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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
Unbind thyself from mortal chains, for gods will fall by your hands.
Health Potion
Use to heal target 400 Health over 10 seconds.
Logger's Hatchet
Grants bonus damage against creeps. Can be thrown at creeps and trees.
Lunar Tear
Instantly restores 100 Mana to self or ally.
+0.4 Health Regeneration
Non-stackable & non-shareable
Blight Stones
Consumes a tree, healing you for 100 Health over 16 seconds.
3 charges.
Blood Chalice
Use to sacrifice 175 Health to gain 100 Mana.
Bottle of Tears
Restores Health and Mana over 3 seconds. Recharges at the Well and holds Runes.
Ghost Marchers
Movement Modifier
60 Movement Speed. Use for unitwalking and more speed.
Portal Key
Grants the ability to teleport short distances.
Bloodborne Maul
35 Strength
Gain Bonus Damage when taking damage.
Dawnbringer
Freeze, Searing, Firebrand Modifier
Slows on attack, applies stacking Magic DoT on attacks
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.
Wingbow
Grants high agility, Evasion, and a different effect if Melee or Ranged.
Shrunken Head
Activation Modifier Activate to temporarily grant complete immunity to Magic.
Null Stone
Periodically blocks single-target abilities.
Snake Bracelet
Evasion Modifier
25% Evasion
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
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
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 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