers generated by Rip's active class set.
Rank S
Gain the stat package a final time and draft the last class modifier to complete the current Demo build.
Possible class modifiers
Later ranks offer modifiers from the hero's active class pool. Multiclass heroes receive a split offer set, so both class groups should contain useful outcomes before committing.
Vanguard modifiers · 13
- Bulk FormationAt start of combat, give this Hero and adjacent Heroes 25% Max Health Max HP .
- Vindictive ShieldsThe first time each combat this Hero goes below 50 % Max HP , they gain 50% Max Health Shields and deal 50% Max Health damage to adjacent enemies.
- Calming PresenceVanguards gain 13 (+10 per rank ) HP/S . Backup .
- Intimidating AuraEach second, deal 2% Max Health damage to adjacent enemies.
- Rushed OffenseOn Rush trigger, gain 100 Max HP , 12 Attack , and 10 Attack Speed .
- Rushed SizeFor Rush ( 12 ), gain + 100 % Max HP .
- Burning AuraOn auto attack or when auto attacked, inflict 1 (+ 1 per 1000 Max Health ) Burn on the enemy (Max: 5 ).
- Aggressive PresenceVanguards gain 40 (+40 per rank ) Attack . Backup .
- Burning EyeAt start of combat, inflict 1 per 50 Max Health Burn on all enemies.
- Burning RestorationOn auto attack or when auto attacked, if the enemy has Burn gain 1 HP/S .
- Violent PresenceWhenever a Vanguard auto attacks or is auto attacked , they gain 25 Shields . Backup .
- Brutal VitalityGain 1000 Max HP and 20 Omnivamp .
- Shield LineAt start of combat, give all Heroes in the front 2 rows 66% Max Health Shields .
Tank / Vanguard modifiers · 1
- DistractionAfter Stall ( 10 , Stall 20 , Stall 30 , Stall 40 , and Stall 50 ): Taunt all enemies.
Assassin / Vanguard / Warrior modifiers · 2
- Rush OverdriveRush abilities last 3 seconds longer. Backup .
- Rush OverdriveRush abilities last 3 seconds longer. Backup .
Assassin modifiers · 13
- Poisonous BurstOn Crit, inflict 1 (+ 10% Crit ) Poison on the target.
- Poisonous EdgeGain + 66 % Crit against enemies with Poison .
- Poisonous EyeAt start of combat, inflict 15 (+ 33% Crit ) Poison on all enemies.
- Critical DefensesAt start of combat, if this Hero is in the front row they gain 250% Crit Defense .
- Enforced PresenceOn Rush trigger, Assassins gain 15 Crit , 12 Attack , and 12 Magic . Backup .
- Critical Offense GrowthOn Crit, permanently gain 1 Attack and 1 Magic .
- Aim True, Aim QuickFor Rush ( 10 ), gain + 100 % Crit .
- Shard CollectorEvery other Crit, gain 1 Shard .
- Shard PlundererOn kill, gain 8 Shards .
- Banked PresenceFor Rush ( 10 ), Assassins gain 1 Crit per Shard in bank. Backup .
- LurkerAt start of combat, gain Stealth for 4 seconds. On kill, gain Stealth for 4 seconds.
- From the ShadowsAt start of combat, if this Hero is in the back row they gain + 100 % Crit and Stealth for 5 seconds.
- Brutal PrecisionGain 60 Crit and 20 Omnivamp .
Assassin / Duelist / Warrior modifiers · 1
- Critical InvigorationOn Crit, heal 50% Crit health and gain 3 Mana .
How to build around Rip
- Preserve the first job.Make sure Rip can already perform the role described above before adding a second engine.
- Choose a repeatable trigger.Match the specialization to an effect the current team can activate every fight.
- Protect the delivery condition.Range, mana, survival, and target access usually matter before another damage multiplier.
- Read the later pool.Choose an added class only when its Rank A/S modifier outcomes support the same plan.
Related equipment
Rip lore
“Woof woof, no need to be scared. I don't bite.”
Guild profile
Guild A Temple - “No gods. No masters.” Anarchy in the Rifts! Rushing and debuffing everything in their path.
Background
He's a frontliner with a reputation for tearing the heart out of whatever he kills, a habit left over from his old job on a cleanup crew hauling monster carcasses He Awakened mid-shift; A Temple was the only guild that showed up to recruit him. Behind the mask he's entirely sane. Most teammates need time to work that out.
Motivation
Point him towards fresh meat and he'll join your slaughterhouse gladly. Your recruiter gets about thirty seconds to do so.
