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Recharge: Misc


DC Comics

Up to date as of February 01, 2010
(Redirected to Green Lantern Corps: Recharge article)

From DC Database

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Green Lantern Corps: Recharge

Green Lantern Corps: Recharge
Official Name
Green Lantern Corps: Recharge
Storyline Aliases




Green Lantern Corps: Recharge

Green Lantern Corps: Recharge (Collected)

First appearance
Last appearance

Green Lantern Corps: Recharge #1
(November, 2005)
Green Lantern Corps: Recharge #5
(February, 2006)



History of storyline is unknown.


  • Green Lantern Corps: Recharge #1
  • Green Lantern Corps: Recharge #2
  • Green Lantern Corps: Recharge #3
  • Green Lantern Corps: Recharge #4
  • Green Lantern Corps: Recharge #5


Items: None known.
Vehicles: None known.


  • No special notes.


  • No trivia.

Recommended Reading

Links and References

  • None.
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Green Lantern Storyline

This event or storyline specifically revolves around the Green Lantern of Earth, or the Green Lantern Corps as a whole. This template will automatically categorize articles that include it into the Green Lantern Storylines category.


This article uses material from the "Green Lantern Corps: Recharge" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

Skill recharge time (as noted by the Image:Recharge.png icon in the game) is the amount of time until a skill can be activated. Successfully activating a skill or having a skill interrupted during activation will cause it to begin recharging for its listed recharge time (a skill with no recharge listed will be available immediately). When a skill begins recharging, the skill's icon on the Skill Bar is darkened, and brightens in a clockwise motion, giving an indication of when that skill can be activated again. Adrenal skills cannot gain adrenaline while recharging and will lose any accumulated adrenaline if they begin to recharge.

After a skill has been successfully activated or interrupted, it begins recharging for the specified amount of time (or until a Morale Boost). Some skills, as stated in their descriptions, will disable themselves after activation. Some skills will cause skills to become disabled for "an additional" amount of time. In that case, the specified time is added to the normal recharge time of the affected skill.

When a skill's activation is stopped by intentionally cancelling it or by skill failure, the skill will not begin recharging and will be available immediately. Any energy or adrenaline cost paid to begin activation is not refunded, and any exhaustion incurred will not be removed.

Receiving a Morale Boost will recharge all of a player's skills. This is the only way to recharge Resurrection Signet, Sunspear Rebirth Signet, and the celestial skills. Morale boosts will not charge adrenal skills.

Recharge time will not stack to exceed -50%. Recharge times cannot be reduced below 1 second. Such effects will also not affect the recharge time when a skill is disabled. When an effect such as Mantra of Recovery and Ritual Lord says they cause something to "recharge faster" by a certain percentage, they actually mean recharge time will be reduced by that percentage.

Related articles

This article uses material from the "Recharge" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki


This article is a stub. You can help the City of Heroes wiki by expanding it.


Recharge refers to the time, in seconds, between two uses of a given power. This length of time may be shortened in several ways:

or any combination of these.

Reductions to recharge rate do not apply intuitively. If something reduces your recharge time by 100%, it doesn't recharge instantly. Instead, use this formula:

RechargeTime = BaseRechargeTime / ( 1 + Enhancement )

where Enhancement includes the effects of enhancements, powers, and buffs. A 100% enhancement thus cuts the recharge time in half. A 200% enhancement cuts it by two thirds. Since the enhancement is in the denominator, it is subject to diminishing returns -- the more you add, the less each new amount helps.


The long text description of powers rates their base recharge time in one of six broad categories. The following table is a rough approximation of the time, in seconds, covered by these categories.

Very Fast Less than 3 seconds
Fast 3 to 4 seconds
Moderate 4 to 10 seconds
Slow 10 to 60 seconds
Long 60 to 240 seconds
Very Long More than 240 seconds

Invention Origin Enhancments

One of the easiest and most popular ways of increasing your character's recharge rate is to slot enhancment sets that carry an added recharge bonus. Below are a list of Invention Origin Enhancment Sets that provide recharge as a bonus when slotted. (As of December 21, 2008 -Issue 13)

Resist Damage

Impervious Skin : Adds 5%

Targeted AOE Damage

Positron's Blast : Adds 6.25%
Ragnorak : Adds 10%


Befudling Aura : Adds 2.5%
Malaise's Illusions : Adds 6.25%
Coercive Persuasion : Adds 10%

Melee Damage

Crushing Impact : Adds 5%
Hetacomb : Adds 10%

Sniper Attacks

Calibrated Accuracy : Adds 3.25%
Sting of the Manticore : Adds 7.5%


Call of the Sandman : Adds 6.25%
Hibernation : Adds 2.5%
Fotunata Hypnosis : Adds 10%

PBAoE Damage

Armageddon : Adds 10%
Obliteration :Adds 5%

Slow Movement

Curtail Speed : Adds 5%
Tempered Readiness : Adds 3.25%


Enfeebled Operation : Adds 3.75%
Rooting Grasp : Adds 2.5%
Gravitational Anchor : Adds 10%

Ranged Damage

Apocalypse : Adds 10%
Decimation : Adds 6.25%
Entropic Chaos : Adds 6.25%


Doctored Wounds : Adds 6.25%
Regenerative Tissue : Adds 5%


Unbreakable Constraint : Adds 10%
Basilisk's Gaze : Adds 7.5%


Kismit : Adds 3.75%
Red Fortune : Adds 5%


Glimpse of the Abyss : Adds 6.25%
Horror : Adds 2.5%
Unspeakable Terror : Adds 5%


Stagger : Adds 2.5%
Stupify : Adds 6.25%
Absolut Amazement : Adds 10%


Mocking Beratement : Adds 7.5%
Perfect Zinger: Adds 5%


Kinetic Crash : Adds 7.5%

Endurance Modification

Efficacy Adaptor : Adds 5%

Tohit Buff

Encouraged Accuracy : Adds 5%
Adjusted Targeting : Adds 5%

Tohit Debuff

Dampened Spirits : Adds 5%
Dark Watcher's Despair : Adds 5%

Recharge Intensive Pets

Call to Arms : Adds 6.25%
Expedient Reinforcement : Adds 6.25%

Accurate To-Hit Debuff

Cloud Senses : Adds 6.25%

This article uses material from the "Recharge" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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