Rampage Skills and Decorations

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Rampage skill Rampage deco Skill description Deco slot Deco unlock condition
Attack Boost I Attack +4
Attack Boost II Attack +6
Attack Boost III Attack +8
Attack Boost IV Attack +10
Attack Surge Attack +20 Affinity -30%
Elemental Boost I Weapon Element +5
Elemental Boost II Weapon Element +7
Elemental Boost III Weapon Element +10
Elemental Surge Weapon Element +10 Attack -15
Affinity Boost I Affinity +4%
Affinity Boost II Affinity +6%
Affinity Boost III Affinity +8%
Affinity Boost IV Affinity +10%
Affinity Surge Affinity +20% Attack -10
Defense Boost I Defense Bonus +10
Defense Boost II Defense Bonus +20
Defense Boost III Defense Bonus +30
Fire Boost I Fire element attack power +4
Fire Boost II Fire element attack power +6
Fire Boost III Fire element attack power +8
Fire Boost IV Fire element attack power +10
Water Boost I Water element attack power +4
Water Boost II Water element attack power +6
Water Boost III Water element attack power +8
Water Boost IV Water element attack power +10
Thunder Boost I Thunder element attack power +4
Thunder Boost II Thunder element attack power +6
Thunder Boost III Thunder element attack power +8
Thunder Boost IV Thunder element attack power +10
Ice Boost I Ice element attack power +4
Ice Boost II Ice element attack power +6
Ice Boost III Ice element attack power +8
Ice Boost IV Ice element attack power +10
Dragon Boost I Dragon element attack power +4
Dragon Boost II Dragon element attack power +6
Dragon Boost III Dragon element attack power +8
Dragon Boost IV Dragon element attack power +10
Poison Boost I Poison buildup +3
Poison Boost II Poison buildup +5
Poison Boost III Poison buildup +7
Paralysis Boost I Paralysis buildup +2
Paralysis Boost II Paralysis buildup +4
Paralysis Boost III Paralysis buildup +6
Sleep Boost I Sleep buildup +2
Sleep Boost II Sleep buildup +4
Sleep Boost III Sleep buildup +6
Blast Boost I Blast buildup +3
Blast Boost II Blast buildup +5
Blast Boost III Blast buildup +7
Fire I Sets weapon element to Fire and adds +10 to its value.
Fire II Sets weapon element to Fire and adds +15 to its value.
Fire III Sets weapon element to Fire and adds +20 to its value, but reduces attack by 5.
Fire IV Sets weapon element to Fire and adds +30 to its value, but reduces attack by 10.
Water I Sets weapon element to Water and adds +10 to its value.
Water II Sets weapon element to Water and adds +15 to its value.
Water III Sets weapon element to Water and adds +20 to its value, but reduces attack by 5.
Water IV Sets weapon element to Water and adds +30 to its value, but reduces attack by 10.
Thunder I Sets weapon element to Thunder and adds +10 to its value.
Thunder II Sets weapon element to Thunder and adds +15 to its value.
Thunder III Sets weapon element to Thunder and adds +20 to its value, but reduces attack by 5.
Thunder IV Sets weapon element to Thunder and adds +30 to its value, but reduces attack by 10.
Ice I Sets weapon element to Ice and adds +10 to its value.
Ice II Sets weapon element to Ice and adds +15 to its value.
Ice III Sets weapon element to Ice and adds +20 to its value, but reduces attack by 5.
Ice IV Sets weapon element to Ice and adds +30 to its value, but reduces attack by 10.
Dragon I Sets weapon element to Dragon and adds +10 to its value.
Dragon II Sets weapon element to Dragon and adds +15 to its value.
Dragon III Sets weapon element to Dragon and adds +20 to its value, but reduces attack by 5.
Dragon IV Sets weapon element to Dragon and adds +30 to its value, but reduces attack by 10.
Poison I Sets weapon element to Poison and adds +10 to its value.
Poison II Sets weapon element to Poison and adds +20 to its value, but reduces Attack by 10.
Poison III Sets weapon element to Poison and adds +30 to its value, but reduces Attack by 20.
Paralysis I Sets weapon element to Paralysis and adds +10 to its value.
Paralysis II Sets weapon element to Paralysis and adds +15 to its value, but reduces Attack by 10.
Paralysis III Sets weapon element to Paralysis and adds +20 to its value, but reduces Attack by 20.
Sleep I Sets weapon element to Sleep and adds +10 to its value.
Sleep II Sets weapon element to Sleep and adds +12 to its value, but reduces Attack by 10.
Sleep III Sets weapon element to Sleep and adds +15 to its value, but reduces Attack by 20.
Blast I Sets weapon element to Blast and adds +10 to its value.
Blast II Sets weapon element to Blast and adds +15 to its value, but reduces Attack by 10.
Blast III Sets weapon element to Blast and adds +20 to its value, but reduces Attack by 20.
Sharpness Type I Modifies the sharpness of Ramped-Up weapons.
Sharpness Type II Modifies the sharpness of Ramped-Up weapons.
Sharpness Type III Modifies the sharpness of Ramped-Up weapons, but reduces Attack by 10.
Sharpness Type IV Modifies the sharpness of Ramped-Up weapons, but reduces Attack by 20.
Secondary: Fire I Sets a non-Fire weapon's sub element to Fire and adds +10 to its value.
Secondary: Fire II Sets a non-Fire weapon's sub element to Fire and adds +20 to its value, as well as +5 to the primary element.
Secondary: Fire III Sets a non-Fire weapon's sub element to Fire and adds +30 to its value, as well as +10 to the primary element.
Secondary: Water I Sets a non-Water weapon's sub element to Water and adds +10 to its value.
Secondary: Water II Sets a non-Water weapon's sub element to Water and adds +20 to its value, as well as +5 to the primary element.
Secondary: Water III Sets a non-Water weapon's sub element to Water and adds +30 to its value, as well as +10 to the primary element.
Secondary: Thunder I Sets a non-Thunder weapon's sub element to Thunder and adds +10 to its value.
Secondary: Thunder II Sets a non-Thunder weapon's sub element to Thunder and adds +20 to its value, as well as +5 to the primary element.
Secondary: Thunder III Sets a non-Thunder weapon's sub element to Thunder and adds +30 to its value, as well as +10 to the primary element.
Secondary: Ice I Sets a non-Ice weapon's sub element to Ice and adds +10 to its value.
Secondary: Ice II Sets a non-Ice weapon's sub element to Ice and adds +20 to its value, as well as +5 to the primary element.
Secondary: Ice III Sets a non-Ice weapon's sub element to Ice and adds +30 to its value, as well as +10 to the primary element.
Secondary: Dragon I Sets a non-Dragon weapon's sub element to Dragon and adds +10 to its value.
Secondary: Dragon II Sets a non-Dragon weapon's sub element to Dragon and adds +20 to its value, as well as +5 to the primary element.
Secondary: Dragon III Sets a non-Dragon weapon's sub element to Dragon and adds +30 to its value, as well as +10 to the primary element.
Wyrmstake Boost Wyrmstake Jewel 3 Raises the Wyrmstake Cannon's damage level by 1. 3 No info yet
Shelling: Normal I Sets shelling type to Normal and shelling level to Level 3.
Shelling: Normal II Sets shelling type to Normal and shelling level to Level 4.
Shelling: Normal III Sets shelling type to Normal and shelling level to Level 5.
Shelling: Long I Sets shelling type to Long and shelling level to Level 3.
Shelling: Long II Sets shelling type to Long and shelling level to Level 4.
Shelling: Long III Sets shelling type to Long and shelling level to Level 5.
Shelling: Wide I Sets shelling type to Wide and shelling level to Level 3.
Shelling: Wide II Sets shelling type to Wide and shelling level to Level 4.
Shelling: Wide III Sets shelling type to Wide and shelling level to Level 5.
Attack Melody I Enables attack-focused performances.
Attack Melody II Enables attack-focused performances.
Defensive Melody I Enables defense-focused performances.
Defensive Melody II Enables defense-focused performances.
Healing Melody I Enables healing-focused performances.
Healing Melody II Enables healing-focused performances.
Resilient Melody I Enables performances that nullify status ailments.
Resilient Melody II Enables performances that nullify status ailments.
Boost Equipped Coating Coating element +10
Phial: Power Changes equipped phial to a Power Phial, but reduces Attack by 10.
Phial: Element Changes equipped phial to an element phial.
Phial: Paralysis I Changes equipped phial to a Paralysis Phial, and adds +15 to the phial's element.
Phial: Paralysis II Changes equipped phial to a Paralysis Phial, and adds +20 to the phial's element.
Phial: Paralysis III Changes equipped phial to a Paralysis Phial, and adds +25 to the phial's element.
Phial: Poison I Changes equipped phial to a Poison Phial, and adds +20 to the phial's element.
Phial: Poison II Changes equipped phial to a Poison Phial, and adds +25 to the phial's element.
Phial: Poison III Changes equipped phial to a Poison Phial, and adds +30 to the phial's element.
Phial: Dragon I Changes equipped phial to a Dragon phial, and adds +20 to the phial's element.
Phial: Dragon II Changes equipped phial to a Dragon phial, and adds +25 to the phial's element.
Phial: Dragon III Changes equipped phial to a Dragon phial, and adds +30 to the phial's element.
Phial: Exhaust I Changes equipped phial to an Exhaust Phial, and adds +20 to the phial's element attack.
Phial: Exhaust II Changes equipped phial to an Exhaust Phial, and adds +30 to the phial's element attack.
Phial: Exhaust III Changes equipped phial to an Exhaust Phial, and adds +40 to the phial's element attack.
Kinsect Level Boost Raises Kinsect Level by 1.
Kinsect Level Boost I Raises Kinsect Level to Level 4.
Kinsect Level Boost II Raises Kinsect Level to Level 5.
Kinsect Level Boost III Raises Kinsect Level to Level 6, but reduces Attack by 10.
Kinsect Level Boost IV Raises Kinsect Level to Level 7, but reduces Attack by 20.
Recoil Down Boost Decrease recoil by 1.
Reload Speed Boost Increases reload speed by 1.
Steadiness Boost Decreases deviation by 1.
Recoil Down Surge Decreases recoil by 2 but increases deviation by 1.
Reload Speed Surge Increases reload speed by 2 but also increases recoil by 1.
Steadiness Surge Decreases deviation by 2 but also decreases reload speed by 1.
Normal Effect I Enables loading of Level 2 Ammo, and increases ammo capacity.
Normal Effect II Enables loading of all levels of ammo, and increases ammo capacity.
Pierce Effect I Enables loading of Pierce Ammo 1 & 2, and increases ammo capacity.
Pierce Effect II Enables loading of all Pierce Ammo, and increases ammo capacity.
Spread Effect I Enables loading of Spread Ammo 1 & 2, and increases ammo capacity.
Spread Effect II Enables loading of all Spread Ammo, and increases ammo capacity.
Shrapnel Effect I Enables loading of Shrapnel Ammo 1 & 2, and increases ammo capacity.
Shrapnel Effect II Enables loading of all Shrapnel Ammo, and increases ammo capacity.
Sticky Effect I Enables loading of Sticky Ammo 1 & 2, and increases ammo capacity.
Sticky Effect II Enables loading of all Sticky Ammo, and increases ammo capacity.
Cluster Effect I Enables loading of Cluster Bombs 1 & 2, and increases ammo capacity.
Cluster Effect II Enables loading of all Cluster Bombs, and increases ammo capacity.
Add: Normal Ammo I Expands weapon ammo capacity for normal ammo.
Add: Normal Ammo II Expands weapon ammo capacity for normal ammo.
Pierce Effect I Enables loading of Piercing Ammo, and changes ammo capacity.
Pierce Effect II Enables loading of Piercing Ammo, and changes ammo capacity.
Spread Effect I Enables loading of Spread Ammo, and changes ammo capacity.
Spread Effect II Enables loading of Spread Ammo, and changes ammo capacity.
Shrapnel Effect I Enables loading of Shrapnel Ammo, and changes ammo capacity.
Shrapnel Effect II Enables loading of Shrapnel Ammo, and changes ammo capacity.
Sticky/Cluster Effect I Enables loading of Sticky Ammo and Cluster Bombs, and changes ammo capacity.
Sticky/Cluster Effect II Enables loading of Sticky Ammo and Cluster Bombs, and changes ammo capacity.
Fire Effect I Enables loading of Flaming Ammo, and changes ammo capacity.
Fire Effect II Enables loading of Flaming Ammo and Piercing Fire Ammo, and changes ammo capacity.
Water Effect I Enables loading of Water Ammo, and changes ammo capacity.
Water Effect II Enables loading of Water Ammo and Piercing Water Ammo, and changes ammo capacity.
Thunder Effect I Enables loading of Thunder Ammo, and changes ammo capacity.
Thunder Effect II Enables loading of Thunder Ammo and Piercing Thunder Ammo, and changes ammo capacity.
Ice Effect I Enables loading of Freeze Ammo, and changes ammo capacity.
Ice Effect II Enables loading of Freeze Ammo and Piercing Ice Ammo, and changes ammo capacity.
Dragon Effect I Enables loading of Dragon Ammo, and changes ammo capacity.
Dragon Effect II Enables loading of Dragon Ammo and Piercing Dragon Ammo, and changes ammo capacity.
Paralysis Effect I Enables loading of Paralysis Ammo, and changes ammo capacity.
Paralysis Effect II Enables loading of Paralysis Ammo, and changes ammo capacity.
Sleep Effect I Enables loading of Sleep Ammo, and changes ammo capacity.
Sleep Effect II Enables loading of Sleep Ammo, and changes ammo capacity.
Poison Effect I Enables loading of Poison, Recovery, Demon, and Armor Ammo, and changes ammo capacity.
Poison Effect II Enables loading of Poison, Recovery, Demon, and Armor Ammo, and changes ammo capacity.
Exhaust Effect I Enables loading of Poison, Recovery, Demon, and Armor Ammo, and changes ammo capacity.
Exhaust Effect II Enables loading of Poison, Recovery, Demon, and Armor Ammo, and changes ammo capacity.
Special: Wyvernheart Changes special ammo to Wyvernheart.
Special: Wyvernsnipe Changes special ammo to Wyvernsnipe.
Rapid Fire (Normal) Allows rapid fire of loadable Normal Ammo 1 & 2.
Rapid Fire (Piercing) Allows rapid fire of loadable Pierce Ammo 1 & 2.
Rapid Fire (Spread) Allows rapid fire of loadable Spread Ammo 1 & 2.
Rapid Fire (Shrapnel) Allows rapid fire of loadable Shrapnel Ammo 1 & 2.
Rapid Fire (Sticky) Allows rapid fire of loadable Sticky Ammo 1.
Rapid Fire (Fire) Allows rapid fire of loadable Flaming Ammo and Piercing Fire Ammo.
Rapid Fire (Water) Allows rapid fire of loadable Water Ammo and Piercing Water Ammo.
Rapid Fire (Ice) Allows rapid fire of loadable Freeze Ammo and Piercing Ice Ammo.
Rapid Fire (Thunder) Allows rapid fire of loadable Thunder Ammo and Piercing Thunder Ammo.
Rapid Fire (Dragon) Allows rapid fire of loadable Dragon Ammo and Piercing Dragon Ammo.
Poison Coating Boost Strengthens Poison Coating if coatings can be applied to weapon.
Paralysis Coating Boost Strengthens Paralysis Coating if coatings can be applied to weapon.
Sleep Coating Boost Strengthens Sleep Coating if coatings can be applied to weapon.
Close-range Coating Boost Strengthens Close-range Coating, but reduces Attack by 5.
Use Power Coating Allows you to apply Power Coatings.
Use Poison Coating I Allows you to apply Poison Coatings.
Use Poison Coating II Allows you to apply Poison Coatings and enhances them, but reduces Attack by 5.
Use Para Coating I Allows you to apply Paralysis Coatings.
Use Para Coating II Allows you to apply Paralysis Coatings and enhances them, but reduces Attack by 10.
Use Sleep Coating I Allows you to apply Sleep Coatings.
Use Sleep Coating II Allows you to apply Sleep Coatings and enhances them, but reduces Attack by 10.
Use Blast Coating Allows you to apply Blast Coatings.
Use Exhaust Coating Allows you to apply Exhaust Coatings, and grants +10 Attack.
Firing: Rapid Modifies weapon for Rapid-based Charged Attacks.
Firing: Pierce Modifies weapon for Pierce-based Charged Attacks.
Firing: Spread Modifies weapon for Spread-based Charged Attacks.
Firing: Charge Modifies arrow Charge Level for Charged Attacks.
Firing: Swift Modifies weapon for somewhat unconventional Charged Attacks.
Arc Shot: Recovery Changes shot type to Recovery.
Arc Shot: Affinity Changes shot type to Affinity.
Arc Shot: Anti-shock Changes shot type to Brace.
Dulling Strike Has a chance to increase attack power when your sharpness gauge is green or lower.
Brutal Strike Brutal Jewel 2 Has a chance to increase damage with a negative affinity attack. 2 No info yet
Element Exploit Elembane Jewel 3 Increases damage when exploiting a foe's elemental weakness. 3 No info yet
Silkbind Boost Increases damage dealt using Silkbind attacks.
Defense Grinder I Defense Edge Jewel 1 Sharpness is unaffected when guarding. 1 No info yet
Defense Grinder II Defense Master Jewel 3 Sharpness is slightly restored when guarding. 3 No info yet
Hellion Mode Raging Jewel 3 Attacking in Demon Mode turns every attack into a critical hit, but also doubles sharpness degredation. 3 No info yet
Maximum Volume Doot Range Jewel 2 Increases a performance's range of effect once it is activated. 2 No info yet
Phial Switch Boost Switcher Jewel 3 Grants special effects to phials when executing morph attacks. 3 No info yet
Lasting Arc Shot Arc Jewel 2 Prolongs the bow's arc shot effect. 2 No info yet
Master Rider Increases damage inflicted by Wyvern Riding, and increases the Wyvern Riding Timer.
Wyvern Exploit Anti-Wyvern Jewel 2 Increases damage to Bird, Flying, Brute, Piscine, and Fanged Wyverns, as well as Leviathans. 2 No info yet
Small Monster Exploit Small Monster Jewel 1 Increases damage to small monsters. 1 No info yet
Fireblight Exploit Fireblight Jewel 1 Increases damage to monsters afflicted with fireblight. 1 No info yet
Waterblight Exploit Waterblight Jewel 1 Increases damage to monsters afflicted with waterblight. 1 No info yet
Thunderblight Exploit Thunderblight Jewel 1 Increases damage to monsters afflicted with thunderblight. 1 No info yet
Iceblight Exploit Iceblight Jewel 1 Increases damage to monsters afflicted with iceblight. 1 No info yet
Magnamalo Soul Magna Soul Jewel 2 Increases attack when afflicted by hellfire status. 2 No info yet
Valstrax Soul Valstrax Soul Jewel 2 Increases Dragon element attack by 20% when afflicted with dragonblight. 2 No info yet
Chameleos Soul Chameleos Soul Jewel 2 Landing a hit will yield a small chance of boosting Health, Stamina, Attack, or Defense. 2 No info yet
Kushala Daora Soul Daora Soul Jewel 3 Affinity gradually increases when continuously landing hits on foes. 3 No info yet
Teostra Soul Teostra Soul Jewel 2 Increases damage dealt by blast explosions. 2 No info yet
Ibushi Soul Ibushi Soul Jewel 2 Enhances weapon functionality with each piece of Narwa armor you equip. 2 No info yet
Narwa Soul Narwa Soul Jewel 2 Enhances weapon functionality with each piece of Ibushi armor you equip. 2 No info yet
Buddy Rally Rally Jewel 1 Increases Palico and Palamute attack power and defense. 1 No info yet
Spiribird Doubled Spiribird Jewel 1 Occasionally increases the effect of Spiribirds. 1 No info yet
Non-elemental Boost +10 Attack if the Ramped-Up weapon has no element.
Anti-Aerial Species Anti-Aerial Jewel 2 Increases damage to flying monsters. 2 No info yet
Anti-Aquatic Species Anti-Aquatic Jewel 2 Increases damage to aquatic monsters. 2 No info yet
Fanged Exploit Fanged Exploit Jewel 2 Increases damage to Fanged Beasts. 2 No info yet
Bloody Heart Bloody Jewel 2 During Bloodblight, attack will increase in accordance with vitality recovered by attacking. Effect ends when Bloodblight ends. 2 No info yet
Wirebug Wrangler Wirebug Jewel 1 Extends the duration you can keep a Wirebug by 30 seconds. 1 No info yet
Self-Improvement Growth Jewel 2 Attack and defense increase as time passes while on a quest. (The maximum is reached after 20 minutes.) 2 No info yet
Charge Up Stun Jewel 1 Increases your power to induce stun when you hit a monster with a charged attack. 1 No info yet
Demon Rage Demon Rage Jewel 2 When hitting monsters in Demon Mode, stamina consumption caused by Demon Mode will be nullified for a very short while. 2 No info yet
Kinsect Supercharge Supercharge Jewel 2 Increases Kinsect damage at the expense of extra stamina consumption. 2 No info yet
Guard Bash Guardbash Jewel 2 Deals blunt damage to a monster when blocking an attack with the Guard Switch Skill without taking too much knockback. 2 No info yet