Adrenaline

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Adrenaline
Adrenaline.jpg
Hellbourne.png Hellbourne
Attributes
Strengthlogo.gif 24 Agilitylogo.gif 18 Intelligencelogo.gif 20
(+2.5) (+1.6) (+1.8)
Stats
Level 1 16 25
Health 606 1347 2126
Mana 260 637 1079
Damage 43-53 82-92 123-133
Armor 3 6.64 11.12
Attack Speed 0.69 0.83 1
Movement Speed 310
Magic Armor 5
Base Health Regen 1.00
Attack Range 150 (Melee)
Missile Speed Instant
Base Attack Time 1.7
Attack Animation 0.35/0.45
Turn Rate 6000


Info[edit | edit source]

Role:  
Melee
5
Solo
4
Carry
3
Ganker
5
Initiator
5
Lore:  
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.

Abilities[edit | edit source]

Shard Blast
[ Q ]
Adrenaline Shard Blast.jpg
Cast Time: 0.1 / 0.15 seconds
Target Position Enemy Heroes
Type - Magic
Adrenaline launches a cluster of fractures in target direction.
Range: 800
Mana Cost: 55/70/85/100
Cooldown: 4 seconds
Target a direction to throw a fast piercing Shard, dealing Magic Damage equal to 80/120/160/200 + 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 1.5 seconds for each enemy hero hit. If the Shard hits 2 or more enemy heroes, the cooldown is reduced to 0.5 seconds and 60% of the Mana Cost is refunded.

 
Notes
  • Projectile travels at 2500 speed and has 100 touch radius (120 on tooltip for cast indicator accuracy).


Rush
[ W ]
Adrenaline Rush.jpg
Cast Time: 0 / 0 seconds
Target Position Enemy Units
Adrenaline dashes in target direction, dealing damage to enemies cross his path.
Range: 575/650/725/800
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.

Gains 16/24/32/40% Movement Speed to self for 3 seconds upon dashing through an enemy hero.

 
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.jpg Jade Spire.


Ember Shard
[ E ]
Adrenaline Ember Shard.jpg
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 750 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 1000 units and the pull speed is 1600.
  • Resets attack time upon activation.


Death's Halo
[ R ]
Adrenaline Death's Halo.jpg
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 shard walls surrounding the area around self for 5/6/7 seconds, duration is reduced by 1 second for every cumulative damage taken by self equal to 25% of Max Health.

All units caught within the area cannot escape its area and 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.

For every real hero caught in shard wall, receives 4/6/8 Strength, 2 bonus Attack Damage, 1 bonus Armor, and 1.5 bonus Magic Armor to self. The amount of bonus Strength, Attack Damage, and Armor is doubled for enemy heroes caught.

While active, gains 100% Slow Resistance and 100% Movement Speed.

The shard walls are destroyed if you die or this ability is canceled manually 2 seconds after it is cast.

 
Notes
  • Units entering the area after it is cast also unable to escape as if the units entering the area from the start.
  • Shard walls have similar property to impassable terrain.


Alt Avatars[edit | edit source]

Adrenaline Alt Avatars
Sanctum.jpg
Sanctum
Icon Debut Edition.png
EA Only
Blade of Blackwal.jpg
Blade of Blackwal

390 Gold coins.png
2500 Silver coins.png
Songkran Adrenaline.jpg
Songkran Adrenaline
Icon Songkran.png
450 Gold coins.png
3500 Silver coins.png
Songkran Adrenaline.jpg
Songkran Adrenaline (EN)
Icon Songkran.png
Unlock Me!
Puzzler.jpg
Puzzler
Icon 8Bit II Avatar.png Icon Limited Edition.png
900 Gold coins.png

[Edit] [Edit Info]

Changelog[edit | edit source]

Version 4.9.1

  • Primary attribute changed from Agility to Strength.
  • Base Armor increased from 2.36 to 3.
  • Base Strength increased from 20 to 24.
  • Strength Growth increased from 2 per level to 2.5 per level.
  • Base Agility reduced from 24 to 18.
  • Agility Growth reduced from 2.4 per level to 1.6 per level.
  • Base Intelligence increased from 18 to 20.
  • Intelligence Growth increased from 1.5 per level to 1.8 per level.
  • Adrenaline Shard Blast.jpg Shard Blast
    • Bonus damage is now based on Strength (instead of Agility).
    • Mana Cost reduced from 80/90/100/110 to 55/70/85/100.
    • Base Magic Damage increased from 80/115/150/185 to 80/120/160/200.
    • Bonus Magic Damage based on your primary attribute increased from 20/30/40/50% to 30/40/50/60%.
    • Touch radius increased from 90 to 100 (120 on tooltip for cast indicator accuracy).
    • Cooldown is now reduced to 0.5 seconds (from 0.6 seconds) when hitting 2 or more enemy heroes with this ability.
  • Adrenaline Rush.jpg Rush
    • Now behaves like a regular dash/charge with pathing (i.e. does not force the destination to be at the very end, like The Dark Lady.jpg The Dark Lady The Dark Lady Charging Strikes.jpg Charging Strikes).
    • No longer cuts trees along its path.
    • Cooldown reduced from 14/13/12/11 seconds to 13/12/11/10 seconds.
    • Range rescaled from 700 to 575/650/725/800.
    • No longer has a Dread Stack mechanic.
    • Magic Damage changed from 20 + (10 Magic Damage per Dread Stack consumed) to 80/120/160/200 + 30/40/50/60% of your Strength.
  • Adrenaline Ember Shard.jpg Ember Shard
    • Tether duration changed from 1.8/2.2/2.6/3 seconds to 2/2.5/3/3.5 seconds.
    • Self state duration increased from 4 seconds to 8 seconds.
    • Now refreshes attack cooldown on cast.
    • Enemies now also receive a 25% Movement Speed Slow (in addition to being Restrained) after being pulled.
    • Restrain/Movement Speed Slow state duration changed from 1 second to 0.8/1.2/1.6/2 seconds.
  • Adrenaline Death's Halo.jpg Death's Halo
    • Duration is reduced by 1 second for every cumulative damage taken by self equal to 25% of Max Health (from 20%).
    • No longer grants an Agility bonus per real hero trapped.
    • Now grants 4/6/8 bonus Strength, 2 bonus Attack Damage, and 1 bonus Armor per real hero trapped (x2 for enemy heroes).
    • Magic Armor bonus per real hero caught increased from 1 to 1.5.
Version 4.9.0

Reworked

  • Attack Range changed from 450 to 150.
    • Now considered a Melee hero.
  • Movement Speed increased from 290 to 310.
  • Base Strength increased from 19 to 20.
  • Strength Growth increased from 1.9 to 2.
  • Agility Growth reduced from 2.5 to 2.4.
  • Base Intelligence increased from 10 to 18.
  • Intelligence Growth increased from 1 to 1.5.
  • Model Size increased by approximately 30%.
  • Adrenaline Shard Blast.jpg Shard Blast (Reworked)
Range: 800
Mana Cost: 80/90/100/110
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.
  • Adrenaline Rush.jpg Rush (Reworked)
Range: 700
Mana Cost: 70
Cooldown: 14/13/12/11 seconds
  • Passive:
    • 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.
  • Adrenaline Ember Shard.jpg Ember Shard (Reworked)
Mana Cost: 70/80/90/100
Cooldown: 15 seconds
  • 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.
    • Max pull distance of 1000 units.
  • Adrenaline Death's Halo.jpg Death's Halo (Reworked)
Mana Cost: 100/150/200
Cooldown: 100/90/80 seconds
Radius: 750
  • 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.

Version 4.8.3

  • Adrenaline Rush.jpg Rush
    • Max number of Dread Stack reduced from 12/20/28/36 to 15/20/25/30.
  • Adrenaline Death's Halo.jpg Death's Halo
    • Number of Dread Stack applied changed from 12/24/36 to 14/22/30.

Version 4.8.2

  • Adrenaline Shard Blast.jpg Shard Blast
    • Cooldown reduced from 7.5/5/2.5/1 second(s) to 6/4/2/0 second(s).

Version 4.8.1

Version 4.8.0

  • Adrenaline Death's Halo.jpg Death's Halo
    • Stun duration increased from 1.25 seconds to 1.6 seconds.
    • Number of Dread Stack applied increased from 10/20/30 to 12/24/36.

Version 4.7.8

  • Adrenaline Rush.jpg Rush
    • True Damage dealt by this ability is reduced by 30% if the target has immunity either magic or physical.
  • Adrenaline Death's Halo.jpg Death's Halo
    • Stun duration reduced from 2 seconds to 1.25 seconds.

Version 4.7.2

  • Base Strength increased from 16 to 19.
  • Strength gain per level lowered from 2 to 1.9.
  • Adrenaline Ember Shard.jpg Ember Shard
    • Mana Regeneration per second increased from 3/4/5/6/7% of Adrenaline's Max Mana to 4/5.25/6/6.75/7.5% of Adrenaline's Max Mana.

Version 4.4.2

  • Adrenaline Rush.jpg Rush
  • Mana Cost reduced from 45% to 40% of his Max Mana Pool.

Version 4.4.0

  • Strength gain per level increased from 1.5 to 2.0.
  • Agility gain per level increased from 2.0 to 2.5.
  • Adrenaline Shard Blast.jpg Shard Blast
    • The secondary (bounce-back) projectile will now land at most 350 range away from Adrenaline under normal circumstances.
    • The secondary projectile will at most travel 1200 distance away from the target.
      • This is relevant when Adrenaline teleports away before the projectile hits.

Version 4.3.0

  • Base Strength reduced from 18 to 16.
  • Strength gain per level lowered from 2 to 1.5.
  • AgiIity gain per level lowered from 3.0 to 2.0.

Version 4.1.2

  • Ember Shards are now treated as illusions once again.

Version 4.1.1

  • Adrenaline Death's Halo.jpg Death's Halo
    • Now grants Adrenaline terrain-walking for 2 seconds upon use.
  • Ember Shard visual assets have been updated.
    • As a result, they are no longer truly illusions, but are pets that inherit Adrenaline's stats and inventory.
    • Still deals 10% of Adrenaline's damage and receives 400% damage.

Version 4.1.0

  • Adrenaline Shard Blast.jpg Shard Blast (Renamed from Fracture Burst)
    • Fractures have been replaced with Ember Shards.
    • 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 Death's Halo.jpg Death's Halo
    • Cooldown increased from 80/70/60 seconds to 100/80/60 seconds.
    • Fractures have been replaced with Ember Shards.

Version 4.0.0.3

  • Adrenaline Ember Shard.jpg Ember Shard
    • Mana Regeneration decreased from 4.5/5.5/6/6.5/7% to 3/4/5/6/7% of Adrenaline's Max Mana per second.
  • Adrenaline Death's Halo.jpg Death's Halo
    • Stun duration decreased from 2.5 seconds to 2 seconds.

Version 3.9.14

  • Hero Added


Legacy Abilities[edit | edit source]

Shard Blast
[ Q ]
Adrenaline Shard Blast.jpg
Cast Time: 0.1 / 0.15 seconds
Target Position Enemy Heroes
Type - Magic
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 6/7/8/9 Dread 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 ]
Adrenaline Rush.jpg
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 15/20/25/30 Dread 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.jpg Jade Spire.


Ember Shard
[ E ]
Adrenaline Ember Shard.jpg
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 ]
Adrenaline Death's Halo.jpg
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 14/22/30 Dread 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.


No Filters Melee All Solo Jungle Carry Support Initiator Ganker Pusher
Low Resolution Ranged All Solo Jungle Carry Support Initiator Ganker Pusher
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