Crosshair charges | Mechanics Wiki
Build 22 displays charge availability with marks in the player's element colour.
Crosshair charges
Build 22 displays charge availability with marks in the player's element colour.
Evidence: 3 official · Last verified: 2026-11-15 · Sources: 1
Crosshair charges are the charge-availability display used in Build 22. They appear as small marks in the colour of the player’s element, with each mark showing whether that charge is ready or spent. Use the display to check your available charges before relying on an action that consumes one.
How to Read the Display
- Look at the crosshair charge indicators during play.
- Identify the marks shown in your current element colour. The marks are intentionally small and clean rather than a large numerical counter.
- Treat each filled mark as ready to use.
- Treat each outline mark as spent.
- Count the filled marks when you need to judge how much charge availability remains.
The colour is tied to your element, so the indicator should be read using the colour associated with the element you are currently playing. The display is intended to communicate availability at a glance: filled marks represent the charges that are ready, while outlines identify charges that are no longer available.
Step-by-Step Walkthrough
1. Check your element colour
Before interpreting the marks, note the colour used by your player’s element. Crosshair charges use that element colour, so this is the visual reference for identifying the charge display.
2. Inspect the marks
Find the small marks associated with the crosshair charge display. Do not interpret the marks as a cooldown timer or a continuously filling bar. The charge display uses small blocks or marks to communicate individual charges, consistent with the broader spell-bar presentation in the patch notes.
3. Separate ready and spent charges
Read each mark by its fill state:
- Filled mark: the charge is ready.
- Outline mark: the charge has been spent.
This distinction is the key information provided by the mechanic. A row containing both filled and outlined marks represents a partially available set of charges, while a row of outlined marks indicates that the displayed charges are spent.
4. Use only the filled marks as available
When planning your next action, use the number of filled marks as your available charge count. Do not include outlined marks in that count. If you are unsure whether a charge is available, rely on the fill state rather than the number of marks shown.
5. Recheck after a charge is spent
After an action affects the charge display, inspect the marks again. A charge that is no longer available is represented by an outline. This lets you confirm the new state without needing a separate total or timer.
6. Wait for the next charge to return
When a charge begins returning, watch the next charge position in the display. The next charge fills up and pulses when it is back. Once it is filled, count it as ready again. The pulse is the confirmation that the returning charge has completed its refill.
Tips
- Focus on filled versus outlined, not just the total number of marks.
- Use the element colour to distinguish the charge display from other interface information.
- If all visible marks are outlined, wait for the next charge to fill and pulse before treating it as available.
- A pulse marks the return of the next charge; it is different from the static appearance of a charge that is already filled.
- Recheck the display after spending a charge so your decisions match the current state.
- Remember that this presentation was changed in Build 22, dated November 12, 2026.
Troubleshooting the Indicator
If the display seems unclear, first compare the marks with your player’s element colour. Then check whether each mark is filled or outlined. Filled marks are ready, and outlined marks are spent; the mechanic does not require guessing from the number of marks alone.
If you are waiting for availability to return, watch the next unfilled position rather than assuming the entire display refreshes at once. The next charge fills up and pulses when it returns, providing a visible completion signal.
Rewards
Crosshair charges do not have a documented item, currency, achievement, or other reward in the available information. Their documented purpose is to show charge availability through element-coloured marks and to indicate when the next charge has returned.
Details
appearance
Small marks in the player's element colour.
states
Filled means ready; an outline means spent. The next charge fills up and pulses when it is back.
build
Build 22 · November 12, 2026
Sources
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