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Recharging Rush

Recharging Rush

Weapon ·Tier 2 · Passive
1600 25s
What it does

Dealing significant Weapon Damage replenishes a charge for each of your charged abilities.

Innate
25s

Passive — works automatically once bought.

20%
Ammo
10%
Weapon Damage
200
Damage Threshold
3.5
Damage Window
When to buy & tricks

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.

Only enemy-hero gun damage procs it — chip on minions or jungle gives you nothing.
Dead weight on a pure caster with no charges; check your kit before you slot it.
Some abilities only become charged after a specific upgrade — buy that node first or the refund won't apply.
Stack it with Extra Charge and Rapid Recharge so there's always a charge to bank and refund.

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.

Built by
Best with Holliday ~54.9%
build share · win rate when built
Performance
~48.0% Win rate
16.2% Build rate
-1.5 vs last patch
14' avg buy
Win rate by rank
Ini
See
Alc
Arc
Rit
Ete
Cost & valueper 1000 souls
Ammo 20% 12.5/1k
Weapon Damage 10% 6.3/1k
Tier bonuses scale with souls spent in the tree →
Spirit scaling
Cooldown25s
Related mechanics

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)

labelkeyvalue
CooldownAbilityCooldown25s
Weapon DamageBaseAttackDamagePercent10%
AmmoBonusClipSizePercent20%
Damage ThresholdDamageThreshold200
Damage WindowDamageWindow3.5

Upgrades

lvlAPupgrades
11Cooldown -12, Ammo +30, Weapon Damage +30