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Revision as of 08:48, 24 September 2016

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"Alarak is unique as a Commander: he is the first Protoss Commander that you’ll directly control in battle, and he has Hero abilities as well as global abilities that can be activated at the top of the screen. He wields massive destructive potential, but is also relatively fragile as Hero units go. He makes up for this weakness by drawing upon the life force of friend and foe alike. His passive, Soul Absorption, restores health and shields whenever an enemy is slain. It also allows him to steal the souls of his allies whenever he is near death—with no cooldown. Alarak -WILL- be the last one standing!"

- Commander blurb(src)

Alarak is a commander in the Co-op Missions mode of Legacy of the Void. Alarak personally takes the field as a hero unit similar to Kerrigan and Zagara. In addition, he has the ability to field powerful Tal'darim units, and call down the Death Fleet to annihilate his foes.[1]

Alarak was made available with the release of Patch 3.6 (14th September) and can be unlocked for $4.99 USD.

Overview

Alarak functions as a hero unit, taking the field personally. He retains his soul absorption, destruction wave and deadly charge abilities from Legacy of the Void, and an ability named empower me, which allows him to gain power from nearby friendly units. In addition, Alarak is able to use photon overcharge on structures, as well as summon a Tal'darim mothership surrounded by destroyers.[1][2]

Info

  • Recommended for experienced players
  • Control Alarak directly on the battlefield, using his devastating abilities to change the tide of battle
  • Alarak can use the lifeforce of both friend and foe to sustain his essence and increase his power
  • Command an army of loyal and fanatical Tal'darim units

Mastery

Power Set 1

Alarak attack damage: +1 – +30

Combat unit attack speed: +0.5% – +15%

Power Set 2

Empower Me duration: +0.5 sec – +15 sec

Death Fleet cooldown: -2 sec – -60 sec

Power Set 3
Structure Overcharge shield and attack speed
+7% – +210%
Alarak Beacon warp in time
+0.5 sec – +15 sec

Game Unit

As a hero unit, Alarak is fragile, but a powerful all-around attacker. His Deadly Charge and Destruction Wave abilities let him deal heavy damage, and does not need energy for them, letting him use them constantly without fear. With a healthy supply of supplicants to support him, Alarak is virtually invincible, automatically healing constantly as he fights. He can also use Destruction Wave to knock enemies into range of his army, disallowing them an escape.

The utility of Alarak's Empower Me ability cannot be overstated. With enough allied units nearby, Alarak's attacking abilities can deal several hundred damage, letting him decimate waves upon waves of enemies with ease. There is no cap to how strong he can become as long as there are units near him, his power will continue to grow. However, due to its lengthy cooldown, Empower Me is best saved for heavy battles where Alarak will need the boost in offense.

Alarak's biggest weakness is that, by himself, he is not very effective; he can kill small groups of enemies alone, but requires a healthy supply of supplicants to keep alive. While his damaging abilities are spammable, they don't do much damage by themselves. Alarak is best used in tandem with a large army that can provide support fire and tributes to heal him, while Alarak himself charges into combat to draw fire and soften up enemies for his followers to finish off. Alone, he is easily overwhelmed and killed.

Abilities

Alarak has the following abilities as a hero unit:

DeadlyCharge SC2 Icon1
Deadly Charge

Alarak intercepts target enemy unit and strikes it for 200 damage. Can be used to move through units and up and down cliffs.

Aggressive Tactics: Increases the Deadly Charge' cast range by 3 and reduces its cooldown by 5 seconds.

Artificer of Souls: Reduces the Deadly Charge' damage from 200 to 100.

Usage
Hotkey Q
Range 6
9 (with Aggressive Tactics)
Cooldown 15 seconds
10 (with Aggressive Tactics) seconds
ve

Unleashes a massive wave of force in a straight line, dealing 50 damage to enemies in its path and knocking them back by 3 range. Heroic units are not knocked back.

Artificer of Souls: Reduces the Destruction Wave' damage from 50 to 25.

Usage
Hotkey E
Range 12 (9 front and 3 behind)
Cooldown 5 seconds
ve
SC2 Alarak AC - EmpowerMe
Empower Me

Unlocks Alarak's Empower Me ability, which grants him increased attack and ability damage for each nearby friendly unit. This effect lasts for 20 seconds.

Campaign Acquisition
Unlock Reach Alarak Level 5
ve

Upgrades

Researched

SC2 Alarak AC - ImposingPresence
Imposing Presence

Alarak's melee attacks stun enemies for 2 seconds. Heroic units are slowed instead.

Campaign Acquisition
Unlock Reach Alarak Level 14
Acquisition
Purchased from Forge
Hotkey R
Cost 150 Minerals 150 Vespene gas 90seconds
Required Death council
ve
SC2 Alarak AC - Telekinesis
Telekinesis

Destruction Wave knocks enemies back twice as far.

Campaign Acquisition
Unlock Reach Alarak Level 14
Acquisition
Purchased from Forge
Hotkey R
Cost 150 Minerals 150 Vespene gas 90seconds
Required Death council
ve

Talents

SoulAbsorption SC2 Icon1
Soul Absorption

Alarak heals 20 life and restores 20 shields when a nearby enemy unit is slain.

Alarak steals life from nearby units you control to heal himself when he is near death. This ability has no cooldown.

Campaign Acquisition
Unlock Initially available.
ve
SC2 Alarak AC - AggressiveTactics
Aggressive Tactics

Increases the range of Alarak's Deadly Charge by 3 and reduces its cooldown by 5 seconds.

Campaign Acquisition
Unlock Reach Alarak Level 3
ve
SC2 Alarak AC - LightningSurge
Lightning Surge

Sacrificing a supplicant causes Alarak's next Deadly Charge to deal an additional 50 damage to 4 enemy units near the primary target.

Campaign Acquisition
Unlock Reach Alarak Level 7
ve
SC2 Alarak AC - Overpowered
Overpowered

Alarak attacks deal splash damage while Empower Me is active.

Campaign Acquisition
Unlock Reach Alarak Level 11
ve
SC2 Alarak AC - WrathOfTheHighlord
Wrath of the Highlord

Reduces the cooldown of Alarak Deadly Charge by 10 seconds and Destruction Wave by 5 seconds whenever a supplicant is sacrificed.

Campaign Acquisition
Unlock Reach Alarak Level 15
ve

Calldown Abilities

Alarak has the following abilities activated from the top menu.

SC2 Alarak AC - StructureOvercharge
Structure Overcharge

Energizes target friendly structure or War Prism in Phasing Mode, allowing it to attack nearby enemy ground and air units. Can store up to 3 charges.

Overcharge Amplification: Structure Overcharge additionally grants a Barrier that absorbs up to 400 damage.

Usage
Duration 45 seconds
Cooldown 90 seconds
Notes

Shields: 400
Mastery: +8 sp per Structure Overcharge Shield and Attack Speed mastery point. Up to a maximum 640
Shields Upgrade: +20 per level
Damage: 40
Attack Speed: 0.64
Mastery: +2% per Structure Overcharge Shield and Attack Speed mastery point. Up to a maximum 0.4
Range: 10
Weapon Upgrade: +4 per level

ve
SC2 Alarak AC - SummonDeathFleet
Summon Death Fleet

Unlocks the ability to warp in a Tal'darim Mothership and an escort of destroyers with timed life. Summon the Death Fleet from the top panel.

Campaign Acquisition
Unlock Reach Alarak Level 10
ve

Death Fleet Abilities

ThermalLance SC2-LotV Icon
Thermal Lance

Deals 20 damage to units in a line leading away from the mothership. Can be set to autocast.

Usage
Hotkey E
Range 10
Cooldown 1 seconds
Campaign Acquisition
Unlock Reach Alarak Level 13
ve
SC2 Alarak AC - MassTeleport
Mass Teleport

Teleports the Mothership and all nearby units you control to target friendly unit or structure's location.

Shadow of Death: Mass Teleport has a 60 second cooldown and cannot teleport allied units.

Usage
Hotkey T
Cooldown 0 seconds
60 (with Shadow of Death) seconds
ve

Death Fleet Upgrades

SC2 Alarak AC - BurningSkies
Burning Skies

Unlocks the mothership's Thermal Lance ability and warps in 4 additional destroyers when summoning the Death Fleet.

Campaign Acquisition
Unlock Reach Alarak Level 13
ve

Army

Units

Alarak has access to the following units and structures:[1][2][3]

Icon Unit Details
Icon Protoss Supplicant Supplicant Ranged warrior base unit. Produced from the gateway.
  • Summons in pairs
  • Will always be sacrificed first to keep Alarak alive
  • Can also be sacrificed to fully restore the energy of an Ascendant
Icon Protoss Slayer Slayer Ranged warrior base unit. Produced from the gateway: Tal'darim variant of the stalker.
  • Blink – Instantly teleport a short distance
  • Phasing Armor – Prevents the Slayer from taking damage temporarily after being attacked.
Icon Protoss Havoc Havoc Robotic support base unit that functions as a detector. Produced from the gateway: Tal'darim variant of the sentry.
  • Through research, can become permanently cloaked
  • Force Field – Creates barrier to block movement.
  • Target Lock – Increase damage dealt to target enemy
  • Squad Sight – Increases the non-melee attack range of all nearby friendly units
Icon Protoss Ascendant Ascendant Psionic warrior base unit. Produced from the gateway: Tal'darim variant of the high templar.
(Unlocks at level 7)
  • Psionic Orb – Unleashes a traveling psionic orb that deals damage to all enemies along its path
  • Mind Blast – Deals direct damage to target
  • Sacrifice – Sacrifices a Supplicant to fully restore the Ascendant’s energy
Icon Protoss Vanguard Vanguard Robotic assault base unit. Produced from the gateway: Tal'darim variant of the immortal.
  • Scatter Cannons attacks ground units with powerful splash damage
  • Can be upgraded to deal additional bonus damage to armored units and have a larger area of attack.
Icon Protoss Wrathwalker Wrathwalker Robotic siege base unit. Produced from the robotics facility: Tal'darim variant of the colossus.
  • High damage, high range, single target attack.
  • Through research, can acquire the ability to attack air units and attack faster.
  • Can walk up and down cliffs
Icon Protoss War prism War prism Robotic transport base unit. Produced from the robotics facility: Tal'darim variant of the warp prism.
  • Can attack air and ground units.
  • Deploy a pylon field. Transforms at a rapid pace.
Icon Tal'darimPhoton Photon Cannon Automated defensive structure with a ranged attack effective against ground and air units.

Progression

Alarak acquires the following talents as he levels up.

SoulAbsorption SC2 Icon1
Soul Absorption

Alarak heals 20 life and restores 20 shields when a nearby enemy unit is slain.

Alarak steals life from nearby units you control to heal himself when he is near death. This ability has no cooldown.

Campaign Acquisition
Unlock Initially available.
ve
SC2 Alarak AC - StructureOvercharge
Overcharge Amplification

Structure Overcharge now also grants a Barrier that absorbs up to 400 damage.

Campaign Acquisition
Unlock Reach Alarak Level 2
ve
SC2 Alarak AC - AggressiveTactics
Aggressive Tactics

Increases the range of Alarak's Deadly Charge by 3 and reduces its cooldown by 5 seconds.

Campaign Acquisition
Unlock Reach Alarak Level 3
ve
SC2 Alarak AC - DeathCouncilUpgrades
Death Council Upgrade Cache

Unlocks the following upgrades at the death council:
Supplicants gain +25 shields.
• Allow slayers to become temporarily invulnerable after taking damage.

Campaign Acquisition
Unlock Reach Alarak Level 4
ve
SC2 Alarak AC - EmpowerMe
Empower Me

Unlocks Alarak's Empower Me ability, which grants him increased attack and ability damage for each nearby friendly unit. This effect lasts for 20 seconds.

Campaign Acquisition
Unlock Reach Alarak Level 5
ve
SC2 Alarak AC - RoboticsBayUpgrades
Robotics Bay Upgrade Cache

Unlocks the following upgrades at the robotics bay:
• Increase the vanguard's splash damage area by 30%.
• Increase the wrathwalker's attack speed.

Campaign Acquisition
Unlock Reach Alarak Level 6
ve
SC2 Alarak AC - LightningSurge
Lightning Surge

Sacrificing a supplicant causes Alarak's next Deadly Charge to deal an additional 50 damage to 4 enemy units near the primary target.

Campaign Acquisition
Unlock Reach Alarak Level 7
ve
SC2 Alarak AC - UnlockAscendant
New Unit: Ascendant

Allows Alarak to warp in ascendants from the gateway. Requires a ascendant archives.

Potent psionic master. Can use Psionic Orb, Mind Blast and Sacrifice.

Can attack ground units.

Campaign Acquisition
Unlock Reach Alarak Level 8
ve
SC2 Alarak AC - HavocUpgrades
Havoc Upgrade Cache

Unlocks the following upgrades at the cybernetics core:
• Increase Target Lock's bonus damage by an additional 15%.
• Increase the radius of Squad Sight and the range of Target Lock and Force Field.

Campaign Acquisition
Unlock Reach Alarak Level 9
ve
SC2 Alarak AC - SummonDeathFleet
Summon Death Fleet

Unlocks the ability to warp in a Tal'darim Mothership and an escort of destroyers with timed life. Summon the Death Fleet from the top panel.

Campaign Acquisition
Unlock Reach Alarak Level 10
ve
SC2 Alarak AC - Overpowered
Overpowered

Alarak attacks deal splash damage while Empower Me is active.

Campaign Acquisition
Unlock Reach Alarak Level 11
ve
SC2 Alarak AC - AscendantUpgrades
Ascendant Upgrade Cache

Unlocks the following upgrades at the ascendant archives:
• Increase the travel distance of the ascendant's Psionic Orb.
• Sacrifice grants ascendants a stacking permanent increase to ability damage and shields.

Campaign Acquisition
Unlock Reach Alarak Level 12
ve
SC2 Alarak AC - BurningSkies
Burning Skies

Unlocks the mothership's Thermal Lance ability and warps in 4 additional destroyers when summoning the Death Fleet.

Campaign Acquisition
Unlock Reach Alarak Level 13
ve

Template:CoopAlarakAlarakUpgradeCache

SC2 Alarak AC - WrathOfTheHighlord
Wrath of the Highlord

Reduces the cooldown of Alarak Deadly Charge by 10 seconds and Destruction Wave by 5 seconds whenever a supplicant is sacrificed.

Campaign Acquisition
Unlock Reach Alarak Level 15
ve

Strategy

Hostile Forces Approaching. Break Them

Alarak's Structure Overcharge cooldown is very effective at halting unexpected enemy attacks, especially when mastery levels are put into it to increase its defensive shield and attack rate. Unless playing a defense-heavy mission, Alarak can completely forego photon cannons and build a couple of extra gateways to overcharge as needed. It is best to overcharge high-HP buildings clumped with each other, to make it more difficult for enemy troops to get into attack range.

Structure Overcharge is also very effective at clearing out the rocks blocking expansions. With sufficient mastery levels (at least 15), a single Structure Overcharge can destroy the main rock, while a second clears out the rocks on the vespene geysers. An early expansion for Alarak is very possible, but this comes with the obvious drawback of putting off the player's other building options to focus on saving up for a new nexus and probes to mine. In this circumstance, good usage of Alarak in the early game is important as the player will not have much money to train or upgrade their army.

My Life for the Highlord

Alarak himself is key to his army's success, but he must be properly supported by supplicants. While supplicants are ineffective on their own, upgraded they can provide surprisingly effective meatshields - a fully upgraded supplicant has 125 shields with 5 armor. Havoc support boosts their range by 2, patching up their range problem. The player should always have a healthy supply of supplicants to draw enemy fire and provide Alarak sacrifices to heal him. The number of supplicants needed depends on how much the player uses Alarak and his ascendants, as they will quickly sacrifice their allies to restore themselves and even several dozen supplicants can quickly fall, leaving Alarak's stronger, more fragile units unguarded.

Keep an eye on supply when building supplicants, as each pair costs 4 supply, and unlike other protoss commanders, Alarak has no quick answer to getting supply blocked. Always be building pylons to support your growing army as resources allow.

The Talents of Slayn

Alarak's ascendants are terrifically powerful units. Not only does Psionic Orb deal heavy damage to clusters of enemies, but it also damages buildings. Mind Blast meanwhile is a heavy damage single target ability with long range, perfect for focusing down powerful enemies including hybrid. Good APM is critical to maximizing usage of ascendants, rapidly casting their spells to quickly obliterate enemies. Ascendants also make effective support attackers due to their long range, boosted further by havocs.

Ascendants are unsuited to prolonged combat due to the long cooldown for Sacrifice, and like all protoss casters they appreciate time between battles to recover energy and shields. Do not charge into battle blindly and be patient to allow ascendants to regain their shields and cooldowns before attacking again. Properly microed, large numbers of ascendants can wipe out enemy bases and attack waves in moments, but they are also fragile and easily killed if misused, and rather expensive to replace.

We Are Reforged

Alarak's robotic forces are rather ineffective against normal attack waves due to their long attack cooldowns, but they are more useful against strong enemies. Wrathwalkers focusing fire can quickly obliterate powerful enemies, particularly hybrid, while vanguards can kill large numbers of enemy armored units. Remember to have supplicants to draw fire from these units to protect them, and exploit the wrathwalker's ability to attack while moving to kite enemies and keep the wrathwalkers out of danger.

War prisms provide a critical support unit for Alarak by virtue of a power field, letting him warp in more ascendants and supplicants in the field if the player has overextended themselves. They also occupy a good support role as Alarak's sole air unit, though their offensive utility is minimal. If nothing else, war prisms make a decent mineral dump in lieu of ascendants, but the player is usually better off building more wrathwalkers and vanguards.

The Death Fleet Descends

Alarak's Death Fleet calldown is not as powerful offensively as other commander calldowns. His units are easily overwhelmed by large numbers of enemy air defenses, and even his mothership can quickly fall. The Death Fleet, like Alarak and his ascendants, are best used to support Alarak's main army and help them overwhelm a fortified enemy position neither could do alone.

The mothership's Mass Teleport ability is very useful, with no cooldown to rapidly teleport itself and allied armies around the map. Use scouts to find points of weakness and targets of opportunities, and have the mothership warp itself and your army there for a backdoor attack. Alternatively if the battle is going poorly, quickly warp back to base to minimize losses, gather reinforcements, and re-enter the fray.

Synergies

Protoss Commanders

Artanis is an effective teammate for Alarak. His Aiur zealots, dragoons, and tempests compliment Alarak perfectly by providing powerful melee attackers and anti-air power, while Alarak's wrathwalkers are more powerful and mobile than Artanis' reavers. Alarak's ascendants are generally superior to Artanis' high templar as offensive casters, but an Artanis player may still wish to make use of Plasma Surge-upgraded Psionic Storms to restore shields to their units. If Alarak is in peril, Artanis' Power Field cooldown is invaluable to warp in supplicants in the field.

Karax is a moderately effective teammate for Alarak. While Alarak is geared towards overwhelming offense, Karax favors impenetrable defense. Thus Alarak can focus his attention on attacking the enemy while Karax defends their bases and uses his calldown abilities to focus down stronger units Alarak may have trouble with. Reconstruction Beam is invaluable to support Alarak's fragile wrathwalkers and vanguards, and carriers with repair drones makes a powerful army combined with Alarak's robotic forces. The player can use Alarak's Structure Overcharge to power up Karax's defenses even further when faced with an overwhelming enemy force.

Vorazun is a questionable teammate for Alarak, due to minimal synergy between their armies. Her Emergency Recall will save his valuable havocs, and her corsairs and void rays provide powerful air support to suppliment Alarak's ground-focused armies. In large offensive battles, Alarak can use the mothership summoned by the Death Fleet to warp to the players' bases to retrieve units saved by Emergency Recall, then teleport them back to the front lines. Black Hole can set up large numbers of enemy ground units, particularly hybrid, to be decimated by Alarak's vanguards, or to be trapped by Force Fields. Alarak's havocs alleviate Vorazun's reliance on oracles for detection, saving her time having to tech to stargates.

Terran Commanders

Raynor is an excellent teammate for Alarak, providing a large army to increase the effectiveness of Empower Me as well as anti-air support with marines. Alarak in turn can provide havocs to boost the attack range of marines. Combining their cooldowns allows Raynor to warp the Hyperion to any point on the map, at which point Alarak can immediately send in the Death Fleet to support it, or even better, teleport their armies to the Hyperion en masse. Alarak's wrathwalkers and ascendants can quickly focus down powerful enemy units that pose a threat to Raynor's fragile marines.

Swann is a fair teammate for Alarak. His goliaths and thors provide a powerful anti-air army to supplement Alarak's ground-focused army, and Swann's science vessels and SCVs can repair Alarak's robotic units and use Defensive Matrix to save them from death. Together they are the only two commanders to both have access to transports, the war prism and hercules, making them highly mobile. Swann's vespene harvesters are invaluable to give Alarak more gas for upgrading and training his ascendants in large numbers.

Zerg Commanders

Kerrigan is an effective teammate. She has a strong anti-air presence with hydralisks and mutalisks, while Alarak provides crowd control she lacks with ascendants and vanguards. Kerrigan's raptors and upgraded torrasques can bypass Alarak's supplicants to get into melee range easily, while hydralisks fire from behind them and ascendants from behind them, thus their armies synergize perfectly in battle. Havoc support to increase their attack range and damage to select enemies is also of great benefit, on top of negating the necessity of overseers. Immobilization wave will also minimize damage received, keeping supplicants in high numbers much longer. Together, Kerrigan and Alarak can decimate enemies as hero units, especially when both are level 15 at which point all of their ability cool-downs are either super fast or nonexistant. Omega worms are also a perfect alternative for rapid army transition without the Death Fleet to teleport units.

Zagara is an effective teammate. She provides a very large army for Alarak's Empower Me ability, and her swarmlings provide expendable melee troops to enter battle with Alarak. Supplicants shielded by aberrations are surprisingly effective tanks due to their defensive buffs, and Mass Frenzy also powers them up greatly. Alarak can use Destruction Wave to knock enemies into the range of Zagara's mostly short-ranged army, and otherwise is ascendants are good to focus down powerful enemy units Zagara's army may have trouble with.

Abathur is a debatable teammate. Abathur tends to have a small army of short-ranged units, while Alarak wants a large ally for Empower Me and likewise must rely on short-ranged units, the supplicant. When paired, it is best for Alarak to focus on a ground army while Abathur gets an aerial army, their two forces complimenting the other. In addition to mend, Swarm Queens can empower Alarak while also using rapid transfusion. Because of Alarak's damage output, it should be easy to kill large numbers of enemies while leaving Abathur to collect more biomass so brutalisks and leviathans draw fire away from Alarak, keeping him and his supplicants alive longer. In a pinch, Alarak and expensive army units can be abducted to safety. Further empowerment is possible with large groups of locusts.

Achievements

Gameplay

Levels

Development

Alarak was chosen as the Co-op commander after Abathur, as, in the words of Blizzard, "the community wanted Alarak, and they wanted him now." The choice was also driven by player feedback that they wanted a non-zerg hero unit. It was decided that Alarak would be a good choice to reflect this, per his over-the-top personality and devastating power. John de Lancie was brought back into the studio to do new voice lines.

As Alarak was designed, it was intended that his sinister nature and the brutality of the Tal'darim shine through. The supplicant and Alarak's sacrifice ability reflect this.[4]

Videos

Trivia

  • Alarak is currently the only commander to have a hero unit as well as calldown abilities activated from the top menu.
  • In the mission "Chain of Ascension," Ji'nara will sometimes use different dialogue throughout the mission to directly address Alarak.
  • Sometimes while casting Structure Overcharge, Alarak will say, "I find your lack of defenses disturbing." This is a reference to a similar line said by Darth Vader in Star Wars Episode IV: A New Hope.

References

  1. 1.0 1.1 1.2 2016-08-16. New Co-op Commander Preview: Alarak . StarCraft II. Accessed 2016-08-16.
  2. 2.0 2.1 2016-08-17. StarCraft II : Gameplay d'Alarak dans les missions en coop. StarCraft II. Accessed 2016-08-17.
  3. 2016-08-18. Alarak Commander Upgrades from Gamescom - Cologne. StarCraft II. Accessed 2016-08-17.
  4. 2016-09-10. Patch 3.6 Preview: New Co-op Commander Alarak. StarCraft II. Accessed 2016-09-10.