
Table of Contents
- Introduction – Why This Skill Mattered
- Skill Mechanics Before the Nerf
- What Changed in Patch 2.8.1
- What It Means – Strategic Impact
- Energy Regeneration – The Core Behind the Skill
- Budget Strategy Update – Revisiting Pre-Nerf Picks
- Good Combinations Post-Nerf
- Conclusion – A Conditional Classic
Introduction – Why This Skill Mattered
Adrenaline Rush was, for a long time, one of the most reliable and affordable energy regeneration skills in Infinity Kingdom. Whether you were a free-to-play warrior or a Chaos-wielding spender, you could count on AR to help your Immortals launch ultimates faster. That efficiency made it a default pick for countless lineups across all brackets.
But since patch 2.8.1, the skill took a significant hit. The developers reduced its energy gain by a third, changing the way players now need to think about energy regeneration and ultimate cycling.

Skill Mechanics Before the Nerf
Before the nerf, Adrenaline Rush offered a 50% chance per normal attack to grant a flat energy bonus. The formula was straightforward: 45 base energy plus 15 per skill level.
At max level (Level 8), this meant 45 + 15×7 = 150 energy per proc.
This allowed many slow or energy-hungry Immortals to use their ultimate abilities far more frequently, bypassing their natural regeneration limitations and reinforcing aggressive or control-oriented builds.

What Changed in Patch 2.8.1
Patch 2.8.1 reworked the formula to: 30 base energy plus 10 per skill level. At level 8, this now results in 30 + 10×7 = 100 energy per proc.
While the 50% trigger chance remains unchanged, the flat bonus being reduced from 150 to 100 energy per proc results in a steep decline in skill value, particularly for Immortals who already struggle to regenerate energy.

What It Means – Strategic Impact
This seemingly small numerical change has some pretty big effects on gameplay. Many Immortals who relied on Adrenaline Rush to cycle their ultimates faster will now find it a lot less reliable. The ones hit hardest are support, control, and utility Immortals—basically, those with slower basic attack speeds.
Support Immortals already benefit from a strong energy base, so I’d definitely not recommend using Adrenaline Rush on them after the nerf. It’s better suited for defensive Immortals, where it can still offer some value, for third or fourth teams or in very specific scenarios.

On the other hand, fast attackers or units with attack speed buffs still get some value out of Adrenaline Rush, but it’s more limited now. Just keep in mind that Adrenaline Rush doesn’t work well with Immortals like Hannibal or Alexander, who have high attack speeds but have artifacts that make their energy gain passive.

Players will need to rethink where Adrenaline Rush fits into their energy strategy and consider whether other skills like Energy Burst or Rage Blessing might give them a better return.
Energy Regeneration – The Core Behind the Skill
Energy Regeneration, often referred to as Energy Regen, is a core mechanic in Infinity Kingdom that dictates how quickly an Immortal can reach 1000 energy — the threshold required to activate their ultimate ability.

Every Immortal has a base energy regeneration rate, which can be boosted by:
- Lord Talents (e.g., Owl Guardian) that increase energy regen speed by 5%
- Academy Research to enhance general regeneration
- Artifacts with the Surge attribute
- Certain Tower of Knowledge Skills like Rage Blessing and Battle Stance
These percentage-based bonuses are most effective on Immortals with naturally high regen rates. Meanwhile, flat boosts from skills like Energy Burst or Adrenaline Rush benefit slower regenerators more.
Mastering energy regen management allows for better healing uptime, more frequent disables, and higher burst windows.
Equally important is countering enemy energy regeneration:
- Energy Suppression cuts regen speed drastically in the opening seconds.
- Silence, Stun, or Root effects interrupt the flow.
- Dodge-based skills like Misleading reduce opportunities for basic attacks that generate energy.
Budget Strategy Update – Revisiting Pre-Nerf Picks
Let’s re-evaluate some of the top Adrenaline Rush users before patch 2.8.1 and see how they hold up now.
Free-to-Play
Hippolyta is still "strong" post-nerf. Her fast attack speed allow her to still get some value out of Adrenaline Rush, though it’s less impactful than before.
Low Spenders
Attila the Hun remains usable. He benefits from Adrenaline Rush, especially in teams focused on ultimate cycling. His silence adds useful utility but is more niche now.
Genghis Khan, Cyrus, and Mathilda were decent picks before, but now they struggle to trigger enough procs. It’s better to look for alternatives unless no better options are available.
Mid to High Spenders
Disclaimer: Players who invest heavily in the game won’t rely on Adrenaline Rush anymore. It simply doesn’t offer enough value for first or second teams post-nerf. While it may still work in third or fourth teams, alternatives should be considered for better results.
Adrenaline Rush previously worked best on Attack and Range Immortals, but now I’d suggest using it on Tank (Front Row Defense) Immortals in third or fourth teams. The lower the Immortal’s natural energy regeneration, the more valuable Adrenaline Rush becomes, helping trigger ultimates more frequently.
Good Combinations Post-Nerf
While Adrenaline Rush might have been a good skill before the nerf in some cases, I think its value has dropped significantly. However, if you're still relying on Adrenaline Rush, here are a few skills to consider combining, depending on your build.
Wind Rage + Adrenaline Rush
Wind Rage continues to be a solid choice to pair with Adrenaline Rush. Its extra normal attacks trigger Adrenaline Rush more frequently, giving you more chances to reduce the cooldown of ultimate skills. This combination remains effective for quick-paced builds that benefit from frequent ultimate cycling, especially for Immortals focused on offense.

Speed Blessing + Adrenaline Rush
Speed Blessing grants a burst of attack speed at the start of the fight, which can still be valuable when paired with Adrenaline Rush. This synergy gives your Immortal a fast start, allowing Adrenaline Rush to trigger more frequently early in the match. The quick boost in attack speed can help your Immortal chain ultimates faster, maximizing the initial advantage.

Berserk + Adrenaline Rush
Berserk increases attack speed by 10%, and although it's less impactful compared to Speed Blessing, it lasts for the whole battle and helps in sustaining a higher attack speed throughout the battle. While it might not offer the same burst early on, it supports more consistent ultimate cycling, making it a good option for longer fights when combined with Adrenaline Rush.

Fighting Master + Adrenaline Rush
To chain ultimate skills quickly and avoid interruptions, adding control immunity to your Immortal’s skill set is a smart option. This ensures that Adrenaline Rush can work uninterrupted, maintaining your ultimate rotation. It allows you to focus on offense without worrying about enemy control effects, keeping the pressure on throughout the match.

Conclusion – A Conditional Classic
Adrenaline Rush is no longer a universally applicable energy skill. Its post-nerf incarnation has specific use cases, mostly tied to Immortals with fast attack speeds and builds that can amplify frequency.
For newer players or in mid-PvE progression, it can still fill a role. But at higher competitive tiers or in control teams, it’s time to explore smarter, more reliable energy setups.
Maël’s Final Word: Don’t treat Adrenaline Rush like a must-equip. Know your team. Understand your Immortal’s speed and role. Use AR where it still makes sense — and move on where it doesn’t.

— Maël, Server 243
For more insights, check out my previous articles here or discover exciting content on my newly created YouTube Channel.
Stay epic,
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