Charge

Charge advances a Batomon toward its next cast by the stated number of seconds.

Balance 26Game 1.4.0

From cooldown to castA Batomon fills its cooldown, then starts a cast sequence. Multicast controls the number of casts. Each cast uses its stats and enabled On Cast ability. Trigger effects can start a sequence without a cooldown reset.CooldownCastStats + abilityMulticast0.1s between castsA Trigger starts a sequence without a cooldown reset.
The cast loop. Multicast 3 means three total casts.

How it works

  • Charge adds the printed number of seconds to current cast progress.
  • At the next cooldown check, reaching the cooldown queues one sequence, resets progress, and discards excess Charge. If Knockout cancels that timed cast before it executes, the game can restore the spent progress.
  • For a 1-second cooldown, one 3-second Charge starts one sequence, not three. With Multicast 1, that means one cast; no 2-second remainder survives.
  • Multicast still controls the number of casts within that sequence. Extra casts from Multicast are not extra cooldown completions from excess Charge.
  • Charge does not reset or change base cooldown, added cooldown, or Cooldown Speed.
  • Dracana and Ironcore cannot receive Charge, including from other sources.

Common questions

What happens if a 1-second cooldown receives 3 seconds of Charge?

The next cooldown check starts one cast sequence and resets progress to zero. With Multicast 1, it casts once. The excess 2 seconds are discarded, not saved for later casts.

Sources for the current rules

Review date: . Game 1.4.0, Steam build 26078162, Balance 26.

The review uses the current client scripts and the matching catalog. Named effects also use their species, item, trainer, or trinket resources.

  • game/battle/battle_simulation.gd
  • game/battle/battle_unit.gd
  • game/run/run_manager.gd
  • game/monsters/ability_bases/ability.gd