Energy & Cooldowns
How Energy builds toward a character's Ultimate in JoJo: Golden Spirit, and how the RUSH team bonus actually triggers.
Filling the Ultimate gauge
All characters work off an identical 1,000-point Energy cap, and hitting that cap is what unlocks their Ultimate. Basic attacks, active skills, and simply taking damage all feed the gauge during a fight, at a pace set by the individual character's kit — some kits also add passive regeneration running in the background on top of that.
RUSH: a team-wide window, not a permanent state
Three Ultimates from three different Fighting Styles, landed close enough together, trigger RUSH for the whole team: +25% Final Damage for 10 seconds, along with an immediate Energy boost for every ally. Once RUSH fires, the window that tracks it resets — so a second string of three distinct Ultimates later in the same fight can trigger RUSH again.
That 10-second timer is a hard cutoff, not a toggle you switch on once. A roster that naturally covers three different Fighting Styles, rather than leaning on one, is what makes hitting RUSH more than once in a single fight realistic.
How cooldowns work
Skills and Ultimates go on cooldown the moment they're used and simply can't be recast until that timer finishes counting down in real time. Certain kits carry effects that cut a specific skill's cooldown directly — a separate mechanic from Attack Speed.
What Attack Speed changes
Attack Speed controls the frequency of basic attacks — more of it means more basic attacks land in the same window of time. This matters most for kits built around basic-attack triggers rather than ones that lean primarily on skills.
See also
- Fighting Styles — the six styles RUSH draws from.
- How Damage Works — where RUSH's Final Damage bonus lands in the pipeline.
