Énergie & Temps de recharge

Comment l'Énergie se charge vers l'Ultime d'un personnage sur JoJo: Golden Spirit, et comment se déclenche réellement le bonus d'équipe RUSH.
Energy: the Ultimate gauge
Every character shares the same 1,000 Max Energy ceiling — once a character’s Energy bar fills, their Ultimate is ready to fire. Energy builds up during the fight from basic attacks, active skills, and from taking damage, at a rate that depends on the character’s own kit. Some characters also carry passive Energy regeneration that ticks up over time on top of that.
RUSH — the team-wide burst window
RUSH is the shared team bonus for mixing Fighting Styles: land Ultimates from 3 different Fighting Styles within a short window of each other and the whole team enters RUSH — +25% Final Damage for 10 seconds, plus a burst of Energy for every ally. The window resets once RUSH triggers, so chaining another 3 distinct Ultimates later in the fight can trigger it again.
RUSH is a timed buff, not something that stays on once triggered — it runs out after those 10 seconds unless you re-trigger it. Building a team that naturally covers three different Fighting Styles (rather than stacking one type) is what makes RUSH realistic to hit more than once in a longer fight.
Cooldowns
Skills and Ultimates come off cooldown in real time as the fight runs — once used, they can’t be cast again until their cooldown finishes counting down. Some kits include effects that shave time off a specific skill’s cooldown directly, separate from Attack Speed.
Attack Speed
Attack Speed affects how often a character’s basic attacks fire — stacking Attack Speed buffs makes basic attacks land more often over the same stretch of time, which matters most for characters whose kit leans on basic-attack triggers rather than skill spam.
See also
- Fighting Styles — the six styles RUSH draws from.
- How Damage Works — where RUSH’s Final Damage bonus lands in the pipeline.