Most characters have a special ability known as Adrenaline Rush (AR). When you fill your adrenaline bar by gaining AP, you can make an Adrenaline Rush. The higher the level of a character's AR, the less AP it takes to charge for use. The AR effect varies: some characters have healing AR, the ability to damage multiple enemies, deal extra damage to enemies, strengthen defense etc.
For every attack you make and hit an enemy, you gain +20 AP + (weapon bonus if any) + (leader bonus to AP if any).
For every hit you take, you gain from +1 to +20 AP depending on how much damage you took (more damage taken = more AP gained) + (weapon bonus if any) + (leader bonus to AP if any).
- Values of Weapon and Leader bonus to AP when attacking and taking damage: Minor bonus: +3; Small bonus: +4; Medium bonus: +5; Large bonus: +7; Very Large bonus: +8; Huge bonus: +10. Note that Weapon, Leader, and Faction Supporter bonus to AP do stack.
Leveling up characters with another of the same persona may result in increasing their AR level. For 1 and 2 star characters, the chance is 3% per each character used in the leveling up (up to 33% when using 10 characters of the same persona). For 3 stars and higher characters, the chance to increase AR level is higher.
When you use exactly the same character to level up another one, the chance of AR level increase is 100%. This is also applicable when you use trainers of the same persona and universal trainers. In these cases, a yellow tag with "RUSH +" will appear on the top right corner of the character picture when you are choosing which characters you will use to level up.
If you use an Adrenaline Rush that buffs your team, and then eliminate all enemies in the current wave without using all of your moves, you will get an additional free turn on the adrenaline rush's duration.
In Auto combat mode,
pure healing adrenaline rush (no attack or defense buff) are only used if you need healing.
Quote Originally Posted by Dash *Scopely*
In general a new bonus to a stat replaces the old one. The one exception to this is if a new bonus is both less powerful and shorter duration than the existing bonus - in that case, the old one stays and the new one is discarded.
The change to show AR costs is on the beta realm as of a few minutes ago, so - unless we find something badly wrong - it should be out to everyone once it gets through all the app store approvals (usually less than 10 days). I love it when things come together quickly.
Interesting tip from the Scopely Forums in using Adrenaline Rush.
[UPDATE: As of 10/14/15 Instant AR Recharge on Walker stage no longer working.]
Damage Only Edit
Damage and Debuffs EditVolley of Pain : Dwight
Damage and Buffs and/or Heals Edit
Life and Death:Herschel - Miles Behind Us
Healing Only Edit
In Auto combat mode, pure healing adrenaline rush (no attack or defense buff) are only used if you need healing.
Healing with Buffs and/or CleanseEdit
Status Buffs Only Edit
See also Leader Skill