Recharging Rush
Dealing significant Weapon Damage replenishes a charge for each of your charged abilities.
Passive — works automatically once bought.
Recharging Rush is a 1600-soul Tier 2 weapon passive: land significant gun damage on an enemy hero and you get a charge back on every charged ability you own. It's a build-around piece for gun-heavy heroes who lean on a stockpiled ability — keep your crosshair on a target and you can keep throwing that ability through a fight instead of waiting on cooldowns.
When to buy
This is a pickup for hybrids — heroes who actually shoot enemy heroes and rely on a charge-based ability. It shines in lane and early skirmishes where the extra charge lets you out-trade by spamming your key spell. If your hero has no charged abilities, or your charges only unlock later via an upgrade, Recharging Rush does nothing until then and your souls are better spent elsewhere.
How it works & synergies
The proc only fires on significant weapon damage to enemy heroes — farming creeps, neutrals or shooting walls won't refill anything, so it rewards aggressive carries who fight. It refunds one charge per charged ability per proc, so the more charge-based abilities your kit has, the more value you pull. Pair it with Extra Charge to bank a bigger pool and Rapid Recharge for faster passive regen; Recharging Rush then tops you back up every time you re-engage. One gotcha: getting a charge back doesn't reset the underlying cooldown, which keeps ticking in the background, so it tops you up while you shoot rather than erasing downtime entirely.
Is Recharging Rush worth it?
Yes on gun-and-ability hybrids who keep shooting enemy heroes during fights — the refunded charges add real ability uptime. On a hero with no charged abilities, skip it.
Does it proc on creeps or jungle?
No. It only triggers on significant weapon damage dealt to enemy heroes, so you have to be in actual hero combat to refill charges.
Best with Holliday
~54.9%
Built-by, win rate, build rate and top hero are sample until the match API is wired in. Effect, cost, value and the build tree are real client data.
Raw dataproperties, shop fields & API
identity
- id
- upgrade_rechargingbullets
- slug
- recharging-rush
- token
- upgrade_rechargingbullets
- kind
- upgrade
- updatedAt
- 2026-06-06T16:23:38.392Z
shop
- category
- weapon
- tier
- 2
- cost
- 1600
- groupLabel
- —
- filters
- EShopFilterWeaponDamage, EShopFilterDurability
- componentIds
- —
- upgradeIds
- —
properties (5)
| label | key | value |
|---|---|---|
| Cooldown | AbilityCooldown | 25s |
| Weapon Damage | BaseAttackDamagePercent | 10% |
| Ammo | BonusClipSizePercent | 20% |
| Damage Threshold | DamageThreshold | 200 |
| Damage Window | DamageWindow | 3.5 |
Upgrades
| lvl | AP | upgrades |
|---|---|---|
| 1 | 1 | Cooldown -12, Ammo +30, Weapon Damage +30 |