Rush
Jump to navigation
Jump to search
Rush | |
---|---|
Hard or weak, what really matters is striking first. This superfast technique does exactly 40 damage but overextends the user for the next turn. | |
Technique Details | |
Type | ![]() |
Class | ![]() |
Damage | 0 |
STA Cost | 15 |
Hold | 0 |
Priority | ![]() |
Targeting | Single Other Target |
Rush is a Physical
Neutral Technique. It's also a Technique Course, labelled as TC042.
Effect[edit]
Rush deals an exact 40 damage to a single other target regardless of DEF,
SPDEF, Type Effectivness, or Traits, but causes the user to be overexerted the next turn.
Temtem[edit]
Level up[edit]
No. | Temtem | Level |
---|---|---|
#096 | ![]() |
22 |
Technique Course[edit]
No. | Temtem | TC |
---|---|---|
#006 | ![]() |
TC042 |
#012 | ![]() |
TC042 |
#031 | ![]() |
TC042 |
#059 | ![]() |
TC042 |
#061 | ![]() |
TC042 |
#065 | ![]() |
TC042 |
#098 | ![]() |
TC042 |
#101 | ![]() |
TC042 |
#124 | ![]() |
TC042 |
#149 | ![]() |
TC042 |
#153 | ![]() |
TC042 |
#157 | ![]() |
TC042 |
Notes[edit]
- Using Rush on an
Evading target will not cause the user to overextend.
Update History[edit]
- Patch 1.6
- Hold turns have been reduced 1 ⇒ 0.
- Patch 1.4
- Hold turns has been increased 0 ⇒ 1.
- STA Cost has been reduced 18 ⇒ 15.
- Patch 1.3
- STA Cost reduced from 21 to 18.
- Early Access 0.9
- Absolute Damage reduced from 60 to 40.
- Early Access 0.8
- Introduced.
|