Spell
Feral Rush
Shadow
Charges an enemy, dealing Shadow damage and interrupting spell cast.
Tooltip
Charges an enemy, dealing Shadow damage and interrupting spell cast.
How it works
Feral Rush is built from 3 client effects, applied in this order:
- Effect 1 is Jump (effect type 41). Its area radius is 20 yards.
- Effect 2 is School Damage (effect type 2). Its base value is 99.2446. Its area radius is 20 yards.
- Effect 3 is effect type 0, which the datamine does not name. Its base value is 53032. It applies the interrupted mechanic.
What it does
Feral Rush is a Shadow spell with an instant cast and a range of 80 yards. When cast it makes the caster jump to the target up to 20 yards and deals Shadow damage (base value 99.2446) in a 20 yard radius.
Generated from the SpellEffect, SpellMisc, SpellCooldowns and SpellRange records in the current retail game build. Effects the client marks as internal hooks are left out.
Spell Details
| School | Shadow |
|---|---|
| Range | 80 yards (Tower 80) |
| Cast time | Instant |
| Effect #1 | Jump (41) Misc value: 5, 10 Radius: 20 yards |
| Effect #2 | School Damage (2) Value: 99.2446 Radius: 20 yards |
| Effect #3 | Effect 0 Value: 53032 Mechanic: Interrupted |
Raw client values from the current retail game build. Where the game data carries no name for an id, the id is shown as is.
Used by
Where is this spell used?
Feral Rush appears in: 2 spells that cast it.
Spells that cast it
- Flurry of Claws (record #53032)Triggers this spell
- Flurry of Claws (record #76490)Triggers this spell
From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.
Comments
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