Damien

Heroes of the Storm Alarak

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This thread is for comments about our Alarak build guide.

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I don't understand one thing, Why is it called "Discord Strike Build" when not a single talent towards Discord Strike is being used in the build?

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2 hours ago, Guest Darkness said:

I don't understand one thing, Why is it called "Discord Strike Build" when not a single talent towards Discord Strike is being used in the build?

I made a mistake with the HTML, but have since corrected the issue. It is now displaying correctly.

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Maybe you know it already but havent write that yet about Alarak tactic vs Tracer. I notice that Alarak Counter-Strike protect against Tracer's R ability from damage. So maybe work against other high damage ability as well like Kael Fireball(?) And more. A tips if face Tracer. 

 

Otherwise CS are do not any damage back against all push (Auriel push, Thralls ultime etc), silence (Alarak) and more. CS may ability protect you from damage if use it right but Alarak do zero damage from his Counter-Strike ability if it isnt normal attack without any effect. 

Good against suprise attack when come from Sylvanas or Li-ming. 

 

I have not have any problem against Li-Ming. But maybe just me have face any good Li-ming player yet. 

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6 hours ago, Guest Phenom said:

Maybe you know it already but havent write that yet about Alarak tactic vs Tracer. I notice that Alarak Counter-Strike protect against Tracer's R ability from damage. So maybe work against other high damage ability as well like Kael Fireball(?) And more. A tips if face Tracer. 

 

Otherwise CS are do not any damage back against all push (Auriel push, Thralls ultime etc), silence (Alarak) and more. CS may ability protect you from damage if use it right but Alarak do zero damage from his Counter-Strike ability if it isnt normal attack without any effect. 

Good against suprise attack when come from Sylvanas or Li-ming. 

 

I have not have any problem against Li-Ming. But maybe just me have face any good Li-ming player yet. 

The guide is currently in an early release state, as the meta surrounding Alarak has not yet fully developed. That being said, let's talk about this stuff!

It is true that you can block a high damage Ability with Counter-Strike, and it does have a low cooldown. In some scenarios, it would be a great take at Level 10. I currently have Counter-Strike listed as a situational pick, because I think that Deadly Charge is better most of the time. Deadly Charge gives Alarak a massive gap-closer that deals a ton of damage as Alarak passes through enemies.

Tracer counters Alarak not because of her Heroic, but because of the constant damage stream from ReloadReload and her mobility from BlinkBlink. As for Li-Ming, I think it may be that you have not run into a good one yet. Even with Deadly Charge, Alarak simply lacks the tools to get into and stay within range of a Li-Ming who is respecting his position. She can throw damage at you from complete safety, because Magic MissilesMagic Missiles and Arcane OrbArcane Orb both out-range your highest range Basic Ability, Telekinesis. Unless she makes a mistake, all you can do is dodge.

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On Friday, September 16, 2016 at 11:25 PM, Straften said:

The guide is currently in an early release state, as the meta surrounding Alarak has not yet fully developed. That being said, let's talk about this stuff!

It is true that you can block a high damage Ability with Counter-Strike, and it does have a low cooldown. In some scenarios, it would be a great take at Level 10. I currently have Counter-Strike listed as a situational pick, because I think that Deadly Charge is better most of the time. Deadly Charge gives Alarak a massive gap-closer that deals a ton of damage as Alarak passes through enemies.

Tracer counters Alarak not because of her Heroic, but because of the constant damage stream from ReloadReload and her mobility from BlinkBlink. As for Li-Ming, I think it may be that you have not run into a good one yet. Even with Deadly Charge, Alarak simply lacks the tools to get into and stay within range of a Li-Ming who is respecting his position. She can throw damage at you from complete safety, because Magic MissilesMagic Missiles and Arcane OrbArcane Orb both out-range your highest range Basic Ability, Telekinesis. Unless she makes a mistake, all you can do is dodge.

Ok, I still havent face a good Li-ming I guess. Otherwise I have face Sgt Hammer and give Alarak really problem which I agree. And Tracer are hard to face alone. 

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I disagree with the weakness heroes entirely. If you grab the extra push distance and range on telekinesis, alarak makes Sgt hammer an easier kill if he has a helper with him. You just charge at her then push and silence her. Dead hammer. Same goes for Li-Ming and tracer, but you need the reduced cooldown on telekinesis rather than the range, all it takes is one landed discord strike and they're half dead. Then you can poke almost as effectively between lightning and a discord telekinesis combo on a 6 second cooldown.

 

In my opinion his real weaknesses are high sustain heroes like butcher, illidan (he dodges discord ezpz), raynor(silence doesn't block adrenaline rush), tychus etc who can deal a lot of damage without relying on abilities.

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3 hours ago, Guest WIZBIZ said:

I disagree with the weakness heroes entirely.

Nowhere near well versed enough with this hero to be able to respond properly, but I'm just tagging @Straften here. Wanted to comment to say that we are reading and taking note of what you're saying, but he'll be able to give a proper response/analysis of your comment.

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3 hours ago, Guest WIZBIZ said:

I disagree with the weakness heroes entirely.

Alright, let's take a look.

3 hours ago, Guest WIZBIZ said:

If you grab the extra push distance and range on telekinesis, alarak makes Sgt hammer an easier kill if he has a helper with him.

The weaknesses of any Hero can be helped by teammates. This is what makes the draft so important, and why certain team compositions have significant advantages over others.

3 hours ago, Guest WIZBIZ said:

...alarak makes Sgt hammer an easier kill if he has a helper with him. You just charge at her then push and silence her. Dead hammer.

Any Hero in the game is susceptible to being ganked, which is essentially what you are describing here with Sgt. Hammer. There are other factors at work here too; maybe I should add these to the explanation in the guide.

One of Alarak's most inherent weaknesses is his lack of waveclear. Sgt. Hammer will always outpush him in a 1v1 lane, and in most 2v2 lanes as well. This means that the Minions will be pushed forward. Alarak will be unable to safely charge straight at her, because he will draw agro from the Minion wave. If he does charge forward tanking damage, it is a red flag to Hammer that she may be getting ganked. A cautious player will simply move away and spit out Spider MinesSpider Mines. Hammer will usually maintain lane superiority until the map objective spawns. At this point Alarak will be forced to decide between clearing and catching up in experience, or allowing his structures to take damage while he heads to the objective with an experience disadvantage.

3 hours ago, Guest WIZBIZ said:

Same goes for Li-Ming and tracer, but you need the reduced cooldown on telekinesis rather than the range, all it takes is one landed discord strike and they're half dead. Then you can poke almost as effectively between lightning and a discord telekinesis combo on a 6 second cooldown.

Charging at Li-Ming is an incredibly bad idea, as she will easily kite away from you while inflicting massive damage. I would recommend avoiding her as much as possible until your team is ready to deal with her with you. Also, landing Discord Strike on a good Tracer is pretty much a pipe dream.

3 hours ago, Guest WIZBIZ said:

In my opinion his real weaknesses are high sustain heroes like butcher, illidan (he dodges discord ezpz), raynor(silence doesn't block adrenaline rush), tychus etc who can deal a lot of damage without relying on abilities.

These are good points, and are worth watching. As the meta continues to develop, I will update all sections of the guide with new information. 

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I disagree that Raynor Tychus have not give me a problem as you say. Tychus can you silence and stop his damage pretty easy and so on. 

Butcher strong autoattack and charge stun (late game) can give you problem then he get good start instead you start the fight and Illidan with jumping around make it hard to hits him with Alarak ability and they both mention are pretty strong duelist. That in my eyes I think you WIZBIZ may see them as a problem for Alarak. Alarak can be strong duelist but not easy duelist as Alarak as it is duelist as Illidan, Thrall or Kerrigan for example. 

I think Alarak strenght lies in teamfight. If Alarak pick second ultimate at lvl 20 then can Charge in the fight and try hits many enemy heroes as possible (at maps like get Punisher, Immortal and more) then Counter-Strike right after. Alarak have pretty high damage ultime and his strenght lies in ability that hit enemys heroes. So it can be be worth pick second ultime when playing Alarak. Alarak is unique assassin compare with other assassins. Alarak is actually pure Assassin that focus is on killing other team heros. And Alarak is one strongest on ganks other hero. But also it can easy get backfire and get gank as Alarak.

I hope my english wasnt so bad, if so I am very sorry :-( 

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5 hours ago, Guest Phenom said:

I disagree that Raynor Tychus have not give me a problem as you say. Tychus can you silence and stop his damage pretty easy and so on. 

Butcher strong autoattack and charge stun (late game) can give you problem then he get good start instead you start the fight and Illidan with jumping around make it hard to hits him with Alarak ability and they both mention are pretty strong duelist. That in my eyes I think you WIZBIZ may see them as a problem for Alarak. Alarak can be strong duelist but not easy duelist as Alarak as it is duelist as Illidan, Thrall or Kerrigan for example. 

I think Alarak strenght lies in teamfight. If Alarak pick second ultimate at lvl 20 then can Charge in the fight and try hits many enemy heroes as possible (at maps like get Punisher, Immortal and more) then Counter-Strike right after. Alarak have pretty high damage ultime and his strenght lies in ability that hit enemys heroes. So it can be be worth pick second ultime when playing Alarak. Alarak is unique assassin compare with other assassins. Alarak is actually pure Assassin that focus is on killing other team heros. And Alarak is one strongest on ganks other hero. But also it can easy get backfire and get gank as Alarak.

I hope my english wasnt so bad, if so I am very sorry :-( 

The Butcher and Illidan can both be annoying to deal with on Alarak. When facing The Butcher, Counter-Strike does seem like a good idea; however, I am not sure it would be very effective against Illidan. I will need to consider this and pick into Illidan this week in order to gather the necessary information; it does seem Illidan may belong on the counter list. 

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New change with Zarya Patch for Alarak are not big change. But Counter Strike now making Alarak Unstoppable and with increased damage can do 550 damage AoE front of Alarak. Which I think making a bit more viable take two Ultime ability. Then Alaraks strenght lies in ability damage against enemys heroes like a mage.

Counter Strike is now much better in teamfight there before the patch can be hard do damage because not only enemy heroes need to attack you but also can be countred by some crowd control which cancel Counter Strike before. 

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18 hours ago, Guest Phenom said:

New change with Zarya Patch for Alarak are not big change. But Counter Strike now making Alarak Unstoppable and with increased damage can do 550 damage AoE front of Alarak. Which I think making a bit more viable take two Ultime ability. Then Alaraks strenght lies in ability damage against enemys heroes like a mage.

Counter Strike is now much better in teamfight there before the patch can be hard do damage because not only enemy heroes need to attack you but also can be countred by some crowd control which cancel Counter Strike before. 

Counter-Strike is much more useful now that it also makes Alarak Unstoppable. I feel like it is a great option, and I take it much more often than I did before. I am very happy to see this change. :)

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On 2/10/2017 at 10:07 PM, Guest Farbas said:

The build should indicate if we should take Deadly Charge or Counter Strike first

I believe it does. You only take the double ult for the second build. The first build focuses on resets using Hasty Bargain.

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On 12/02/2017 at 10:50 AM, Blainie said:

I believe it does. You only take the double ult for the second build. The first build focuses on resets using Hasty Bargain.

Sure, but that wasn't my question. In the build where you take both ults, which one should we take at lvl 10 and which one can wait until lvl 20?

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1 hour ago, Farbas said:

Sure, but that wasn't my question. In the build where you take both ults, which one should we take at lvl 10 and which one can wait until lvl 20?

It depends on the team compositions. If you have no heroes that can start a teamfight, picking Deadly ChargeDeadly Charge is often better, especially on maps where you expect to see teamfights early on. If you feel like you'll need more survivability before you hit level 20, or if you already have enough team engaging heroes, Counter-StrikeCounter-Strike is usually better.
The build itself recommends taking Counter-StrikeCounter-Strike first. I rarely find myself in position where Counter-StrikeCounter-Strike would be required, so I pick Deadly ChargeDeadly Charge most of the time.
So, to sum this up - pick what you feel is better for given situation (or a skill you are more comfortable with), and if you have no idea what to pick, take Counter-StrikeCounter-Strike.

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8 hours ago, Guest XeaKon said:

I think the discord strike build would benefit more from talents that increase the range and push of telekinesis and also increase the silence duration

.https://www.icy-veins.com/heroes/talent-calculator/alarak#24.0!2111124

I feel like taking the talents that aim to buff the range/push are essentially just making up for one of two situations: either you are chasing an enemy after a fight that has likely already been won, or you aren't positioning yourself well enough to engage. I'm sure the build does work, but I don't think the talents are worth taking unless you are really struggling to get decent picks with the current build.

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Many of alarak's values are incorrect. Such as his healing on sustained power is 40% not 25%, Negatively channeled gives a base 150 and continually 3% not 200% and 5%. There are quite a few more inconsistencies in his talents.

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4 hours ago, Guest Lt.Grapefruit said:

Many of alarak's values are incorrect. Such as his healing on sustained power is 40% not 25%, Negatively channeled gives a base 150 and continually 3% not 200% and 5%. There are quite a few more inconsistencies in his talents.

The tooltips are out of date - the tooltip bot must have messed up, thanks for pointing it out.

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      Health increased from 1425 to 1550 Health Regen increased from 2.969 to 3.23 Basic Attack damage reduced from 90 to 81 Abilities
      Withering Fire (Q) Adjusted functionality: Pressing Q once fires 5 Withering Fire arrows at the closest enemy Mana cost increased from 0 to 25 Damage reduced from 48 to 39 Range increased from 6.25 to 8 Cooldown increased from 2 to 8 seconds Cooldown now restores all charges No longer gains charges on Minion kills Nearby Heroes takedowns now refresh the cooldown of this ability Fire rate reduced from .188 to .375 (50% slower) Withering Fire cannot be cast while a previous cast of Withering Fire is still firing Shadow Dagger (W) Adjusted functionality: Shadow Dagger no longer spreads to nearby targets each time it does damage.  Damage dealt by Sylvanas to the primary target of Shadow Dagger spreads its effect to all nearby enemies. Mana cost decreased from 75 to 50 Duration increased from 2 to 2.5 seconds Damage reduced from 37 to 29 Haunting Wave (E) Banshee travel speed increased by ~6% Mind Control (R) Cooldown reduced from 60 to 50 seconds New functionality: After a .25 second cast, launch a missile that impacts the first enemy Hero in its path.  Impacted Heroes are Silenced, Slowed by 30%, and forced to walk towards Sylvanas for 1.75 seconds. Black Arrows (Trait) New functionality: Activate to cause all Basic Attacks and Abilities to Stun Minions, Mercenaries, and Structures for 3 seconds over the next 10 seconds. 40 second cooldown New Passive functionality – Banshee’s Curse: Basic Attacks infect enemies with Banshee’s Curse for 3 seconds.  Sylvanas deals 25% bonus damage to enemies with 3 stacks of Banshee’s Curse. Talents
      Level 1 Overflowing Quiver (Q) Removed Dreadful Wake (E) Removed Overwhelming Affliction (Trait) Moved from Level 16 Adjusted functionality: Enemy Heroes with 3 stacks of Banshee’s Curse are slowed by 15%.  Basic Attacks against Slowed enemy Heroes deal 1% of their maximum Health in damage New Talent: Unfurling Shadows (W) Quest: Each time Shadow Dagger deals damage to enemy Heroes with 3 stacks of Banshee’s Curse, increase its damage by .5% New Talent: Banshee’s Curse (Q) Hitting an enemy Hero with Withering Fire increases Sylvanas’ Attack Speed and Ability Power by 5% for 6 seconds, stacking up to 5 times Level 4 With the Wind (Q) Removed Mercenary Queen (Trait) Moved from Level 1 Adjusted functionality: Friendly non-Elite Mercenaries near Sylvanas deal 60% more damage.  Sylvanas Stuns and deals 30% additional damage to Mercenaries with 3 stacks of Banshee’s Curse. Possession (Active) Moved from Level 7 Now requires 3 charges to be used on Catapults Unstable Poison (W) Moved from Level 7 Damage increased from 116 to 130 Now triggers on enemy minions who are afflicted by Banshee’s Curse, Black Arrows, or Shadow Dagger Radius increased from 2 to 2.5 Level 7 Barbed Shot (Q) New functionality: Hitting the same enemy with 5 shots of Withering Fire causes the last shot to deal 350% bonus damage Lost Soul (W) Moved from Level 4 Adjusted functionality: Reduce Shadow Dagger’s cooldown by 1.75 seconds each time Sylvanas uses a Basic Attack on an enemy Hero with 3 stacks of Banshee’s Curse. New Talent: Festering Wounds (E) Haunting Wave deals 25% more damage and applies 3 stacks of Banshee’s Curse.  Level 13 Cold Embrace (W) Moved from Level 16 Duration increased from 2 to 2.5 seconds Now also reduces the Armor of targets that Shadow Dagger spreads to by 10 Spell Shield (Active) Removed Remorseless (Trait) Moved from Level 16 New functionality: Increase Sylvanas’ Basic Attack range by 1.  Basic Attacks against enemy Heroes with 3 stacks of Banshee’s Curse fire an untalented shot of Withering Fire.  This shot applies Banshee’s Curse. Windrunner (E) Adjusted functionality: Teleporting with Haunting Wave resets the cooldown of Withering Fire.  Haunting Wave can be cast a second time for free within 5 seconds after teleporting Level 16 Life Drain (W) Moved from Level 13 New functionality: Dealing damage to enemies with 3 stacks of Banshee’s Curse heals Sylvanas for 15% of the damage dealt.  Doubled against Heroes Evasive Fire (Q) Adjusted Functionality: Hitting enemies with Withering Fire grants Sylvanas 6% bonus Movement Speed for 2 seconds, stacking up to 30%.  Basic Attacks refresh this duration. Will of the Forsaken (Active) Moved from Level 13 Level 20 Dark Lady's Call (R) New functionality: Reduce the cooldown of Mind Control by 30 seconds.  Heroes hit by Mind Control have their vision greatly reduced for 5 seconds.  Withering Barrage (Q) Moved from Level 4 New functionality: Hitting an enemy Hero with Withering Fire decreases its cooldown by .75 seconds Warrior

      Stitches
      Abilities
      Hook (Q) Range reduced from 12.5 to 11 Slam (W) Cast time increased from .25 to .313 Cooldown increased from 6 to 7 seconds Range increased from 8 to 9.5 Mana cost increased from 30 to 35 Added functionality: Now has an Inner area that deals 40% Bonus Damage and applies a 40% slow for 1.5 seconds Devour (E) Ability Effects now occur at the start of the ability's cast, rather than at the end Vile Cleaver (Passive) New Functionality: Basic Attacks apply Vile Gas to nearby enemies, poisoning for 45 damage over 3 seconds. Re-applying Vile Gas increases its duration rather than resetting it, up to 10 seconds. Talents
      Level 1 Chew Your Food (E) Removed Dampen Magic (Passive) Removed Heavy Slam (W) Removed Hungry for More (Passive) New functionality: Quest: Regen Globes grant 30 permanent Health Every 15 Regen globes, Stitches gains 5% permanent Movement speed up to a maximum of 20% Savor the Flavor (E) Additional heal over time effect duration reduced from 5 to 4 seconds. Moved from level 7 New Functionality: Casting Devour on a Hero restores an additional 10% of maximum Health and Mana over 5 seconds and permanently increases Stitches’ health regeneration by 1. New Talent: Patchwork Creation (Passive) Increase all healing received by 15%. Nearby Minion and Hero kills Heal Stiches (Minions for 30, Heroes for 300) Hero takedown heal amount reduced from 300 to 240 Level 4 Amplified Healing (Passive) Removed Restorative Fumes (Trait) Removed Putrid Ground (W) Removed New Talent – Playtime! (W) Heroes hit by Slam reduce the cooldowns of Stitches's other Basic Abilities by .5 seconds. This cooldown reduction is increased to 2 seconds for Heroes that are hit by Slam's inner impact area. New Talent – Chop Chop (W) Hitting a Hero with the inner area of Slam increases Stitches' Basic Attack Speed by 50% for 4 seconds. New Talent: Serrated Edge (Q) Hooking an enemy Hero deals 5% of their max life as damage and decreases Hook’s cooldown by 4 seconds. Cooldown reduction decreased from 4 to 3 seconds. Level 7 Last Bite (E) Removed New Talent - Blight (Trait) Vile Gas heals for 33% of the damage it deals. Activate to apply Vile Gas to all nearby enemies and reduce their healing taken by 20% for 5 seconds. 40 second CD Cannibalize (Passive) Moved from level 20 New functionality: Heroes hit by Basic Attacks and Slam’s inner area heal Stitches for 2% of his maximum health. Healing reduced from 2 to 1.75% of maximum health Tenderizer (Passive) New functionality: Basic Attacks slow the target by 25% for 2.5 seconds. If the target is afflicted with Slam’s Slow, refresh its duration. Level 13 Flea Bag (Passive) Removed Mega Smash (W) Removed Indigestion (E) Removed New Talent – Lacerate (W) Slam afflicts enemies with Vile Gas and reduces armor by 10 for 4 seconds. New Talent – Digestive Juices (E) Devouring an enemy Hero reduces their damage dealt by 40% for 4 seconds. New Talent – Gas Flare (Passive) Stitches deals 16 damage per second to enemies around you. This damage is increased by 150% for 4 seconds after successfully Hooking an enemy Hero Damage per second reduced from 16 to 15 Level 16 Pulverize (W) New functionality: Slam slows all enemies by 75% for 1 second. Slow duration reduced from 1 to .75 seconds. Shish Kabob (Q) Removed Toxic Gas (Passive) Removed Fishing Hook (Q) Range bonus increased from 40 to 50% New Talent - Meat Hook (Q) Hooking an enemy Hero restores 16% of maximum health over 4 seconds. For 4 seconds, Basic Attacks against the Hooked Hero will refresh the duration of this healing effect. Level 20 New Talent – Second Helping (E) Gain an additional charge of Devour. Devouring an enemy Hero reduces the cooldown of your Heroic ability by 5 seconds. New Talent – Shambling Horror (Active) Passive: Stitches is no longer affected by Slowing effects Activate to gain 50 Armor for 4 seconds. 60 second CD.   Collection
      Many seasonal items have made their way back into the collection and will be available for crafting and in Loot Chests for a limited time!
      New Bundles
      The following new bundles are only available for a limited time! Toy Heroes Bundle Cuddle Bear Stitches Skin Pack Cosmic Force Valeera Skin Pack Dehakasaurus Rex Skin Pack New Skins (Limited Time Only!)
      Stitches Cuddle Bear Stitches Snuggle Bear Stitches Honey Bear Stitches Dehaka Dehakasaurus Rex Dino-Metal Dehakasaurus Rex Playtime Dehakasaurus Rex Valeera Cosmic Force Valeera Psionic Cosmic Force Valeera Nega Force Valeera Sylvanas Mint Sugar Plum Sylvanas New Mounts (Limited Time Only!)
      Cosmic Lion Psionic Lion Nega Lion Plush Unicorn Plush Zombicorn Pretty Plush Unicorn Fuzzy Plush Unicorn Honey Plush Unicorn New Portraits, Sprays, and Emojis
      Several new emoji packs and portraits have also been added to the game. Bug Fixes
      General
      Fixed an issue causing camera jumps and cursor resets when using drag scroll. Made a number of improvements to AI behavior. Heroes, Abilities, and Talents
      Brightwing: Fixed an issue preventing Brightwing from applying the Sticky Flare talent effect if it hit more than one target. Brightwing: Fixed an issue preventing Brightwing from applying the Hush! talent effect if it hit more than one target. Chromie: Dragon’s Breath’s warning splat will now display after the ability has been cast. Deckard: Fixed an issue causing Deckard’s portal to be visible in Fog of War when using Hearthstone. Leoric: Fixed an issue that allowed Drain Hope’s damage and healing to persist through time stop effects. Lunara: Fixed an issue preventing Lunara from playing a voice line when she died. Stitches: Slam will now reveal its impact area and targets. Stitches: Serrated Edge no longer deals bonus damage to friendly targets when using Helping Hand. Stukov: Fixed an issue causing Massive Shove to remove Weighted Pustule from its target. User Interface
      Fixed a number of tooltip issues and inaccuracies across the game. Fixed an issue causing Hero models to prevent players from pressing the Ready button in the queue screen. Fixed an issue causing grandmaster numbers of 3 digits to extend beyond portrait frames while in a party. Kel’Thuzad: Added a quick-cast option for Glacial Spike. Zul’jin: Added a quick-cast option for Amani Rage. The latest Heroes of the Storm content patch with Stitches & Sylvanas updates is now live.