Alein by DemilveemonV2

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Alein

By: DemilveemonV2
Last Updated: Oct 1, 2019
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Alein

Captain of the Deep jungle

*Made up character*

Alein is a mermaid capable of commanding the power of nature as well as water for her abilities; because of this, she decided to become a pirate, to be someone that will walk on land but always be close to the water. When she got called into the nexus for a chance of exploring new places with loads of treasure, she knew she had to go to plunder everything on sight.

Combat Trait

1
Overgrowth
Alein throws a seed on enemies she hits with both abilities or basic attacks. Seeds can stack up to 2 on minions and up to 5 on enemy heroes. Seeds increase damage enemies take by 5% from all sources from Alein. If the enemy hit is a hero, when Aileen hits them with Deep Seas, she also reduces her Deep Seas cooldown by 0.3 seconds and obtains 3% movement speed for 4 seconds per seed the enemy hero has on them. This only applies for the hero with the highest seed count hit.

Seeds last 10 seconds and are refreshed upon applying new stacks.

Primary Abilities

1
Deep Seas
Mana cost: 35
Cooldown: 6

Alein sends a shockwave with range of 4 in front of her, going through all enemies hit dealing 180 damage on each enemy (it's width is like Alexstrasza's).
2
Sea call
Mana cost: 50
Cooldown: 12

Call down a shark made out of roots that erupts from below and jumps upwards after 1 second, stunning for 1 second and doing 240 damage to enemies hit by it. Deals 75% damage to minions.

It's radius is as big as a flamestrike not empowered by verdant spheres. Range of 6.
3
Enrooting bomb
Mana cost: 80
Cooldown: 14

Puts down a small trap that spaws seaweed that roots the enemy that steps on it for 1.5 seconds. Enemies rooted can still escape by means of movement abilities. Breaking the root like this will put them at a 35% slow for 2.5 seconds plus whatever duration the root still had as soon as the movement from their ability is done.

Deals 70 (+4%) damage per second for as long as it persists any of its effects.

Trap goes invisible 1 second after it has been planted.

Heroic Abilities

1
Trick of the pirate
Mana cost: 60
Cooldown: 60

Root yourself in place for 1 second extending your hand. If an enemy hero gets too close to you, they will lose control of their character for as long as you execute this ability and you will become invulnerable as well when the enemy hero is caught for its duration and 0.5 seconds after the animation finishes.

- If the enemy is higher than 50% of their maximum HP, punch them so hard that they'll fly away pushing aside enemies in their path for a range of 7, dealing 200(+4%) to him and half of it to everyone in its path.

- If the enemy is lower than 50% of their maximum HP, jab them, stunning them for 1 second and dealing 480(+4%) damage. Additionally if they have 5 seeds on them, consume them to apply 25 vulnerability on them for the next 4 seconds.

Both animations should take about 0.25 seconds.
2
Wood Bombardment
Mana cost: 90
Cooldown: 90

Alein summons a huge tree. The tree will drop down huge spiky chestnuts dealing 30 (+4%) damage in a small area and exploding after 1.5 seconds damaging enemies by 250 (+4%) (area as big as camp giant's rocks). If there are no enemy heroes, no seeds will be dropped as the tree drops a seed every 2 seconds on every enemy hero in its range and lasts for 10 seconds. It's area is the size of the Hyperion (but doesn't move). If explosions stack on top of each other, each enemy hero will only take 25% of every extra explosion per wave of seeds.

Talents

Level 1

(Q) Tool of the trade

- Quest: Hit enemies 100 times with Deep Seas. Every hit grants you a 0.1% lifesteal on all of your basic abilities.
+ Reward: Gain an additional 5% lifesteal and increase Deep Seas cooldown reduction to 0.4 seconds per seed.

(W) And a pool!

- Sea Call creates a pool of water after the ability is used. This pool lasts 3 seconds and deals 24+(+4%) damage every 0.5 seconds.

- Quest: (1) Hit enemies with Sea Call 30 times.
(2) Hit 2 enemies with Sea Call 5 times.
(3) Hit 3 enemies with Sea Call 1 time.

+ Reward: Every completion grants Sea Call an extra 15% damage. This damage increase also affects the pool of water from this same talent.

(Passive) Blooming seeds

- After an enemy is hit when at full stacks, they will also drop a fruit. Picking up fruits increases the damage of your next basic ability or attack by 25% and heals you for 25% of the damage dealt.

Level 4

(Q) Mastery of water cuts

- Deep Seas now has 2 charges but increases its cooldown to 8 seconds. Until you get a charge, the other charge doesn't start its cooldown but Overgrowth reduces both the current charge in cooldown and the one in standby.

(E) Chameleon roots

- Using Enrooting bomb now has no animation so the enemy won't see you putting it down. It also becomes invisible instantly.

(E) Poisonous roots

- Enrooting bomb now applies 120(+4%) damage per second as long as any of its effects are up. Does not benefit from Overgrowth.

Level 7

(W) White roots shark

- Sea Call radius becomes 15% bigger and its range is increased by 1, but the stun duration is reduced to 0.65 seconds. Killing or eliminating an enemy for up to 2 seconds after having hit them with Sea Call reduces its cooldown to 3 seconds.

(E) Voley Ball player hands

- Enrooting bomb can now be thrown with a range of 3.

(Trait) Covered by plants

- Hitting an enemy with 5 stacks of Overgrowth applies a 50% slow that lasts 4 seconds. Can only happen once every 10 seconds per enemy hero.

Level 13

(Q) Pure Stream

- Hitting enemies with Deep Seas makes a current of water appear around you which will reduce enemies attack speed that are close to you by 50% for 3 seconds. Lasts for 4 seconds.

(E) Sucker Plant

- Enrooting bomb now gives you a 35% Lifesteal on all of your abilities and basic attacks for 6 seconds on the enemy hit.

(Trait) Healing Mist

- Every seed on an enemy grants you 8(+4%) healing per second; only the highest seed count on an enemy is counted. This bonus regen overrides your natural regeneration for as long as its active.

Level 16

(Q) Ripple Waves

- Using Deep Seas also spawns a 2nd wave after 1 second that deals 50% of the original damage.

(W) Not even bones will remain!

- Sea Call now reduces the healing the target recieves by 70% and deals an extra 25% damage if the target is at 5 seed stacks from Overgrowth.

(E) Sticky leaves

- Enrooting bomb now spaws an invisible plant (goes invisible at the same time the seed does) on top of the seed, if an enemy gets into a range of 3 from the plant, the plant will attract them to the seed. If enemies break free of the root the slow is increased to a 50%.

Level 20

(R1) I AM the real cheater!

- If the enemy is also lower than 33% of HP, instantly kills them with the jab. Trick of the pirate now also bypasses Protected or Invulnerable. When the enemy is higher than 50% of HP they will be pushed until they collide with a wall rather than a set distance.

(R2) An act against nature

- Using Deep Seas and hitting the tree makes it drop another chestnut seed on every enemy that is not related to the natural time between dropping seeds from the tree (not affected by ripple waves). Explosions now happen 0.5 seconds faster and the tree lasts for 2 extra seconds.

(Trait) Pirate Goddess of plants and water

- Your trait now applies cooldown reduction to all of your abilities upon hitting an enemy with Deep Seas. Also gets rid of the highest seed count target restriction, allowing you to get cooldown reduction from all enemy heroes hit.

(W) Playful Shark waves

- Sea Call sharks now instead of jumping upwards, jump towards your position after spawning, dragging enemy heroes hit along the way. Also lowers its cooldown to 3 seconds if it hits a hero and lowers his base damage by 30%.

Stats

HP: 2132
Attack damage: 132
Attacks per second: 1.25

Strategies and how to play

- Alein is a character with several possibilities for different builds. I would expect her to be able to fill a Bruiser role, decent camp and good wave clear.

- Never forget that she is primarily a melee assassin but instead of overpowering her rivals with mobility that allows her to stick to them and damage, she preffers CC to catch her opponents off-guard.

- Her root is a great initiator and specially when working around a point that must be captured.

- While starting off with a combo from roots will always deal tons of damage, the best way to use her would be to apply Deep Seas onto enemies a few times so you can stack seeds on them. It's easier said than done though.

- Works pretty well with other allies with CC.

- In the middle of a teamfight, Trick of the pirate can be used in a pinch to save yourself or an ally or to quickly finish off someone with the help of your team. Particularly good against several melees, even if they are tanks.
Meanwhile, Wood Bombardment is better used as a zone control tool.

- Her ability to follow on a combo is limited to Sea Call, other than that her mobility is not that great.

Colour code

Orange is for anything related to Deep Seas

Blue is for anything related to Sea Call

Purple is for anything related to Enrooting Bomb

Red is for anything related to ultimate abilities

White is for anything related to her Trait

Yellow is for anything related to Passive aditional abilities and perks

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