Alarak by Aetaris

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Alarak

By: Aetaris
Last Updated: Feb 28, 2016
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Alarak

Tal'darim Highlord

Aggressive duelist who can manipulate and damage enemy heroes. Recovers Health from takedowns.

Health: 2060 [4% per level]
Energy: 300 [4% per level]
Basic Attack: 111 [4% per level]
Attack Speed: 1.25
DPS: 144

Combat Trait

1
Soul Absorption
Takedowns heal Alarak for 1200 [5% per level] Health.

Primary Abilities

1
Deadly Charge
Charges at an enemy, knocking aside all other enemies in your way. When you reach them, deals 185 [4% per level] damage. Charge lasts 0.25 seconds and for the duration of it you are Unstoppable.

40 Mana
8 Cooldown
2
Destruction Wave
Summons a wave of destruction that damages and pushes away enemies in front of Alarak. Deals 140 [5% per level] damage.

75 Mana
8 Cooldown
3
Terrazine Slash
Deals 175 [4% per level] damage to enemies in an arc in front of you and slows them by 60% decaying over 3 seconds.

60 Mana
10 Cooldown

Heroic Abilities

1
Thermal Lance
Calls down a Tal'darim mothership to fire a thermal lance in a line in front of Alarak. The beam moves at a speed of 7 and deals 480 [4% per level] damage.

100 Mana
60 Cooldown
2
Solar Bombardment
Global range. Mark an area for solar bombardment. Fires 200 shots over 15 seconds at random targets within range, dealing 15 damage (4% per level) each. Deals less damage to structures. Requires vision of target location.

100 Mana
80 Cooldown

Talents

- Work in Progress. -

Playstyle

Alarak is very intentionally similar to Artanis. Possibly the most notable similarity is that their attack damage is identical - they're both using psi blades, although different types - but Alarak relies less on abilities and more on his high attack speed to deal damage.

Deadly Charge is an excellent gap-closer on a short cooldown, which has the benefit of also dealing damage.

Destruction Wave is a good way to push away enemies who get too close, or, even better, to push enemies back into range of your cannons early on, if you manage to get behind them.

Terrazine Slash adds a bit more damage but more importantly adds a slow.

Thermal Lance is sort of like Valla's Vengeance, except only one wave and minus the stun. Okay, it's like Falstad's Hinterland Blast. ...Except without the charging-up time.

Solar Bombardment is a little bit weird for Alarak but it provides an extra level of similarity to Artanis -- they both have global abilities that allow them to impact the battle from anywhere.

Artanis is very much a commander and a supportive damage-dealing tank. Alarak is just a damage-dealer. He's similar to Artanis in a lot of ways, and can in fact absorb tons of damage if he's in a teamfight that he's winning (I'll get to his trait in a moment), but his primary power is in rushing to enemies, slicing them a lot, zapping them with orbs, and throwing them into the air.

Now, his trait... Soul Absorption. This is a huge deal in the late-game and in teamfights, and also gives him even more duel power. Basically, if he fights an enemy and barely defeats them, this heals him for about half his health, so he's ready for more. As long as Alarak is winning fights, this trait means he can win them relentlessly -- which very much fits my idea of Alarak as a hero. Soul Absorption can be countered simply by not letting Alarak take down any heroes.

Please give feedback in the comments! :)

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Gallifreyan10 (4) | February 28, 2016 11:08pm
Like this concept, The trait might need some nerfing, otherwise he is a Tank and Assassin so maybe half that heal so the enemy team do get a chance to kill you. just saying.
I Like this concept and would play it if Blizzard went on this site and took suggestions
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