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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
Cock And Ball Torture
Iron Buckler
50% chance to block 20 damage (10 for ranged heroes).
Logger's Hatchet
Grants bonus damage against creeps. Can be thrown at creeps and trees.
Blight Stones
Consumes a tree, healing you for 100 Health over 16 seconds.
3 charges.
Armor of the Mad Mage
-Magic Armor Aura
Active: gain temporary Armor
Behemoth's Heart
Adds high Health and Strength. Adds Health regen based on your max Health.
Daemonic Breastplate
Grants an armor and attack speed aura to allies. Reduces armor of enemies.
Barbed Armor
Activate to return pre-mitigated damage to attackers.
Frostwolf's Skull
Freeze Modifier
Attacks & single-target spells slow enemies.
Steamboots
Movement Modifier
60 Movement Speed. Can cycle between stat bonuses.
Icebrand
Freeze Modifier
Grants a slowing attack.
Bloodborne Maul
35 Strength
Gain Bonus Damage when taking damage.
Dawnbringer
Freeze, Searing, Firebrand Modifier
Slows on attack, applies stacking Magic DoT on attacks
Grimoire of Power
Searing, Magic Lifesteal Modifier
Cooldown Reduction, +Spell Damage
Hypercrown
Lightning Modifier
Chain Lightning
Electric Jolt buff
Geometer's Bane
Firebrand Modifier
Activate to dispel and create two illusions of yourself.
Spell Sunder
Dealing Magic Damage causes additional damage based on target's health.
Spellshards
Ignores {30,45,60}% of enemy Magic Armor.
+{10,15,20}% Spell Damage vs. non-heroes
Spiked Bola
Cast to Disarm an enemy.
Barrier Idol
Magic Armor Modifier
Cast to shield allies in a magic-absorbing barrier.
Frostfield Plate
Grants an aura to reduce enemy Attack Speed. Activate to heavily Slow nearby enemies.
Shrunken Head
Activation Modifier Activate to temporarily grant complete immunity to Magic.
Symbol of Rage
Lifesteal Modifier
Use to temporarily grant massive lifesteal.
Ultor's Heavy Helm
Use to grant allies and structures damage block.
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
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 3
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 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