Al'akir by Demolij

2 Votes
Rating Pending

Al'akir

By: Demolij
Last Updated: Aug 21, 2018
Quick Share

Al'akir

The Windlord

As one of the four elemental lords, Al'akir is the absolute ruler of the skies, and is revered by the air elementals and those that fly. Long ago he and his brothers served the Old Gods, but when the Titans attacked they were defeated one by one, and imprisoned in the elemental plane to fight for an eternity. Although he cannot fully project his presence in the Nexus, his agility and speed can still sow chaos.

Al'akir isn't quite a mage. You don't deal a lot of reliable AoE damage but you do deal more damage to clumped enemies. Your basic attacks can be pretty potent and most of your effects are single-target, but you also have many tools to assist your teammates. You are an opportunist but aren't meant for harassing or finishing, instead you deal good damage and have cc to get in and get out, and heck you can even have some engage potential. Your mount is a passive movement speed increase that can be active in combat, which is great and all but you are also really squishy and if your health depletes so does your mount encouraging you to play a bit safer. All in all you could fit in as either a secondary damage support or as a counter to counter-mages. There could also be some potential use on PvE maps like Garden of Terror or Battlefield of Eternity where you have to burn down and defend an objective simultaneously.

The biggest reason you're so effective is Static Shock. Essentially, you ignore all forms of spell armor enemies might have. This includes normal armor, passive spell armor, spell shields, actives, whatever. You won't proc them so enemies don't waste their stuff, but it means enemies can't pick anti-mage talents to counter you so easily. This is mitigated by the fact that you won't nuke them down like a Nova and have to be much riskier, but it can be exceptional against heroes who would typically counter mages, like Anub'arak. Some downsides are the fact that it is pointless if enemies just have high health and no armor, and you can't get value from heroes that reduce armor like Tyrande.

Lightning Bolt is a strong poke ability with decently long range, which can be cast blind and still hit enemies if you want it to, but deals only average damage if there's only one enemy. Electrocute is a risky move to use frivolously but the damage and disable potential can be pretty massive. If an enemy dives too close you can hit them and lock them down for a long second while dealing decent damage, making it a lethal all-around spell. Squall is very flexible giving you a method of escaping and a tool for dealing damage. You can place a tornado right in front of you for a nice fast speed boost, or you can place it under the enemy for a nice little chunk of AoE damage. Even if the initial AoE is pretty small and it has a pretty short duration and wind-up, it can be good for delaying or scouting the enemy due to how spammable it is.

Neither heroic ability is really offensive on their own, but both are extremely powerful tools to help you deal damage if needed. Thunderhead is an instant invulnerability for a decent duration letting you rain damage on enemies like Zeus himself, at the downside that you move very slowly so enemies can leave you behind (you do keep Lord of the Skies bonuses though). It can be used as an escape sorta but it's better to try and get off as much damage as possible. Meanwhile Surge of Power is a near-global (the range is slightly less than that of The Hunt) buff that gives allies tons of movement speed for a long time. The damage it deals isn't bad either and can be really strong if the enemy hard engages, but there are likely to be many times where you simply have to use it as an escape or engage and forgo the damage anyways.

Statistics:
HEALTH: 1479 +4% per level
REGEN: 3.11 +4% per level
DAMAGE: 90 +4% per level
ATTACK SPEED: 1.25 per second
RANGE: 5.5

Combat Trait

1
Static Shock
Damage ignores spell armor.

Primary Abilities

1
Electrocute
65 mana - 11s cooldown

Deal 101 (+4% per level) damage to the target enemy at melee range, then channel dealing 101 (+4% per level) damage and stunning over 1 second.
2
Lightning Bolt
60 mana - 9s cooldown

After a brief delay deal 165 (+4% per level) damage to an enemy closest to the center of a large AoE prioritizing heroes. Damage dealt is increased by 15% for each hero (excluding self) in the AoE up to 60%.
3
Squall
30 mana - 5s cooldown - 2 charges

Create a small whirlwind at the target location after a short delay lasting 3 seconds. If Al'akir or an allied hero touches it they gain 50% increased movement speed and unit pathing for 1 second. On contact with an enemy it expands dealing 97 (+4% per level) damage to all nearby enemies in a larger AoE.

Heroic Abilities

1
Surge of Power
100 mana - 90s cooldown

After a 1 second channel empower all allied heroes in a massive AoE granting 60% increased movement speed for 8s and dealing 238 (+4% per level) damage to enemies nearby. Damage does not stack with itself.
2
Thunderhead
80 mana - 80s cooldown

Fly into the air, losing 50% movement speed but becoming unstoppable, ignoring terrain, and gaining 15% increased damage for 6 seconds.

Special Mount

1
Lord of the Skies
Passively have 30% increased movement speed, every 25% health missing reduces this bonus by 10%.

Talents

[Level 1]
High Sight: Gain 20% increased vision and can see over terrain.

Mistral Breeze: Being above 75% health grants 40% increased mana regen.

Split the Skies: Lightning Bolt range increased by 15%.


[Level 4]
Arc Lightning: Electrocute range increased by 100%.

Notes

Although I've never actually done this raid, Al'akir is one of my personal favorite characters in WoW. Elemental lords are baller, and although this guy is supposed to be the weakest of them he's still really cool and can certainly prove his worth in Heroes of the Storm. We also need a lot more lighting and wind besides just Falstad. If you want to see a list of all the designs I've made, click this link!

EDIT 1:

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
1
[-]
TheHereticOne (10) | December 29, 2015 1:07pm
Stats at level 20 :

2662 health
5.598 health regeneration

Unknown mana pool
Unknown mana regeneration

162 damage/attack
Rate of 1.11
179.82 damage per second
5.5 range

I see a slight problem with this.

Yes. Yes I do.

He has much, MUCH less health than Lunara -- and just the fact that her health is so low means that a nova snipe, without gathering power, will do half her health in assuming she picked ambush snipe. That solely makes her unviable for any kind of play that wants to go against a coordinated team. AND, she is more mobile than Al'Akir in the immediate -- Lunara has both a 20% upgrade over him in the immediate which means she can escape immediate threats more easily, and around 300 health on him at 20. And she has an ultimate ability which makes her able to jump over things blocking her, or to escape. Just, JUST with this I see Al'Akir being unviable in play. Dead people don't do damage, unless they're Tyrael. It matters not how much damage your character can put out, if he's dead to an abathur slap, he will never see any play unless he's got a mechanic to balance it out -- quick respawn, global range, etc. Which this concept does not have.

Now, to speak of the abilities.


Lightning Bolt : AT level 20, 599 damage in a small aoe -- And remember that each and everyone of those who are hit will do 50% of that in a LARGE range. Don,t put large range in the trait -- large range is the range that murky can cast his octo grab in, and that covers around 70% of the surface that a team fight will take, and so no matter how clumped up your tea is, everyone will be hit. And so, 599 + ((599/2)x4) means 1797 damage in a single ability that costs 40 mana, has a 3 seconds cooldown and has a long range. And no, the fact that he has the smallest mana pool in the game would not balance that out.

Squall : Oh... boy. At level 20, deals 138 damage a second, for 8 seconds. Has a 4 seconds cooldown and has 3 charges, which means that in theory you can have 6 of them on the field at all times, but we'll just use one for this example. So, as I stated, large range of aoe means everyone will be hit unless your team is so spread you're practically certain to lose because your tanks can't peel for anyone, so we can say 138 x 8 (for the main target) + (((138x8)/2)x4), which would mean, in a single ability with a 20 mana cost, a slow, three charges, a duration that is the double of its cooldown, he puts out... 3316 damage. ASSUMING only one of them gets hit, and that he doesn't cast more than one at a time.

Gale Force : So, you push a target in a direction, deals 309 damage in a small area at level 20, deals 154.5 damage with the static shock in a large area. With the cooldown and mana cost you put on it, this makes it look like the ability would even be used to save up mana for the other two abilities.




I really hope this review with numbers being given will help you go in the right direction with this concept, and I'm eager to see how it has changed in a little bit.
1
[-]
Demolij (1) | January 2, 2016 7:44pm
First off, I GREATLY appreciate the comment. Really, thank you.

However, at level 20 his health pool isn't going to be 2662. He'll have 3105. His base health is higher than Lunara's, and only slightly lower than Tassadar's and Kael'thas'. Don't worry too much about that aspect. Also his mana starts at 500 like everyone else.

You're right that the Static Shock range isn't that large, it's about the radius of Jaina's Blizzard. I know it isn't perfect at all and am trying to find a way to make it more interesting. He needs some form of AoE damage because all his abilities don't have a very large radius, and he can't be purely a single-target mage.

Lightning Bolt is a pretty strong ability in general, it doesn't need the Trait to be good. It's balanced by the fact that it has a slightly smaller AoE than Nazeebo's jar when thrown, making it somewhat hard to land. As for Squall, it doesn't have as much dps as Tassadar's Psi Storm, you have to stand in the AoE (also pretty small, about the size of Lunara's Q) for a full 8 seconds to take that much damage. In order to reliably hit someone either they need to be stunned or you need to place a lot of tornadoes. Even with a decent mana pool, he's going to be casting a lot of abilities to reliably deal damage, which is why his abilities cost so little.
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved