Early Game & Jungling Top
Alpha is functionally one of the only powerhouse in the jungle during the first 5 minutes of a game. Not only can she solo it amazingly (Core Charge is an excellent burst ability and grants self-healing, meaning you will last very long before having to retreat to the fountain) but she can win a 1v1 with virtually any other hero in early game due to her Infinite Reboot. Most early heroes can't take out her reboot health in enough time to kill her, so they end up having to deal with Alpha twice. Also, your support will most definitely ensure that you survive an encounter in the first 1-3 mins of the match.
With Alpha, a good strategy is to invade the enemy jungle as soon as you get out of base (maybe catching a few jungle monsters first), in order to catch your moneyless (and thus powerless) enemy jungler unaware. This can hopefully get you one/two kills early on in the game and you can clear the enemy jungle for yourself in that time. If they end up getting the upper hand over you, you can always use Prime Directive (A) to get away, but remember that you still have your Reboot available if you die.
A teamfight at the very start of your game that ends in your favor isn't much, but it can slowly develop into constant Aces if you continue with winning them.
Assisting Lane Top
Alpha works the best in Jungle, but some players might find the Lane easier to land kills in. This is due to many reasons, here being some:
Alpha's Prime Directive (A) cannot scan lane minions. Because of this, it is easier to land it on enemy heroes in the lane as they cannot use Jungle creatures to shield themselves. In addition, scanning a turret can easily kill the weakened enemy behind it.
Most Laners are squishy. If they leave their turret's range, Alpha can easily dispatch them or get them down to low health. However, they have the range advantage over Alpha, so they can still shoot at her while she can't hit back.
The Lane is smaller than the Jungle and it is harder to escape from Alpha's high mobility and damage there. Alphs can chase an enemy hero straight down the lane if they have no turrets while chasing in the Jungle is slightly harder due to the non-linear paths. With this on top of the abundance of brush and the Crystal Sentries, the enemy can easily lure Alpha into a trap.
With Aftershock, a Turret's health falls quickly. The frequent availability of Core Charge (B) can make sure that whenever Alpha joins her teammate's push, an enemy Turret may be forfeit.
Despite this, Alpha should not be played as a full-time laner. In the end, she cannot sustain herself in the Lane due to the enemy's range advantage. She might be forced to play defensively, guarding her turret and unable to push forward.
Abilities, How & Where to Use Them Top
Infinite Reboot is one of the better Hero passives in Vainglory. It gives you a fair amount of insurance because you always have another one or two lives to fight with, and it's fairly hard for someone to deal with two Alphas consecutively on top of her reboot health. This can allow for the complete disregard for the fear of being ambushed by the enemy as Alpha's Reboot health is actually fairly high. The enemy might only be able to take it out with two or more heroes, which leaves confidence for 1v1 fights.
Prime Directive (A) is where most of Alpha's high mobility comes from. It is multifunctional: chasing, running, stealing, ambushing, checking bushes, and just moving in general. It also deals a considerable amount of damage if used at the right moment, which can allow you to take your quarry by surprise with a huge burst of damage combined with Core Charge (B). I recommend that you overdrive this ability, as the increased range allows Alpha to do a better job of everything this ability lets you do. Use it to catch up to your enemy moments before your Ult goes off to make sure they can't escape! However, this may land you in the middle of the enemy team, so be cautious as to how you will use this at very low health. (if you use this ability to start a fight, be sure to land that aftershock-buffed hit before using Core Charge (B). This allows for two aftershock-buffed attacks at once, which deals a ton of damage!)
Core Charge (B) is Alpha's primary offensive ability. It allows for a little bit of chasing potential and also a good burst or damage, as well as some healing to boot. These builds are centered around maximizing Core Charge's potential, with items such as Aftershock and Sorrowblade to take out big chunks of your enemy's hp at a time. It is also available very frequently, so be sure to use it whenever possible when engaging an enemy. After you get your aftershock, this ability will really start to be a gamechanger- the lifesteal from both Core Charge and aftershock can keep you running a while longer.
Termination Protocol is Alpha's last-resort option. It should only be used when you're sure that you won't be able to defeat or run away from your enemy in time. If building mainly weapon items, be sure that you probably won't kill that full health Krul that was bugging you, but it can be used to squeeze in that last bit of damage if you know you have no chance of escape. Note that you are slowed down incredibly after beginning the self-destruct phase, so it's best to use Prime Directive (A) or Core Charge (B) to get as close as possible to your enemy before you explode. If all goes well, you'll come back to life to finish the job. If not, you hopefully dealt the enemy team a decisive blow in a teamfight!
Who to Pick as Support Top
The difference between a good support and a bad one can be the difference between the outcome of a battle, or even the entire match. Alpha is fully able to solo in the jungle, but a support is a great addition to her ability as a jungler. First off, a good support will know to place scout traps/cams everywhere when accompanying an Alpha, so that her Prime Directive (A) will never miss when trying to reposition herself or run away. An Alpha support should have a reliable stun/repositioning ability so that Alpha's Termination Protocol won't be wasted, and a defense/healing ability can be useful when trying to keep Alpha alive for a little longer. However, even if most supports can do these things, there are some who are bad with Alpha, such as Flicker, Churnwalker, and Lance. A good support, though, can be helpful whatever the situation, so always bring one along even if they don't have good chemistry.
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