
Recharging Rush
Tier 2 weapon · 1,600 souls
Recharging Rush
Weapon · Tier 2
1,600 souls
innate
- Max Ammo
- +20%
- Weapon Damage
- +10%
passive
Dealing significant
weapon damage replenishes a charge for each of your charged abilities.
- Damage Threshold
- 200
- Cooldown
- 25sscales with item cooldown reduction
- Time Frame
- 3.5s
Fully simulated
Everything this does to damage or survival is in the simulator.
• When your weapon damage (after resists) within the time frame reaches the threshold, every ability with charges gets one back (abilities with one charge come off cooldown).
• Melee damage counts, but melee is not simulated.
In real matches
- Bought
- 2,821,673 times
- Win rate of buyers
- 50%
- Average purchase time
- 16.4 min
Last 30 days, all ranks (deadlock-api.com). Expensive items skew to winners who could afford them.
In the simulator's builds
25 of 660 generated builds
Viscousin 7 builds
worth 24.9% (hybrid, 12k)
Grey Talonin 6 builds
worth 12.7% (gun, 45k)
Ivyin 2 builds
worth 9.9% (hybrid, 32k)
Sinclairin 6 builds
worth 9.8% (spirit, 32k)
Billyin 2 builds
worth 9.7% (spirit, 32k)
Sevenin 1 build
worth 8.5% (hybrid, 32k)
Hollidayin 1 build
worth 8.5% (hybrid, 45k)
"Worth": the share of the build's score lost by removing the item, at its most valuable.
Patch history
- ▼Recharging Rush: Cooldown increased from 24s to 25s 2026-05-22