Rampart is a crafty Legend that helps her team by defending and holding an area or provide them with suppressive fire and unload a barrage of bullets to her enemies.
Her tactical isAmped Cover which she can place anywhere and not only provide cover for her team but also increase the outgoing damage of their weapons.
Her passiveModded Loader that allows her to reload and increase the ammo capacity of LMGs, and her ultimateEmplaced Minigun aka Sheila that deals enormous damage to anyone unlucky enough to appear in front of it.
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Voice Actor: Anjali Bhimani (@sweeetanj)
Rampart is a blue-collar, private business owner who just needs a big gun and a backpack full of scrap metal to get by in the dangerous, wild west world of the Outlands. Before opening her popular modding shop on Gaea, Ramya Parekh made a name for herself in the underground gauntlet circuit. Parekh climbed to the top showcasing pure skill using her custom-modded gear. She began taking jobs from smugglers, Syndicate members, and everyone in between. Some say it ain’t great unless it’s got “Rampart” written on it.
Parekh never shied away from letting people know how great she was, or better yet, how bad they were. Maybe that’s what led a group of assailants to ambush her at her shop one night. Her business burned down and she was left with nothing — except an Apex Card. For Parekh, the Apex card is more than just an invitation to compete – it’s a sign that she may have lost her shop, but she didn’t lose what built it. Like her motto says, she’s the kind of person who can always “turn crap into gold.”
Each side of the A-Wall has a different color, a blue side and an orange side. When you deploy them be sure to always be shooting from the blue side.
The orange side is the side that protects you but it has a limited amount of HP and can be destroyed, the good thing is that if they shoot the upper part it’s going to be the only part that will be gone, the base of the cover will still be there although if they focus on that one the whole thing will be destroyed.
The A-Wall takes two melee strikes to destroy, so when you have your setup ready do not let anyone come near, and most important of all keep an eye out for grenades, they are Rampart’s weakness.
Pick your A-Walls after you are done fighting, anyone can take advantage of the amped damage, it’s better to pick them up after you are done rather than leaving it there and take the chance of them being used by your enemies, or worse use them against you.
The A-Wall does 20% more damage with any weapon except grenades, if you stack them in front of you the damage will not add up, the A-Walls in front of the one you are shooting from will be destroyed.
Anyone can jump over the upper half of the A-Wall so you have to be careful on the placement when you intend to use it for damaging enemies.
One of the most useful things Rampart can do is block entrances and slow down the entry of the enemies by placing the A-Walls directly at the point of entrance, the best tactic is to place them right next to the vertical ziplines inside of buildings which does wonders but it can also work well on other zipline locations.
You can also block doors from the outside minimizing the routes the enemies can take to push or flank you.
If Amped Cover is not fully deployed it will be destroyed instantly only with sniper rifles, and although this might seem like a disheartening thing to play with Rampart, you can actually take advantage of it and start placing it if you are caught off guard, players have an itch to shoot and destroy things so they might focus on them for a few seconds, enough for you to get to cover.
You can place a total of 5 A-Walls on the map so it’s best to place at least two of them when the game starts.
FYI A-Wall and Amped Cover is the same thing.
This passive extends the magazines for the Light Machine Guns even more which make them a must for Rampart.
You can also reload LMGs faster.
As for the L-STAR it reduces the cooling time and some times you could go with two of them because… why not ?
|Emplaced Minigun “Sheila”||Ultimate|
|Charge Time||120 seconds|
When you get on the Minigun a blue bar will appear on your compass that shows how many degrees you can rotate it.
If you need to go somewhere else you can simply pick it up and get back half of your ultimate charge.
The Minigun can be destroyed with two melee attacks so don’t place it too close to enemies.
When you start firing, the first few shots will go all over the place but after a little bit, it straightens up and surprisingly can knock off enemies from far enough distances.
Like all weapons the Minigun gets a 20% damage increase from Amped Cover as well.
If you place the Minigun in an open area you should place an A-Wall behind you for extra cover.
The Minigun can destroy doors with one shot, a good tactic is to place an A-Wall behind the door and the Minigun behind it, you can afterwards surprise shoot at your enemies or kill them when they block a door.
This is the close to mid range combat load out. The Mastiff and EVA-8 can provide very reliable protection for Rampart and her team, especially when she has laid out some of her Amped Covers. Combined with its 20% increased damage the shotguns can become extremely lethal.
The Flatline and R301 are the ones you initiate your fights with, you should always have those out first and only have your shotguns out when there are enemies very close to you as you can always switch and finish them off with the rifles later.
In general the rifles are best for higher ground placement and with the combination of the A-Walls it can work really well, and create a lot of opportunities for Rampart and her team to wipe out a squad without even approaching them.
The EVA-8 can equip a “Double Tap” Hop up which allows it to fire two shots with one click.
The most recommended optics for the Mastiff and the EVA is the 1x Digital Threat or the 1x Holo but most players prefer to use the default sights on the Mastiff.
As for the Flatline and the R301 the most preferred sight is the 2x HCOG Bruiser but they can equip several optics including the 1x HCOG Classic, 1x Holo, 1x-2x Variable Holo and the 3x HCOG Ranger.
NOTE: The “Double Tap” Hop Up has been removed from the loot pool for Season 8.
NOTE: The “Anvil Receiver” Hop Up has returned to the loot pool for Season 8. It can be equipped on the Flatline and R-301.
NOTE: The “Anvil Receiver” Hop Up is vaulted for Season 10.
This is the load out where Rampart shines the most. Her passive gives better stats to LMGs making them extremely useful in her hands.
The Devotion and Spitfire ammo is increased and their reload time is decreased.
The L-STAR doesn’t have a magazine it fires as much ammo as you have in your inventory, but it over heats so Rampart’s passive helps it cool down a lot faster.
While you can go with the R-99 and the Volt what you can also do with this loadout is to just get two LMGs especially the L-STAR.
If you get two L-STARS you can rotate between them the moment you hear the one overheating and just switch to the other one, doing so does not create the cool down period and you can shoot as long as you want until you deplete the entire stack of Energy Ammo from your inventory.
It’s safe to say that this is the DPS load out for maxing out as much damage you can by using the LMGs and the A-Walls but if you’re not a fan of having the same type of weapon twice then feel free to go with the R-99 or the Volt.
The Devotion can equip the “Turbocharger” Hop up that disables the charge up when it starts firing.
Most recommended optics for both SMGs is the 1x Digital Threat but for the R-99 a lot of people prefer the 1x HCOG Classic and for the Volt they prefer the 2x HCOG Bruiser although the 1x Holo is decent enough.
The most recommended optics for the LMGs are the 2x HCOG Bruiser and the 1x-2x Holo Variable, after that the 1x HCOG Classic, 1x Holo and 3x HCOG Ranger can prove useful as well.
NOTE: The “Turbocharger” Hop up is back in the loot pool for Season 8 and can be used on the Havoc and the Devotion.
This is the long range load out. Rampart can use it for firing shots at enemies and help her team go in for the kill or by defending an area which is already fortified with Amped Cover.
If you are confident in your aim then go for the Wingman and Sentinel or else you can go with the G7 Scout and Triple Take.
This load out isn’t fully optimized for close range but the Wingman and the Triple Take can be very decent for that, and the G7 Scout can get you out of close quarters situations as well, but the Sentinel is mostly designed for mid to long range combat.
The Sentinel can be charged with 2Shield Cells and fire an amped shot that deals increased damage 70 -> 88.
The Wingman can equip the “Skullpiercer Rifling” Hop up that deals 2x to 2.25x Headshot Damage.
The best scopes for Wingman are the 1x Digital Threat, 1x HCOG Classic and the 2x HCOG Bruiser.
For the G7 Scout the 2x HCOG Bruiser and the 3x HCOG Ranger are the best but it can equip all of them except the sniper scopes and the 1x Digital Threat.
As for the Triple Take and the Sentinel, it’s best to go from 3x HCOG Ranger and then use the sniper scopes which are the 6x Sniper, the 4x-8x Variable Sniper and the 4x-10x Digital Sniper Threat.
NOTE: After Season 7 a new hop up for the Wingman has been introduced, it is called “Quickdraw Holster” Hop Up which increases the speed of your ADS, Weapon Swap, and reduces Hip Fire spread.
NOTE: The “Double Tap” Hop Up has been removed from the loot pool for Season 8.
NOTE: The “Skullpiercer Rifling” has been removed for Season 9.
NOTE: The Triple Take has been entered in the Care Package Rotation a good weapon to replace it is the newly added Bocek Compound Bow (Which can take two Hop Ups, “Shatter Caps” allowing your weapon to work like a shotgun and “Deadeye’s Tempo” that increases the rate of fire of your weapon when you firing at the perfect moment.
NOTE: “Deadeye’s Tempo” can also be equipped by Sentinel.
NOTE: The “Quickdraw Holster” Hop Up has been vaulted for Season 10 and is replaced by the “Boosted Loader” Hop Up which can be equipped by Wingman and Hemlok, this new hop up features a reload function that adds more ammo in the weapon if the player chooses to reload it before near the end of the magazine but not at 0.
Rampart isn’t an offensive Legend and needs good synergy and teamwork with her squad in order to be at her best.
Her Amped Cover is designed to be usable by her and her team and since she has skills that can be interacted by them she and her friends must communicate in order to make good plays.
Be aware that enemies can also take advantage of them so you can pick them up later, but remember any Amped Cover that has been damaged when picked up it will not count as a recharge.
She can hold on her own but that’s only if she’s prepared and the enemy doesn’t have a lot of grenades.
Grenade spams are Rampart’s weakness and that’s why a lot of experienced players say that Wattson is a perfect teammate for her. With Wattson’s Interception Pylon and her Perimeter Security they can fortify a place so good that anyone who tries to push inside would be a fool, plus no grenades can touch them.
Never go too far from your placed A-Walls, always try to find angles to shoot through them to maximize the damage you’re dealing even if the enemies try and shoot it down.
The orange side of the A-Wall is going to block incoming damage but you will keep sending outgoing damage so you might get a knock really easily.
The only time you can get away from your Amped Cover is to bait your enemy and move a little further making them think that you are abandoning your A-Wall so they will try and push you, if they take the bait you should quickly reposition behind it and start shooting at your enemies.
You can place a total of 5 Amped Covers in the map which means you can place 3 for you and your team to use and 2 extra for blocking entrances or a second shooting spot since if you shoot through an Amped Cover onto another one they will get destroyed immediately.
Her passive is very useful for LMGs so you should prioritize the Spitfire the Devotion and the L-STAR.
The Devotion and the Spitfire get more out of each extended magazine and faster reload speed.
But the L-STAR since it has no magazine it only gets cooled down a lot faster and some players even go with two of them switching back and forth shooting endlessly until they run out of energy ammo.
Her Minigun can be used by her team but also by her enemies.
You can pick it up and restore 50% of your ultimate charge.
The total amount of Miniguns she can place are 3 so that means that each member of her team can get one, this is extremely useful especially mid game and with a combo team of a tracker like Crypto, Pathfinder, or Bloodhound which they can scan Survey Beacons and learn the location of the late game ring and a Wattson they can become a real danger.
Her Minigun might miss a lot of shots at the start of the firing animation but after that it becomes almost like a lazerbeam and can destroy enemies from fairly far distances.
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