Entity Types

TIMELESS Rushdown entities

Fast burst, close-range pressure, aggressive opens. Kolossos and Ellernate as Rushdown.

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Rushdown Entity Type in TIMELESS

What a Rushdown does in TIMELESS

Rushdown closes fast and hits hard in a short window. You want the Emissary who overextends, the generator pair that clumps too tight, or the revive pile you can collapse before Help arrives. Your cooldowns are burst tools — Charge, Rush, fast projectile swaps — and they have a short shelf life in any single engagement.

The Rushdown win condition is a fast, loud open that forces the eight into panic mode. You are not playing for a 40-second chase. You are playing for a 10-second collapse on one or two Emissaries that makes the rest of the lobby afraid to commit to generators.

Kits that are Rushdown

Kolossos — the Rushdown icon. Charge can impale two stacked Emissaries. Grab is cancellable by sentinels — this is the critical skill floor. Block exists. The indicator paints the map red with auras. Kolossos Rushdown style is the Charge double-impale: arrive at a doorway or revive pile, start Charge so two bodies are already lined up, and collapse the stack before the eight reads what is happening. The second Rushdown tool is Grab discipline — you throw Grab after the Sentinel cooldown is gone, not before.

Ellernate — Rushdown on medium and large maps. May Madness 2012. Long-range projectiles, Fire Wall, BTools, Illumina. Ellernate plays Rushdown when he uses fast projectile swaps and Fire Wall pressure to close distance rather than to set long-range traps. On Starter Place and Area 51, Ellernate’s projectile speed lets him burst a generator before the Emissary can coil away. On Horror Hotel he plays more patient (Trapper territory), but on medium maps the kit is Rushdown-fast.

How to play Rushdown

  1. Read the lobby for clumps. A Rushdown who Charges a solo Emissary on a generator is wasting the kit’s best tool. Find the pair.
  2. Close the distance fast. Charge on Kolossos, fast projectile on Ellernate. You want to arrive before the eight registers you on the map.
  3. Collapse the stack. Two impales on Kolossos, or a fast projectile swap on Ellernate into a Fire Wall close. The goal is panic, not negotiation.
  4. Leave before the eight forms. A Rushdown who stays in a pile after the collapse is a Rushdown who eats a revive stun. Rotate to the next clump.
  5. Do not tunnel. A Rushdown who chases one survivor for 40 seconds has given up the fast-open advantage. If the chase is not collapsing in 10 seconds, drop it.

Rushdown on different maps

Construction (small): Kolossos Charge in doorways is devastating because the space is tight and the clumps are obvious. This is the Rushdown teaching map.

Starter Place / Area 51 (medium): Ellernate’s projectile speed is the tool here. Fast swap into Fire Wall close punishes medium-map generator pairs that think they have room.

Horror Hotel (large): A Rushdown without warp struggles to close on a large map. Ellernate Fire Wall control helps; Kolossos without a teleport may need to pre-position rather than close from a distance.

Yorick’s Resting Place (large): Hard for a melee Rushdown (Kolossos) to close from across a graveyard plot. World Warp on 007n7 (Chaser-leaning) or pre-planned Charge routes are the workaround.

Crossroads, Town of Robloxia, Hallowsville: Medium-to-large scale. Ellernate’s projectile and Fire Wall handles these better than a pure melee Rushdown.

Rushdown against Sentinel counters

The Sentinels who hurt Rushdown most:

Shedletsky — Slash is a 25-second stun. Kolossos Grab is cancellable. If Shedletsky holds Slash for your Grab, you donated the round.

BrightEyes — Beam Grapple and Periastron stun. Same logic as Shedletsky: wait out the stun before you commit a long animation.

Nikilis — Murderer’s Knife and Sheriff’s Revolver stun. Nikilis is ranged sentinel; he can tag you while you are closing.

The answer is not to avoid Sentinels — it is to bait the cooldown. Make the eight think you are committing, then rotate when the Sentinel burns their stun. A Rushdown who waits 5 seconds for a Slash to expire is still playing Rushdown. A Rushdown who ignores the Sentinel and eats the stun is not.

Rushdown versus the other types

Chaser (Mr. Doe, 007n7 patrol) plays for sustained presence. A Rushdown who plays Chaser is wasting the burst kit. Commit to the fast open.

Trapper (Zombie King patience, wall Ellernate) plays for long-term control. A Rushdown who sets up walls before engaging is playing Trapper. Commit to the fast open.

Snowballer (Zombie King infection, 007n7 Induction) gets stronger as the lobby thins. A Rushdown who needs a reduced lobby to shine is not playing Rushdown correctly — the kit is designed for the full eight.

Last 50 Seconds as Rushdown

The eight is running exits. Your fast-close advantage shrinks because the Emissaries are no longer clumped on generators. Shift from collapse plays to exit cutoffs. Kolossos Charge on a doorway exit is still effective. Ellernate Fire Wall on a corridor the eight is funneling through is still effective. The difference is timing: you are cutting an exit, not collapsing a generator pile.

Do not chase the runner who knows where they are going. Cut the door they are running toward. A Rushdown who cuts one exit correctly is worth more than a Rushdown who chases three runners into Last 50 hazards.

Open how to play Entity for fundamentals. Read the entity tier list. Queue, find the clump, and collapse it before the eight reads you.

FAQ

Frequently Asked Questions

Quick answers for TIMELESS rounds, codes, and character picks.

What is a Rushdown entity in TIMELESS?

Rushdown closes fast and hits hard in a short window. Kolossos Charge double-impale and fast Ellernate projectile swaps are the primary Rushdown tools.

Why is Kolossos Rushdown?

Kolossos Charge is a burst tool that requires closing to impale stacked Emissaries. That is the Rushdown identity: fast, close, and collapsing.

Does Rushdown struggle against Sentinels?

Kolossos Grab is cancellable by Sentinel stuns. Rushdown wins by baiting the cooldown before committing a long animation.

What map is best for Rushdown?

Construction (small) is the Rushdown teaching map. Starter Place (medium) favors Ellernate's projectile speed. Large maps (Horror Hotel, Yorick's) are harder for melee Rushdown.

How does Rushdown play Last 50 Seconds?

Shift from collapse plays to exit cutoffs. Cut the door the eight is running toward rather than chasing runners into hazards.

Where do Rushdown kit pages live?

Kolossos and Ellernate have dedicated pages on the entities roster.