Portal Knights Wiki


Rush is a buff for armour that regenerates a specified amount of health (highest 71) upon a critical strike. Rush can be used to tank lots of hits from a large group of enemies and heal quickly, this is especially useful for the relic defenses.

Armor with this buff and the effect it has:

As a warrior, to maximize this, and have a total incoming healing of +196 health a second, you would use:


Imperishable helm

  • Rush: 52 health

Breastplate of retribution

  • Rush: 71 health

Gauntlets of retribution

  • +8% crit chance
  • +120 health

Greaves of retribution

  • +5% crit damage
  • +8% crit chance

Cloak or the eternal watcher

  • +5% crit damage
  • +8% crit chance

Ring of Harold's revenge

  • Rush: 71 health

Total stats

  • Rush - 194 health
  • +10% crit damage
  • +24% crit chance
  • +120 health


Personally, I would use either Kitsu's emerald scimitar (172 base damage) because of the 56% crit chance or the Axe of the lone archfiend (208 base dmg) for the 64% crit chance. However, Kitsu's emerald scimitar, being a sabre, has a much higher attack speed than the Axe of the lone archfiend. This being roughly 2 attacks per second rather than roughly 1 attack per second. The higher attack speed results in you being healed around 2x faster, therefore Kitsu's emerald scimitar is clearly better.

Talent configuration[]

There are no warrior talents that increase critical strike chance or attack speed but for this Rush powered tank build these are some I would use;

  • Fortification (drastically increased health regeneration after standing still for 5 seconds)
  • Last stand (when below 90% health drastically increases health, can only occur every 90 seconds)
  • Determination (+5% armour for every enemy within 5 blocks)
  • Tank mode (+30% incoming healing)
  • Hardened armour (+25% armour)

Skills and potions[]

In this order:

  • Armour flask 90 seconds (+30% armour)
  • Deafening roar 20 seconds (-20% enemy damage, is also scaled by strength)
  • recklessness 10 seconds (-20% enemy damage, is also scaled by strength)