Alarak - Tal'darim Sith Lord by Who_You_Expect

Alarak - Tal'darim Sith Lord

By: Who_You_Expect
Last Updated: Sep 15, 2016
7 Votes
Build 1 of 4

Alarak

Build: Combo Build

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Alarak

Build: Lightning Poke Build

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Alarak

Build: Damage Build

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Alarak

Build: Utility Build

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

About Me Top

I guess I should start off with who I am, in the terms of Heroes of the Storm; Why you might want to listen to me.

Simply; I'm a relatively casual player that does fairly well, and consider myself to be around Plat. 3-1, though that's up for interpretation(I mean, matchmaking put me at Diamond 5 when I finished my placement matches, which are all I played(I'm not really a fan of HL because I don't like people complaining to me more than the usual in this game.).). As I'm not much for this; I'll get to explaining the builds.

Build #1 - Pretty Neat Combo There Top

This build is about pulling the enemy into your team and silencing them, disrupting any escapes they might have and setting up for some serious damage. Telekinesis -> Discord Strike is an easy combo to land if you consistently hit with Telekinesis. You can also dive into their team if they lack many Stuns, pulling off a Deadly Charge into Counter-Strike can be devastating. All around my favorite build.

Early on, against some heroes, you're pretty good at solo laning. You can easily contest certain heroes, like Nazeebo, because you can W-Q him, and chunk his health. Lightning Surge is a nice poke tool, and provides some decent sustain. Easily spammable, as the only real mana draining ability you have is Discord Strike.

Mid-game, you'll want to take whichever heroic you prefer more, Deadly Charge or Counter-Strike. Either allows you to pull off some nice damage if they go off properly, but be careful with Deadly Charge, as it can lead you into a really bad situation. If you manage to sneak up behind their team and Deadly Charge into your team, it's pretty good.

Late-game, you'll get the extra range on Telekinesis through Projected Force, allowing you much more ability to secure kills or even assist team-mates. You'll either want to take the second heroic or Last Laugh at 20, more than likely. Hasty Bargain will slowly drain Sadism, and having it at 80% is preferable with a more damage-oriented build. Be sure to use Telekinesis to assist your teammates in landing their Heroics whenever possible.

Build #2 - Palpatine Incarnate Top

This build is mainly focused around dealing consistent damage to their team and keeping yourself alive. Lightning Surge with this build will do a lot of quick damage, great on maps like Cursed Hollow and Tomb of the Spider Queen, preventing enemies from channeling the objectives.

Early on, you'll likely want to pair with another hero during laning, as your focus isn't on Discord Strike, which is part of what allows you to out-lane other heroes. You can likely still solo lane, just not as well as if you could chunk their heroes' health.

Mid-game, Counter-Strike will allow you to soak a ton of burst damage and dish out some of your own, all while staying relatively safe. Deadly Charge is not recommended for this build, as you're meant to be playing it safe. You'll be able to safely remove small bars of their health, and any heroes you pull in with Telekinesis will allow your team to take them out quickly, if they aren't a warrior. The W-Q combo does still work, so try it every once and a while to try and secure a kill.

Late-game, you're going to get either Sustaining Power or Negatively Charged, allowing you to either pump out more damage or sustain, depending on what you need. Last Laugh will allow you to escape bad situations, just be careful of any heroes such as Tracer, Illidan, or even Abathur, as they all have ways to find and kill you easily. Deadly Charge can be used to flank their team(Stealthily) and then charge into your team, racking up some damage if you pull it off.

Build #3 - Not Very Good Top

This build is about just getting into the enemy team's face and dealing damage. So rather boring, and pretty bad considering what this hero can pull off.

Early game you'll want to be roaming between lanes, trying to pick off any heroes that might have over-extended a bit.

Mid-game you're going to want to likely Deadly Charge into their team whenever it's safe enough, and begin to tear apart their backline. Finishing Chaos Reigns makes Discord Strike do high amounts of damage, so that should be a priority.

Late-game you'll get Negatively Charged and Counter-Strike, allowing you to dish out even more damage and to even protect yourself from some of theirs. Same general strategy of getting to their backline and killing it.

Build #4 - CC Machine Top

This build turns Alarak into a Pseudo-Warrior, slowing and disrupting their team with just about every ability cast. Discord Strike silences, Telekinesis moves and slows them, and Lightning Surge will slow everyone between you and your target. Counter-Strike continues the Pseudo-Warrior theme by allowing you to soak some damage for your team, with the added bonus of dealing some back.

Early game you'll want to pair with an Assassin that can lane fairly well, such as Thrall or Tychus, as you'll be keeping the enemy heroes nearby your new pal while they tear them apart. You'll still do some decent damage this early on, so that also helps.

Mid-game you will likely be your teams' frontline, soaking some damage and blocking them from your backline. Telekinesis will allow you to pull pesky Tyrael & Illidan away from your allies, if only temporarily. Counter-Strike will allow you to wade into their team and soak a ton of damage if you play right(I.E: Save Telekinesis for escaping. And only do this with a support.).

Late-Game you'll get Projected Force & Last Laugh, allowing for escapes and an easier time disrupting their team. Same general strategy of focusing on disruption, as by this point you're missing 40% of your Sadism bonus. You'll still do alright damage(60% Extra), but disruption should be the focus.

Talents - Build #1 Top

The extra push really helps with the W-Q combo, allowing you to catch even mobile heroes in your team if you play right. Combos especially well with Projected Force, later on.
Allows you to land Discord Strike more easily, and hit more heroes with it. Cycle of Discord is a good choice as well, but it's whether you want to spam Discord Strike or hit more consistently with it.
Allows you to massively increase Discord Strike's damage. If you can hit consistently, this can do wonders.
Personal preference for Team Fights. Either works great, although Counter-Strike is hard to trigger.
Allows Telekinesis to do pretty good damage, around 300 at the level you get this talent factoring in the 80% Sadism.
For 10% off of Sadism, you can disrupt their team from a pretty good distance. Combos with Applied Force earlier.
Combos well with Deadly Charge. Can take Last Laugh if you find yourself in dangerous situations frequently.

Talents - Build #2 Top

Power Conduit isn't a bad choice, but Alarak just isn't mana heavy unless you spam Discord Strike. The extra width allows you to lane decently well, so that's also an added bonus.
More range allows for safer poking. You'll hardly be using Discord Strike if you stay at a safe distance, and so the rest of the talents are rather mediocre for this build.
Depending on whether your team lacks CC or not, you'll want to take this or Thunderstruck. Either is a good choice, and they're pretty good talents; Just remember to target the backline with Thunderstruck.
For one second, you're practically invulnerable, allowing you to soak otherwise fatal damage and then dish out some yourself. This also works as a free second to lower your ability cooldowns. Just be careful about CC heavy enemies, as any stun will disrupt this and(If I remember correctly) put it on its full CD of 30 seconds.
This or Hindered Motion. I personally suggest Psychokinesis to keep your Sadism as high as possible, but Hindered Motion can be good if you really want to secure those kills. Pure Malice can be taken safely, but I only suggest that if you have a hero such as Murky or The Lost Vikings.
This or Negatively Charged. Negatively Charged will allow you to dish out much more damage to targets between you and your target(Remember to target the backline if possible!), while Sustaining Power will allow you to keep yourself going in less fortunate situations. Pick whichever benefits you the most for the current game.
This or Deadly Charge, although I only recommend Deadly Charge if you can easily sneak behind their team and reach your own with it. Last Laugh will allow you to get out of a lot of situations, at the risk of any enemy finding you, including minions, being able to just poke you and you're dead.

Talents - Build #3 Top

Allows you to hit more people with Lightning Surge
This or Cycle of Discord for more sweet, sweet damage.
Allows Discord Strike to do serious damage to enemies. 180 bonus damage to heroes is nothing to sneeze at.
Hitting all of their team with this fully charged can remove a rather large portion of health from them all. Dive their backline with this whenever it's safe.
Extra damage for Telekinesis, bringing the damage from 90/180 to 180/360 at the level you get it.
More damage, more SMOrcing.
Combos with Deadly Charge to tear apart stupid backlines.

Talents - Build #4 Top

Allows you to push their team an extra bit, allows you to pull heroes into your team if they get close enough.
Allows you to pump out Discord Strikes, which is a ton of Silencing.
This slow is pretty huge, just keep hitting their backline with Lightning Surge with this talent.
Already pointed out why we take this; Pretty good Heroic when they lack stuns.
More slows for more kill-securing. 40% slow on someone who's suddenly in the middle of your team is nice.
More Telekinesis allows for much more disruption, which is your focus. Great talent. You can take Projected Force if you want the range instead, but I prefer Quick Mind for this build.
Allows you to play much more dangerously than normal, as long as they don't have many stuns. Just be careful not to be seen wherever you land.

The End Top

And there you have it; My four favored builds for Alarak, allowing him to fill a decent variety of uses for whatever you need. As mentioned before, personal favorite goes to Combo Build, but they're all pretty good(Besides the Damage Build. So boring.). If you're wondering why there's no Hasty Bargain, it's because I'm not a fan of the talent, although I'd be more than willing if other people would like to suggest a build.

Thanks for reading. (^_^)

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