Dive fighter whose drone adds true damage and a hard slow to his combo
FighterJungleEXP LaneDeals physical
Alpha fights alongside Beta, a drone that fires independently and locks onto any target hit twice, adding true damage and a brutal slow that ignores defense stacking. Spear of Alpha is his only gap closer, but it doubles as a knock-up-and-carry that drags an isolated target straight into his team.
Difficulty
Easy
Specialities
ChargeDamage
The combo pattern is straightforward, though committing the ultimate correctly — since it's his only real mobility — requires reading whether a target is actually isolated first.
Beaten by
93 hard
Strong into
9
Best duos
10
Builds
2
At a glance
Damage
7 of 10
Durability
6 of 10
Crowd Control
6 of 10
Mobility
8 of 10
Utility
4 of 10
Rated against the whole roster, not against their own class.
When Alpha is strong
Attributes
Damage
7
Durability
6
Crowd Control
6
Mobility
8
Utility
4
Strengths
Beta's Locked On true damage and 90% slow ignore defense stacking, punishing tanks who stack armor against him
Force Swing heals him on every enemy hit, giving real sustain in extended skirmishes and jungle clears
Spear of Alpha's dive-knockup-carry combo is a reliable single-target lockdown for securing picks
Beta keeps attacking independently while Alpha casts other skills, adding extra pressure most opponents don't account for
Weaknesses
All of his mobility is tied to the ultimate — outside of it, a missed engage has no backup gap closer
Locked On requires two separate hits to trigger, so isolated skill use against evasive targets often doesn't land the bonus true damage
Both Rotary Impact and Force Swing are short-range, forcing him to commit into melee before he can do anything
Without landing the ultimate, his follow-up crowd control is limited to slows alone
Skills
Max Rotary Impact first for the AoE slow and Locked On uptime, then Force Swing, taking the ultimate at every level it's available.
Passive
Beta, Advance!
DamageSlow
When Alpha uses a skill, Beta will be summoned to attack. that are hit by Beta 2 time(s) will be Locked On. Locked On: After Alpha deals damage to the target, Beta will fire a laser at them, dealing 80 (+8 × Hero Level) (+100% Extra Physical Attack) True Damage and briefly applying a powerful 90% slow for 0.2 seconds.
Always active — no cooldown
What the terms mean(2)
True Damage Skill
Deal True Damage to enemies. Triggers Spell Vamp.
True Damage
If there is no way to reduce damage taken,
Skill 1
Rotary Impact
AOESlow
Alpha unleashes an energy wave in the target direction, dealing 100–200 (+90% Extra Physical Attack) Physical Damage to enemies in its path and slowing them by 40% for 1 second. Beta then strafes enemies along the same path, dealing 60–120 (+30% Extra Physical Attack) True Damage.
Cooldown
4s
Mana
50
What the terms mean(2)
Physical Damage Skill
Deal Physical DMG to enemies. Triggers Spell Vamp.
Movement Speed
Movement Speed on the battlefield. Usually Calculated and Actual Movement Speed is equal. But when
Skill 2
Force Swing
AOEHeal
After a short delay, Alpha swings his blade in the target direction, dealing 250–500 (+100% Total Physical Attack) Physical Damage to enemies in a fan-shaped area and recovering 100–200 (+30% Extra Physical Attack) HP for each enemy hit. Beta then strafes enemies in the same area, dealing 60–120 (+30% Extra Physical Attack) True Damage.
Cooldown
6s
Mana
45 → 70
What the terms mean(2)
Physical Damage Skill
Deal Physical DMG to enemies. Triggers Spell Vamp.
Movement Speed
Movement Speed on the battlefield. Usually C
Ultimate
Spear of Alpha
MobilityCC
Beta dives into target location, dealing 100–200 (+20% Total Physical Attack) Physical Damage to enemies hit and stunning them for 1 second. Alpha then leaps towards the same location, knocking enemies in his path airborne and carrying them to the landing location. Alpha then slams down, dealing 250–500 (+100% Total Physical Attack) Physical Damage and slowing the enemies by 40% for 1.5 seconds.
Our source cuts this description off mid-sentence — the rest is not shown.
Cooldown
20s
Mana
70 → 90
Signature combo
Rotary Impact → basic attack (triggers Locked On) → Spear of Alpha to dive and lock down the target → Force Swing to finish and heal.
Alpha builds
Core items in buy order, with the emblem, talents and battle spell that go with them.
Jungle Diver
7,060g total
Default jungle build for fast clears and picking off isolated targets.
A well-timed Retribution on a low-HP objective — a 'smite steal' — can snatch Turtle or Lord away from a team that appeared to be securing it, often the single biggest swing play of the early-to-mid game.
Swap in when needed
Haas' Claws — For extra lifesteal sustain in extended skirmishes.
Immortality — As insurance since Spear of Alpha fully commits him with no other escape.
Wind of Nature — Against a marksman-heavy team poking him before he can close in.
Blade Armor — Against crit-reliant marksmen punishing his melee approach.
Alpha Jungle Diver build: Swift Boots, then Blade of the Heptaseas, then Endless Battle, then Malefic Roar.
EXP Lane Bruiser
8,310g total
When laning EXP instead of jungling, favoring sustained trades over pure burst.
The 'Flicker combo' — blinking in right as a hook or stun lands, or blinking out the instant an enemy ultimate is cast — is the single most common high-elo outplay moment in the game.
Swap in when needed
Malefic Roar — Against a stacked-defense frontline blunting his physical damage.
Land Rotary Impact and a basic attack before using Force Swing so Locked On's true damage triggers on cooldown, not late
2
Save Spear of Alpha for isolated backline targets — it fully commits him with no other escape if it misses
3
Aim Force Swing to clip as many enemies as possible in a teamfight since the heal scales per enemy hit
4
Weave basic attacks between skill casts rather than only chaining skills — Beta keeps firing independently the whole time
Alpha — common questions
Is Alpha good for beginners?
Yes. His combo pattern is straightforward and forgiving, though learning when a target is actually isolated enough to commit Spear of Alpha to takes some match experience.
What is the best build for Alpha?
Swift Boots into Blade of the Heptaseas, Endless Battle, and Malefic Roar covers damage, sustain, and anti-tank penetration for jungle play. Shift to Warrior Boots and Queen's Wings for an EXP lane bruiser build.
Which heroes counter Alpha?
High-mobility heroes like Ling and Lancelot dodge his only gap closer outright, and Diggie's Time Journey cleanses Spear of Alpha's stun the instant it lands.
What emblem should Alpha use?
Assassin emblem with Rupture for penetration, Wilderness Blessing for faster jungle clears, and Killing Spree to snowball off picks.