![war robot carnage war robot carnage](https://i.ytimg.com/vi/d3v57tqermk/maxresdefault.jpg)
![war robot carnage war robot carnage](https://cdnb.artstation.com/p/assets/images/images/014/126/383/large/farid-sofyan-3.jpg)
Upon breaking, the jump can no longer be used for the duration of the battle (or how long the robot is still alive). Jump drive can be broken by getting a critical hit from an enemy. This mechanic also applies to all 2-legged robots that land upon falling down a cliff or other edge. This can be known as the "stun" effect because of the animation the legs do upon landing. One important point to note is that the robot is stationary for a second after completing the jump and landing on the ground. Due to this, assuming the landing occurs on the same plane as the jump, Cossack only has one second between landing and being able to jump again, while Rogatka has 2 seconds, and Griffin has 19 seconds. The cooldown for jumps is started as soon as they are triggered. Jump allows a robot to quickly gain an advantageous position, jump over obstacles, retreat, or dodge rocket fire. While jumping, robots travel much faster than their walking speed (this speed boost only lasts as long as the jump). Each robot's jump distance is pre-set (with the Rogatka's being shortest and Griffin's being the longest) and cannot be changed, even via upgrading. This ability propels the robot into the air. Also, the stealth that is left after the landing can buy time for players to find cover quickly or to do as much damage as possible before you become visible again. This ability should be used to make a hasty retreat in a desperate situation or to jump over enemies and do damage without the fear of being fired at. This ability can still be broken with a critical hit on the torso/leg connection, preventing it from using that ability again, like the Jump ability, and the jump distance remains the same for levels 1 and 12. Like Stealth, splash damage from unguided rockets and stray fire can still damage the robot, and this robot still suffers from landing lags due to it having 2 legs instead of 4.
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Like Rush and normal Stealth, the ability countdown starts after the stealth is over. After landing on any surface, the Inquisitor's stealth lasts for 5 more seconds, while the Spectre's lasts only 2 more seconds. When activated, the robot jumps as far as a Griffin would, simultaneously activating stealth with it. This ability is a combination of the Jump and Stealth abilities.