Arenaline Rush are skills or abilities in the game of The Walking Dead: Road to Survival. In this guide, we will give you a complete overview of how Adrenaline Rush works and how you can make the best of them.
Types of Arenaline Rush
The Adrenaline Rush in the game has several functions. Each of the character has their unique skills. They can generally be divided into the following categories either Single Target or multiple targets. Some skills can contain several of these effects.
Damage: Straight out damaging the enemy, usually based on a percentage of existing attack power.
Heal: Heal the HP of your teammates usually based on the Max HP.
Buff: Increase Attack or Defense.
Penalty (Debuff): Decrease enemy Attack or Defense.
Disable: Stun can impair enemy from one moving turn.
Recover: Recover from various Debuff and Disable.
How to Level Up Adrenaline Rush
You have a chance of leveling up Adrenaline Rush when you level up characters with the same personality. For example, a peacekeeper (starting 3* glenn)’s Adrenaline rush can be level up when you level it with another peacekeeper personality character.
Each character “feed” that you use at the same time increase the level chance. It is always better to use all 10 feeder slots when you try to level up Adrenaline Rush for better odds.
Different Adrenaline Rush has different “level caps” at which you can no longer level up. When that happens, the Adrenaline Rush will be capped.
Leveling up Adrenaline decreases the amount of AP needed to activate the skills during battle. The higher the level of Adrenaline Rush, the less AP it requires to activate during combat. Higher level DOES NOT increase their effectiveness.
Once you reach the character’s level cap, you can still level up the Adrenaline’s skills.
Best Way to Level Up Adrenaline Rush as a Free Player
1. Conserve Food Cost by Making Use of Level Cap
During mid game when you already have a working maxed out team. It can work well to delay upgrading those character. Level up food’s cost is based on the upgrade and level of the characters.
By keeping the characters before the first upgrade, you can use that time period to max their Adrenaline Rush levels before breaking your food bank.
2. Use 10 Characters at a Time for Adrenaline Rush Level
Since you increase the chance of leveling Rush skills with more characters feeds. Always aim for as many feeder as you can afford at the same time.
3. Getting Rush Skill Feeders
The best method to get feeders as a free player is by taking advantage of Level 5 Training Ground. Level 5 training ground allows you to get 1* characters of various personalities without the need of any items. The survivor cost is also clocked at a low 2 persons a pop.
So build out your town hall level as high as you can to unlock more training ground slots. Upgrade them to at least level 5 and keep them running at all times. In a couple of days you will be running with a team with capped Adrenaline Rush skills.
AP Gain from Attacking
You activate the Adrenaline Rush skills during battle by obtaining “Adrenaline Points”, or AP. These points are earned through attacking and getting attacked throughout the battles. You can also earn some additional AP bonus from different types of Weapons or Leadership Skills.
AP gain from bonuses is typically more useful once you have max level the Adrenaline Rush skills. You will be executing those skills more often and faster than enemy since you earn more AP while having a lower AP threshold.
The AP bonuses are Stackable. It means that if you have a Large Bonus on attack from weapon and a large bonus from leadership. You can get a maximum of 20 + 8 + 8 = 36 AP from attacking. This means that if you have an Adrenaline skill that activates at 72 AP, you will be able to use it on the third turn.
If you simply play without the AP bonuses, you get 20 AP per attack, which means that you will be able to activate the Adrenaline Skill at 4~5th turn.
20 AP: Normal Attack
(Weapon AP Bonus from Attacking)
3 Small Bonus on Attack from Weapon
5 AP: Medium Bonus on Attack from Weapon
8 AP: Large Bonus on Attack from Weapon
(Leadership AP Bonus from Attacking)
3 AP: Small Bonus on Attack from Leadership
5 AP: Medium Bonus on Attack from Leadership
8 AP: Large Bonus on Attack from Leadership
AP Gain from Taking Damage
2 AP: Taking Damage
(Weapon AP Bonus from Taking Damage)
3 AP: Small Bonus on Taking Damage from Weapon
4 AP: Medium Bonus on Taking Damage from Weapon
5 AP: Large Bonus on Taking Damage from Weapon
(Leadership AP Bonus from Taking Damage)
3 AP: Small Bonus on Taking Damage from Leadership Skill
4 AP: Medium Bonus on Taking Damage from Leadership Skill
5 AP: Large Bonus on Taking Damage from Leadership Skill