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Quake Champions Wiki
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==Strategy== '''Bull Rush''' *The ability Bull Rush itself actually does no damage; it is Scalebearer's passive Heavyweight that converts his speed into damage. **This means if Scalebearer and an enemy are close enough and Scalebearer uses Bull Rush while standing completely still, the damage done may be literally 0. *While charging, Scalebearer cannot fire or switch to any other weapon, will turn much slower, and receive a 50% damage reduction. *Bull Rush synergizes well with the basic or super shotgun. Since by the end of a non-lethal rush you'll be standing directly in-front of an enemy, firing off one close range shot will most likely be enough to finish them off. *Bull Rush will end pre-maturely if Scalebearer runs into an object, collides with a player that doesn't die to Bull Rush damage, or Scalebearer himself dies. **If Scalebearer collides with a player that dies to Bull Rush damage, Bull Rush will continue with no momentum lost, allowing for possibly multiple kills during one Bull Rush. The medal "Choo-Choo" is awarded for doing just this: killing two or more players during a single Bull Rush. *Though offensive in nature, Bull Rush can definitely be used defensively. Scalebearer's incredible speed allows him to easily escape many would-be deadly situations. *Bull Rush can be used to relatively easily get Quad Damage/Protection. Time the end of the rush to when the power-up spawns; any enemies standing on the power-up, if low enough health, will explode into gibs as you run away with Quad or Protection. Even if not outright killing the enemy player, they'll at least take a very large amount of damage. '''Heavyweight''' *Heavyweight will only start doing damage once Scalebearer reaches 400 ups, dealing 50 damage. *The damage scales up by 25 for every 99 ups gained. Scalebearer reaches a max of 800 ups at the end of Bull Rush, this means Bull Rush will do a maximum amount of 150 damage.
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