An in-depth guide to CP Alpha (2.1) by KhannorVG

An in-depth guide to CP Alpha (2.1)

By: KhannorVG
Last Updated: Jan 31, 2017
2 Votes
Rating Pending
Build 1 of 1

Alpha

Build: Build #1

Ability Path

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

Threat Meter

Threat
Low
High
Show all
Threat Hero Notes
1
  No Threat
2
  No Threat
3
Baron Very immobile. You should not have a problem getting on top of Baron. You will probably take a bit of damage from his mortars but he will have a hard time damaging you when he's trying to escape.
3
Petal Alpha is one of the largest counters to petal. Steer clear early game but after that you'll be fine.
4
Adagio Consider getting an early Reflex Block or Crucible if your captain hasn't already. Carry Adagio's main benefit is his range and "chunk" damage, so get in his face and don't let him kite you. Avoid engaging in teamfights early game.
4
Ardan Not much to say here, pick up a Reflex Block and you should be good.
4
Celeste Low mobility. Don't get destroyed by her novas. Get on top of her and stay there.
4
Fortress Don't engage early game and you'll do just fine. If this means sacrificing the elder treant or shop creeps then that's fine.
4
Kestrel You are good at chasing. If Kestrel stealths, you A. Use B to keep up. Don't get poked to death.
4
Lyra Her slow is annoying AF and her Bulwark negates practically all of your damage, however, she's squishy and not that hard to deal with.
4
Ringo You'll do just fine as long as you don't let him escape or build BP stacks. Prioritize the Atlas Pauldron.
4
Skaarf Steer clear of the Goop, track him down, and don't let him kite.
4
Taka Taka assassinate. You not die. Taka stealth. You use A. Taka die. Keep him off your carry and burst him down.
5
Flicker This guy is annoying for everyone to deal with but Alpha is pretty solid against Flicker. If he stealths mid-teamfight use your A to track them down.
5
Gwen Not too difficult. She will skedaddle away but you can usually keep up.
5
Koshka Avoid for the first 10 minutes, then you're good. Don't take unnecessary risks.
5
Ozo Ozo is a bit of an enigma. I haven't played against Ozo enough to develop an opinion but he's not that bad to face.
5
Phinn Phinn can't do much against you, but you can't do much against Phinn? Well you have an aftershock so that'll make things a lot easier.
5
SAW Atlas Pauldron and let your team do the rest of the work. Don't get caught without it though.
5
Vox I know you're tired of hearing this, but hit him with your A and don't let him kite.
6
Idris Idris is mobile and unpredictable which is bad for Alpha, however you can usually keep up.
6
Joule Watch out for her very high WP damage output. She will crit and chunk you easily if you are not careful. That being said your A is very good at doing lots of damage and rendering her perk ineffective.
6
Lance Lance is a pain to deal with. Try using your B to juke his A. Try not to get in fights early on.
6
Rona You'll have a hard time getting out of her ult, so I'd recommend focusing the other carry first.
6
Samuel As with all of these ranged heroes, chase him down and don't let go.
7
Catherine Be aware of her bubble at all times. Catherine is very difficult to play against but if you are wise you won't blow up in her face.
7
Skye Playing against Skye can go two ways: You can hit her with your A and she'll be dead in seconds, or you will get kited more than a kite in a...kite place.
8
Glaive Glaive is very tricky to play against. His Afterburn is his main weapon against squishies but you're more vulnerable to his sustained high damage. Get an Atlas quick.
9
Blackfeather This dastardly fellow is very difficult to face. Make sure to get that Atlas Pauldron quick.
9
Krul You are very good at being very close to your opponents; however, this is exactly what you don't want with a Krul. You better have a good carry or roam.
9
Reim Reim, as with any melee hero, is a nightmare for Alpha, second only to maybe Krul. Not much to say other than you will want to focus down the second carry first.
10
  No Threat

Introduction Top

CP Alpha is a very difficult hero to play, but when played right, can be nigh unkillable while dealing tons of damage herself. I'm going to show you how to play CP Alpha.

Alpha's Abilities Top

(A): Prime Directive

Use this ability when chasing a fleeing enemy. There is a cast time so aim it where you think your opponent is going to go, not where they currently are. This ability can jump walls and detect stealth. Only use this ability when you're confident you are able to escape from wherever it might land you. That is, if an enemy is hiding in behind a turret at low health, only use this ability when you are sure you can escape. This ability is also very handy as a long range wall jump to escape sticky situations. Finally, this does an AoE slow and damage so it is very useful for CC.



(B): Core Charge

There are two parts to this ability- the passive and the active. The active has a very low cooldown and is basically a short-range jump to the target. This is great for keeping on top of a mobile carry. Also, the cooldown gets reduced by 1s for every basic attack, which, on overdrive, is 2 basic attacks per use, so you'll be using it often.

The passive grants you stacks of Core Collapse. Core Collapse stacks are added by this ability, refreshed by basic attacks, and cap at 3. Core Collapse does several things:

- It amplifies the damage of Alpha's A. This is big; you generally want to wait until you have full stacks before using your A in teamfights. This is also handy when roaming the jungle.

- It heals you for every basic attack. This will make more sense as to why in a second.

- It costs you a certain percent of your current health to use this ability. This amount is generally negligible but you should be aware of it. This is more or less balanced out by the aforementioned healing.

(C): Termination Protocol

This is Alpha's signature ability. It does a moderately heavy amount of damage in a 4.5 meter ring around Alpha. It also launches Alpha into Infinite Reboot. I haven't talked about her perk much yet. Upon taking a fatal amount of damage Alpha will, if her perk is available, go into a state where she can't move or attack.

Some things to note:

- Alpha can move and use abilities during the activated portion of Termination Protocol. A Prime Directive into a Termination Protocol at full stacks of Broken Myth is deadly.

- Armor and shield do affect Alpha while she's rebooting. This is why defense is an integral part of her kit.

- This ability does not care whether you are at 1 health or 1000 prior to activating it. This means that you should take as much damage as possible prior to activating it. Remember, this is a primarily defensive ability. Use it just as you're about to die.

- Don't reboot under turret or in an exposed position.

Early Game [00:00 to 08:00] Top

In the early game Alpha is very weak. You should not try to pick fights because your Infinite Reboot is too weak for you to be able to survive. DON'T LET EARLY GAME HEROES SNOWBALL. Every minute that passes is another advantage for YOU. Play it safe. You may have to give up a turret or a Gold Mine but at all costs don't give them an opportunity to push past your 3rd turret.

Mid Game [08:00 to 15:00] Top

This is where you can start picking fights with your team. You should have gotten an Aftershock and basic defensive items, and acquired your ult. Assist the lane as much as possible, but don't give up any farm in the jungle. Only gank if the enemy laner is well overextended. Also, Alpha is great at counter-ganking, or attacking the enemy as they try to gank your laner. Avoid diving turret too far because you will have a hard time escaping.

Late Game [15:00+] Top

The late game is where Alpha really shines. At level 12 with a near-full build it is very hard to take down Alpha. That being said, don't go off on your own or face-check bushes. NEVER use your A to check a bush.

In teamfights you generally want to attack whoever you can to get Core Charge stacks, then unleash your Prime Directive on the squishy carry. Always be attacking something, even the captain, but prioritize the carry.

Build Explanation Top

Aftershock: This is the crux of CP Alpha's build. This synergizes really well with Alpha's B and will take out huge chunks of damage. The CDR and CP are also really helpful. With this CP Alpha can destroy tanks and carries alike.

Broken Myth: Alpha has huge base damages. Broken Myth amplifies the damage from Aftershock as well as the damage from all of her abilities. The shield pierce is also very useful.

War Treads: This is mainly for the 500 bonus health as Alpha does not largely benefit from the extra energy. This makes Alpha much tankier as well as increasing her team utility.

Aegis: Straight-up damage reduction. With this and armor, she will be practically unkillable in her reboot.

Atlas Pauldron: Always useful to have. It gives her a ton of bonus armor AND shuts down attack speed carries.

For her 6th item, Alpha has many options. Shiversteel lets her stick to her targets better- very useful against Skye. Crucible, Contraption, and Nullwave bring lots of team utility. Stormcrown gives a ton of objective damage. The choice is yours and it really depends on the situation.

Conclusion Top

I hope that this guide was informative! If there are any mistakes, or if you have any suggestions, please let me know. See you in the Fold!

Quick Comment () View Comments

You need to log in before commenting.

Quick Comment () View Comments

You need to log in before commenting.

VaingloryFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite VG hero’s build and strategy.

Copyright © 2019 VaingloryFire | All Rights Reserved