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Shard Blast
Target a direction to throw a fast piercing Shard, dealing Magic Damage equal to 80 / 115 / 150 / 185 + 30 / 40 / 50 / 60% of your Strength to enemy units hit (0.75x Damage to non-hero units) and applies a base 15% Movement Speed Slow that lasts 2 seconds. Each Shard increases the slow by 5%, stacking up to 1 / 2 / 3 / 4 times.
If the Shard hits 2 or more enemy heroes, reduces the cooldown by 0.75 seconds and Mana Cost by 10 / 15 / 20 / 25 for 10 seconds (can occur up to 2 times). Reduces the cooldown of Rush by 1 second for each enemy hero hit.
Rush
Target a location to charge towards it, dealing Magic Damage equal to 80 / 120 / 160 / 200 + 30 / 40 / 50 / 60% of your Strength. Adrenaline gains 16 / 24 / 32 / 40% Movement Speed for 3 seconds upon dashing through an enemy hero.
Ember Shard
Activate to reset your Attack Cooldown and empower your next attack within 8 seconds with your Ember Shard, cleaving for 100% of your Attack Damage in a 250 / 300 / 350 / 400 radius, and Restrains + tethers affected enemy heroes for the next 2 / 2.5 / 3 / 3.5 seconds.
If the distance between a tethered enemy hero and Adrenaline exceeds 750 units, the hero is pulled to Adrenaline. The enemy hero is Stunned & Restrained while being pulled towards Adrenaline, then receive a 25% Movement Speed Slow and become Restrained for 0.8 / 1.2 / 1.6 / 2 seconds afterwards. Max pull distance of 800 units.
Death's Halo
Activate to spawn Death's Halo around Adrenaline for 5 / 6 / 7 seconds, surrounding the area with shard walls. All units caught within Death's Halo cannot escape its area. Units who do end up outside of Death's Halo will be forcefully teleported to a point back inside Death's Halo within half of this ability's radius.
While active, Adrenaline gains 100% Slow Resistance and 100% Movement Speed, and also gains a bonus 3 / 4 / 5 Strength, 1 Armor, and 1.5 Magic Armor per real hero caught (2x for enemy heroes).
Adrenaline can cancel Death's Halo prematurely 2 seconds after it is cast. Death's Halo is destroyed if Adrenaline dies. The duration of Death's Halo is reduced by 1 second every time Adrenaline receives cumulative damage equal to 25% of his Max Health.
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
INTRODUCTION
g guide
ONCE FARMED ITS GG
alwatys last hit
put a ward whenn faarming
thiis hero can win 1v1 easy
Voltstone
Lightning Modifier
Unleash a Chain Lighting every few attacks.
Sorcery Boots
When activated, replenishes 160 mana to self and nearby allies.
Bottle of Tears
Restores Health and Mana over 3 seconds. Recharges at the Well and holds Runes.
Thunderclaw
Lightning Modifier
Unleash an AOE every few attacks.
Frostwolf's Skull
Freeze Modifier
Attacks & single-target spells slow enemies.
Hypercrown
Lightning Modifier
Chain Lightning
Electric Jolt buff
Savage Mace
Grants a chance to Mini-Stun on attack.
Grants True Strike
Daemonic Breastplate
Grants an armor and attack speed aura to allies. Reduces armor of enemies.
Post Haste
Movement Modifier
105 Movement Speed. Use to teleport to units and buildings.
Genjuro
Use to grant stealth. Holds 2 charges. Attacking out of stealth grants bonus damage and slow.
Rush
Target a location to charge towards it, dealing Magic Damage equal to 80 / 120 / 160 / 200 + 30 / 40 / 50 / 60% of your Strength. Adrenaline gains 16 / 24 / 32 / 40% Movement Speed for 3 seconds upon dashing through an enemy hero.
LVL 1
Shard Blast
Target a direction to throw a fast piercing Shard, dealing Magic Damage equal to 80 / 115 / 150 / 185 + 30 / 40 / 50 / 60% of your Strength to enemy units hit (0.75x Damage to non-hero units) and applies a base 15% Movement Speed Slow that lasts 2 seconds. Each Shard increases the slow by 5%, stacking up to 1 / 2 / 3 / 4 times.
If the Shard hits 2 or more enemy heroes, reduces the cooldown by 0.75 seconds and Mana Cost by 10 / 15 / 20 / 25 for 10 seconds (can occur up to 2 times). Reduces the cooldown of Rush by 1 second for each enemy hero hit.
LVL 2
Shard Blast
Target a direction to throw a fast piercing Shard, dealing Magic Damage equal to 80 / 115 / 150 / 185 + 30 / 40 / 50 / 60% of your Strength to enemy units hit (0.75x Damage to non-hero units) and applies a base 15% Movement Speed Slow that lasts 2 seconds. Each Shard increases the slow by 5%, stacking up to 1 / 2 / 3 / 4 times.
If the Shard hits 2 or more enemy heroes, reduces the cooldown by 0.75 seconds and Mana Cost by 10 / 15 / 20 / 25 for 10 seconds (can occur up to 2 times). Reduces the cooldown of Rush by 1 second for each enemy hero hit.
LVL 3
Ember Shard
Activate to reset your Attack Cooldown and empower your next attack within 8 seconds with your Ember Shard, cleaving for 100% of your Attack Damage in a 250 / 300 / 350 / 400 radius, and Restrains + tethers affected enemy heroes for the next 2 / 2.5 / 3 / 3.5 seconds.
If the distance between a tethered enemy hero and Adrenaline exceeds 750 units, the hero is pulled to Adrenaline. The enemy hero is Stunned & Restrained while being pulled towards Adrenaline, then receive a 25% Movement Speed Slow and become Restrained for 0.8 / 1.2 / 1.6 / 2 seconds afterwards. Max pull distance of 800 units.
LVL 4
Rush
Target a location to charge towards it, dealing Magic Damage equal to 80 / 120 / 160 / 200 + 30 / 40 / 50 / 60% of your Strength. Adrenaline gains 16 / 24 / 32 / 40% Movement Speed for 3 seconds upon dashing through an enemy hero.
LVL 5
Death's Halo
Activate to spawn Death's Halo around Adrenaline for 5 / 6 / 7 seconds, surrounding the area with shard walls. All units caught within Death's Halo cannot escape its area. Units who do end up outside of Death's Halo will be forcefully teleported to a point back inside Death's Halo within half of this ability's radius.
While active, Adrenaline gains 100% Slow Resistance and 100% Movement Speed, and also gains a bonus 3 / 4 / 5 Strength, 1 Armor, and 1.5 Magic Armor per real hero caught (2x for enemy heroes).
Adrenaline can cancel Death's Halo prematurely 2 seconds after it is cast. Death's Halo is destroyed if Adrenaline dies. The duration of Death's Halo is reduced by 1 second every time Adrenaline receives cumulative damage equal to 25% of his Max Health.
LVL 6
Rush
Target a location to charge towards it, dealing Magic Damage equal to 80 / 120 / 160 / 200 + 30 / 40 / 50 / 60% of your Strength. Adrenaline gains 16 / 24 / 32 / 40% Movement Speed for 3 seconds upon dashing through an enemy hero.
LVL 7
Shard Blast
Target a direction to throw a fast piercing Shard, dealing Magic Damage equal to 80 / 115 / 150 / 185 + 30 / 40 / 50 / 60% of your Strength to enemy units hit (0.75x Damage to non-hero units) and applies a base 15% Movement Speed Slow that lasts 2 seconds. Each Shard increases the slow by 5%, stacking up to 1 / 2 / 3 / 4 times.
If the Shard hits 2 or more enemy heroes, reduces the cooldown by 0.75 seconds and Mana Cost by 10 / 15 / 20 / 25 for 10 seconds (can occur up to 2 times). Reduces the cooldown of Rush by 1 second for each enemy hero hit.
LVL 8
Rush
Target a location to charge towards it, dealing Magic Damage equal to 80 / 120 / 160 / 200 + 30 / 40 / 50 / 60% of your Strength. Adrenaline gains 16 / 24 / 32 / 40% Movement Speed for 3 seconds upon dashing through an enemy hero.
LVL 9
Shard Blast
Target a direction to throw a fast piercing Shard, dealing Magic Damage equal to 80 / 115 / 150 / 185 + 30 / 40 / 50 / 60% of your Strength to enemy units hit (0.75x Damage to non-hero units) and applies a base 15% Movement Speed Slow that lasts 2 seconds. Each Shard increases the slow by 5%, stacking up to 1 / 2 / 3 / 4 times.
If the Shard hits 2 or more enemy heroes, reduces the cooldown by 0.75 seconds and Mana Cost by 10 / 15 / 20 / 25 for 10 seconds (can occur up to 2 times). Reduces the cooldown of Rush by 1 second for each enemy hero hit.
LVL 10
Death's Halo
Activate to spawn Death's Halo around Adrenaline for 5 / 6 / 7 seconds, surrounding the area with shard walls. All units caught within Death's Halo cannot escape its area. Units who do end up outside of Death's Halo will be forcefully teleported to a point back inside Death's Halo within half of this ability's radius.
While active, Adrenaline gains 100% Slow Resistance and 100% Movement Speed, and also gains a bonus 3 / 4 / 5 Strength, 1 Armor, and 1.5 Magic Armor per real hero caught (2x for enemy heroes).
Adrenaline can cancel Death's Halo prematurely 2 seconds after it is cast. Death's Halo is destroyed if Adrenaline dies. The duration of Death's Halo is reduced by 1 second every time Adrenaline receives cumulative damage equal to 25% of his Max Health.
LVL 11
Ember Shard
Activate to reset your Attack Cooldown and empower your next attack within 8 seconds with your Ember Shard, cleaving for 100% of your Attack Damage in a 250 / 300 / 350 / 400 radius, and Restrains + tethers affected enemy heroes for the next 2 / 2.5 / 3 / 3.5 seconds.
If the distance between a tethered enemy hero and Adrenaline exceeds 750 units, the hero is pulled to Adrenaline. The enemy hero is Stunned & Restrained while being pulled towards Adrenaline, then receive a 25% Movement Speed Slow and become Restrained for 0.8 / 1.2 / 1.6 / 2 seconds afterwards. Max pull distance of 800 units.
LVL 12
Ember Shard
Activate to reset your Attack Cooldown and empower your next attack within 8 seconds with your Ember Shard, cleaving for 100% of your Attack Damage in a 250 / 300 / 350 / 400 radius, and Restrains + tethers affected enemy heroes for the next 2 / 2.5 / 3 / 3.5 seconds.
If the distance between a tethered enemy hero and Adrenaline exceeds 750 units, the hero is pulled to Adrenaline. The enemy hero is Stunned & Restrained while being pulled towards Adrenaline, then receive a 25% Movement Speed Slow and become Restrained for 0.8 / 1.2 / 1.6 / 2 seconds afterwards. Max pull distance of 800 units.
LVL 13
Ember Shard
Activate to reset your Attack Cooldown and empower your next attack within 8 seconds with your Ember Shard, cleaving for 100% of your Attack Damage in a 250 / 300 / 350 / 400 radius, and Restrains + tethers affected enemy heroes for the next 2 / 2.5 / 3 / 3.5 seconds.
If the distance between a tethered enemy hero and Adrenaline exceeds 750 units, the hero is pulled to Adrenaline. The enemy hero is Stunned & Restrained while being pulled towards Adrenaline, then receive a 25% Movement Speed Slow and become Restrained for 0.8 / 1.2 / 1.6 / 2 seconds afterwards. Max pull distance of 800 units.
LVL 14
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 15
Death's Halo
Activate to spawn Death's Halo around Adrenaline for 5 / 6 / 7 seconds, surrounding the area with shard walls. All units caught within Death's Halo cannot escape its area. Units who do end up outside of Death's Halo will be forcefully teleported to a point back inside Death's Halo within half of this ability's radius.
While active, Adrenaline gains 100% Slow Resistance and 100% Movement Speed, and also gains a bonus 3 / 4 / 5 Strength, 1 Armor, and 1.5 Magic Armor per real hero caught (2x for enemy heroes).
Adrenaline can cancel Death's Halo prematurely 2 seconds after it is cast. Death's Halo is destroyed if Adrenaline dies. The duration of Death's Halo is reduced by 1 second every time Adrenaline receives cumulative damage equal to 25% of his Max Health.
LVL 16
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 17
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 18
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 19
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 20
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 21
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 22
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 23
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 24
Attribute Boost
+2 Strength
+2 Agility
+2 Intelligence
LVL 25