Rabies

+2 Str, -1 Int • Contagious • Risk: Medium

Risk
Medium
Based on extracted effects

Triggers

Browse mutations that activate under the same condition.

Stat hubs

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Deep Dive & Meta Strategies

How Rabies Scales Over Time

Rabies grants +2 Strength and -1 Intelligence after each battle, making it a strong long-run scaling disorder for cats that do not rely heavily on Intelligence.

When Madness Becomes the Real Problem

Once Intelligence reaches 0 or below, Rabies causes Madness, making the cat attack the nearest unit on its turn. This creates a hard limit unless you have a way to prevent or mitigate the downside.

Best Synergies and Safety Nets

Bare Minimum is especially valuable because it preserves the upside while avoiding the Madness drawback. Effects that manage low-Intelligence risk can also improve Rabies significantly.

🧮 Interactive Scaling Simulator

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Mana Spent
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Stat Gains Matrix

Str+0
Dex+0
Con+0
Int+0
Spd+0
Cha+0
Lck+0

Effect Breakdown

Extracted from community notes (not rewritten lore).

Stat changes
+2 Str -1 Int
Chances

No explicit probability found.

Flags & Constraints

These are the “decision blockers” you should notice mid-run.

contagious madness
Analysis tools

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What to do next

Actionable guidance generated from extracted flags.

If you keep it
  • • Use the stat deltas to decide role fit (damage vs support vs mobility).
If you breed it
  • • Contagious: isolate carriers; avoid stacking in the same room/house.
If you fight with it
  • • Madness: treat as unreliable targeting—protect allies from friendly fire.

Related mutations

Same tag / similar trigger / similar stat direction.

Source text (raw community notes)