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Welcoming Alleria, the Windrunner to the family

By Hendrik 'chsn' De Backer
Oct 10, 2008 10:08


ImageSince the release of 6.55 a lot of the spotlights have been on Admiral Proudmoore. Let's not forget about Alleria the Windrunner and give her a nice big welcome to our DotA family.

Before I start I would like to point out that this article is written from personal experience and the things I write are only guidelines, definitely not rules or must-haves. Since this is the very first time we can see Alleria in DotA, the point of view we have on this hero will be very dynamic.

1. INTRODUCTION:

In the valleys of Winterspring, deep within the verdant glades of the Forest of Trees, an elf with the power of the wind makes her home. She joined the Sentinel as a free agent shortly after the War of the Magi. Favoured by the Goddess of Wind, Alleria received many blessings.

Her arrows fly straight and true, piercing all enemies in a line. She can lace her arrow with wind and bind enemies together by creating ethereal shackles. Her footsteps are hastened by the currents of air. It is known that she can dispatch enemies at blinding speed by releasing a flurry of arrows. She is indeed a worthy enemy of the Scourge.

2. HERO ABILITIES:

Shackleshot
Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it.

Level 1 - 1.4 seconds shackle
Level 2 - 2.1 seconds shackle
Level 3 - 2.8 seconds shackle
Level 4 - 3.5 seconds shackle

Cooldown: 14
Manacost: 90/100/110/120
Level 1: 90 mana, 14 sec cooldown.
Level 2: 100 mana, 14 sec cooldown.
Level 3: 110 mana, 14 sec cooldown.
Level 4: 120 mana, 14 sec cooldown.

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Powershot
Windrunner winds up her bow for up to 1 second to perform a single powerful shot. The arrow travels 1700 distance, dealing damage and destroying trees in its path. The damaged dealt is greatest to the first target it hits and is reduced by 10% with each other it passes through.

Level 1 - 120 initial damage.
Level 2 - 200 initial damage.
Level 3 - 280 initial damage.
Level 4 - 360 initial damage.

Cooldown: 12
Manacost: 90/100/110/120
Level 1: 90 mana, 12 sec cooldown.
Level 2: 100 mana, 12 sec cooldown.
Level 3: 110 mana, 12 sec cooldown.
Level 4: 120 mana, 12 sec cooldown.

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Windrunner
Imbues her body with the essence of wind, increasing her movement speed by 50% and giving her the ability to evade all physical attacks for a short period of time. Additionally, the gusts of wind around her impairs the movement of nearby enemies, slowing their movement speed in a 300 AoE around her.

Level 1 - 8% slow, lasts 2.75 seconds.
Level 2 - 16% slow, lasts 3.5 seconds.
Level 3 - 24% slow, lasts 4.25 seconds.
Level 4 - 30% slow, lasts 5 seconds.

Cooldown: 65/50/35/20
Manacost: 100
Level 1: 100 mana, 65 sec cooldown.
Level 2: 100 mana, 50 sec cooldown.
Level 3: 100 mana, 35 sec cooldown.
Level 4: 100 mana, 20 sec cooldown.

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Focus Fire
Alleria channels wind throughout her body to surge an excess of adrenaline, giving her maximum attack speed on one target for 10 attacks. Damage is reduced in this state.

Level 1 - 50% reduced damage.
Level 2 - 40% reduced damage.
Level 3 - 30% reduced damage.

Cooldown: 60
Manacost: 200/300/400
Level 1: 200 mana, 60 sec cooldown.
Level 2: 300 mana, 60 sec cooldown.
Level 3: 400 mana, 60 sec cooldown.

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3. SKILL BUILD

As Alleria has very low base hp and lacks farming skills even though she is a mediocre last hitter, maxing Powershot would be your best option. It gives you a nice 380 nuke with a small aoe. I would suggest at least 1 level of Windrunner for more early-game survivability. Maxing this out is not needed at early levels.

Since Alleria has very low base hp, getting stats afterwards won't harm you especially when playing versus heavy nukers like lich. Shackleshot is your disable and needs maxing out as well to form a serious threat, but be careful when playing versus a nasty combo or nukers. It would be Shackleshot/Stats depending on the situation.

Getting the Focus Fire ultimate at level 6 is also not a must-have, as she lacks good damage early game and even though you have maximum attack speed you won't do much damage with 50% reduced damage. Depending on your farm, I would get it at levels 10-11 or even later. If you're not having any problems early game get it and try to shackle your opponents to nearby trees within tower range, Ultimate them and finish them off with powershot.

4. ITEM BUILD

With Alleria being brand new, item builds have not been perfected yet. Alleria plays like a hybrid offering a mix of agi/int and carry/support which makes it hard to pick the right items for her. Best option could be to go for a full battle-int carry build, or just a regular support build. She simply lacks the damage and hp and is too dependent on farming to play her carry most of the time.

As a battle-int your items of choice would be an Orchid and Desolator. Having these two items activated on a person combined with your ultimate would do a lot of damage, throw in a Buriza and I think you have your cookie-cutter build. Farming these items will take a long time, especially with Alleria. It will get you focused in fights and will leave you with barely any hp. Also, the new BKB does not seem worth buying on Alleria, so this is a very questionable build. The more you put your thoughts on it, the more you realize Alleria is not a carry unless farmed big time.

Alleria could be better off with a Guinsoo and even a Skadi. As a hybrid, the ultimate orbs give her everything she need: a bit of everything. Getting Buriza as her damage item gives her a nice critical and a total of +135 damage and +35 strength. Assault Cuirass, Power Threads and Orchid can be your final items but in any realistic game you won't be able to farm these.

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For travel items Phase boots look nice on Alleria but since I'm not a big fan of the Phase boots I would go for Boots of Travel especially with the new buffed version or Strength Power Threads since she can use all the hp she can get and gain ias needed to be less dependant on her Focus Fire. Lothar's seems like a total waste, you have your getaway skill and with the new dust it's simply not worth it. It could be useful to engage enemies from behind and shackle them to trees, but this version I have my serious doubts using it as a getaway-item.

I wouldn't walk the damage agility path unless you have some sick disablers running around in your team. Items like Monkey King Bar and Cranium Basher might look sweet while doing Focus Fire, but don't get them as your first items. Monkey King Bar is worth a try, perma-stunning your enemies but activating Windrunner is enough most of the time combined with a Guinsoo's or Orchid. Butterfly is a total waste since it doesn't add anything extra to your hero. Sange & Yasha compared to Eye of Skadi is also bad for Alleria, you don't need the agility and movement speed and Eye of Skadi is a better option here. Don't go for Radiance on Alleria either since she is more powerful with other items.

Satanic, Heart of Tarrasque, Linken's Sphere and Shiva's Guard could be considered. If you're farming really well and are able to get a fast Midas I would say grab one, it gives her more farming abilities which she lacks.

My advise would be to start your game with Gauntlets or Circlets to boost your hp and try rushing Power Threads and Midas. After 2 or 3 Bracers and Strength Power Threads you can go for either Orchid or Guinsoo's. Orchid would give you more dps outside your Ultimate, while Guinsoo's would give you more survivabilty. Going for Power Treads and Guinsoo's first, gives you hp and a nice disable which can be used in team fights. Afterwards getting Eye of Skadi and the Ultimate Orbs that come with it, give you everything you need although I would throw a Crystalys in between to get some nice damage output. After finishing Skadi and Crystalys the game will likely be over, if not items like Desolator, Assault Cuirass, Satanic, Heart of Tarrasque, Shiva's Guard, Linken's Sphere or even Monkey King Bar are nice to get afterwards depending on the type of game you play. Getting these as core-items don't seem like a good idea though.

Example of an offensive build:
2-3 Bracers
Strength Power Threads
Orchid
Desolator
Buriza

Example of a defensive build:
2-3 Bracers
Strength Power Threads
Guinsoo's
Eye of Skadi
Buriza

As stated before these are no must-haves but guidelines. Try mixing the items mentioned above and try to find the build that suits you the most playing her.

4. CONCLUSION

Alleria is a semi-carry which means you should combine the farming to the ganking and supportive play style. Being the only carry would be a big mistake as she is way too dependent on her farm. The best way to play her would be farming through early game to get that disable going and start ganking afterwards while not forgetting to farm. Try to sneak up on people, shackle them - hex them and try to finish them off with your teammates. The Powershot and Windrunner are perfect to prevent enemies from fog-escaping.

From the games I've played Alleria feels mediocre and is not as strong as the Admiral. She is very dependent on farming and is not the easiest to play. Playing her is much fun so she is definately worth the addition and the welcome to DotA.

5. SK|Loda Replay

You can download a replay of Loda playing Alleria here. Loda makes good use of his Powershot to farm, and goes for an Orchid - Boots of Travel - Monkey King Bar - Eye of Skadi - Buriza? build. Thanks to CaTeTo for the tip.


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