Understand Trample
Useful when…
- Damage enemies in the Charger’s path.
- Gain temporary offensive and defensive bonuses when the rush hits multiple enemies.
What happens on a hit?
The rush deals 35 damage at rank 0, 110 at rank 3, and 160 at rank 5 to all enemies in its path. For every enemy hit, the Charger gains +10% Melee Damage, Max Health, and Armor for 5 seconds. The listed per-enemy bonuses make a rush through a group more rewarding than one that hits only a single target.
When does it fit?
Consider Trample when you want a path-based attack that can also build short-lived benefits for the Charger. Proboscis has a different role: it pulls an enemy from within 30 m and deals 100 damage. Strain Eruption is conditional on maggots dying, while Strain Fever grants damage per Cyst. These effects support different triggers and should not be read as equivalent versions of Trample.
Rank investment
This rare Helminth Charger mod has maximum rank 5, zero base drain, and penjaga polarity. Its attack damage rises across ranks, while the listed +10% bonuses per enemy remain the same. Costs increase substantially at later ranks: the supplied examples include 30 Endo and 1,449 Credits for rank 0 to 1, 120 and 5,796 for rank 2 to 3, and 480 and 23,184 for rank 4 to 5. Prioritize higher ranks if the attack damage matters to you; the per-hit bonus is already present at rank 0.
Limitations and tradeoffs
- The attack’s damage improves with rank, but the listed per-enemy bonuses are fixed at +10% for 5 seconds.
- The bonuses depend on enemies being hit by the rush.
Common mistakes to avoid
- Do not count the temporary bonuses as permanent; their listed duration is 5 seconds.
- Do not assume the per-enemy bonuses increase with rank; the listed value stays +10% per enemy hit.






