The best creatures and when you should use them.
A Tier (Always Good)
Winter Bloomer: The baby versions of winter bloomers get an extra AoE freeze attack, making them a direct upgrade over other bloomers before upgrades. Since upgraded creatures are usually a liability, this bloomer stands out. Every creature loadout should have a bloomer, since their healing is always useful.
Yeti Cyclops: The baby versions of yeti cyclopses also get an extra AoE freeze attack, making them a direct upgrade over other cyclopses before upgrades. Since upgraded creatures are usually a liability, these cyclopses are what you should usually bring. Every creature loadout should have a cyclops because every map has one or more points where cyclops walls are very effective.
Shadow Cerberus: A cerberus can be an effective replacement summon when you run out of bloomers and cyclopses. Their rapid movements and dazing attacks can make them difficult to solo kill. An upgraded shadow cerberus will give you invisibility if you stand near it while idle, which gives it some good defensive utility. It also gets some teleporting attacks, making it difficult to fight. Combined with it’s 2-focus upgrade cost, it’s a little more cost-effective than the other cerberus options.
B Tier (Usually Good)
Autumn Bloomer: When upgraded, their healing pickups grant invisibility and a speed boost, making them great for escapes and initiation. If you are planning on upgrading creatures, this bloomer can be an effective replacement for the winter bloomer.
Storm Drake: The better of the two drakes. It can provide some decent map pressure with its long range shock attacks. A good replacement for your cerberus slot, but won’t give you advanced warning of enemy rotations.
Crimson Infernal: Another decent cerberus replacement. Their portals can have good utility, especially on specific points like the side points of Ember Grove, where they enable very quick rotations. However, they are a bit fragile.
C Tier (Situational)
Ancient Obelisk: An offensive option that lets you set up a forward point in enemy territory, or just leave a mess for them to clean up. While they are good at pushing an advantage, they are worse than useless on friendly points, so be aware that you may run out of useful creatures if the game lasts too long.
Stone Cerberus: If you manage to upgrade this, it probably won’t get solo-killed. But it has a steep price at 3 points to upgrade, and you could have landed a game-winning focus with that. Or multiple game-winning focuses.
Riftborn Cyclops: When upgraded, it creates a wall that your team can shoot through. So not only is it location-dependent, it is also team-composition-dependent, and it is expensive to upgrade. It’s very rare that it works well, but it CAN work, and it’s not bad in a fight either.
Summer Bloomer: It can be good in noncompetitive games when your teammates are too inexperienced to put bloomers in the correct spots. A cheap 1-point upgrade will solve the issue, although it still creates a liability.
Mountain Cyclops: Like the summer bloomer, you can use the default cyclops’ cheap upgrade cost to fix your teammates’ poor tactical decisions.
D Tier (Outclassed)
Cerberus Majoris: Cheap to upgrade, but that’s really its only perk. You are better off with another, more useful creature.
Spring Bloomer: When upgraded, its healing orbs will also apply a cleanse. But if you made it to a healing orb, an added cleanse will very rarely make a difference in whether you live or die, especially when compared to an added shield from a winter bloomer or the invisibility and speed boost from an autumn bloomer. Spring bloomers are generally not worth their upgrade cost.
Fire Drake: Poor fire drakes, there is really no reason to use them when storm drakes exist. Shock is simply a much better debuff than burn. When upgraded, a fire drake’s close-range fireballs can be avoided or deflected, unlike a storm drake’s beam-like lightning breath. They are slightly cheaper to upgrade than storm drakes, but it doesn’t make up for their deficiencies.
General Creature Tips
How to not screw over your teammates:
- Generally, UPGRADING CREATURES IS A BAD IDEA IN COMPETITIVE PLAY. Upgraded creatures give 20 power to the enemy when killed instead of 10. Do not spend your hard-earned focus points to give 20 power to the enemy team.
- Upgrading creatures should primarily be used against defensive, campy teams. Upgraded creatures collect power faster, so you can use them to win a 80-80 power race. (They will usually counter with an upgraded creature of their own, so be prepared to go interrupt it.)
- Every creature loadout should contain a bloomer and a cyclops. They are good and necessary on every map.
- DO NOT PLACE OBELISKS ON FRIENDLY POINTS. Just leave it empty if you are out of other creatures, and tell your teammates to summon there.
- All creatures will slowly heal you if you stand next to them while they are idle.
Species information:
- Bloomers: They heal you when you stand near them and create healing orb pickups nearby. They are great to have near (but not on!) the front-line as an option to retreat to. They are generally weak and bad at defending themselves.
- Cyclopses: They create walls that lower to let your team pass, while blocking enemy movement. They are a bit point dependent, but are very effective in locations where they can protect themselves with their wall, and on middle points where they can use their bulk to survive. They are extremely effective on the middle point of Siren’s Strand during the clash, where they block off a common angle of approach.
- Cerberuses/Cerberi: They act as radars that reveal enemies as red dots on your minimap. Invisible enemies are not made visible, but still create red dots. They also bounce around and stun enemies, which makes them slightly harder to solo-kill.
- Dragons/Drakes: These act as artillery pieces that launch long range attacks at enemies in their range. They are effective against defensive and clumped enemies, but they often compete with bloomers for ideal summon locations.
- Infernals: They create one-way portals that only your team can use. They are extremely location-dependant, as the portals vary in their usefulness. They are particularly effective on the side points of Ember Grove where their portals allow you to quickly rotate to the middle point during the clash. They have a little less health than most other creatures, but compensate for it with their life-stealing attacks.
- Obelisks: Obelisks are very unique creatures that do not collect power, but also do not give power when killed. They can be summoned on enemy points and restricted points (like the middle point on Ghost Reef, but not Heaven’s Ward for some reason, possibly an oversight). They can be upgraded very quickly. They are extremely weak in both health and damage; even an upgraded obelisk has less health than baby creatures of other species. You can use these to set up forward positions in enemy territory, but they are an active detriment on friendly and neutral points.
Thanks to LieFallow for their excellent guide; all credit belongs to their effort. If this guide helps you, please support and rate it here. Enjoy the game.
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