Alleria Windrunner by Healing Mantra

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Alleria Windrunner

By: Healing Mantra
Last Updated: Nov 23, 2015
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Alleria Windrunner

The Head Scout

Medium Base Level 10 Level 20 Level 30
Health 1758 2602 3852 5702
Health Regen 3,55 5,25 7,78 11,51
Mana 490 (+10) 590 690 790
Mana Regen 2,92 (+0,12) 4,12 5,32 6,52
Attack 104 154 228 337
Attack Speed 1,46 1,46 1,46 1,46
Range 6,25 6,25 6,25 6,25
Alleria uses her longbow and incredible range to kill enemies from afar. Her elemental arrows and scouting abilities allow her to track her enemies, so noone should be capable of escaping from her.

Combat Trait

1
Hawkeye
After ten hits with your attacks / abilities, you gain Hawkeye bonus for 3 seconds, which increases your attack speed and attack range by 15% and cooldown reduction by 10%. Also attacks made when Hawkeye is active steal 15% of target's movement speedand reveal enemies hit for 1 second.

Primary Abilities

1
Ice Arrow
Alleria fires an arrow at targeted location, exploding upon impact, dealing 225~730 damage and creating a slowing field, that decreases movement speed by 40%. The pool lasts 3 seconds.
Mana: 50
Cooldown: 16 seconds
Range: 6,25 (Range) / 2,25 (Explosion and field area)
2
Earth Arrow
Alleria fires an arrow at a target, dealing 133~430 damage and healing you for the same amount. When target is slowed by Ice Arrow, the arrow shatters, making the enemy Vulnerable for 4 seconds, making it take an additional 25% damage and decreasing it's movement speed by 70% for the duration. The slow decays over time.
Mana: 70
Cooldown: 16 seconds
Range: 6,25 / 3,5 (Area of Effect)
3
Phasing
Causes the next attack vesrus you to deal no damage. When successful, increase attack speed by 60% for 2 seconds.
Mana: 50
Cooldown: 13,5 seconds (starts after blocking an attack)
Range : 0 (Selfcast)

Heroic Abilities

1
Storm Arrow
Alleria fires a long-ranged arrow that deals 240~778 damage to all enemies struck and applies a Storm Arrow debuff on them for 3 seconds. After the debuff expires, it explodes, dealing 138~448 additional damage to all surrounding enemies.
Mana: 100
Cooldown: 65 seconds
Range: 10 (Arrow range) / 2 (Explosion Radius) / 1 (Arrow Width)
2
Track
Alleria reveals all enemy heroes in a wide radius and makes them vulnerable, making them take an additional 25% damage and increases your movement speed by 60% when running towards marked enemies. This lasts for 4 seconds.
Mana: 100
Cooldown: 75 seconds
Range: 14 (Radius, Point Blank)

Special Mount

1
Wild Run
Instead of Mounting, Alleria can use this ability to increase movement speed and sight radius for 10 seconds by 40%. This effect expires three times as fast during combat.
Cooldown: 45 seconds

Tier 1 Talents

Chilling Arrow: Ice Arrow's slow persist for 0,75 seconds after leaving the area.

Reflection: Phasing also deals damage to attacker equal to 35% of damage absorbed.

Heavy Arrow: Earth Arrow flies 15% slower, but stuns for 1 second.

Seasoned Marksman: For every 6 Minion or Mercenary kills near your hero, gain 1 Basic Attack damage. Hero takedowns count as 2 Minion kills.

Penetrating Shots: Every tenth attack deals an additional 50% damage.

Tier 2 Talents

Vampiric Assault: Basic attacks heal you for 15% of damage they deal to your primary target.

Glacial Arrow: Ice Arrow's explosion radius is increased by 45%.

Focused Attack: Every 10 seconds, your next Basic Attack deals 75% bonus damage. Basic Attacks reduce this cooldown by 1 second.

Illusion: Phasing now activates automatically and it's cooldown is reduced to 10 seconds.

Vanishing: When successful, Phasing makes you invisible for 1 second.

Tier 3 Talents

Ice Phasing: Whenever a Basic Attack is absorbed with Phasing, decrease cooldown of Ice Arrow by 3 seconds.

Earth Phasing: Whenever a Basic Attack is absorbed with Phasing, decrease cooldown of Earth Arrow by 3 seconds.

Boulder Arrow: Earth Arrow now affects all enemies within 1,5 units from the primary target.

Battle Momentum: Basic Attacks reduce cooldown of your abilities by 0,5 seconds.

Phantom: When successful, Phasing increases your movement speed by 60% for 2 seconds.

Tier 4 Talents

Storm Arrow

Track

Tier 5 Talents

Giant Killer: Basic Attacks versus enemy heroes deal bonus damage equal to 1,5% of the Hero's maximum health.

Knock-back Arrow: Earth Arrow pushes enemies hit back 3,5 units away. If they hit a wall, they are stunned for 1 second and take an additional 151~490 damage.

Deadly Range: Increases your attack range by 20%.

Refershing Ice Arrow: Whenever you hit an enemy with Ice Arrow, decrease cooldown of other abilities by 2,5 seconds.

Barrage of Arrows: When casting an ability, increase your attack speed by 30% for 2 seconds.

Tier 6 Talents

Executioner: Basic Attacks deal 40% increased damage to slowed, rooted or stunned targets.

Arctic Arrow: Ice Arrow now costs 30 mana and stuns enemies hit for 1 second.

Blood for Blood: Activate to deal 10% of target enemy Hero's Max Health and heal for twice that amount.

Berserk: Activate to increase your attack speed by 40% and movement speed by 10%. Lasts 4 seconds.

Imbue Arrow: After casting an ability, your next basic attack has an additional effect depending on which ability was cast:
Ice Arrow: Decrease an enemy's movement speed by 35% for 2 seconds.
Earth Arrow: Decrease an enemy's damage dealt by 7% for 4 seconds.
Phasing: Deal an additional 70% damage.

Tier 7 Talents

Purge Arrow: Increases Range of Storm Arrow by 20%. Also causes it to dispel all positive effects from each enemy hit.

Gonna catch'em all: Increases radius of Track by 50%. Also causes this to slow each enemy hero by 20% for the duration.

Nexus Frenzy:
Increases Attack Speed by 20% and Attack Range by 20%.

Bolt of the Storm: Activate to teleport to a nearby location.

Trueshot: Hawkshot is now permanent.

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Chatpelier | September 13, 2015 8:35am
First of all, I won't lie, you have an idea of Alleria that is so far from what I think of her that it'll be probably a bit difficult for me to help you with the concept. But I'll try nonetheless. Just take what you think is a good point, and leave the rest, ahah. :)

Before everything else, I have a problem with your build, in that I find it lacks synergy between her abilities. I see why you chose those independently, but there's still something lacking in my opinion (might be wrong).
The second issue is that Earth Arrow seems way too powerful. I know its CD is long and mana cost is high, but it's doing too many good things.
I'm afraid she'd be more like a spell caster than an archer here, relying on autoattacks to refresh her cooldown more than doing damage, moreover since she's controlling ice, earth and lightning.

I don't have a miracle solution to what I (and only me maybe) think is a problem, but here is a start :
- Change Phasing to build a synergy between your shots, giving extra effects if the target has been hit by another ability before. In those extra effets, you can include a way of escaping/more survivability since it was the point of Phasing
- If possible, include a way to synergyze something with your passive. It's cool, but with such long CD, it won't be of much use during teamfight (except for poking)
- Change Ice Arrow by Vine Arrow, it's only personal taste here, and I agree she's a High Elf so she's able to do magic, but still. It's your call though.

Okay, it's just a few things for now, but I don't know what else to add. I'll look forward for an update. :)
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