Charge
Charge advances a Batomon toward its next cast by the stated number of seconds.
Balance 26Game 1.4.0

Cooldown fillsThe next timed sequence starts.
Stats + abilityEach cast uses its stats and enabled On Cast ability.
Multicast repeats0.1 seconds between casts.
A Trigger starts a sequence without a cooldown reset.
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.gdgame/battle/battle_unit.gdgame/run/run_manager.gdgame/monsters/ability_bases/ability.gd
