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Heroes of the Storm Alarak

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I suggest to indicate that Extended lightning will be difficult to complete against team comps featuring abathur, or mostly ranged hero that won't tend to group up a lot.
I also suggest to label Sustaining Power as situational, in the case where your team has no healer and few tanks, and features mostly ranged assassins, as it can be the case in modes like Quick Match.

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About Alarak, what key bindings or key changes, such as Quick cast, would you all suggest to use? I'm having trouble setting up for Alarak, especially in messy team fights.

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8 hours ago, Trensicourt said:

About Alarak, what key bindings or key changes, such as Quick cast, would you all suggest to use? I'm having trouble setting up for Alarak, especially in messy team fights.

Alarak requires very precision, since his skillshots can be hard to hit. For that reason, I run with the "On Release" option on Discord StrikeDiscord StrikeTelekinesisTelekinesis and Counter-StrikeCounter-Strike in order to see the aiming reticule better and calculate where it will hit. For Telekinesis, which is an ability hard to maneuver, the "On Release" option is specially useful, allowing you to drag the cursor around and see how the effect will apply; I recommend playing around with this option in the Try Mode first, so you get used to it. And you can always cancel any ability on either "Off" and "On Release" it by right-clicking anywhere, in case you decide to not cast said abilities.

Edited by Valhalen
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The lightning quest is also easy to complete when facing a melee solo laner. Since they will generally be in the mix of minions you can target. So if the team fights are too ranged based or too spread out, this might be your way to get the quest advanced a little further. It may only be temporary though as they catch on. You can also use it when laying siege. As enemy heroes try to come out to push you away they open up to some easy center damage.

Edit: Specifically, use the walls and towers. Once your minions are closing to siege, position yourself so that your circle line lets you hit all three, so that when they come out to engage, you can just ping them for your quest. Easy.  If you are fighting in the open and they are staying in the back row of minions because they know about Alarak, then you can always bump them forward, or bump minions backwards.

Capture points are also very nice for grabbing lightning and discord quests. There's always someone getting swarmed. :p

Edited by Morcalivan
clarification

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Hi, I found a typo I believe in the Alarak guide in the Chaos Reign build, the level 7 talent being Applied ForceApplied Force while the description of the build talks about Hindered MotionHindered Motion :)

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30 minutes ago, SacriJuts said:

Hi, I found a typo I believe in the Alarak guide in the Chaos Reign build, the level 7 talent being Applied ForceApplied Force while the description of the build talks about Hindered MotionHindered Motion :)

The sentence before Hindered MotionHindered Motion says that Applied ForceApplied Force can be exchanged. This means that Hindered MotionHindered Motion is an alternative choice to Applied ForceApplied Force at level 7 and due to its nature deserves to be described in the build description. 

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Guest Lurker 2.0

His guide has been updated to reflect the Meta but the descriptions for his builds has not been updated to reflect the adjusted talent choices and include reasons for talents not chosen for the suggested builds.

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I have a different build for Alarak.

https://www.icy-veins.com/heroes/talent-calculator/alarak#51.0!2122332

This is considered by me to be the 'Q and Sadism' build, and by my friends as the 'One Shot God' or 'Amon' build.

The way this build is MEANT to be played turns Alarak into more of a ranged pull-melee assassin rather than a melee one, because you pull them in, discord strike them, slash once or twice, then run away as they run and cower in fear at how much raw damage you just did to them.

Set Q to on to immediately cast in the direction your cursor is facing, leave W and E alone, and put your Counter-Strike on immediate, or 'on', and the deadly charge you can leave be as well.

This build also relies heavily on the E ability as well in order to heal yourself to above 80% health to enable the lvl 1 talent.

Be aware, this build is also HEAVILY skill based, and you should practice in single-player or AI modes to get the hang of it before going into a PvP match.

Once you get around 180% or more sadism, you can reliably 1v2 the enemy team ... it gets pretty insane how much damage, and fear you can cause the enemy team with just your basic abilities.

 

The W at level 1 allows it to have relatively the same cooldown as discord strike, making it MUCH easier to constantly, and consistently, deal discord strikes.

The Chaos Reigns talent at level 4 is what's going to make this build what it is, and turn you into a damage machine-beast nastier than Amon himself. You must be relatively skilled to hit the 3-in-one strike, but once you do, your team has an IMMEDIATE advantage in virtually EVERY fight. Not only does this talent increase your Q damage ... IT STACKS WITH SADISM!!! ... so you think you're getting 220 extra damage out of this? ... NO ... YOU are getting AT LEAST 440 extra damage, this is an absolutely HUGE bonus. This talent is much easier to get, and GREAT, when on epi-center, objective-based maps like; Cursed Hollow, Volskaya Factory, Garden Terror, Alterac Pass, etc, where the enemy team is bunched up. Use this so you can silence them all and deal god-levels of damage. I kid you not, it is better to get this quest done and die because of it, causing your team to lose a fight and/or objective with only 1 or 2 kills, than to WIN a team-fight on that objective. That, however, is ONLY for team-fights below level 10-12, die later in the game, and it will be more of a detriment.

The Hindered Motion talent at level 7 makes it literally impossible for someone to escape your W pull-to-Q strike if you know what you're doing, because the push/pull stuns for a second and while it's pushing you start up your Discord Strike and it hits before they can slide out or teleport away.

Counter-Strike at level 10 is literally the best thing ... and it ALSO ... stacks with sadism. It's also great if there's a li-li, or a li-ming behind the main-line and you run up, counter-strike, and kill them. It's also great against charging or un-avoidable stuns like butcher's charge, and ESPECIALLY Xul's root ability. I can't tell you how many times I've made a Xul run back to his nexus because he attempted to root me, I Counter-Strike just before it ends, deal nearly 1,000 damage just from the counter-strike, pull him and discord strike him for nearly another 1,000 damage, and as my Hindered Motion talent does it's work and me or my team finish him off.

The Rite of Rak'Shir talent at level 13 is actually a VERY simple to use talent, you simply mark a target, and EVERY TIME you discord strike them, that adds 3% to your sadism ... every time you kill the target ... add another 5% sadism. Every time a target dies, the cooldown is reduced to 10 seconds. This is the talent where you start to gain virtually UN-LIMITED POWER, because guess what? ... THERE IS NO SADISM CEILING OR LIMIT TO RITE OF RAK'SHIR GAIN, ONLY DEFAULT SADISM KILLS. Your highest point where sadism actually STOPS working, and STOPS giving you bonuses, is around 500-600% ... and most of the time you will be dominating so hard that you'll end the game SUPER quick, and only have around 212%, the most I've ever gotten is 313%, and I was 1v4'ing the entire enemy team CONSTANTLY at level 20+.

The Mocking Strikes talent at level 16 virtually doubles your DPS or damage you can do in a fight in general. Simply slash only once or twice after W pull-to-Q'ing them, as your slow still makes it count. Congrats, you just reduced all of your basic cooldowns by 6 seconds, virtually restoring your Discord Strike ability because during the time you took to slash, 2 seconds went by, and now you just do it again to the same person, or a different one, literally sentencing anyone who DARES stay to fight you instead of running away to certain DEATH.

Deadly Charge at level 20 makes it so that you can kill virtually anyone in a 1v1 situation without so much as a blink of an eye. Simply W pull-to-Q, electrocute to heal what one or 2 attacks they just did to you, slash them once or not at all, then charge Deadly Charge as they run away, and execute them. For higher health heroes, just W-pull-to-Q them again and they'll die. Oh, and I forgot, THIS ALSO STACKS WITH SADISM!

 

As you can see, this build relies somewhat heavily that you have a good front-line, a decent healer to maintain that front-line, and just 1 or 2 other assassins for more damage. You, a healer, a tank, a bruiser, and a ranged assassin or even melee assassin will work GREATLY with you.

I would suggest for comps:
ETC, Arthas, or Blaze as your tank, because CC will DEFINITELY help you W-pull-to-Q people
A decent healer of almost anyone. Morales could work, but beware that they may switch to them instead of you if you pull someone in.
A bruiser, preferably Artanis , as he can get your camps without going below 70% health, and because he's tanky as hell if he builds himself right, and can lane if he wishes.
Ranged Assassins are preferable, especially Raynor (Even though that's ironic since Alarak despises Terrans/Humans), but anyone with good ranged DPS will work. They can also help you fight off a ganker or someone who dived to get to you

Be mindful that you lose ALL of your sadism, back to 100%, when you die, but upon getting mocking strikes and Deadly Charge, people have to either fight you and suffer IMMENSE damage, or, as Alarak says:

"Run away or DIE, I care LITTLE which you choose." - Highlord Alarak

Edited by Mizolo

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      We expect the patch to be available for testing for one week before it goes live.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
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    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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