Disambiguous.png This article is about the power in Mass Effect 2 and Mass Effect 3's single-player and multiplayer modes. For the similarly named combat talent in Mass Effect, see Assault Training#Adrenaline Burst.

Adrenaline Rush is a combat power available to Soldier classes in Mass Effect 2 and Mass Effect 3's single-player and multiplayer modes. It provides a limited duration damage boost to weapons which in single-player is accompanied by a time-slowing effect making it easier to line up shots.

Note: The Mass Effect 2 in-game description does not list the damage bonus. See the discussion page for more information on this bonus.

Mass Effect 2[edit | edit source]

Adrenaline Rush ME2 Icon.png

Power Ranks[edit | edit source]

  • Rank 1
    • Recharge Time: 5.00 seconds
    • Duration: 5.00 seconds
    • Time Dilation: +50.00%
    • Damage Bonus: +100.00%
  • Rank 2
    • Recharge Time: 4.00 seconds
    • Duration: 5.00 seconds
    • Time Dilation: +50.00%
    • Damage Bonus: +100.00%
  • Rank 3
    • Recharge Time: 3.00 seconds
    • Duration: 5.00 seconds
    • Time Dilation: +50.00%
    • Damage Bonus: +100.00%


Rank 4

Choose to evolve the power into one of the following,

Hardened Adrenaline Rush[edit | edit source]

  • Your endorphins block out pain and trauma in addition to speeding your reaction time. Health damage is reduced for the power's duration.
    • Recharge Time: 3.00 seconds
    • Duration: 5.00 seconds
    • Time Dilation: +50.00%
    • Damage Bonus: +100.00%
    • Health Damage Taken: -50.00%

Heightened Adrenaline Rush[edit | edit source]

  • Your reaction time is the stuff of legends. When you are "on," enemies seem to stand still.
    • Recharge Time: 3.00 seconds
    • Duration: 5.00 seconds
    • Time Dilation: +70.00%
    • Damage Bonus: +140.00%


Player Notes[edit | edit source]

  • The cooldown period for Adrenaline Rush doesn't begin until after its effect has worn off.
  • Adrenaline Rush is one of the few powers in Mass Effect 2 that can be used without interrupting Shepard when storming.
  • In contrast to most other powers/upgrades that boost damage, the damage bonus from Adrenaline Rush is multiplicative and not only applies to weapon base damage but to upgrades and increased rag-doll/frozen damage as well.[1]
  • Damage from ammo powers is not increased.[2]
  • The damage bonus is not applied to heavy weapons.
  • The damage bonus is not applied to melee attacks, however the speed at which Shepard can melee is unchanged during Adrenaline Rush, meaning it's possible to get more melee attacks off during a shorter amount of time thus doing more overall damage.
  • The fire rates of weapons do not speed up to match the time dilation of Adrenaline Rush. Because of this, you might actually do less damage depending on the weapon you are using.
  • The 40% damage difference between Heightened and Hardened Adrenaline Rush seems a big advantage; however, they also have different time dilation effects. For example, a soldier with Heightened Adrenaline Rush will be able to fire 2 bursts from the M-15 Vindicator or 1 round from the Widow or M-5 Phalanx. On the other hand, a soldier with Hardened Adrenaline Rush (or lower ranks) will be able to fire 3 bursts from the Vindicator or 2 rounds from the Phalanx HP, but only 1 round from the Widow. In short, for bolt-action weapons 40% makes a huge difference, but for semi/full automatic weapons Heightened Adrenaline Rush is lower in relative damage dealt.
  • Like Concussive Shot, Adrenaline Rush is not a tech or biotic power and does not benefit from any upgrades enhancing the damage, duration, or recharge speed of such powers.

Availability[edit | edit source]

Mass Effect 3[edit | edit source]

ME3 Adrenaline Rush.png

Power Ranks[edit | edit source]

Rank 1: Adrenaline Rush[edit | edit source]

Be the fastest fighter on the battlefield.

Slow down combat, allowing time to line up the perfect shot.
More weapon damage.

  • Recharge Speed: 10 sec (6 sec multiplayer)
  • Duration: 4 sec
  • Time Dilation: 30% (N/A multiplayer)
  • Weapon Damage Bonus: 50%


Rank 2: Recharge Speed[edit | edit source]

Increase recharge speed by 25%.

  • Recharge Speed: 8 sec (4.80 sec multiplayer)
  • Duration: 4 sec
  • Time Dilation: 30% (N/A multiplayer)
  • Weapon Damage Bonus: 50%


Rank 3: Duration[edit | edit source]

Increase power duration by 30%.

  • Recharge Speed: 8 sec (4.80 sec multiplayer)
  • Duration: 5.20 sec
  • Time Dilation: 30% (N/A multiplayer)
  • Weapon Damage Bonus: 50%


Rank 4: Hardening/Dilation & Damage[edit | edit source]

Hardening

Decrease health and shield damage taken by 25% (40% multiplayer).

Dilation & Damage

Increase time dilation by 15%.
Increase weapon damage bonus by 25% (20% multiplayer).

  • Recharge Speed: 8 sec (4.80 sec multiplayer)
  • Duration: 5.20 sec
  • Time Dilation: 45% (N/A multiplayer)
  • Weapon Damage Bonus: 75% (70% multiplayer)


Rank 5: Duration/Melee Damage[edit | edit source]

Duration

Increase power duration by 40%.

  • Recharge Speed: 8 sec (4.80 sec multiplayer)
  • Duration: 6.80 sec
  • Time Dilation: 30% (N/A multiplayer) [Hardening], 45% (N/A multiplayer) [Dilation & Damage]
  • Weapon Damage Bonus: 50% [Hardening], 75% (70% multiplayer) [Dilation & Damage]

Melee Damage

Increase melee damage by 50%.


Rank 6: Shield Boost/Power Use[edit | edit source]

Shield Boost

Increase shield strength by 50% (100% multiplayer).

Power Use

Use 1 offensive power while Adrenaline Rush is active.


Player Notes[edit | edit source]

Mechanics
  • There is no time dilation in multiplayer.
  • If the current weapon has spent any part of their clip but the player still has spare ammunition, the clip is instantly reloaded upon activating Adrenaline Rush. If used when the magazine is emptied, this doubles a Soldier's ammunition output before they need to reload. This is particularly useful with long reload weapons like the Black Widow and M-76 Revenant.
    • With a light enough loadout, some weapons with sufficiently large clip size may never need reloading if Adrenaline Rush is available whenever the magazine is empty.
    • If activated when a cooldown-based weapon (such as the Particle Rifle or M-7 Lancer) overheats, the magazine will not be refilled instantly, but the venting animation is interrupted and the recharging starts immediately.
  • While many powers can be used with the Power Use evolution, Marksman is an exception and cannot be used.
  • Adrenaline Rush has no animation and can be performed while running.
  • If the Shield Strength evolution is chosen, it will restore some of your shields when Adrenaline Rush is activated. Doing so will cancel any damage over time effects (e.g. Swarmers, Banshees' Warp).
  • Adrenaline Rush can cause certain sound and visual effects to behave wonkily, with the effects either being delayed or sometimes not occurring at all. This can include certain enemy projectiles with a travel time (e.g. a Harvester's attacks) not being visible or with the actual hit and damage applied being disjointed from the sound effect and/or the animation. Another example is enemy grenade warnings on the HUD may not show up or appear only briefly. The time dilation effect itself causes sounds to be distorted which, even when it's not glitchy, can make audio cues harder to pick up on, such as the sound of an enemy grenade landing near you or beeping.
Strategies
  • While it isn't ideal against tougher enemies that can destroy shields in one or two hits, the rank 6 Shield Boost evolution can provide an opportunity to get away from a bad scenario, e.g. being surrounded or being cornered by a powerful enemy.
  • If the Power Use evolution is chosen, Power Combos can be set off by first firing on an enemy with special ammo activated (eg. Cryo Ammo), then using a detonation power. In multiplayer, this is limited to Concussive Shot (Human Soldier) and Carnage (Battlefield 3 Soldier): of the 2, Concussive Shot deals extra physics damage but relatively little damage, whereas Carnage deals significantly more damage but no physics damage.
  • In multiplayer, the Hardening and Shield Boost evolutions are useful especially when enabling/disabling devices while under fire.

Availability[edit | edit source]

References[edit | edit source]

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