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'''Weaknesses'''
 
'''Weaknesses'''
*Low mass anti-air counters
 
 
*Ascendants hard to remass
 
*Ascendants hard to remass
 
*Lack of mobility
 
*Lack of mobility
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|armor=2 {{SC2ShieldIcon}}<br>2 {{SC2GroundArmorIcon}}
 
|armor=2 {{SC2ShieldIcon}}<br>2 {{SC2GroundArmorIcon}}
 
|gun1name=Bane Blades
 
|gun1name=Bane Blades
|gun1strength=30 (up to +30 with full Attack Damage Mastery)
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|gun1strength=30<br>'''Mastery:''' +1 attack damage per '''Alarak Attack Damage''' mastery point. Up to a maximum 60
 
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|gun2name=Psionic Lightning
 
|gun2name=Psionic Lightning
|gun2strength=30 (up to +30 with full Attack Damage Mastery)
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|gun2strength=30<br>'''Mastery:''' +1 attack damage per '''Alarak Attack Damage''' mastery point. Up to a maximum 60
 
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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.
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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, both preventing an escape and putting the enemies in closer .
   
 
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.
 
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.
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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.
 
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.
   
Alarak takes 4 min to respawn at his base.
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Alarak takes 4 min to initially spawn at his base. Subsequent respawns take 60 seconds instead.
   
 
===Abilities===
 
===Abilities===
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{{CoopAlarakSummonDeathFleet}}
 
{{CoopAlarakSummonDeathFleet}}
   
===Death Fleet Abilities===
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===Calldown Upgrades===
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====Structure Overcharge====
{{CoopThermalLance}}
 
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{{CoopAlarakOverchargeAmplification}}
{{CoopMassTeleport}}
 
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{{CoopProtossWeapons|ground
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|effect1='''Damage:''' 44
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|effect2='''Damage:''' 48
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|effect3='''Damage:''' 52
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}}
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{{CoopProtossPlasmaShields|alarak
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|effect1='''Shields:''' 420<br>'''''Mastery:''''' +8 sp per '''Structure Overcharge Shield and Attack Speed''' mastery point. Up to a maximum 660
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|effect2='''Shields:''' 440<br>'''''Mastery:''''' +8 sp per '''Structure Overcharge Shield and Attack Speed''' mastery point. Up to a maximum 680
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|effect3='''Shields:''' 460<br>'''''Mastery:''''' +8 sp per '''Structure Overcharge Shield and Attack Speed''' mastery point. Up to a maximum 700
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}}
   
===Death Fleet Upgrades===
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====Death Fleet====
 
{{CoopAlarakBurningSkies}}
 
{{CoopAlarakBurningSkies}}
   
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Structure Overcharge is also very effective at clearing out the rocks blocking expansions. A single Structure Overcharge can destroy the main rock, and with full mastery, both of the vespene rocks. An really early expansion for Alarak is a good idea to build up a strong economy quickly, 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.
 
Structure Overcharge is also very effective at clearing out the rocks blocking expansions. A single Structure Overcharge can destroy the main rock, and with full mastery, both of the vespene rocks. An really early expansion for Alarak is a good idea to build up a strong economy quickly, 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.
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Try to use Structure Overcharge whenever you are nearing 3 charges, as they are limited by cooldown rather than resource cost and they contribute considerable damage; if the player is maxed out on charges, then the cooldown stops, preventing the player from getting additional charges. Ideally a player doesn't waste the sheer damage output one Structure Overcharge can potentially provide.
   
 
===My Life for the Highlord===
 
===My Life for the Highlord===
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Alarak himself is mostly useful in the early game to defend his economy and complete objectives while he's still getting his economy going and getting the upgrades he requires to win the game. Late game, the strength of his army will greatly overtake Alarak, but he is still useful with his Empower Me ability, which allows Alarak's power to grow proportionally to the strength of his army, as well as acting as a light tank for his army as he heals himself continually while his enemies die.
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.
 
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Supplicant management is important to consider if playing with an Ascendant build. If the player does not quickly kill the enemies attacking him and keeps letting them get free hits off, they run the risk of suffering heavy Supplicant losses as Alarak consumes them to keep himself alive. This is not ideal if Alarak is going for an Ascendant build, as he needs those Supplicants to give his Ascendants additional strength, and continuously losing Supplicants like this will quickly demolish Alarak's mineral reserves.
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If Alarak opts for a mechanical-based build, then the Supplicants can be better dedicated to keeping Alarak alive instead of saving them for Ascendants, but it is still important to avoid going into battle with no Supplicants. Supplicants are good at drawing enemy fire away from the more fragile Mechanical units, and they provide Alarak with sacrifices he can use to keep himself alive.
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It is also important to note that if Alarak runs out of Supplicants nearby to consume, he will instead consume a nearby army unit at random to keep himself alive. This can prove disastrous if he consumes an Ascendant with several Power Overwhelming stacks, as this is a huge time commitment that has been suddenly lost. It can be similarly disastrous if Alarak starts to consume large amounts of Slayers, or if he consumes a Wrathwalker or other expensive units. While in a fight with Alarak, it's important to watch the fight and see if it's going badly and Alarak's army is starting to die quickly. If Alarak is running low on Supplicants and rapidly devouring his supply of them, it is best to retreat and come back later with more Supplicants and firepower later on, to avoid Alarak wiping out his own army in an attempt to keep himself alive. If the player is trying to retreat, Alarak's Destruction Wave is quite useful to push enemies away and allow his army to make distance.
   
 
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.
 
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 Talons of Slayn===
 
===The Talons 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. With Power Overwhelming, ascendants will gain shield and ability damage each time they use Sacrifice, eventually having over 1000 shields and spells that deal more than three times normal damage. With a group of 9-12 ascendants and Empower Me, it is possible to wipe out an entire enemy compound and all enemies in it in a blink of an eye, as well as any wave at late game. However, good APM is critical to maximizing usage of ascendants, rapidly casting their spells to quickly obliterate enemies, and also good macro is necessary because supplicants will be constantly sacrificed and therefore in need of replacement. Ascendants also make effective support attackers due to their long range, boosted further by havocs. A good strategy consists in start sacrificing supplicants as soon as ascendants are produced in order to make them more powerful, just have in mind that a strong economy with steady mineral income will be needed, and also be sure to always have enough supplicants available to keep Alarak alive.
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Alarak's ascendants are some of the most powerful units Alarak has access to, as they possess two spells that allow Alarak to deal incredibly high damage against enemy units. Psionic Orb is the Ascendants' best method of eliminating enemy waves, as multiple Psionic Orbs stack and can add up into an attack that eliminates even late-game waves incredibly quickly. Mind Blast meanwhile is a heavy damage single target ability with long range, perfect for focusing down powerful enemies including hybrid. With Power Overwhelming, ascendants will gain shield and ability damage each time they use Sacrifice, eventually having over 1000 shields and spells that deal more than three times normal damage. With a group of 20-24 ascendants and Empower Me, it is possible to wipe out an entire enemy compound and all enemies in it in a blink of an eye, as well as any wave at late game. However, to maximize the power of Ascendants, it is important to regularly Sacrifice Supplicants whenever you have the chance; as a result, although Ascendants' Sacrifice is autocast, it may be wise to manually consume Supplicants while outside of battle so that you Ascendants can continue to grow in power even while they're not in combat, and this helps you avoid getting supply blocked or supply capped as well. To ensure that you have a continuous supply of Supplicants to keep powering up Ascendants, it is important that you have maximum mineral income as well as remember to macro, regularly warping in Supplicants and putting those minerals to use.
   
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Ascendants are particularly weak against structures, as they cannot Mind Blast those and their Psionic Orb does not do high damage to structures at all; Psionic Orb is really only useful against enemy static defense, and nothing else. As such, if Alarak is going to be facing off against structure-based objectives such as Void Slivers or Void Shards, then it may be best to let your ally kill those while you focus on taking out the guarding units instead, or it may be wise to add a higher number of Slayers to better deal damage against those structures. Warping in a Pylon next to the structure and then Overcharging it is also a good way for Alarak to deal high damage against those structures.
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, for they are quite fragile (at least at first) and quite expensive to replace.
 
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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. It is important that you keep an eye on your Ascendants' energy bar before you commit to an attack, as having insufficient energy mid-battle can lead to catastrophic losses for Alarak's army. Careful management of Ascendants is required, as they are quite fragile (at least at first) and quite expensive to replace.
   
 
===We Are Reforged===
 
===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.
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Alarak's robotic forces are generally much weaker than Alarak's Ascendants as they lack the Ascendant's sheer damage output. As such, they will generally have greater difficulty in taking out enemy waves or bases. That said, they do better than Ascendants in dealing damage to Structures, and they are Alarak's best option when he has not yet reached level 12. Remember to have supplicants to draw fire from these units to protect them, and if for whatever reason a player opts for Wrathwalkers, they can use the Wrathwalker's ability to fire while moving to get free shots and keep the Wrathwalkers out of harm's way.
   
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Mass Slayer is generally Alarak's best option when using a Mechanical-based composition, as they have the best combination of mobility, durability, and burst damage. Vanguards don't synergize as well with Alarak, as his Destruction Wave can knock enemies out of the way of the Vanguard attacks, and Vanguards tend to miss their attacks against fast moving targets such as Zerglings. Generally players will opt for Slayers if they need an anti-armored option, as Slayers are capable of attacking air units as well and have a similar DPS per cost and DPS per supply to Vanguards (possibly even higher if you account for their Blink ability). Wrathwalkers are best used if there aren't a lot of small, swarmy units you're going to be facing, and if you're going to be heavily attacking structures, as anti-structure damage is where Wrathwalkers truly shine. If there aren't a lot of structures that need to be killed, or if you're going to be facing a lot of small, swarmy units, then it's best to stick with Ascendants or Slayers.
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.
 
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War prisms are somewhat overshadowed in Alarak's army, as they are generally set aside in favor of proxy Pylons, which are cheaper and provide additional supply for Alarak. Additionally, proxy Pylons can be Overcharge to give additional damage during an attack, and proxy Pylons do not require Robotics Facility tech to build. That said, War Prisms are an acceptable alternative if the player is willing to continuously micro the War Prism around, and they can be Overcharged in order to contribute additional damage to an attack, but they compete strongly with proxy Pylons if the player wants to use Overcharges offensively.
   
 
===The Death Fleet Descends===
 
===The Death Fleet Descends===
 
Alarak's Death Fleet calldown is not as powerful offensively as other commander calldowns, such as the Apocalisk or Hyperion. His units are easily overwhelmed by large numbers of enemy air defenses, and even his mothership can quickly fall. As of patch 4.9.0, it's damage is up to 59x6 per volley for 345 damage max (since all air units start with level 3 attack upgrades) and with its Thermal Lance, it can deal high amounts of damage. The Death Fleet, like Alarak and his ascendants, is best used to support Alarak's main army and help them overwhelm a fortified enemy position neither could do alone. The Death Fleet provides Alarak with additional anti-air firepower and air support, two things Alarak is usually in need of when attacking a base.
 
Alarak's Death Fleet calldown is not as powerful offensively as other commander calldowns, such as the Apocalisk or Hyperion. His units are easily overwhelmed by large numbers of enemy air defenses, and even his mothership can quickly fall. As of patch 4.9.0, it's damage is up to 59x6 per volley for 345 damage max (since all air units start with level 3 attack upgrades) and with its Thermal Lance, it can deal high amounts of damage. The Death Fleet, like Alarak and his ascendants, is best used to support Alarak's main army and help them overwhelm a fortified enemy position neither could do alone. The Death Fleet provides Alarak with additional anti-air firepower and air support, two things Alarak is usually in need of when attacking a base.
   
The mothership's Mass Teleport ability is very useful; with no cooldown it wields the ability 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.
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The mothership's Mass Teleport ability is very useful and is likely its most useful asset, as it temporarily nullifies . With no cooldown, it possesses the ability 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.
 
Perhaps the Death Fleet's greatest strength is that, as a calldown, the units can be deployed anywhere Alarak has vision and they are expendable.
 
   
 
==Synergies==
 
==Synergies==
 
===Protoss Commanders===
 
===Protoss Commanders===
[[Artanis (Co-op Missions)|'''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.
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[[Artanis (Co-op Missions)|'''Artanis''']] synergizes decently with Alarak. This Guardian Shell can protect Alarak's Ascendants while they are still gaining Power Overwhelming stacks, or it can protect Alarak in the early game to allow him to be a bit more aggressive than normal. This same Guardian Shell can also protect Alarak's Supplicants to allow them to live as fodder for Ascendants and Alarak, preventing enemies from killing Supplicants prior to the Sacrifice. Artanis's Power Field allow for faster reinforcements with a Slayer build if Alarak opts for such a build, or it can provide faster Supplicants if it is deemed necessary.
 
[[Karax (Co-op Missions)|'''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 (Co-op Missions)|'''Vorazun''']] is a good teammate for Alarak, supplementing the latter's low DPS with hers. Emergency Recall will save his valuable havocs, and her corsairs and void rays provide powerful air support to supplement 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 and ascendants, 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. Alarak's expendable army can act as distraction for Vorazun's dark templar groups to punch through enemy defenses.
 
   
 
[[Karax (Co-op Missions)|'''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. Karax's Spear of Adun abilities, which have global range, can help with Alarak's weaker mobility, allowing Karax to eliminate the enemies Alarak may have difficulty reaching in time.
[[Fenix (Co-op Missions)|'''Fenix''']] and Alarak are dependent on practice and proper strategy, without those elements, their synergy is terrible. At first glance, their armies and hero capabilities overlap and render each other redundant. But with proper management, they can become a duo with an extremely lethal, albeit fragile, fighting force. Except when one commander tries to rush his or her super units, carriers or wrathwalkers.
 
   
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[[Vorazun (Co-op Missions)|'''Vorazun''']] is a good teammate for Alarak. Her Dark Pylon can function both as an attacking structure with Structure Overcharge, as well as a means to offset Alarak's low mobility. Vorazun's high DPS Dark Templar provide excellent anti-structure damage, which is of great assistance to the low anti-structure damage an Ascendant build has. Black Hole synergizes particularly well with the large amount of splash damage Alarak can inflict with his Ascendants, as well as allowing Alarak's Destruction Wave to hit more enemy units, which can be deadly if Alarak is buffed by Empower Me. Alarak's havocs alleviate Vorazun's reliance on oracles for detection, which can allow Vorazun to skip Stargates if Alarak can consistent have his Havocs follow Vorazun's forces. Alarak's expendable army can act as distraction for Vorazun's dark templar groups to punch through enemy defenses.
Fenix's high DPS army and Alarak's anti-armor abilities complement one another perfectly if the players use mixed forces. Fenix should use his adepts, scouts, immortals, colossi, and carriers while Alarak uses supplicants, slayers, havocs, vanguards, and wrathwalkers. This mixture of DPS and siege weaponry will allow the two commanders to overrun enemy forces with sheer firepower.
 
   
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[[Fenix (Co-op Missions)|'''Fenix''']] can be of high value to Alarak with his Cybros Arbiter, which can use Mass Recall for swift relocation of Alarak's forces to offset his low mobility. Alarak's exceptional wave-clearing ability can compensate for Fenix's lack thereof.
With effort and management, Alarak and Fenix can work well together as hero units. Alarak can provide crowd control to keep Fenix alive via his abilities or the Death Fleet, and Fenix can provide the DPS to keep Alarak recharging.
 
   
 
===Terran Commanders===
 
===Terran Commanders===
[[Jim Raynor (Co-op Missions)|'''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. In addition to that, Raynor's medics can heal Alarak's units, allowing them to last longer on the frontline.
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[[Jim Raynor (Co-op Missions)|'''Raynor''']] is an excellent teammate for Alarak, providing a large army to increase the effectiveness of Empower Me. 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 teleport their armies to the ''Hyperion'' en masse if desired. Alarak's Ascendants can quickly eliminate any enemy units that stand in their way, particularly units that threaten bio units such as High Templar or Colossi, allowing for Raynor's high DPS bio army to finish off the remains unimpeded. Raynor can provide Medics to provide sustainability to Supplicants or Mechanical units, allowing Alarak's army to last much longer.
   
[[Rory Swann (Co-op Missions)|'''Swann''']] is an excellent 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 help negate Alarak's gas deficiency, allowing him to mass Ascendants or robotic units. In defensive missions, Alarak and Swann prove devastating to swarms of light units due to their crowd-control ability - with Alarak's Destruction Wave, Vanguards and Ascendants backing up Swann's Siege Tanks, and both armies gain excellent range thanks to Havocs, not to mention Structure Overcharge can both help Swann's turrets survive longer, but to be even deadlier.
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[[Rory Swann (Co-op Missions)|'''Swann''']]'s main synergy with Alarak comes from his Science Vessels and Vespene Drones. Science Vessels can sustain a mechanical-based army, and Vespene Drones allow Alarak to build said mechanical army much faster. Swann's global mobility with Hercules dropships allows him to intercept attack waves much faster than Alarak usually can, which can allow Swann to compensate for Alarak's sluggishness. Alarak's access to Force Fields and knockback with Destruction Wave can be of some value to Siege Tanks, buying them additional time to blast at the enemy, but this situation rarely occurs in practice. Structure Overcharge can assist Swann's defense should the need arise.
   
[[Nova Terra (Co-op Missions)|'''Nova''']] synergizes moderately with Alarak, as her small army won't give him nearly as much power when he uses Empower Me. Nova can cover for Alarak's anti-air, but neither one is truly strong at defenses (since Alarak's Structure Overcharge has cooldowns on its charges). Both can transport their units quickly across a map using a combination of Nova's Tactical Airlift and Alarak's Death Fleet, creating some redundancy. Alarak's havocs can extend the range of Nova's army and, if microed, can keep them safe from harm with forcefields, while Nova's ravens can heal Alarak's units as needed.
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[[Nova Terra (Co-op Missions)|'''Nova's''']]''' '''has mostly modest synergy with Alarak. Her small army won't give him nearly as much power when he uses Empower Me. Furthermore, neither one is really excel at defense (since Alarak's Structure Overcharge has cooldowns on its charges). Tactical Airlift has a shorter cooldown than the Death Fleet, and Alarak will appreciate intelligent usage of the airlift while the Death Fleet is on cooldown. Alarak's havocs can extend the range of Nova's army and could provide protection with Force Field, but this is mostly useful in the early game when Nova doesn't have the economy to back up heavier Griffin Airstrike usage yet. Alarak can donate 2 or 3 of his gas geysers to Nova if he wants once he finishes his initial investment into upgrades and Ascendants. Nova's ravens can heal Alarak's units as needed.
   
 
[[Han and Horner (Co-op Missions)|'''Han and Horner''']] provide a large army of cheap units, making Empower Me very powerful when used alongside them. If Han and Horner go a heavier reaper/hellion/hellbat composition, it makes Alarak's Empower Me into a devastating ability. Both Alarak's [[havoc]]s and Horner's Theia ravens have variations on the Target Lock/Sense Weakness ability, increasing the damage both armies do to surrounding units. Han and Horner also have heavier air units, which can mop up after Alarak's ascendants have laid down their Psionic Orbs and Mind Blasts.
 
[[Han and Horner (Co-op Missions)|'''Han and Horner''']] provide a large army of cheap units, making Empower Me very powerful when used alongside them. If Han and Horner go a heavier reaper/hellion/hellbat composition, it makes Alarak's Empower Me into a devastating ability. Both Alarak's [[havoc]]s and Horner's Theia ravens have variations on the Target Lock/Sense Weakness ability, increasing the damage both armies do to surrounding units. Han and Horner also have heavier air units, which can mop up after Alarak's ascendants have laid down their Psionic Orbs and Mind Blasts.
   
 
===Zerg Commanders===
 
===Zerg Commanders===
[[Sarah Kerrigan (Co-op Missions)|'''Kerrigan''']] is an effective teammate for Alarak. 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 nonexistent. Omega worms are also a perfect alternative for rapid army transition without the Death Fleet to teleport units.
+
[[Sarah Kerrigan (Co-op Missions)|'''Kerrigan''']] is an ally that synergizes very well with Alarak. Kerrigan's raptors and upgraded torrasques can bypass Alarak's supplicants to get into melee range easily, allowing them to reach the enemy much more easily, while hydralisks fire from behind them and ascendants from behind them, which can help minimize how much the two armies conflict with each other. Kerrigan's Omega Worms are also of great value to Alarak, as the worms can both greatly assist Alarak's meager mobility as well as function as very tanky, high-DPS turrets if Alarak chooses to Overcharge them. Alaraks' Havocs can bolster the range of Hydralisks to give them a very long attack range, but given that Hydralisks will usually be travelling inside of Omega Worms and thus leave any following Havocs behind, it can be rather cumbersome for Alarak to repeatedly micro his Havocs and trying to have them travel alongside the Hydralisks; as such, if Kerrigan is travelling very heavily with Omega Worms, it may be wise to place those Havocs in Alarak's army instead of having them continuously be left behind by the Hydralisks.
   
[[Zagara (Co-op Missions)|'''Zagara''']] is an effective teammate for Alarak. 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.
+
[[Zagara (Co-op Missions)|'''Zagara''']] is a moderately effective teammate for Alarak. 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. Alarak can use Destruction Wave to knock enemies into the range of Zagara's mostly short-ranged army. Ascendants can easily eliminate late-game attack waves, which Zagara can have considerable some difficulty with, especially on harder mutations. Mass Frenzy is of very limited value to an Ascendant build, as such a build has very low auto-attack damage, but it does benefit a Slayer or a Robotics build much more heavily, and can bolster their otherwise lower damage output.
   
[[Abathur (Co-op Missions)|'''Abathur''']] is a debatable teammate for Alarak. 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.
+
[[Abathur (Co-op Missions)|'''Abathur''']] posesses modest synergy with Alarak. Alarak can knock enemies into Toxic Nests with his Destruction Wave, but if he's not careful he can instead knock enemies away from the Toxic Nests, which can reduce Abathur's biomass supply early on in the game. Thus, Alarak should pay attention to where he throws his enemies if he wants to be more beneficial to an Abathur ally. When paired, it is best for Alarak to focus on a ground army (which is his only viable option anyways as he lacks a Stargate) while Abathur gets an aerial army, to minimize the two armies constantly colliding with each other. In addition to mend, Swarm Queens can empower Alarak while also using rapid transfusion to sustain his forces. 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, which could either come from a large group of enemies that have been killed, or they could come from Swarm Hosts if Abathur chooses not to go with an aerial army for that game.
   
[[Alexei Stukov (Co-op Missions)|'''Stukov''']] is an excellent teammate for Alarak. The infested diamondback's Fungal Snare can bring air units down into the reach of Alarak's supplicants and vanguards and Stukov's infested infantry provides plenty of fuel for Empower Me. In addition, Structure Overcharge can be used on Stukov's forward structures, especially the infested bunker so that it will be able to attack any target and, with a fully mastered Alarak, absorb well over 1500 damage. It can even be combined with Infest Structure for both extra units on the front line and a reasonably solid defense. For late game anti-air, infested liberators can relieve the pressure from slayers and wrathwalkers quite a bit.
+
[[Alexei Stukov (Co-op Missions)|'''Stukov''']] provides mostly basic synergy with Alarak, as their most useful synergy is mostly Infested bolstering Alarak's Empower Me and doesn't go very far beyond this. That said, Stukov's infested infantry does provide plenty of fuel for Empower Me in addition to screening very well for Ascendants while they are in their weaker stages, as well as functioning as cleanup duty to take out leftover structures and weaker enemies while Alarak moves on to clear another area of enemies. In addition, Structure Overcharge can be used on Stukov's forward structures, but it is important to note that unfortunately, Infested Bunkers will not attack enemies with the Structure Overcharge weapon if they are uprooted; they must be rooted to attack with the Structure Overcharge weapon. They will still benefit from Structure Overcharge's shield in both rooted and uprooted form, however. Structure Overcharge can be combined with Infest Structure to allow for a very stalwart, if temporary, defense; while this shouldn't be relied on as a long-term solution, it can work very well as a short-term stopgap for an enemy attack. Stukov's Infested Diamondbacks can bring down air units for Vanguards to attack, which may seem like a good idea if you're up against an air composition, but in practice, it can be quite risky as this leaves Alarak completely dependant on Stukov's Diamondbacks in this case; if you're against an air composition, you're really better off building Ascendants or Slayers instead and allowing Stukov to focus his efforts elsewhere instead of babysitting you.
   
[[Dehaka (Co-op Missions)|'''Dehaka''']] and Alarak have some power together, but mostly aren’t the most powerful of combinations. Both rely on powerful hero units that are designed to take the brunt of a lot of damage, which while powerful both suffer when in the face of abilities that do heavy single target damage like yamato cannon. Dehaka usually has a medium-sized army relevant to his supply due to the primal combat mechanic, so he gives below average benefit to Alarak's Empower Me ability. However, Dehaka's pack leaders can cover for the global presence Alarak lacks, allowing him to save his Death Fleet ability for a sticky situation, while Alarak's structure overcharge provides a reliable defense that will usually be off cooldown.
+
[[Dehaka (Co-op Missions)|'''Dehaka''']] and Alarak have some power together, but mostly aren’t the most powerful of combinations. Both rely on powerful hero units that are designed to take the brunt of a lot of damage, which can work early game as Dehaka is still working on levelling up his hero unit. Dehaka's primal pack leaders can provide global presence that Alarak otherwise lacks, which can be helpful if his Death Fleet is unavailable. Alarak can use Structure Overcharge on Primal Wurms to give them additional power and durability, and the Primal Wurms can Deep Tunnel towards enemies to avoid wasting the Structure Overcharge; unfortunately, Structure Overcharge does not work on Greater Primal Wurms.
   
 
==Achievements==
 
==Achievements==

Revision as of 16:24, 11 May 2020

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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 Co-op Missions introduced in Patch 3.6. 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]

Overview

"Let our enemies come, I will enjoy crushing them into dust."

- Alarak(src)

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 Units Attack Speed: +0.5% – +15%
Power Set 2
Empower Me duration: +1 sec – +30 sec (up to a maximum of 50 sec)
Death Fleet cooldown: -4 sec – -120 sec (down to a minimum of 240 sec)
  • (Does not affect the initial cooldown at the start of the mission)
Power Set 3
Structure Overcharge Shield and Attack Speed: +2% – +60%
Chrono Boost Efficiency: +1% – +30%

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, both preventing an escape and putting the enemies in closer .

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.

Alarak takes 4 min to initially spawn at his base. Subsequent respawns take 60 seconds instead.

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

Calldown Upgrades

Structure Overcharge

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 ProGrndWeap
Protoss Weapons

Increases the attack damage of all protoss units.

Usage
Passive
Campaign Acquisition
Unlock Initially available.
Acquisition
Purchased from Forge
Hotkey G
Level 1
Cost 100 Minerals 100 Vespene gas 160seconds
Effect Damage: 44
Level 2
Cost 150 Minerals 150 Vespene gas 190seconds
Required Death council
Effect Damage: 48
Level 3
Cost 200 Minerals 200 Vespene gas 220seconds
Required Death council
Effect Damage: 52
ve
SC2 ProShields
Protoss Plasma Shields

Increases the shield armor of all protoss units and structures.

Usage
Passive
Campaign Acquisition
Unlock Initially available.
Acquisition
Purchased from Forge
Hotkey A
Level 1
Cost 100 Minerals 100 Vespene gas 160seconds
Effect Shields: 420
Mastery: +8 sp per Structure Overcharge Shield and Attack Speed mastery point. Up to a maximum 660
Level 2
Cost 175 Minerals 175 Vespene gas 190seconds
Required Death council
Effect Shields: 440
Mastery: +8 sp per Structure Overcharge Shield and Attack Speed mastery point. Up to a maximum 680
Level 3
Cost 250 Minerals 250 Vespene gas 220seconds
Required Death council
Effect Shields: 460
Mastery: +8 sp per Structure Overcharge Shield and Attack Speed mastery point. Up to a maximum 700
ve

Death Fleet

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 Composition

Units and Structures

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

Icon Unit Details Production Base Statistics:
Icon Protoss Supplicant Supplicant Short range warrior. Sacrifices itself to heal Alarak when he is near death. Supplicants are warped in two at a time.

Can attack ground units.

150 Minerals 4 Psi

28 (21 Warp Gate cooldown) seconds
for 2 supplicants.

Life: 75 / Shields: 125 / Armor: 0

Blood orb
Targets: Ground
Damage: 5
AS: 1.65 / Range: 3
Upgrade: +1 per level
DPS: 3:03 (+0.6)

MS: 3

Icon Protoss Slayer Slayer Ranged attack strider. Can use Blink and Phasing Armor abilities.

Can attack ground and air units.

125 Minerals 50 Vespene gas 2 Psi

42 (32 Warp Gate cooldown) seconds

Life: 80 / Shields: 80 / Armor: 1

Particle disruptors
Targets: Ground and Air
Damage: 13 (+5 vs Armored)
AS: 1.44 / Range: 6
Upgrade: +1 (+1 vs Armored) per level
DPS: 9:02 (+0.69)
12.5 (+1.38) vs Armored

MS: 2.95

Icon Protoss Havoc Havoc Robotic support unit. Can use Target Lock, Squad Sight and Force Field abilities. 50 Minerals 100 Vespene gas 1 Psi

37 (32 Warp Gate cooldown) seconds

Life: 40 / Shields: 40 / Armor: 1

MS: 2.25

Icon Protoss Ascendant Ascendant Potent psionic master. Can use Psionic Orb, Mind Blast and Sacrifice abilities.
Can attack ground units.

(Unlocks at level 8)

50 Minerals 150 Vespene gas 2 Psi

55 (45 Warp Gate cooldown) seconds

Life: 40 / Shields: 40 / Armor: 0

Agonizing blast
Targets: Ground
Damage: 9
AS: 1.75 / Range: 7
Upgrade: +1 per level
DPS: 5.14 (+0.57)

MS: 2.25

Icon Protoss Vanguard Vanguard Assault strider. His attacks deal damage in an area around target enemy unit.

Can attack ground units

250 Minerals 100 Vespene gas 4 Psi

55 seconds

Life: 200 / Shields: 100 / Armor: 1

Scatter cannons
Targets: Ground
Damage: 8 (+7 vs Armored) (x8)
AS: 3.75 / Range: 6
Upgrade: +1 per level
DPS: 17:06 (+0.26)
32 (+0.26) vs Armored with upgrade)

MS: 2.25

Icon Protoss Wrathwalker Wrathwalker Battle strider with a powerful single target attack. Can walk up and down cliffs.

Before upgrade: Can attack ground units.

After upgrade: Can attack ground and air units.

300 Minerals 200 Vespene gas 6 Psi

75 seconds

Life: 200 / Shields: 150 / Armor: 1

Charged blast
Targets: Ground (Ground and Air with Aerial Tracking)
Damage: 100 (+75 vs Structures)
AS: 3 / Range: 10
Upgrade: +10 (+8 vs Structure) per level
DPS: 33.33 (+3.33)
58.33 (+6) vs Structure

MS: 2

Icon Protoss War prism War prism Flying transport. Can load and unload units. Can also deploy to create a power field.

Can attack ground and air units.

150 Minerals 2 Psi

50 seconds

Life: 100 / Shields: 100 / Armor: 0

Phase blaster
Targets: Ground and Air
Damage: 10
AS: 2 / Range: 7
Upgrade: +1 per level
DPS: 5 (+0.5)

MS: 3.38

Icon Tal'darimPhoton Photon Cannon Primary defensive structure.

Can attack ground and air units.

150 Minerals 

40 seconds

Life: 150 / Shields: 150 / Armor: 1

Phase disruptor
Targets: Ground and Air
Damage: 20
AS: 1.25 / Range: 7
DPS: 16

Talent 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
SC2 Alarak AC - AlarakUpgrades
Alarak Upgrade Cache

Unlocks the following upgrades at the forge:
• Allow Alarak's basic attacks to stun enemies and slow heroic enemies for 2 seconds.
• Increase Destruction Wave's knockback distance by 100%.

Campaign Acquisition
Unlock Reach Alarak Level 14
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

Strategies

Alarak and his forces are all about overwhelming offense. His units are fragile and easily killed if not protected, as is Alarak himself, but they can quickly decimate enemy forces. Alarak tends to have large numbers of supplicants to soak up enemy fire while his ascendants, vanguards, and wrathwalkers provide the damage output. Proper microing of these units to maximize their utility and keep them out of danger is important to success.

Recommended masteries

Power Set 1: Alarak Attack Damage (with Ascendants)

☀Alarak attack damage: +1 – +30
If going Ascendants, unit attack speed isn't that useful, and it gives Alarak more power early-game, if going mech on the other hand the attack speed mastery will be the stronger choice mid-late game.

Power Set 2: Death Fleet cooldown

☀Death Fleet cooldown: -4 sec – -120 sec
With full masteries, the Death Fleet cooldown get down to only 4 min, with good planning, you can use it pretty reliably to bust your forces while assaulting hard defend areas and take down objectives.

Power Set 3: Structure Overcharge Shield and Attack Speed

☀Structure Overcharge shield and attack speed: +2% – +60%
At full mastery Alarak can use Structure Overcharge to quickly break the rocks blocking his expansions. He will also be able to hold off enemy attacks without an army.

Later on it can also be used offensively with War Prism in phase mode.

Empower Me, Minions

Empower Me increases the damage of Alarak's attacks and spells by a flat amount/percentage based off the supply of allied units near Alarak during the effect. This includes certain heroic and spawned units. The increases for Alarak's attacks and spells are as follows:

Attack Damage increases by 1 per supply, and
Ability Damage increases by 5% per supply up to 100 supply, and half that amount for each supply past 100.
Formulas:
Attack Damage = (default dmg) + Z
Ability Damage = (default dmg) + [(default dmg)*(X * 0.05)+(default dmg)*(Y * 0.025)]
X = supply near Alarak up to 100
Y = supply near Alarak above 100
Z = supply near Alarak

Many heroic units and calldowns contribute supply to Empower Me's buff. Notable cases include Raynor's Hyperion, Stukov's Aleksander, Vorazun's shadow guards, and Abathur's Leviathans (3 supply per unit). Abathur's Brutalisks count for 8 supply per unit, and heroic commander units such as Kerrigan, Zagara, Nova, Fenix and Dehaka count as 3 supply per unit. Dehaka's Glevig, Murvar, and Dakrun don't affect Empower Me. Alarak's Death Fleet calldown counts as 42 supply (Mothership (10 supplies) and Destroyers (4 supply multiplied by 8 destroyers), working exceptionally well in tandem with Empower Me usage. While structures do not normally contribute to Empower Me, any of Stukov's infested bunkers contribute 4 supply if they are uprooted in Empower Me's AOE. MULEs, interceptors, creepers, broodlings, assault drones, and locusts don't affect Empower Me. An Assault Galleon only contributes supply when equipped with a Drone Hangar.

Hostile Forces Approaching. Break Them

Alarak's Structure Overcharge power 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. A single Structure Overcharge can destroy the main rock, and with full mastery, both of the vespene rocks. An really early expansion for Alarak is a good idea to build up a strong economy quickly, 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.

Try to use Structure Overcharge whenever you are nearing 3 charges, as they are limited by cooldown rather than resource cost and they contribute considerable damage; if the player is maxed out on charges, then the cooldown stops, preventing the player from getting additional charges. Ideally a player doesn't waste the sheer damage output one Structure Overcharge can potentially provide.

My Life for the Highlord

Alarak himself is mostly useful in the early game to defend his economy and complete objectives while he's still getting his economy going and getting the upgrades he requires to win the game. Late game, the strength of his army will greatly overtake Alarak, but he is still useful with his Empower Me ability, which allows Alarak's power to grow proportionally to the strength of his army, as well as acting as a light tank for his army as he heals himself continually while his enemies die.

Supplicant management is important to consider if playing with an Ascendant build. If the player does not quickly kill the enemies attacking him and keeps letting them get free hits off, they run the risk of suffering heavy Supplicant losses as Alarak consumes them to keep himself alive. This is not ideal if Alarak is going for an Ascendant build, as he needs those Supplicants to give his Ascendants additional strength, and continuously losing Supplicants like this will quickly demolish Alarak's mineral reserves.

If Alarak opts for a mechanical-based build, then the Supplicants can be better dedicated to keeping Alarak alive instead of saving them for Ascendants, but it is still important to avoid going into battle with no Supplicants. Supplicants are good at drawing enemy fire away from the more fragile Mechanical units, and they provide Alarak with sacrifices he can use to keep himself alive.

It is also important to note that if Alarak runs out of Supplicants nearby to consume, he will instead consume a nearby army unit at random to keep himself alive. This can prove disastrous if he consumes an Ascendant with several Power Overwhelming stacks, as this is a huge time commitment that has been suddenly lost. It can be similarly disastrous if Alarak starts to consume large amounts of Slayers, or if he consumes a Wrathwalker or other expensive units. While in a fight with Alarak, it's important to watch the fight and see if it's going badly and Alarak's army is starting to die quickly. If Alarak is running low on Supplicants and rapidly devouring his supply of them, it is best to retreat and come back later with more Supplicants and firepower later on, to avoid Alarak wiping out his own army in an attempt to keep himself alive. If the player is trying to retreat, Alarak's Destruction Wave is quite useful to push enemies away and allow his army to make distance.

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 Talons of Slayn

Alarak's ascendants are some of the most powerful units Alarak has access to, as they possess two spells that allow Alarak to deal incredibly high damage against enemy units. Psionic Orb is the Ascendants' best method of eliminating enemy waves, as multiple Psionic Orbs stack and can add up into an attack that eliminates even late-game waves incredibly quickly. Mind Blast meanwhile is a heavy damage single target ability with long range, perfect for focusing down powerful enemies including hybrid. With Power Overwhelming, ascendants will gain shield and ability damage each time they use Sacrifice, eventually having over 1000 shields and spells that deal more than three times normal damage. With a group of 20-24 ascendants and Empower Me, it is possible to wipe out an entire enemy compound and all enemies in it in a blink of an eye, as well as any wave at late game. However, to maximize the power of Ascendants, it is important to regularly Sacrifice Supplicants whenever you have the chance; as a result, although Ascendants' Sacrifice is autocast, it may be wise to manually consume Supplicants while outside of battle so that you Ascendants can continue to grow in power even while they're not in combat, and this helps you avoid getting supply blocked or supply capped as well. To ensure that you have a continuous supply of Supplicants to keep powering up Ascendants, it is important that you have maximum mineral income as well as remember to macro, regularly warping in Supplicants and putting those minerals to use.

Ascendants are particularly weak against structures, as they cannot Mind Blast those and their Psionic Orb does not do high damage to structures at all; Psionic Orb is really only useful against enemy static defense, and nothing else. As such, if Alarak is going to be facing off against structure-based objectives such as Void Slivers or Void Shards, then it may be best to let your ally kill those while you focus on taking out the guarding units instead, or it may be wise to add a higher number of Slayers to better deal damage against those structures. Warping in a Pylon next to the structure and then Overcharging it is also a good way for Alarak to deal high damage against those structures.

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. It is important that you keep an eye on your Ascendants' energy bar before you commit to an attack, as having insufficient energy mid-battle can lead to catastrophic losses for Alarak's army. Careful management of Ascendants is required, as they are quite fragile (at least at first) and quite expensive to replace.

We Are Reforged

Alarak's robotic forces are generally much weaker than Alarak's Ascendants as they lack the Ascendant's sheer damage output. As such, they will generally have greater difficulty in taking out enemy waves or bases. That said, they do better than Ascendants in dealing damage to Structures, and they are Alarak's best option when he has not yet reached level 12. Remember to have supplicants to draw fire from these units to protect them, and if for whatever reason a player opts for Wrathwalkers, they can use the Wrathwalker's ability to fire while moving to get free shots and keep the Wrathwalkers out of harm's way.

Mass Slayer is generally Alarak's best option when using a Mechanical-based composition, as they have the best combination of mobility, durability, and burst damage. Vanguards don't synergize as well with Alarak, as his Destruction Wave can knock enemies out of the way of the Vanguard attacks, and Vanguards tend to miss their attacks against fast moving targets such as Zerglings. Generally players will opt for Slayers if they need an anti-armored option, as Slayers are capable of attacking air units as well and have a similar DPS per cost and DPS per supply to Vanguards (possibly even higher if you account for their Blink ability). Wrathwalkers are best used if there aren't a lot of small, swarmy units you're going to be facing, and if you're going to be heavily attacking structures, as anti-structure damage is where Wrathwalkers truly shine. If there aren't a lot of structures that need to be killed, or if you're going to be facing a lot of small, swarmy units, then it's best to stick with Ascendants or Slayers.

War prisms are somewhat overshadowed in Alarak's army, as they are generally set aside in favor of proxy Pylons, which are cheaper and provide additional supply for Alarak. Additionally, proxy Pylons can be Overcharge to give additional damage during an attack, and proxy Pylons do not require Robotics Facility tech to build. That said, War Prisms are an acceptable alternative if the player is willing to continuously micro the War Prism around, and they can be Overcharged in order to contribute additional damage to an attack, but they compete strongly with proxy Pylons if the player wants to use Overcharges offensively.

The Death Fleet Descends

Alarak's Death Fleet calldown is not as powerful offensively as other commander calldowns, such as the Apocalisk or Hyperion. His units are easily overwhelmed by large numbers of enemy air defenses, and even his mothership can quickly fall. As of patch 4.9.0, it's damage is up to 59x6 per volley for 345 damage max (since all air units start with level 3 attack upgrades) and with its Thermal Lance, it can deal high amounts of damage. The Death Fleet, like Alarak and his ascendants, is best used to support Alarak's main army and help them overwhelm a fortified enemy position neither could do alone. The Death Fleet provides Alarak with additional anti-air firepower and air support, two things Alarak is usually in need of when attacking a base.

The mothership's Mass Teleport ability is very useful and is likely its most useful asset, as it temporarily nullifies . With no cooldown, it possesses the ability 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 synergizes decently with Alarak. This Guardian Shell can protect Alarak's Ascendants while they are still gaining Power Overwhelming stacks, or it can protect Alarak in the early game to allow him to be a bit more aggressive than normal. This same Guardian Shell can also protect Alarak's Supplicants to allow them to live as fodder for Ascendants and Alarak, preventing enemies from killing Supplicants prior to the Sacrifice. Artanis's Power Field allow for faster reinforcements with a Slayer build if Alarak opts for such a build, or it can provide faster Supplicants if it is deemed necessary.

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. Karax's Spear of Adun abilities, which have global range, can help with Alarak's weaker mobility, allowing Karax to eliminate the enemies Alarak may have difficulty reaching in time.

Vorazun is a good teammate for Alarak. Her Dark Pylon can function both as an attacking structure with Structure Overcharge, as well as a means to offset Alarak's low mobility. Vorazun's high DPS Dark Templar provide excellent anti-structure damage, which is of great assistance to the low anti-structure damage an Ascendant build has. Black Hole synergizes particularly well with the large amount of splash damage Alarak can inflict with his Ascendants, as well as allowing Alarak's Destruction Wave to hit more enemy units, which can be deadly if Alarak is buffed by Empower Me. Alarak's havocs alleviate Vorazun's reliance on oracles for detection, which can allow Vorazun to skip Stargates if Alarak can consistent have his Havocs follow Vorazun's forces. Alarak's expendable army can act as distraction for Vorazun's dark templar groups to punch through enemy defenses.

Fenix can be of high value to Alarak with his Cybros Arbiter, which can use Mass Recall for swift relocation of Alarak's forces to offset his low mobility. Alarak's exceptional wave-clearing ability can compensate for Fenix's lack thereof.

Terran Commanders

Raynor is an excellent teammate for Alarak, providing a large army to increase the effectiveness of Empower Me. 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 teleport their armies to the Hyperion en masse if desired. Alarak's Ascendants can quickly eliminate any enemy units that stand in their way, particularly units that threaten bio units such as High Templar or Colossi, allowing for Raynor's high DPS bio army to finish off the remains unimpeded. Raynor can provide Medics to provide sustainability to Supplicants or Mechanical units, allowing Alarak's army to last much longer.

Swann's main synergy with Alarak comes from his Science Vessels and Vespene Drones. Science Vessels can sustain a mechanical-based army, and Vespene Drones allow Alarak to build said mechanical army much faster. Swann's global mobility with Hercules dropships allows him to intercept attack waves much faster than Alarak usually can, which can allow Swann to compensate for Alarak's sluggishness. Alarak's access to Force Fields and knockback with Destruction Wave can be of some value to Siege Tanks, buying them additional time to blast at the enemy, but this situation rarely occurs in practice. Structure Overcharge can assist Swann's defense should the need arise.

Nova's has mostly modest synergy with Alarak. Her small army won't give him nearly as much power when he uses Empower Me. Furthermore, neither one is really excel at defense (since Alarak's Structure Overcharge has cooldowns on its charges). Tactical Airlift has a shorter cooldown than the Death Fleet, and Alarak will appreciate intelligent usage of the airlift while the Death Fleet is on cooldown. Alarak's havocs can extend the range of Nova's army and could provide protection with Force Field, but this is mostly useful in the early game when Nova doesn't have the economy to back up heavier Griffin Airstrike usage yet. Alarak can donate 2 or 3 of his gas geysers to Nova if he wants once he finishes his initial investment into upgrades and Ascendants. Nova's ravens can heal Alarak's units as needed.

Han and Horner provide a large army of cheap units, making Empower Me very powerful when used alongside them. If Han and Horner go a heavier reaper/hellion/hellbat composition, it makes Alarak's Empower Me into a devastating ability. Both Alarak's havocs and Horner's Theia ravens have variations on the Target Lock/Sense Weakness ability, increasing the damage both armies do to surrounding units. Han and Horner also have heavier air units, which can mop up after Alarak's ascendants have laid down their Psionic Orbs and Mind Blasts.

Zerg Commanders

Kerrigan is an ally that synergizes very well with Alarak. Kerrigan's raptors and upgraded torrasques can bypass Alarak's supplicants to get into melee range easily, allowing them to reach the enemy much more easily, while hydralisks fire from behind them and ascendants from behind them, which can help minimize how much the two armies conflict with each other. Kerrigan's Omega Worms are also of great value to Alarak, as the worms can both greatly assist Alarak's meager mobility as well as function as very tanky, high-DPS turrets if Alarak chooses to Overcharge them. Alaraks' Havocs can bolster the range of Hydralisks to give them a very long attack range, but given that Hydralisks will usually be travelling inside of Omega Worms and thus leave any following Havocs behind, it can be rather cumbersome for Alarak to repeatedly micro his Havocs and trying to have them travel alongside the Hydralisks; as such, if Kerrigan is travelling very heavily with Omega Worms, it may be wise to place those Havocs in Alarak's army instead of having them continuously be left behind by the Hydralisks.

Zagara is a moderately effective teammate for Alarak. 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. Alarak can use Destruction Wave to knock enemies into the range of Zagara's mostly short-ranged army. Ascendants can easily eliminate late-game attack waves, which Zagara can have considerable some difficulty with, especially on harder mutations. Mass Frenzy is of very limited value to an Ascendant build, as such a build has very low auto-attack damage, but it does benefit a Slayer or a Robotics build much more heavily, and can bolster their otherwise lower damage output.

Abathur posesses modest synergy with Alarak. Alarak can knock enemies into Toxic Nests with his Destruction Wave, but if he's not careful he can instead knock enemies away from the Toxic Nests, which can reduce Abathur's biomass supply early on in the game. Thus, Alarak should pay attention to where he throws his enemies if he wants to be more beneficial to an Abathur ally. When paired, it is best for Alarak to focus on a ground army (which is his only viable option anyways as he lacks a Stargate) while Abathur gets an aerial army, to minimize the two armies constantly colliding with each other. In addition to mend, Swarm Queens can empower Alarak while also using rapid transfusion to sustain his forces. 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, which could either come from a large group of enemies that have been killed, or they could come from Swarm Hosts if Abathur chooses not to go with an aerial army for that game.

Stukov provides mostly basic synergy with Alarak, as their most useful synergy is mostly Infested bolstering Alarak's Empower Me and doesn't go very far beyond this. That said, Stukov's infested infantry does provide plenty of fuel for Empower Me in addition to screening very well for Ascendants while they are in their weaker stages, as well as functioning as cleanup duty to take out leftover structures and weaker enemies while Alarak moves on to clear another area of enemies. In addition, Structure Overcharge can be used on Stukov's forward structures, but it is important to note that unfortunately, Infested Bunkers will not attack enemies with the Structure Overcharge weapon if they are uprooted; they must be rooted to attack with the Structure Overcharge weapon. They will still benefit from Structure Overcharge's shield in both rooted and uprooted form, however. Structure Overcharge can be combined with Infest Structure to allow for a very stalwart, if temporary, defense; while this shouldn't be relied on as a long-term solution, it can work very well as a short-term stopgap for an enemy attack. Stukov's Infested Diamondbacks can bring down air units for Vanguards to attack, which may seem like a good idea if you're up against an air composition, but in practice, it can be quite risky as this leaves Alarak completely dependant on Stukov's Diamondbacks in this case; if you're against an air composition, you're really better off building Ascendants or Slayers instead and allowing Stukov to focus his efforts elsewhere instead of babysitting you.

Dehaka and Alarak have some power together, but mostly aren’t the most powerful of combinations. Both rely on powerful hero units that are designed to take the brunt of a lot of damage, which can work early game as Dehaka is still working on levelling up his hero unit. Dehaka's primal pack leaders can provide global presence that Alarak otherwise lacks, which can be helpful if his Death Fleet is unavailable. Alarak can use Structure Overcharge on Primal Wurms to give them additional power and durability, and the Primal Wurms can Deep Tunnel towards enemies to avoid wasting the Structure Overcharge; unfortunately, Structure Overcharge does not work on Greater Primal Wurms.

Achievements

Gameplay

GoodDayToDie SC2AchiveImage A Good Day to Die
Points

10 Achievement SC2 Game1

Criteria

Sacrifice 500 Supplicants to Alarak or Ascendants.

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FleetingDeath SC2AchiveImage Fleeting Death
Points

10 Achievement SC2 Game1

Criteria

Deal 50,000 damage with the Death Fleet.

Edit
You'reWelcome SC2AchiveImage You're Welcome
Points

10 Achievement SC2 Game1

Criteria

Use Structure Overcharge on allied structures to deal 30,000 damage.

Edit
PowerPlay SC2AchiveImage Power Play
Points

10 Achievement SC2 Game1

Criteria

Deal 100,000 damage with Alarak while he is empowered.

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HighlordTal'darim SC2AchiveImage Highlord of the Tal'darim
Points

20 Achievement SC2 Game1

Criteria

Complete all the Commander Alarak achievements.

Rewards
AlarakCoop SC2 Portrait1 Alarak portrait
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Levels

Alarak5 SC2AchiveImage Alarak: Level 5
Points

10 Achievement SC2 Game1

Criteria

Reach level 5 with Tal'darim Highlord Alarak in Co-op Missions.

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Alarak10 SC2AchiveImage Alarak: Level 10
Points

10 Achievement SC2 Game1

Criteria

Reach level 10 with Tal'darim Highlord Alarak in Co-op Missions.

Edit
Alarak15 SC2AchiveImage Alarak: Level 15
Points

10 Achievement SC2 Game1

Criteria

Reach level 15 with Tal'darim Highlord Alarak in Co-op Missions.

Edit

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]

In early screenshots of Alarak in Co-op Missions, he was shown alongside Tal'darim skinned zealots. These zealots are absent in the release version.[5] Data in the map editor exists for Alarak's zealots, including a "Frenzied Overload" ability that increased their attack speed for a short time and caused them to regenerate shields when attacking.[6]

Videos

Trivia

  • In the mission "Chain of Ascension," Ji'nara will 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.
  • Clicking the central gem on Alarak's top bar will cause it to light up, followed by a voice clip of Alarak chastising the player for wasting time.

References

Blizzard Entertainment. Co-op Missions. (Activision Blizzard). PC. Alarak (in English). 2018.

  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.
  5. 2016-08-17, Gamespot Alarak Preview. Gamespot, accessed on 2016-10-25
  6. Blizzard Entertainment. StarCraft II: Legacy of the Void Map Editor. (Activision Blizzard) (in English). November 10, 2015

External Links