Evade and Sprint Reference
Compare Evade charges, the Energy regeneration pause, Sprint’s Energy cost and duration, and the PTR timing cue for ring telegraphs.
- Evade
- 1 charge · 4-second cooldown
- Evade regeneration pause
- 3 seconds
- Sprint
- 40 Energy · 5 seconds · 4-second cooldown
On this page
Use the move that fits the danger
Evade gives a short immunity window and can cancel another ability according to the client help. Sprint changes position over a longer window, spending Energy up front.
| Action | Preview record | Timing cue |
|---|---|---|
| Evade | 1217201 and help 1296237 | The illustrated ring resolves when the inner ring reaches the outer ring. |
| Sprint | 1224039 | The movement buff lasts five seconds in the tooltip. |
| Double Jump | 1315219 | Jump again while airborne; the help entry shows Space as the default. |
Energy affects the next action
Evade pauses Energy regeneration for three seconds. Check the bar before chaining an Energy spender. Sprint’s raw aura is +60% run speed in this record; an earlier secondary preview lists +50%. Exact effective speed still needs measurement.
Combine movement with Guard
The client help separates Evade’s immunity, Sprint’s repositioning and held Guard. Read the encounter telegraph and choose which action you need next.