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
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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.

Movement and timing
ActionPreview recordTiming cue
Evade1217201 and help 1296237The illustrated ring resolves when the inner ring reaches the outer ring.
Sprint1224039The movement buff lasts five seconds in the tooltip.
Double Jump1315219Jump 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.

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