Alpha: Unstoppable Jungle Nightmare by Tflan518

Alpha: Unstoppable Jungle Nightmare

By: Tflan518
Last Updated: Feb 1, 2017
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Build 1 of 2

Alpha

Build: Crystal Power Alpha

Ability Path

Infinite Reboot
Heroic Perk
Prime Directive
1
2
3
4
5
6
7
8
9
10
11
12
Core Charge
1
2
3
4
5
6
7
8
9
10
11
12
Termination Protocol
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

Threat
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Threat Hero Notes
1
Celeste She's wimpy. Her damage is not an obstacle for you, and she has no means of escaping your pursuit.
1
Fortress Right now especially, Fortress isn't much of a threat to anyone.
1
Gwen Alpha is able to destroy almost all ranged heroes, due to excellent dive.
1
Lyra WEAK. There is nothing more satisfying then relentlessly chasing down a Lyra and killing her, even when you have 1/4 health.
1
Phinn There is nowhere for Phinn to run. He can just slowly walk away, as you eat away his health.
1
SAW Really?
1
Skaarf Again, like Celeste, completely immobile, and unable to escape your flurry of damage. Just steer clear of his burning goop.
2
Adagio Not really a threat at all. Whenever he tries to kite you, just catch up with your A or B ability.
2
Koshka From what I've seen of Koshka, she can't burst down Alpha enough to be effective. Just be careful of the ult setting up her allies ults.
2
Ringo Not really a threat. Nothing that he does can stop your merciless diving and systematic killing.
2
Skye Alpha is a great counter to Skye. She can try to dance around you, but it is almost always possible to get to her using either your Prime Directive or Core Charge.
3
Baron Not bad, just watch out from the slow on WP Baron's A.
3
Kestrel Not very difficult to kill. Just be warned that during a reboot, she can eat through your health.
3
Petal With Petal being in the meta, Alpha counters her well, and can dive into her, past her munions quite effectively.
3
Samuel Usually he can kite very well, but Alpha has the best dive and chase potential of arguably anyone and can get to Samuel nonetheless.
3
Vox While he is fairly slippery, its nothing that a bit of old fashioned Alpha chasing can't handle.
4
Flicker Flicker is O.K. against most melee heroes, but isn't too worrisome.
5
Alpha The only way she will beat you is if she is mechanically stronger or has better farm
5
Ardan His Vanguard can be frustrating, as it puts allies out of range of all of your abilities
5
Glaive Glaive has a ton of damage, but if you buy an atlas pauldron and can use it on him, don't worry.
5
Taka A WP taka can be nasty, just atlas him. Cp Taka doesn't stand a chance.
6
  No Threat
7
Idris A melee idris is worrisome, just atlas him, though, and you should be fine. On the other hand, a CP idris shouldn't even require that.
8
Catherine Probably the hardest roamer to deal with, her stuns and silences can help her team escape your chase.
8
Joule Joule can be tough. For WP, make sure to get a quick atlas. For a CP Joule, just try at all costs to avoid that ult. Try using your A onto another enemy to reposition away from the beam.
8
Lance Another threat, Lance is capable of peeling you away from his allies very well.
8
Rona If she has her Red Mist up, try and stay as far away from her as you can, but be ready to dive on her as soon as it goes down.
9
Blackfeather VERY DANGEROUS. Able to escape very well, and his barrier can help him out sustain you. Be very cautious in engaging a Blackfeather.
9
Ozo Ozo is very good against alpha. Try and get him alone and away from minions, and make sure to use atlas.
10
Krul If the enemy picks Krul, GGWP. The only thing you can hope to do is rush an atlas extremely early and try to steal his farm. Also try to leave him to your carry and lock down the other carry, if possible.
10
Reim As we all know, Reim destroys melee heroes. Try and steer clear of him, as there is no real way to stop him.

Crystal Alpha Top

The Abilities

Prime Directive: This ability is incredibly important for CP Alpha. A common mistake amongst beginner Alphas is that they use her A to engage in fights. This is not what it is meant for, unless it is the only way that you can reach an enemy who is at low health. Instead, it should be saved for late in the fight, once you already have three core overload stacks. Use it to chase a fleeing enemy. It also can be used to cross walls. If you know that a minion is in a certain location, and you send your prime directive through a wall to that location, you will go through the wall.

Core Charge: This ability is the bread and butter of CP Alpha's kit. Her aftershock will proc it, and you should be using it whenever it is up. It will help you regen health, as well as stick to slippery enemies. For example, if a Skye keeps kiting you with Suri Strike and Forward Barage combos, this will help you cover the distance to get to her. A word of advice, at absolutely all costs avoid being rooted while farming. A root means that Alpha can't use her A or her B, and can slow down farming incredibly.

Termination Protocol: Anyone who has played Alpha, even in a Battle Royale knows that her ult is the most fun ability to use. A friggin self destruct! This ability, should, however, ONLY be used as a last resort when you are about to die. After clicking on it, there will be a brief delay and then you will explode. In this time, you need to decide what to do. Either use your Prime Directive to catch up to fleeing enemies and blow them up (only if they have low health), or run as far away from them as you can.

Early Game: Throughout the entire game, Alpha thrives on defense items. This is something that many new Alpha players don't quite realize. Her base damage is enough to kill almost any hero, and if you load up on defense, she can live on the knife's edge and not worry about death. If you start out buying a light shield, light armor, and 3 halcyon potions, you will still have 75 gold leftover, and will be virtually unkillable. Your reboot will almost definitely happen, as they can't deal enough damage through your two defense items. You should next focus on getting both of those armor/shields upgraded to their second level and buying some sprint boots. Remember that Alpha will not have a chance if she gets denied farm early, so make sure to constantly be farming your jungle and attempting to steal farm from the enemies jungle up until the 4:00 minute mark when the Crystal Miner spawns. You should now start working on your aftershock, building the components. If you are matched against a strong melee jungler, however, such as Krul, Joule, or Glaive, forgo these until later and instead buy an Atlas Pauldron as soon as you can afford it. Like I said, on Alpha, defense> damage.

Mid Game: By this point in the game, it is strongly advised that you pick up and aftershock. The damage from your Core Charge should now be fairly high. Also, as soon as you can, get a Metal Jacket and an Aegis. Remember, when playing Alpha, it is all about the mindset. You should be absolutely merciless, and willing to dive into almost any fight. If you have a Metal Jacket and an Aegis, you should almost always be able to pull off your reboot. Feel free to engage in almost any fight as long as you have at least 1/4 health and your reboot ready.

Late Game: This is where CP Alpha really shines. Build a Broken Myth next. Your damage should be absolutely rediculous at this point, and you can't be stopped. If, for some reason, your team doesn't have a Captain, build a Fountain of Renewall. If you are facing a strong WP melee hero, you should have an atlas, as well as a Metal Jacket and an Aegis. If no one on the enemy team is posing a threat to you, build an Alternating Current in order to lower the cooldown on your Core Charges. You should be able to win almost any fight late game, so don't back down. Just remember to save your Termination Protocol as a last resort.

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