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Battering Ram
Set: Siege I
Number: 004
Rarity: Rare
Weapon Upgrade

Put on Trucks Truck only. When the upgraded character does attack damage to an enemy 🠪 Your opponent flips that enemy to it's other mode.
Relevant Rulings
Taken from the Aequitas FAQ
If I play Battering Ram, and the defender has more than one other mode, who chooses which mode it flips to?
Your opponent does.
Source: Wave 2 and 3 FAQ
When a character is KO’d by an attack from a Battering Ram, does he flip first before going to the KO area or KO first before flipping?
If a character with Battering Ram KO’s a defending character, that defending character is not flipped.
Source: Rules Roundup 2019-05-10
I'm playing a game of Stunticons vs. Metroplex. Turn 1, Metroplex Flips and Attacks. Turn 2, feeling clever, Stunticons puts a Battering Ram on Menasor and Attacks Metroplex, dealing 1 Damage. Metroplex Flips and Deploys Slammer. Does Turn 2 end now or does the Stunticon player get to keep attacking since the condition that allowed him to keep attacking had already been met?
After each attack concludes, the game checks to see if the opponent has any untapped characters. In this scenario, Slammer is there, so the Stunticon player does not get to keep attacking.
Source: Rules Roundup 2019-05-02
Question on Captain Ironhide’s ability. His ability in bot mode states, “When this attacks, and has a weapon-you may swap that weapon with a (blue pip) weapon from your hand.” Do you declare Ironhide is attacking, then you get to swap the weapon with a (blue pip) weapon from your hand? And I assume the original weapon won’t have anything to do with the attack now. Example, If I had a Grenade Launcher and swapped it with a Battering Ram, Captain Ironhide only gets the +2 from Battering Ram, and not the +4 from Grenade Launcher. Just trying to better understand when triggers happen in Transformers TCG. Thanks!
You declare that Ironhide is attacking and what Ironhide is attacking. This causes his ability to trigger. If you swap weapons, you do so before Battle Cards are flipped and before damage is done. This means that the attack value of the original weapon won’t apply, but the new weapon will. However, if the original weapon also has a triggered ability that triggers when Ironhide attacks, that ability will still work, even if that weapon is swapped before you handle that ability.
Source: Rules Roundup 2019-06-28
If I attack with a character that is equipped with Battering Ram and deal damage to a Triple Changer, does my opponent get to choose the mode they change to or do they have to change from Alt 1 to character and vice versa.
Your opponent can choose which mode of its other modes to flip to.
Source: Rules Roundup 2019-07-12
If I play a Battering Ram on to a truck and I’m battling Elita-1 in bot mode, and I do enough damage to KO her, would her ability still work or would she be flipped into her alt mode and not get her abilities?
Elita-1 will be KO’d first. When Battering Ram’s ability resolves, Elita-1 will already be in the KO area and therefore cannot be effected by Battering Ram.
Source: Rules Roundup 2019-08-09
Does Battering Ram function like Cornered! when attacking, so that your opponent gets the ability of the mode flipped to? For example, General Optimus Prime has Battering Ram and hits my Nemesis, flipping him to alt mode. So now my opponent should assign 2 damage to a character of his choice, correct?
Yes. Battering Ram causes your opponent to flip the character, so abilities like Nemesis’ will trigger.
Source: Rules Roundup 2019-07-29
Recent Decks Using This Card
Tow Sucker
Deck Traits: Autobot Truck Ranged Mercenary Specialist
42🂠 25★ in deck and 9🂠 9★ in sideboard Added by Tankhunter48 Modified on Oct 13, '21

Mudflap 8★
Hired Muscle
Autobot Gears 7★
Transport & Reconnaissance
Hoist 9★
Fearless Rescuer

Sabotage 1★
Used with Autobot Gears, Transport & Reconnaisance
Captain Ironhide 9★
Infantry • Bodyguard
2 Debilitating Crystal
2 Disarm
1 Energon Axe
2 Piercing Blaster
2 Heavy-Handed
Regular Actions
3 Security Checkpoint
3 Team-Up Tactics
1 Smelt
2 4-Wheel Drive
2 Opportune Repairs
1 Counterespionage
1 Spymaster's Ruse
Secret Actions
2 Infiltrate
2 Sabotaged Armaments
2 Step Forward
2 End Hostilities
1 Hold the Line
2 Energon Axe
1 Noble’s Blaster
2 Battering Ram
3 Handheld Blaster
1 Bashing Shield
1 Sparring Gear
1 Sturdy Armor
2 Scout Armor
3 Field Communicator
2 Point Position
2 Enhanced Power Cell
Deck Stats
22 action cards
  13 regular action cards
  9 secret action cards
20 upgrade cards
  8 weapon cards
  5 armor cards
  7 utility cards

Sets Used In Deck
Wave 1: 15 cards
Wave 2: 9 cards
Wave 3: 6 cards
Wave 4: 11 cards
Wave 5: 14 cards
TROP: Monster Menagerie: 1 cards
Battle Icons in Deck
4 icons on 4 cards (10%)
36 icons on 30 cards (71%)
4 icons on 4 cards (10%)
8 icons on 8 cards (19%)
11 icons on 10 cards (24%)
0 icons on 0 cards (0%)
Battle Simulator
Set Tough/Bold:
Likelihood of Flipping
+2 Bonus Flip: 18%
Bashing Shield: 6%
Noble’s Blaster: 6%
Smelt: 5%
Sparring Gear: 5%
Sturdy Armor: 6%
Counterespionage: 6%
Hold the Line: 5%
Spymaster's Ruse: 5%
Motorcade Build
Deck Traits: Autobot Leader Car Melee Decepticon Motorcycle Specialist Stunticon Aerialbot Plane Ranged Truck
80🂠 25★ in deck and 18🂠 40★ in sideboard Added by Broke Box Modified on Jul 22, '21

Flamewar 5★
Veteran Decepticon
Fireflight 5★
Sky High Recon
Motormaster 5★
Stunticon Leader
Brawn 5★
Nightracer 5★

Bumblebee 10★
Legendary Warrior
Decepticon Drag Strip 5★
Cutthroat Warrior
General Optimus Prime 15★
Galactic Commander
Windsweeper 10★
Air Defense
1 Leap Into Battle
1 Battlefield Scan
1 Heat of Battle
1 Point-Defense System
1 Designated Target
1 Energy Transfer
1 Medic's Protective Field
1 Minor Medic Kit
1 Opportune Offensive
1 Overheat
1 Concealing Contrails
1 Counterespionage
1 Crystal of Power
1 Headbutt
1 Last Stand
1 Lose the Initiative
1 Master of Metallikato
1 Spy Satellite Uplink
Regular Actions
3 The Bigger They Are
1 Calculated Strike
3 Heat of Battle
1 Pop a Wheelie
3 Steady Shot
2 4-Wheel Drive
3 Designated Target
2 Energy Transfer
2 Fight For Position
3 New Orders
2 Special Delivery
2 Wedge Formation
2 Camien Crash
3 Hit and Run
2 Precision Fire
3 Scouting Mission
1 Spymaster's Ruse
1 Supporting Fire
1 Turn the Tide
Secret Actions
2 Take Cover
3 Stable Cover
1 Hold the Line
1 Reflect Damage
1 Thermal Weaponry
3 Battering Ram
3 Laser Cutlass
3 Unflinching Courage
3 Fusion Borer
1 Defensive Driving
3 Smoke Cloak
2 Terrifying Resilience
2 Holomatter Projector
2 Regenerative Core
3 Scout Armor
1 Crushing Size
2 Matrix of Leadership
1 Turbo Boosters
3 Point Position
Deck Stats
47 action cards
  40 regular action cards
  7 secret action cards
33 upgrade cards
  13 weapon cards
  13 armor cards
  7 utility cards

Sets Used In Deck
Wave 1: 11 cards
Wave 2: 4 cards
Wave 3: 22 cards
Wave 4: 34 cards
Wave 5: 36 cards
Battle Icons in Deck
14 icons on 14 cards (18%)
33 icons on 33 cards (41%)
10 icons on 10 cards (13%)
9 icons on 9 cards (11%)
52 icons on 48 cards (60%)
1 icons on 1 cards (1%)
Battle Simulator
Set Tough/Bold:
Likelihood of Flipping
+2 Bonus Flip: 24%
Wedge Formation: 6%
Hold the Line: 3%
Holomatter Projector: 6%
Reflect Damage: 3%
Regenerative Core: 6%
Spymaster's Ruse: 3%