Adrenaline

**Adrenaline** is a melee strength hero in *Heroes of Newerth*.

## Abilities

 Target Position
 **Type** - Magic
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.

* 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.

 Target Position
Adrenaline gains 10/12/14/16% Movement Speed for 3 seconds upon dashing through an enemy hero, stacking up to 2 times.

* 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.

 Self
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.

* Resets attack time upon activation.
* Regular distance at which the enemy unit stops from Adrenaline (when travelling to him) is 150 units.

 Target Unit
 **Type** - Magic
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.

* 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.

## Changelog

 **Adrenaline**
**Version 4.10.1**

* **Starting Attack Damage** increased from 43-53 to 51-57.
* Shard Blast
	+ Base Magic Damage reduced from 80/115/150/185 to 75/110/145/180.
	+ Duration for maintaining charges on Shard Blast (after hitting 2+ enemy heroes) reduced from 10 seconds to 7 seconds.
* Rush
	+ Range reduced from 575/650/725/800 to 530/570/610/650.
	+ Movement Speed bonus when dashing through an enemy hero reduced from 16/24/32/40% to 10/12/14/16%.
	+ Movement Speed bonus from Rush can now stack up to 2 times (max of 20/24/28/32% Movement Speed).

 Ember Shard
* Max pull distance reduced from 800 to 700.
* Pull speed reduced from 1600 to 1400 units per second.
	+ There is no overall change in the max amount of time in which affected enemies are pulled (they are stunned while being pulled).
* Leash distance reduced from 750 to 650.

 Death's Halo
* Max duration reduced from 5/6/7 seconds to 4/4.5/5 seconds.
* Bonuses are now capped at 7 charges (i.e., 3 enemy heroes and yourself).
* Magic Armor per charge reduced from 1.5 to 1.
* Strength per charge reduced from 4/5/6 to 3/4/5.

**Version 4.9.3.1**

* Shard Blast
	+ 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.
* Death's Halo
	+ Now also grants 5 Attack Speed per real hero inside the area (still 2x the value for enemy heroes).

**Version 4.9.3**

* Shard Blast
	+ Base Magic Damage increased from 65/105/145/185 to 80/115/150/185.
	+ Mana Cost reduced from 65/80/95/110 to 60/75/90/105.
	+ Cast Range increased from 575/650/725/800 to 650/700/750/800.
* Death's Halo
	+ Bonus Strength per real hero caught increased from 3/4/5 to 4/5/6.
		- Still 2x the value for enemy heroes.

**Version 4.9.2.1**

* Shard Blast
	+ Cast Range rescaled from 800 to 575/650/725/800.
	+ Base Magic Damage rescaled from 80/115/150/185 to 65/105/145/185.
	+ Mana Cost changed from 50/70/90/110 to 65/80/95/110.

**Version 4.9.2**

* Shard Blast
	+ Mana Cost changed from 55/70/85/100 to 50/70/90/110.
	+ Base Magic Damage reduced from 80/120/160/200 to 80/115/150/185.
	+ Cooldown reduced from 4 seconds to 3 seconds.
	+ Cooldown reduction for  Rush decreased from 1.5 seconds to 1 second per enemy hero hit.
	+ When the Shard hits 2 or more enemy heroes, the mechanics have changed.
		- Old mechanic:
		Cooldown is reduced to 0.5 seconds and 60% of the Mana Cost is refunded.
		- New mechanic:
		Cooldown is now reduced by 0.75 seconds, and Mana Cost on the ability is reduced by 10/15/20/25.
		This effect stacks up to 2 times and lasts for 10 seconds.
* Ember Shard
	+ Max pull distance reduced from 1000 units to 800 units.
	+ Regular distance at which the enemy unit stops from Adrenaline (when travelling to him) increased from 100 units to 150 units.
* Death's Halo
	+ Bonus Strength per real hero caught reduced from 4/6/8 to 3/4/5.
		- Still 2x the value for enemy heroes.
	+ No longer gains 2 bonus Attack Damage per real hero trapped.

**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.
* 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.
* 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  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.
* 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.
* 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%.
* 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.
* 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.
* 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.
* 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**

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

**Version 4.8.2**

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

**Version 4.8.1**

* Nome's Wisdom gives 30% less heal and shield to Adrenaline.
* Shard Blast
	+ Cooldown increased from 0 second to 7.5/5/2.5/1 second(s).
	+ Catching the  Shard reduces this ability cooldown by 2 seconds.

**Version 4.8.0**

* 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**

* Rush
	+ True Damage dealt by this ability is reduced by 30% if the target has immunity either magic or physical.
* 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.
* 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**

* 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.
* 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**

* 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**

* 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.
* 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**

* 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.
* Death's Halo
	+ Stun duration decreased from 2.5 seconds to 2 seconds.

**Version 3.9.14**

* Hero Added

## Legacy Abilities

 Target Position
 **Type** - Magic
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.

* 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.

 Target Position
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.

* 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.

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).

 Target Unit
 **Type** - Magic
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.

* If the target is killed, the Ember Shards will attack the closest enemy hero within aggro range (600) until they expire.