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Adrenaline Rush



Adrenaline Rush
Adrenaline Rush
Class Body Perk
Attribute Body
Tier Phenom (15)
Levels 3
Requires Painkiller

Adrenaline Rush is the centre of the Body tree. It raises maximum health, lifts every source of health regeneration at once, and finally hands V a second health bar that absorbs damage while it lasts. Most of the upper Body branch is bought through it. A build that intends to stay standing in the open takes it as soon as the gate opens.

Effect


The first level simply adds health, which is the plainest benefit in the tree. The second is quieter and worth more, because it raises the rate of every regeneration effect V has rather than adding a new one.

The third level is what the perk is known for. Health items and the Blood Pump implant now also grant adrenaline, shown as a yellow bar that soaks up damage before health does, and the mode stays on as long as any adrenaline is left. Adrenaline decays on its own, so the bar is a window rather than a reserve.

Level Effect
1 +35 max Health
2 +20% Health Regen bonus to all Health Regen effects from all sources.
3 Unlocks Adrenaline Rush mode. In addition to their base effects, Blood Pump cyberware and Health Items now also give Adrenaline equal to 30% of max Health (up to a max of 50% max Health). Adrenaline is indicated by a yellow bar and acts like extra Health by absorbing damage. It also decays over time. Adrenaline Rush remains active as long as you have Adrenaline available.

How to Unlock Adrenaline Rush


It sits behind the Phenom gate of the Body tree, which takes a long run of points in Body. Painkiller is bought first, and all three levels have to be paid for before the mode itself appears.

Perk Tree


Adrenaline Rush is bought from Painkiller in the Body tree.

Name Image Tier Effect
Painkiller Painkiller Rookie (4) Unlocks slow Health Regen in combat.

Buying Adrenaline Rush opens the perks below.

Name Image Tier Effect
Calm Mind Calm Mind Phenom (15) When Adrenaline Rush is active: +3 sec. delay before Adrenaline begins to decay.
Juggernaut Juggernaut Phenom (15) When Adrenaline Rush is active: +20% movement speed,. +10% damage.
Pain To Gain Pain To Gain Legend (20) When Adrenaline Rush is active: +20% Health Item recharge after neutralizing an enemy.
Unstoppable Force Unstoppable Force Phenom (15) When Adrenaline Rush is active: Gain immunity to movement penalties and non-damaging Status Effects such as Knockdown, Blinding, etc.

Character Builds


The build is a Body build that has committed to the attribute and intends to stand in the open. It wants Blood Pump in the circulatory system, the heaviest integumentary armour it can fit, and a health item it can afford to use often.

Buy all three levels as soon as the Phenom gate opens, then add Calm Mind and Juggernaut with the next points. Unstoppable Force follows, and Pain To Gain at the Legend gate closes the loop by bringing items back faster. The whole branch is about keeping the mode running rather than surviving without it.

Notes


The perks bought from it all change the adrenaline mode rather than the health bar. Calm Mind delays the decay, Juggernaut adds speed and damage, Unstoppable Force removes status effects and Pain To Gain refills health items.

Blood Pump is the implant the third level names, so a Body build usually keeps a slot for it.

All Body Perks



Every body perk in the game is listed below.

Name Image Tier Requires Effect
Army Of One Army Of One Rookie (4) Painkiller +10% Health Regen Rate for each nearby enemy.
Comeback Kid Comeback Kid Rookie (4) Painkiller +1% Health Regen Rate for each percent of missing Health.
Dorph-Head Dorph-Head Rookie (4) Painkiller When using Blood Pump cyberware or a Health Item: +100% Mitigation Chance for 2 sec. Mitigation - grants a chance to reduce incoming damage by current Mitigation Strength (default 50%).
Fury Road Fury Road Rookie (4) - In vehicle collisions: +50% damage to enemy vehicles and their occupants. -50% damage to your vehicles. You take no damage as a vehicle occupant in collisions.
Painkiller Painkiller Rookie (4) - Unlocks slow Health Regen in combat.
Speed Junkie Speed Junkie Rookie (4) Painkiller +60% Health Regen Rate while sprinting.
Breakthrough Breakthrough Pro (9) - -40% enemy Armor for 7 sec. after hitting them with a strong attack.
Bullet Ballet Bullet Ballet Pro (9) Die! Die! Die! -25% bullet spread when moving.
Clapback Clapback Pro (9) - +100% Knockdown chance with defensive attacks. Cooldown: 10 sec. +100% Stun chance with counterattacks.
Die! Die! Die! Die! Die! Die! Pro (9) - +12.5% Crit Chance at low Stamina.
Don't Stop Me Now Don't Stop Me Now Pro (9) Die! Die! Die! When below 33% Stamina: +15% Mitigation Chance,. +5% Mitigation Strength.
Fly Swatter Fly Swatter Pro (9) - -40% incoming ranged damage when blocking with Blunt Weapons.
Kinetic Absorption Kinetic Absorption Pro (9) - Blocking an attack gives +10% Stamina and +30% damage with Blunt Weapons for 5 sec.
Like A Feather Like A Feather Pro (9) Die! Die! Die! No movement speed penalty with Shotguns, Light Machine Gunes and Heavy Machine Guns.
Wrecking Ball Wrecking Ball Pro (9) - -15% Stamina cost for attacks with Blunt Weapons.
Adrenaline Rush Adrenaline Rush Phenom (15) Painkiller +35 max Health
Aftershock Aftershock Phenom (15) Quake +30 Stamina for each enemy hit with Quake.
Bloodlust Bloodlust Phenom (15) - When Adrenaline Rush is active: +50 Adrenaline on dismemberment of a nearby enemy.
Calm Mind Calm Mind Phenom (15) Adrenaline Rush When Adrenaline Rush is active: +3 sec. delay before Adrenaline begins to decay.
Close-Quarters Carnage Close-Quarters Carnage Phenom (15) Spontaneous Obliteration Increases chance to Obliterate enemies with ranged attacks at close range (max. 10%).
Dread Dread Phenom (15) Spontaneous Obliteration -15% enemy Armor when using ranged attacks. Dismembering spreads the effect to nearby enemies.
Epicenter Epicenter Phenom (15) Quake When Quake is performed from the midair (a Superhero Landing), its area of effect and damage scale with your fall speed and fall distance.
Juggernaut Juggernaut Phenom (15) Adrenaline Rush When Adrenaline Rush is active: +20% movement speed,. +10% damage.
Quake Quake Phenom (15) Wrecking Ball -15% Stamina cost for attacks with Blunt Weapons.
Ripple Effect Ripple Effect Phenom (15) Aftershock, Calm Mind +15% Health for each enemy hit by Quake.
Rush Of Blood Rush Of Blood Phenom (15) Spontaneous Obliteration +20% reload speed for 8 sec. after dismembering an enemy.
Skullcracker Skullcracker Phenom (15) Spontaneous Obliteration Increases damage of Quick Melee Attacks as Stamina decreases (max. +200% at 0 Stamina)
Spontaneous Obliteration Spontaneous Obliteration Phenom (15) - +12.5% Crit Chance at low Stamina.
Unstoppable Force Unstoppable Force Phenom (15) Adrenaline Rush When Adrenaline Rush is active: Gain immunity to movement penalties and non-damaging Status Effects such as Knockdown, Blinding, etc.
Finisher: Savage Sling Finisher: Savage Sling Legend (20) Quake Unlocks a Blunt Weapon Finisher. Can be used when an enemy's Health is low. Enemies affected by Stun are more susceptible. Restores 20% Health. Holding down the button allows the enemy to be thrown instead, killing them and damaging other enemies where they land.
Onslaught Onslaught Legend (20) Spontaneous Obliteration +20% ammo refill after neutralizing an enemy with a Light Machine Gun.
Pain To Gain Pain To Gain Legend (20) Adrenaline Rush When Adrenaline Rush is active: +20% Health Item recharge after neutralizing an enemy.
Rip And Tear Rip And Tear Legend (20) Spontaneous Obliteration +100% damage for the next Quick Melee Attack after shooting an enemy with a Shotgun. +100% damage for the next Shotgun shot after hitting an enemy with a Quick Melee Attack.