Al'Akir by TheHereticOne

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Al'Akir

By: TheHereticOne
Last Updated: Jun 20, 2016
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Al'Akir

The Windlord

"Al'Akir had enough of being bullied by the other elemental lords. Al'Akir wanted more. Al'Akir decided to go. Then Al'Akir was interrupted while packing his stuff by a band of bloodthirsty adventurers who were there to brutally murder him. Al'Akir is now reborn, within the Nexus, with the firm intention to be the bully, now."

Lore
Al'Akir the Windlord was the Elemental Lord of air. He ruled over his domain of Skywall from his seat at the Throne of the Four Winds. He was once the foremost tactician in the Old Gods' horrific armies.[2] Aligned with the corrupted Dragon Aspect Deathwing and his fellow Elemental Lord Ragnaros in their efforts to usher in the end of days, Al'Akir was defeated by the mortal champions of Azeroth, who were able to enter Skywall from the breach inUldum and destroy the Windlord within his own sanctum.

Role : Specialist

Difficulty : Hard

Health : 500 (+135/level)
Health Regeneration : 1 (+2/level). Half as effective when in combat. Takes 3 seconds out of combat to re activate.

Mana : 200 (+35/level)
Mana Regeneration : 2 (+0.15/level)

Attack Damage : 10 (+3/level)
Attack Speed : 1.30
Damage Per Second : 13 (+3.9/level)
Attack Range : 6.00

Description

Al'Akir is a specialist with very, very low damage -- As a matter of fact, you don't want to be solo laning at all with him. He specialises in manipulating enemies themselves -- displacing them to put them where his team wants them, either getting them away from a place, or sucking them into an area to set up combos, or helping teammates by pushing every enemy away from them. His heroic abilities either help him have more of a presence on the battlefield, with the help of Thunderaan, or help allies escape is drastically efficient ways -- by allowing them to go through terrain, effectively preventing body blocks.

Al'Akir is VERY mobile, having a passive 15% speed bonus, and a 60% speed boost when activated, as well as possessing a pretty hefty amount of health regen. This, however, is balanced by the fact that the elemental lord is very weak on his own -- He has very, very low amounts of health (3,200 at level 20), and his health regen is only half as effective when in combat. He also possesses very little damage of his own, and should be fairly easy to kill. In a teamfight, he should be a priority target if you feel like you won't be able to kill others, as he is AMAZING to set up for combos, with all the displacement he has. However, if he has no teammates alive, or the teammates left don't have any follow up for his crowd control, then he is really no threat -- nearly everyone in the game could kill him in a 1v1 scenario. He is extremely hard to catch off, however, and this may counter balance his weaknesses in other spots.

The reason he was qualified as a "Hard" hero is that he is entirely team reliant -- he cannot jungle alone, he cannot fight alone, he can't do anything alone! He's amazing with the right team, but you'll be crying in a corner in a solo queue scenario. The second reason is, if you're caught off position with Eye of the Storm  and your other CC abilities down, you'll be very, very easy to kill, as you cannot fight anyone on your own --- not even uther, and maybe (barely, if even able) Lt. Morales.

Combat Trait

1
Lord of Winds
Passively move 15% faster than other heroes. Activate your mount to move at 60% speed bonus for 3 seconds, but lose the passive speed bonus for the duration of the cooldown.

Primary Abilities

1
Windburst
Mana Cost : 30
Cooldown : 4 seconds
Range : Long

Target a small area, instantly dealing 10 (+10/level) damage to enemies within and knocking them out of the circle.
2
Cyclone
Mana Cost : 150
Cooldown : 18 seconds
Range : Medium

Create a cyclone after channeling for 1 second that targets a medium area and sucks every enemy in, preventing them from casting abilities for the time they are being sucked in. From the rim to the center of the circle, it takes .75 second to be sucked in fully. After they reach the center, they can resume movement without being stunned, albeit being slowed by 15% for 3 seconds. This ability deals no damage. The cyclone lasts for a total of 2.5 second.
3
Lightning Storm
Mana Cost : 80
Cooldown : 10
Range : Around Al'Akir (affects everything in a range of 8.50 around Al'Akir)

Al'Akir targets every non-structure and non-boss enemy in a range around him, and after 0.5 second of channeling, a bolt of lightning strikes them and deals 100 (+30/level) damage and pushes enemies hit by this away from friendly targets. If they would go towards a friendly target no matter where they are pushed, stun them for 0.4 seconds instead.

Heroic Abilities

1
Call Thunderaan
Mana Cost : 100
Cooldown : 100

Al'Akir calls Thunderaan the Windseeker to him.
Thunderaan has 500 (+150/level) health and lasts for 20 seconds or until killed.
Thunderaan attacks at a 1.25 rate an deals 20 (+4/level) damage per auto attack, as well as casting, every 3 seconds, a bolt of lightning that deals damage to the highest health enemy hero. The bolt deals 100 (+15/level) damage, added to 3.5% of the target's maximum health.

Thunderaan can be commanded to go somewhere by retargetting this ability. Thunderaan possesses a hitbox and can bodyblock enemies, but he will be pushed aside by them (when you are pushing Thunderaan aside, you are slowed for 40% of your movement speed).
2
Eye of the Storm
Mana Cost : 80
Cooldown : 20

Enable an ally or yourself to pass through terrain that isn't owned by the enemy and that isn't considered a map boundary, as well as having 30% increased movement speed, for 2 seconds. When you cast this on the ally initially, enemies are pushed away from them VERY slightly and slowed by 95% for .75 second.

If the ally is within terrain when the buff ends, they are pushed out of it and are stunned for 3 seconds.

Special Mount

1
Wind Walk
Cooldown : 25 seconds

Increase your speed bonus to 60% for 3 seconds, but lose your 15% speed bonus for the duration of the cooldown.

First Talent Tier [Level 1]

Static Buildup
When you hit an enemy with Lightning Storm, you increase the damage of your next Lightning Storm by 5% for every enemy hit, up to 75% extra damage.

Weakened Foes
Auto attacking an enemy being sucked in by the Cyclone will give you +2 permanent auto attack damage.

Cutting Wind
Every time you hit a hero with windburst, increase the damage of the ability by 1%. Can only gain 1% per cast.

Second Talent Tier [Level 4]

Healing Breeze
Al'Akir is healed for 3% of his health for every hero hit by Windburst.

Wind Fury
Using Cyclone or Windburst doubles your attack speed for 2 seconds.

Ride the Storm
Whenever you use Lightning Storm, increase your movement speed by an extra 3% for every enemy hero hit, this lasts for 3 seconds.

Northern Cyclone
When you cast cyclone, the rim of the circle and a small area around its outer border become frozen and deal 20 (+10/level) damage to enemies caught in the blast and walking in that zone (that lasts until the Cyclone fades) causes enemies to move 10% slower for 3 seconds.

Third Talent Tier [Level 7]

Chained Lightning
If an enemy struck by Lightning Storm within the last 3 seconds walks near an enemy not hit by it, it deals 10 (+15/level) damage to the target. Can only chain once per target, a target that has been chained to cannot get chained on again.

Way of the Many Winds
Using Wind Walk resets the cooldown of Windburst, and when the passive speed bonus comes back, the cooldown of Windburst is reset again.

Gust of Wind
Activeable Ability.
Al'Akir can throw forward a small gust of wind in a straight line that will knock enemies away from it.

Heroic Tier [Tier 4, Level 10]

See Heroic Abilities.

Tier 5 [Level 13]

Wind Flows
Activeable ability
Target an ally and gain the ability to nudge them shortly in a direction of your choice.

Wind Storm
Lightning Storm also creates a burst of wind in an area around you, pushing all enemies out of it and increasing the damage they take form Lightning Storm by 30%.

Two Handed Windlord
Auto attacks have a 30% chance to make Al'Akir attack again instantly. The second auto attack deals 40% more damage.

Air Expulsion
When cyclone ends, forcefully eject all heroes still within it in a direction, dealing 15 (+5/level) damage.

Sixth Talent Tier [Level 16]

Prophet to the winds
Using an ability will give you the "Prophet" buff for 3 seconds. if an enemy attacks you during this time, cast a large burst of wind around you that will knock enemies away from you. If the burst is actually cast, give this effect a 65 seconds cooldown before you can get the buff again.

Air Barrier
Activable Ability
Create a barrier of wind that lasts for 1 second and acts as a force wall.

Razor Winds
Activable Ability
Send forth a blade of wind that does not act on the enemy's position, and instead slows the enemy by 90% for 1.5 second and deals 100 (+10/level) damage. The slow can be applied to up to 3 targets.

March of Air
Casting Cyclone will create 1 Stormling for every enemy caught into the cyclone. Stormlings last until killed and deal 10 (+1/level) damage per second and have 300 (+15/level) health. They automatically go to push the nearest lane. No limit to how many Stormlings can be on the field. If no enemy is hit, create 3 Stormlings that will last for 20 seconds. Stormlings are immune to crowd control.

Storm Tier [Level 20]

Firm Winds
Thunderaan can no longer be pushed aside and takes 50% reduced damage from non heroic sources. He also heals for 1% of his health every time he deals damage.

Hero, of the Storm.
Lasts for 3 seconds now. Cooldown is reset if the target dies during the effect.

Thunderfury, Blessed Blade of the Windseeker.
Your auto attacks will now chain to an enemy, dealing an extra 200 (+10/level) damage, as well as chaining to every nearby enemy (may it be a structure, hero, minion or mercenary) to deal 400 (+15/level) damage. This effect has a 15 seconds cooldown. Cooldown is reduced by 1 second every time you cast Windburst.

Master of Winds
You no longer lose your speed boost after casting wind walk. Wind Walk lasts for 1 more second and you are healed for 5% of your maximum health when you cast it. Enemies are also slightly pushed away when it starts and when it ends, provided that they are within melee range of you.

Al'Akir as a hero

My idea of Al'Akir was a hero who did not do a lot of damage, seeing as he is referred to in hearthstone as "The weaker of the elemental lords", and so, when I made his concept, thought that it would be interesting to have a hero who is based around displacement, but not in a diablo kind of way -- A specialist who did not do enough damage to be a threat on his own, but who was a real menace in team fights.

Al'Akir's main feature is the fact that mostly everything he does will push the enemy aside, or drag them forcefully in a place. He can spec to do damage but his true role in a team is to set the enemies up for big combos, but here's the 'hic' : It's VERY easy to mess it up. His abilities aren't straight forward like

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Haell | June 23, 2016 12:52pm
Hey, I like the idea behind it (al'akir as Displacement Hero), but i think as you have build him now, he would be useless ( on maps like Garden Terror) or op on others (battlefield of Eternity), what i personally don't like (because i play qm most of the time).

At all i would say something between your concept and a more traditional Hero would be pretty awesome ( more Displacement over talents/ less in his standard kit) so on large maps he could go off damage or off wave clear, more effectively.

(sry for bad english).
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