Error - This is a list of what has happened / what has gone wrong!
Shard BlastRange: 800 | Mana Cost: 50,70,90,110
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.
- Action: Target Position
- Type: Enemy Heroes
Adrenaline launches a cluster of fractures in target direction. Skill cooldown & mana cost are partially refunded if they hit multiple enemy heroes.
RushRange: 575,650,725,800 | Mana Cost: 70
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.
- Action: Target Position
- Type: Enemy Nonboss Units
Adrenaline dashes in target direction, dealing massive damage to enemies and becoming faster if dashing through an enemy hero.
Ember Shard Mana Cost: 70,80,90,100
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.
- Action: Target Self
- Type: Target Self
Adrenaline's shard of the burning ember grants him the power to tether enemy heroes & pull them towards his location if they get too far from him.
Death's Halo Mana Cost: 100,150,200
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.
- Action: Self Position
- Type: All Units
Adrenaline surrounds himself with Death's Halo, trapping all units within it & rendering them unescapable.
ADVANCED HERO STATS
STRENGTH: 24 ( +2.5 )
INTELLIGENCE: 20 ( +1.8 )
AGILITY: 18 ( +1.6 )
ATTACK SPEED: 0.69
MOVEMENT SPEED: 310
HERO USAGE(LAST 7 DAYS)
WINS: 130 (44.8%)
LOSSES: 160 (55.2%)
AVG K/D/A: 6.4 / 5.8 / 7.1
AVG GPM: 346.384
AVG CREEP KILLS: 141.0
HOW TO PLAY
Learn more on how to play this hero!
Adrenaline is the physical embodiment of the chaos and fury that rages within the ancient heart of the True Evil. His sole purpose is to lead The Third Corruption and carve a bloody swath through daemon, man, beast, and god, clearing the way for Apex to establish his presence and begin his final conquest of the known realms.