Error - This is a list of what has happened / what has gone wrong!

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

This guide allow you to end even the TANKEIST hero/build but be aware, the game maybe change so choose your itens carefully.

Farm and Deny ALL CREEPS, make sure your friends have a good farm too ;

STARTING

Mana Potion

Use to regenerate target's Mana by 125 over 20 seconds.

Blight Stones

Consumes a tree, healing you for 100 Health over 16 seconds.
3 charges.

Soulscream Ring

3 Strength
6 Agility
3 Intelligence

ESSENTIAL

Health Potion

Use to heal target 400 Health over 10 seconds.

Homecoming Stone

Teleports you to a friendly structure.

Sustainer

5 Health/s
125% Mana Regeneration

Assassin's Shroud

Use to grant stealth for 11 seconds. Great for initiating and escaping.

Steamboots

Movement Modifier
60 Movement Speed. Can cycle between stat bonuses.

Whispering Helm

Lifesteal Modifier
Grants lifesteal and the ability to mind control enemy units.

OFFENSIVE

Arclight Crown

90 Attack Speed
Lightning Modifier
Shoot Lightning every few hits.

Dawnbringer

Freeze, Searing, Firebrand Modifier
Slows on attack, applies stacking Magic DoT on attacks

Wingbow

Grants high agility, Evasion, and a different effect if Melee or Ranged.

Nullfire Blade

Mana Combustion Modifier
Burns enemy mana and slows.
Can be upgraded 2 times.

Savage Mace

Grants a chance to Mini-Stun on attack.
Grants True Strike

DEFENSIVE

Behemoth's Heart

Adds high Health and Strength. Adds Health regen based on your max Health.

Shrunken Head

Activation Modifier Activate to temporarily grant complete immunity to Magic.

Symbol of Rage

Lifesteal Modifier
Use to temporarily grant massive lifesteal.

Null Stone

Periodically blocks single-target abilities.

Genjuro

Use to grant stealth. Holds 2 charges. Attacking out of stealth grants bonus damage and slow.

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 1

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 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

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 4

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 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

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 7

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 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

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 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