Founded: 1968
Headquarters: Toronto, ON
Website Link(s): Official Site
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The band started off as a heavy-blues act much in the style of Led Zeppelin. With the arrival of Peart in 1974, Rush started working towards their instantly recognizable blend of instrumental acrobatics and sci-fi/fantasy lyrics. Despite still getting airplay on classic rock radio and having a massive leigon of hardcore fans, Rush still isn't a critic's band. Their seventeenth studio album, Vapor Trails was released in 2002.
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This is the Rush disambiguation page.
It serves to clarify the difference between several closely named or closely related articles.
A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes
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| Race: | Wolf |
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| Level: | 6 ▼▼ Tier 1 Solo Aggressive | |||||||||
| Zone: | The Circle of Elders | |||||||||
| Location: | Rear center of the cave | |||||||||
What does this information mean?
You may upload a JPG or PNG image of the in-game picture of this mob
This is not a true Named, as it is no harder than non-Nameds of the same level/difficulty, and does not have a chest drop on death.
Rush is a recurring ability in the Final Fantasy series. Its effect varies throughout the series, though generally, it is a form of a physical attack, usually dealing moderate damage.
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Rush is a physical enemy ability that deals moderate damage to one party member and inflicts Sap. It is used by Garula, Ghidra, Hydra, Ironback, Liquid Flame, Neo Garula, and the Tatou.
In the original SNES and PS translations of Final Fantasy VI, there were two enemy abilities called Rush, both inflicting low physical damage. In the GBA remake though, those two attacks were renamed Slam and Bodyslam, while a new attack, that was original called Redline, was renamed Rush. The Rush in the GBA version also did low physical damage, and is used only by the Belmodar.
Rush is an enemy ability that inflicts moderate physical damage on one target. It is used by the Bandersnatch and the Fang.
Rush, again, is an enemy ability that inflicts moderate physical damage to one target. It is used by the underwater enemies Maelspike and Remora.
Rush is a Blood Pact that can be used by Summoners. It is cast through Shiva, and learned at level 70. It uses five hand-to-hand physical attack Weapon Skills in a row.
Rush is an enemy Technick that inflicts higher damage then a normal physical attack, and can also combo for more damage. It is used by Braegh, Darkmare, Firemane, Helvinek, Ixion, and the Mistmare.
Rush is a skill used by Warriors. It deals physical damage to one enemy.
Rush is ability learned by Squires for 80 JP. It deals low physical damage to an enemy, but usually pushes the enemy backwards one square. It has a range of 1, and activates instantly.
Rush is a Spellblade Tech used by Gladiators. Similar to its predecessor, Rush deals physical damage and knocks back the enemy. It is learned from the Sweep Blade for 100 AP, and costs no MP.
Rush is a Sparring skill used again by the Gladiators, and once again deals physical damage while pushing the enemy back. It is still learned from the Sweep Blade, costs 100 AP, and uses no MP.
Rush is an ability under the Unicorn name. It is a very common card, is green colored, and deals 3 damage and attempts to inflict Silence.
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Full: For 8...18 seconds, you move 25% faster.
Concise: (8...18 seconds.) You move 25% faster.
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| Strength | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
| Duration | 8 | 9 | 10 | 10 | 11 | 12 | 13 | 14 | 14 | 15 | 16 | 17 | 18 | 18 | 19 | 20 | 21 | 22 | 22 | 23 | 24 | 25 |
Serve short over ice or as a shooter.
The Bartending School
Rush was a highly charged carbonated beverage.
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Meeting the Velocitron locals.
Geddy Lee does not appear.
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Velocitron:
Clocker and Brakedown receive some abuse from Ransack and Crumplezone. Hot Shot, forgetting that he's supposed to be undercover, transforms and comes to Brakedown and Clocker's aid. Even though he's under orders not to, Red Alert is forced to help Hot Shot. The two bullies Transform, but with amazing agility, Hot Shot tricks the goons into shooting each other. Humiliated, the aggressors retreat, giving Red Alert the time to make sure Brakedown isn't damaged.
After Clocker and Brakedown depart, Red Alert reminds Hot Shot about the importance of remaining incognito. As the discussion gets heated, Red Alert mentions the alien nature of the two Autobots, and is overheard by Clocker, who takes a fascination with the Transformers as any kid would.
On Earth, the three kids overhear Optimus and Jetfire discussing if it's crazy to send Hot Shot and Red Alert on a mission together. Jolt explains to the kids the difference between Red Alert and Hot Shot.
Back On Velocitron, Brakedown and Clocker come to understand the real purpose for Hot Shot and Red Alert's sudden appearance. Brakedown is readily willing to trust the two based on their previous examples of kindness. To Red Alert's frustration, Clocker is appointed to be the Autobot's aid in mixing with Velocitron culture.
Meanwhile, in Earth skies, Jetfire and Optimus have an aerial battle against Starscream. Overpowered, Starscream retreats. Jetfire returns to base, unaware that Thundercracker was trailing him, and has discovered the entrance to the Autobots' base. Thundercracker destroys the Autobot base's entrance with a single shot - but little does he know that he's actually destroyed a fake.
Clocker gives his new friends a basic description of the way things on Velocitron work. Hot Shot becomes fascinated by Clocker's description of Override. The three scale a mountain in hopes that the view will help them find Override.
Meanwhile, Override meets with Megatron, who enquires about the location of the Cyber Planet Key. He tries to convince her to surrender the key so he might defeat the "evil Autobots", but she's only interested in winning a race. Megatron accepts her challenge. Hot Shot, figuring the race relates to the Cyber Planet Key, joins the race at the last moment.
The three Transformers are almost evenly matched. Crumplezone fires on the two in the lead, hoping to give Megatron an advantage, but they only force Hot Shot out of first place, so Override wins. Victoryless, the Decepticons leave.
Override promises to race Hot Shot again. As she speeds into the distance, Red Alert mentions that he suspects Hot Shot is racing for the sake of his own ego. Hot Shot is offended by the accusation and leaves to go talk to Override.
Ransack: Wow, this guy's good! He might actually give us a run for our money!
Crumplezone: I thought you said not to compliment the guys we fight.
Ransack: Zip it, Crumplezone.
Bud: Gee, thanks for reminding me, Optimus.
Jolt: You must get whiplash from changing moods so fast.
The Rush are a WIND-Attribute and Warrior archetype. As their archetype name suggests, the cards involve speed through the use of simple Special Summons and temporary Spell/Trap negation. The cards were inspired from the card "Speed Warrior".
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Rush Conductor - Rush Fighter - Rush Flipper - Rush Guardian - Rush Ninja Rush Soldier - Rush Striker - Rush Swordsman - Rush Synchron - Rush Thrasher Quicksilver - Rush Reversal - Rush Stream - Rush Strike - Rush Zone |
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