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== Maximum Charges == | == Maximum Charges == | ||
[[File:Maximum Charges on Ability Upgrades.png|thumb|[[Infernus]]' [[Infernus# | [[File:Maximum Charges on Ability Upgrades.png|thumb|[[Infernus]]' [[Infernus#Napalm|napalm ability]] upgrades, the first upgrade being to increase the number of charges the ability has.]] | ||
Abilities with charges can store up to a maximum number of them. Each ability has its own default maximum amount. | Abilities with charges can store up to a maximum number of them. Each ability has its own default maximum amount. | ||
Revision as of 21:32, 10 July 2026
Charges are stored uses of Hero abilities. When an ability with charges is used, a single charge is consumed. When an ability runs out of charges, it cannot be used again until the next charge is ready.
An ability with charges is displayed with a smaller bar above it. The bar's segments represent the number of charges. A white segment represents a usable charge, a purple partially-filled segment represents a charge that is being restored, and a grey segment represents a fully expended charge.
Abilities with charges are still subject to a shorter cooldown between uses. This cooldown varies by ability, and is not affected by cooldown reduction.
Restoring Charges
As long as an ability does not have its maximum number of charges, it will passively restore charges over time. An ability's cooldown represents the length of time it takes to restore a single charge.
Charges are restored one at a time, not all at once.
Some abilities do not replenish with time and instead use other condition to gain a charge. For example Wraith's Card Trick gains a charge when she deals damage to enemies.
Maximum Charges

Abilities with charges can store up to a maximum number of them. Each ability has its own default maximum amount.
Some abilities have upgrades that can increase the number of maximum charges they have. Additionally, specific items can be purchased which grant additional Bonus Ability Charges.
Bonus Ability Charges

Bonus Ability Charges grant abilities with charges additional uses before needing to wait for their cooldown, and are gained from items purchased in the shop.
Bonus ability charges cannot be added to abilities that do not already use charges.
Sources of Bonus Ability Charges
Charged Abilities
Here are all abilities that use Charge mechanic. Some of the abilities do not start out as charged but gain charges and relevant interactions when they get a specific upgrade.
| Hero | Ability | Charges | Time Between Charges | Notes |
|---|---|---|---|---|
| Billy | Bashdown | 1 | 8s | +1 charge on T2 upgrade. |
| Celeste | Radiant Daggers | 1 | 2s | +2 charges on T1 upgrade. |
| Dynamo | Kinetic Pulse | 1 | 5s | +1 charge on T1 upgrade. |
| Graves | Jar of Dead | 4 | 13s | Has a conditional charge. Charges by being near when anything dies. |
| Grey Talon | Charged Shot | 1 | 4s | +1 charge on T1 upgrade. 1s time between charges on T3 upgrade. |
| Haze | Smoke Bomb | — | — | Becomes charged on T2 upgrade with 2 charges and 7s time between charges. |
| Holliday | Powder Keg | 2 | 7.5s | +1 charge on T2 upgrade. |
| Bounce Pad | 1 | 3.5s | — | |
| Infernus | Napalm | 1 | 6s | +1 charge on T1 upgrade. |
| Flame Dash | — | — | Becomes charged on T3 upgrade with 2 charges and 14s time between charges. | |
| Ivy | Entangling Thorns | 1 | 5s | +1 charge on T1 upgrade. |
| Kelvin | Frost Grenade | 2 | 7s | — |
| Lady Geist | Life Drain | — | — | Becomes charged on T3 upgrade with 3 charges and 0.1s time between charges. |
| Lash | Grapple | 1 | 2s | +1 charge on T3 upgrade. |
| McGinnis | Mini Turret | 1 | 3s | +2 charges on T2 upgrade. |
| Mirage | Fire Scarabs | 2 | 1s | +1 charge on T2 upgrade. |
| Paige | Bookwyrm | 1 | 7s | +1 charge on T2 upgrade. |
| Paradox | Time Wall | — | — | Becomes charged on T3 upgrade with 3 charges and 2s time between charges. |
| Rem | Pillow Toss | 1 | 8s | +1 charge on T3 upgrade. |
| Seven | Lightning Ball | 1 | 6s | +1 charge on T1 upgrade. |
| Shiv | Serrated Knives | 2 | 2s | +2 charges on T2 upgrade. |
| Sinclair | Vexing Bolt | 1 | 3s | — |
| The Doorman | Call Bell | 1 | 7s | +1 charge on T1 upgrade. |
| Venator | Consecrating Grenade | — | — | Becomes charged on T3 upgrade with 1 charge and 3s time between charges. |
| Hex-Lined Snap Trap | 2 | 8s | +1 charge on T3 upgrade. | |
| Victor | Jumpstart | 1 | 8s | +1 charge on T3 upgrade. |
| Vindicta | Assassinate | 2 | 2.5s | — |
| Viscous | Puddle Punch | 1 | 1.7s | +1 charge on T1 upgrade. |
| Vyper | Screwjab Dagger | 2 | 4s | +1 charge on T1 upgrade. |
| Wraith | Card Trick | 2 | — | +2 charges on T1 upgrade Has a conditional charge. |
| Yamato | Flying Slash | — | — | Becomes charged on T3 upgrade with 2 charges and 5s time between charges. |
Notes
- Echo Shard, when used after a charged ability, will only restore a single charge. However, Refresher will restore all charges.
- Both Echo Shard and Refresher additionally reset the cooldown between uses of the ability.