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.
Adrenaline is a ganker who thrives fighting more than 1 hero at a time with Shard Blast. He counters mobility-based heroes with his Ember Shard & Death's Halo.
Abilities[ | ]
Shard Blast
[ Q ]
Cast Time: 0.1 / 0.15 seconds
Target Position
Enemy Heroes
Type - Magic
Adrenaline launches a cluster of fractures in target direction.
Range: 650/700/750/800 Mana Cost: 60/75/90/105 Cooldown: 2.4 seconds
Target a direction to throw a fast piercing Shard, dealing Magic Damage equal to 75/110/145/180 + 30/40/50/60% Primary Attribute of self to enemy units hit (0.75x damage to non-hero units) and applying 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.
The Shard reduces the cooldown of Rush by 1 seconds for each enemy hero hit. If the Shard hits 2 or more enemy heroes, the cooldown is reduced by 0.6 seconds and Mana Cost on this ability is reduced by 10/15/20/25 per stack. The mana cost reduction effect stacks up to 2 times and lasts for 7 seconds.
Notes
Projectile travels at 2500 speed and has 100 touch radius (120 on tooltip for cast indicator accuracy).
Overall, possible cooldown values are 2.4/1.8/1.2 seconds with respect to hitting 2 or more enemy heroes 0/1/2 times within the last 7 seconds.
Rush
[ W ]
Cast Time: 0 / 0 seconds
Target Position
Enemy Units
Adrenaline dashes in target direction, dealing damage to enemies cross his path.
Range: 530/570/610/650 Mana Cost: 70 Cooldown: 13/12/11/10 seconds
Target a location to charge towards it, dealing Magic Damage equals to 80/120/160/200 + 30/40/50/60% Primary Attribute of self to passed through enemy units.
Adrenaline gains 10/12/14/16% Movement Speed for 3 seconds upon dashing through an enemy hero, stacking up to 2 times.
Notes
Cannot pass through terrain.
Has a 140 touch radius for contact damage and 2000 travel speed.
Behaves like normal charge ability, so it stops at target position instead of moving forward to max range.
Cast Range of this ability can not be boosted by Jade Spire.
Ember Shard
[ E ]
Cast Time: 0 / 0 seconds
Self
Enemy Units
Adrenaline's shard of the burning ember grants him an ability to tie enemies he attacks down.
Mana Cost: 70/80/90/100 Cooldown: 15 seconds
Activate to empower your next attack within 8 seconds to cleave for 100% of your Attack Damage in a 250/300/350/400 radius, restrains, and tethers affected enemy heroes for the next 2/2.5/3/3.5 seconds.
If the distance between a tethered enemy hero and self exceeds 650 units, the hero is pulled to self. The enemy hero is Stunned & Restrained while being pulled towards self, then Restrained and gets Movement Slow by 25% for 0.8/1.2/1.6/2 second afterwards.
Notes
Max pull distance of 700 units and the pull speed is 1400.
Resets attack time upon activation.
Regular distance at which the enemy unit stops from Adrenaline (when travelling to him) is 150 units.
Death's Halo
[ R ]
Cast Time: 0.5 / 0.5 seconds
Target Unit
Enemy Heroes
Type - Magic
Adrenaline surrounds his target with shard walls surrounding himself, preventing them to escape.
Radius: 750 Mana Cost: 100/150/200 Cooldown: 100/90/80 seconds
Activate to spawn Death's Halo around Adrenaline for 4/4.5/5 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, 5 Attack Speed, 1 Armor, and 1 Magic Armor per real hero caught (2x for enemy heroes). Bonus is maxed out at 7 charges.
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.
Notes
Units that enter inside the shard walls after it's spawned will be unable to escape as if they were caught inside from the start.
Shard walls have similar property to impassable terrain.
The bonus stats per hero effect will also count yourself as a friendly real hero.
The bonus will cap if at least 3 enemy heroes are caught by the ability.
Base cooldown reduced from 3 seconds to 2.4 seconds.
When 2 or more enemy heroes are hit, cooldown is now reduced by 0.6 seconds (instead of 0.75 seconds).
Overall, possible cooldown values from this ability are now reduced from 3/2.25/1.5 seconds to 2.4/1.8/1.2 seconds with respect to hitting 2 or more enemy heroes 0/1/2 times within the last 10 seconds.
Touch Radius: 90 (110 on tooltip for cast range indicator accuracy)
Cooldown: 4 seconds
Target a direction to throw a fast piercing Shard, dealing Magic Damage equal to 80/115/150/185+ 20/30/40/50% of your Agility to enemy units hit (0.75x damage to non-hero units).
The Shard 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, the cooldown is reduced to 0.6 seconds and 60% of the Mana Cost is refunded.
Reduces the cooldown of Rush by 1.5 seconds for each enemy hero hit.
Applies 4 Dread Stacks with autoattacks and 5/6/7/8 Dread Stacks from Shard Blast when hitting an enemy unit. Dread Stacks last 6 seconds and refresh on hit.
Max of 12/16/20/24 Dread Stacks applied on an enemy unit.
Active:
Target a location to charge towards it, destroying trees and consuming all Dread Stacks from enemies you pass through and dealing Magic Damage equal to (20 + 10 Magic Damage per Dread Stack consumed).
Adrenaline gains 16/24/32/40% Movement Speed for 3 seconds upon dashing through an enemy hero.
Activate to empower your next attack within 4 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 1.8/2.2/2.6/3 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 Restrained for 1 second afterwards.
Activate to spawn shard walls surrounding the area around Adrenaline for 5/6/7 seconds.
All units caught within the area cannot escape its area (including teleportation or "blink" skills of any kind).
Units who do end up outside of the area will be forcefully teleported to a point back inside it within half of this ability's radius.
While active, Adrenaline gains 100% Slow Resistance, 100% Movement Speed, and 6/8/10 Agility and 1 Magic Armor per real hero caught (2x for enemy heroes).
Adrenaline can cancel the shard walls prematurely 2 seconds after it is cast.
The shard walls are destroyed if Adrenaline dies.
Duration of the shard walls are reduced by 1 second every time Adrenaline receives cumulative damage equal to 20% of his Max Health.
Ember Shards are illusions which have a distinctive look, take 400% of Damage, deal 10% of your Base Damage, have 1800 Attack Range but cannot move and only attack up to 3 times.
Ember Shards also have vision of the target they're attacking.
Adrenaline launches a cluster of fractures in target direction.
Range: 800 Mana Cost: 35% Max Mana Cooldown: 6/4/2/0 seconds
Target a direction to throw a projectile, dealing 50/100/150/200 Magic Damage to the first enemy hero it hits and applying 6/7/8/9Dread Stacks if Rush is leveled.
Projectiles that hit bounce off the target into the air with a 0.9 second air time.
If the target is less than 200 units away from Adrenaline, then the projectile will land 175 units behind the target (relative to Adrenaline). Otherwise, the projectile will land in a random location in the line between Adrenaline and the target, but at most 350 range away from Adrenaline.
If Adrenaline is within the touch radius of the projectile when it lands, he regains 35% of his max mana and reduces this ability's cooldown by 2 seconds. Otherwise, the projectile will spawn an Ember Shard for 5 seconds.
Ember Shards act like illusions; they receive 400% Damage, deal 10% of your Base Damage and have high attack range but cannot move and only attack 3 times.
Notes
Projectile travels at 850 speed and 80 touch radius.
The secondary projectile has a 100 touch radius for when it can be caught from the air.
The secondary projectile will travel at most 1200 units away from the target.
Ember Shards are uncontrollable illusions and their appearance is distinguishable from heroes.
Ember Shards have an attack range of 1800 and a maximum duration of 5 seconds.
Ember Shards grant vision of its attack target while alive.
Ember Shards will attack the hero it spawned from until it dies or is out of range. If the hero the Fracture spawned from can't be attacked, it will attack the closest attackable unit within 1000 units instead.
Rush
[ W ]
Cast Time: 0 / 0 seconds
Target Position
Enemy Units
Adrenaline dashes in target direction, dealing massive damage to enemies with Stacks of Dread.
Range: 450 Mana Cost: 40% Max Mana
Target a direction to dash 450 units, dealing 20 True Damage to enemy units you pass through and consumes all Dread Stacks on them, dealing an additional 1% of the enemy unit's Max Health per Dread Stack consumed. Deals 30% less damage if the target has immunity either magic or physical.
Passively causes auto-attacks from self and illusions to apply 2 Dread Stacks on a target, lasting 6 seconds and refreshing on hit.
The max number of Dread Stacks is determined by the level of this skill. Maximum of 15/20/25/30Dread Stacks.
Notes
Cannot pass through terrain.
Has a 140 touch radius for contact damage.
Destroys trees within 100 radius while dashing.
Cast Range of this ability can not be boosted by Jade Spire.
Ember Shard
[ E ]
Passive
Adrenaline's shard of the burning ember grants him unequalled mana regeneration.
Passively grants Adrenaline Mana Regeneration equal to 4/5.25/6/6.75/7.5% of his max Mana per second.
If Adrenaline kills an enemy hero, he receives 20/40/60/80/100% of his Max Mana. (5/10/15/20/25% for non-hero units).
Notes
Adrenaline starts with Level 1 of this ability.
Death's Halo
[ R ]
Cast Time: 0.5 / 0.5 seconds
Target Unit
Enemy Heroes
Type - Magic
Adrenaline surrounds his target with Fractures of himself, inviting them to death's door.
Range: 400 Mana Cost: 30% Max Mana Cooldown: 100/80/60 seconds
Target an enemy hero to Stun for 1.6 seconds and reduce their vision to 400 radius for 2 seconds. Applies 14/22/30Dread Stacks to the target, and creates 6 Ember Shards surrounding the target, with each of them lasting 5 seconds.
Adrenaline spawns randomly instead of one of the Shards and gains everything-walking for 2 seconds. Ember Shards receive 400% Damage, deal 10% of your Base Damage and have high attack range, but cannot move and only attack 3 times.
Notes
Adrenaline and Ember Shards spawn in a 250-radius ring formation around the target.
If the target is killed, the Ember Shards will attack the closest enemy hero within aggro range (600) until they expire.