CP Alpha 2.12 by Hydrodictyon

CP Alpha 2.12

By: Hydrodictyon
Last Updated: Feb 4, 2018
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Alpha

Build: CP Alpha 2.12 patch

Ability Path

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

Threat Meter

Threat
Low
High
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Threat Hero Notes
1
Gwen Not a threat. Just don't let her escape.
1
Churnwalker Hard to kill, but can't save the team against Alpha.
1
Celeste Dangerous for your team, but not for you - she doesn't stand a chance if you capture her.
1
SAW Easy. Better kill him before he is fully rotated, but with Atlas you can do it whenever you want.
1
Vox Should be taken out first for he's dangerous in team fights, but lmao, he won't survive more than 2-3 hits after A in full stack.
2
Adagio Don't dare getting under his A+ULT combo, that's all. Far more dangerous if built as WP carry, an enemy to be taken out first.
2
Ringo Easy prey, just get close to him before he slows you, otherwise get away and wait.
2
Lorelai She's got barrier and field control, but her way of controlling won't affect you.
3
Skaarf Burning and slowing, this is why he sometimes might be problematic. But still Skaarf is fragile, fully stacked you can just blow him.
3
Koshka Koshka can blow with her B and stun you with ULT, but even revamped she is fragile, so good aegis timing will do it for you.
3
Petal Seed minions are the only danger, just take him out and forget.
3
Fortress He is a team fight initiator and his wolves always deal some problems. But focus on enemy carry and jungles and leave him to your teammates.
3
Varya She can't slow or stun you anyhow, so just don't get under her ULT and kill her fast, can't you do that?
4
Grace Same thing, evade her stun and you're safe. But be ready to get a full HP Ringo right before you make the last hit. Her ULT is a problem sometimes.
4
Samuel Dangerous when on distance, but what you're good in as Alpha is shortening it.
4
Ardan If supports well, my make enemy team last longer. It's not obvious who to kill first: him, jungle or
4
Ozo Well, actually an easy prey in early game, outran him and you'll dominate the forest. Don't flee from 1v1 combat with this monkey - it's easier to kill him than to escape.
4
Catherine Her stun and silence are your enemies, don't get under those. But she can't do anything else to you, so don't pay her any attention until you take our her team.
4
Reza Well, ok, this one is a tough enemy with an aftershock, But either way you dominate him in both party and 1v1 battles.Aegis and aftershock recommended.
4
Idris He's got a short ranged attack and can deal a lot of damage with B in both WP and CP builds, but is very fragile and easy to gank.
5
Rona Rona gives out a lot of damage with her ult and faster attacks, which sometimes gets a buff with a mask and a BP. But she's fragile enough to be broken after Atlas is used on her.
5
Glaive All clear - stun and kick from A +easily gained high critical chance and high healing. But still counters with Atlas.
5
Blackfeather Blackfeather is strong in last hitting, but very fragile. Becomes red level threat with Ardan or Grace, but in other situations you are stronger.
5
Phinn Phinn has no speed or damage, but don't underestimate his - zone control is your main enemy, and he's good at it.
5
Grumpjaw His perk gives high def, and his skills disable your movement and slow you. You're way stronger 1v1 though, so just kill it.
5
Joule Very dangerous if you face her tet-a-tet, so don't, use your A to get right behind her and kill fast.
5
Baron High damage either as WP or CP, but fragile.
6
Flicker Flicker is a zone control, slow and invisibility giver at the same time. I'm not even sure who should be taken down first in a team of Skye, Rheim and this guy.
6
Taka A Taka in an enemmy team is always a problem since he makes it hard to get an ACE and can stealth-kill your carry and even you, if you are low on HP and have your perk on recharge. Its where only your captain may help with warding. Otherwise you're left to yourself. I'd say try blowing him before his B recharges.
7
Lance Almost like Lyra, he can counter you A+B with rooting and stunning, and also deal some damage while being a good support. He is much weaker than Lyra though, so just dodge his A, and you'll be fine.
7
Baptiste Baptiste is dangerous since he's got stun and control from B and ULT, which makes him hard to capture. His weakness is in his close-combat range, where he stands no chance. You'll need an Aegis against him.
7
Kestrel Same as Taka, but more of a threat since her B both gives her stealth and a stunning on-hit explosive. Once you hit her, don't let her get away or she'll vanish again. Especially dangerous if CP.
8
  No Threat
9
Krul Maybe the most dangerous hero in early game, becomes almost no threat after you build an Atlas, which I recommend doing in first 8 minutes against him. Just be careful with his blade and don't attack until you're fully stacked with core charge and can blow 1/2 of his HP with your A.
9
Lyra Though just captain, Lyra is TOP-5 of your main threats, I would even say TOP-3. Her B blocks your A and B which basically makes you useless, so be careful with gank attacks when facing a team with her. Also remember: I didn't give Lyra highest threat level ONLY because she can't turn the tide with noob teammates.
9
Skye Damn, Skye is a big problem. Try to evade 1v1 fights with her since she can slow and stun you and has both high agility and damage. Never start s fight against Skye alone and/or without full core charge stack, and try to kill her with A+B combo and aftershock damage. No long fights, it's almost a guaranteed death.
10
Alpha Though that won't happen to you in a draft match, low ranked players may gain an alpha against them (I had troubles on low rank). If so, either CP or WP alpha against alpha is terrible and usually turns into a fight between captains - who will support his alpha better. WP will be weaker in late game though. I recommend building Alternating Current against her.
10
Reim This guy's gonna try rooting you, and his on-hit barrier turning into health is real problem. You will need boots to evade his A+B combo and it won't be easy to take him down 1v1. Possible though. Rheim is a team killer, so I recommend taking him down first unless enemy carry is good enough to one-shot your whole team one by one.

Just a how-to Top

Some words about me. I'm basically playing as a jungler and have made Alpha my main recently. So let me give you a few notes on how to use her.

First to say, playing as Alpha requires both skilled play and knowledge of what and how she can. But after that you're good to go, she can even win battles where enemies are way stronger and allies are noobs, especially after the update.
So remember that all those scales on threat level are situate and based on my experience in facing equal rivals, but all can change depending on your skill and making either Catherine a dangerous enemy or Krul and Reim easy targets. She can be both totally useless or single ACEing hero, it's up to your abilities.

Now let's talk about her abilities. Let's start from a combo perk+ULT. Her perk is endless revival. Whenever Alpha is killed, she gains a barrier and revives after 3,5sec. If the barrier is taken out before timer ends, she is killed. If not, She revives with her HP not coming full immediately, but healing over a short time (so yep, she CAN be killed in one team blow right after the revival). Also the timer gets to zero and starts growing. You can't revive while the timer is on the countdown, but it doesn't reset or get back zero if you die.
This timer replaces energy bar, so you don't have any and can use your A+B upon cooldown, which makes any Alpha a threat. Also the barrier given during the revival gets bonus health equal to 65% of your bonus energy.
You basically can't be killed by one enemy during revival (except for Krul and some fast WP carries, like Ringo), but everyone in teamfight will attack you, so you MUST take down at least one or 2 enemies before you die.
Now let's tap about ULT. It's cooldown is same as perk cooldown, you now why? Because Alpha explodes herself using her perk to revive after that. In CP build you can triple and even pentakill (in 5v5) enemies with it, but consider it to be your LAST SOURCE. 3 rules:
1. Never use ULT on high HP;
2. Upon using it do your best to capture an enemy you want dead before your speed decreases to no speed;
3. If that was done under enemy turret, RUN FOR YOUR LIFE, never start revival under it if it's gonna shoot you.

Now that you've done with ULT, let's talk about A and B. As you understood, you are left with only 2 skills to use, but those are your bread and butter. Upon use B gives you a stack of core overload, a passive effect with negative and positive effects with up to 3 stacks, which disappear after 8sec and are renewed by basic attacks. Negative basically takes away your health upon use of B, positive gives you lifesteal from basic attacks and high damage from skills, especially from A. B also recharges upon basic attacks.
Prime Directive (A) has a bonus damage based off core overload stacks amount and clears negative effects of core overload, also slowing enemies high. Has high recharge speed.
Both skills have a range of reach and help Alpha be a capture-and-kill hero of the same level as Blackfeather, and even stronger, especially after he's lost he ability to slow down enemies, so use it well.
Range of B is short, but you can never miss it if you get in range. Range of A, especially overdriven, is very big, but there's short time of charge before attack and it procs only if there's an enemy on or in the line of Alpha's scanner, so learn to use it well, otherwise enemies will dodge and run away.
Both skills have AoE range, B has short and it's line attack, A has a 4,5 meter radius and procs in circle, which makes it highly effective in teamfights.

Now that you're familiar with the skills, I'll give you a short guide to early farm.
Alpha starts out weak. You have neither damage nor health. You know how Krul runs in the middle and takes out central treant at the start of the match? Well, if you try doing it, you die.
Going center in the beginning as an Alpha is useless: if you survive a fight, you may lose a lot of farming time. Well, there are always some exclusions, but it depends much on both teams' picks and tactics.
But most of the time it's better to start from closest treant and get more and more to the middle of the jungle. Keep your stacks on by killing jungle monsters; after killing second treant you'll gain level 2 and a Prime directive, which will help you take down central treant. Well, why should it already be dead? Many heroes can't do that on level one, but not that many heroes can face CP Alpha in the beginning of the match, so you might get both the treant and a frag.

By running circles for the first 4 minutes when timer comes to 4:00 you'll be already at least level 5 and with enough gold to by aftershock, becoming a real problem. After that you're not that fragile already and far more dangerous, so just be what you should be - a deadly capture assassin, it's all up to you from here.

I'm not sure if this guide will give something new to pro players, but I hope it'll help newbies to get along with such an interesting and powerful hero. Anyway, thank you for reading :)

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