So, you want to play Alarak and are dreading the Prestige grind? Not having a good time with a sloppy build? Losing your armies left and right in Brutal? This is the guide for you.
This guide is meant for more experienced players who have a basic, fundamental understanding of Alarak, and build timings. If you inexperienced with playing Robo Alarak or Ascendant Alarak, please don’t Prestige grind in Brutal until you get familiar with these builds.
In spite of what a lot of people may feel or think about Alarak as a commander, even at Level 1, he can hold his own in Brutal fairly well. Between Structure Overcharge, Alarak himself, and his Wrathwalkers, Alarak has some very strong burst damage and kiting potential. A lot of people who have ran into me during their prestige grinds have been pleasantly surprised at how effective Alarak can be in capable hands, in spite of their low levels.
Section 1: Prestiges
Like every other commander, Alarak has access to 4 Prestige tiers:
-Highlord of the Tal’Darim
-Artificer of Souls
-Tyrant Ascendant
-Shadow of Death
Each one affects Alarak’s play style in their own ways. Your main goal is to have each one unlocked, as all three are very impactful to Alarak’s gameplay.
-Artificer of Souls
When a nearby Supplicant dies, one of Alarak’s nearby non-heroic mechanical combat units gains 10% permanent attack speed and damage. Stacks up to 10 times.
Alarak’s Deadly Charge and Destruction Wave deals 50% less damage.
Note: This isn’t a “random” ability. The closest valid mechanical unit to the Supplicant that dies will get the stack buff.
If you choose this talent, be sure you keep your mech, specifically your Wrathwalkers, microed in the back so you don’t lose them and their stacks. The DPS increase is nice, but also applies randomly to your units. Having Alarak, your main front liner of your army, be so heavily gimped also makes fighting and kiting a lot harder. Destruction Wave no longer one-shots Marines, Zerglings, Banelings, or Scourge. That makes your Wrathwalker’s survivability much lower.
Edit: After bringing to light that there is an abuse for this talent, I have confirmed that you can turbo stack your mechanical units. To do this, you need a War Prism and some Warp Gates. Position your mech nearby/under the War Prism, and warp in some Supplicants. Before they finish (at any time), transform your War Prism from Phasing Mode to Transport Mode. This will cancel the warp-in of the Supplicants, which counts as them “dying”, but still refund you the Warp Gate charges and the minerals used to warp them in. Repeat this process until your mech is fully stacked.
Edit 2: As of patch 5.0.2, the Warp-In death bug has been addressed and is no longer relevant. As such, this talent goes back to being trash outside of a Mech-Ascendant Hybrid build.
-Tyrant Ascendant
Empower Me cooldown is reduced by 50%.
Death Fleet is unavailable.
On first glance, losing out on Death Fleet is a rough trade-off. But on a map like Oblivion Express, you don’t need the mobility. Once you have Empower Me unlocked on Alarak (Level 5), this should be you go-to while grinding for your third prestige, and during third prestige early levels. 120 second cooldown Empower Me with a mechanical army to back it up is nothing to sneeze at.
-Shadow of Death
The Death Fleet is now permanent.
The cooldown time for calling in the Mothership is doubled. (Does not affect coolup period.) Mothership’s Mass Teleport now works like Super Gary’s Teleport, and has a 60 second cooldown.
Reactivating this will resummon the Death Fleet, replacing your previous Mothership and all Destroyers.
In most games, this is your go-to prestige talent. Having a permanent Mothership to be able to zip around to places, and having her Line AoE Thermal Lance is going to be a major boon. The only key unit you care about is the Mothership, as keeping it alive allows you to have a little bit of a higher DPS, and a mass mobility tool.
This talent shouldn’t be equipped until Level 10, when you unlock the Death Fleet ability. Otherwise, you’re better off just taking Tyrant Ascendant.
Section 2: Leveling Up/The Grind
Leveling Alarak is actually pretty simple. Until Level 4, you’re always going to play Robo Alarak with mass Wrathwalkers. They are your hardest hitting unit, and your most consistent form of damage until you gain access to the Death Council Upgrade Cache (Level 4). Once you hit Level 4, you can switch to mass Blink Slayers for even more DPS. If you wish to play with Artificer of Souls, it is highly recommended that you make a War Prism to grant easy max stacks to your units.
Once you hit Level 5, you can swap your prestige talent to Tyrant Ascendant (if it is available.) This will drastically improve your wave clearing abilities, and objective sniping potential.
Once you hit Level 6, you can mix Blink Slayers with Wrathwalkers with the Robotics Bay Upgrade Cache. Mass Wrathwalkers is also much more viable again.
When you hit Level 10, you can opt to switch from Tyrant Ascendant to Shadow of Death. Your Death Fleet isn’t as powerful as it could be, but it gives you additional free units to fight and Empower with.
Upon reaching Level 12, you can stop using Mech altogether. This is when you obtain the Ascendant Upgrade Cache, which allows your Ascendants to scale with each Sacrifice cast. With Ascendant play, you can use any of the three talents, but I personally prefer Shadow of Death once Burning Skies (Level 13) is unlocked. Mass Ascendant or Ascendant/Wrathwalker is the recommended build from here on out.
One major problem I’ve ran into while leveling Alarak is that Bane/Scourge is the bane of your existence. If you are playing with Artificer of Souls, and are not Level 12 yet, this army composition will absolutely trash your army, forcing you back to square one. I’ve lost games because of this. You can handle any other composition except Bane/Scourge. If you run into this, pray to the Gods that your ally will back you up, otherwise you’re better off just leaving the game.
Section 3: Build Orders
For most of the games you play, build orders are going to be the same. The reason some of these timings are off is due to your Structure Overcharge being slow as a snail, causing a build-up of extra resources to spend.
13/14 Pylon (you can put it at your expansion if you want to, I opt to not do that.)
15 Assimilator
17/18 2nd Pylon, Overcharge your rocks when you are able to.
20 Nexus > Max your gas
21 Assimilator
22 Gateway
24 Pylon
25 Overcharge again. If you ally has cleared your rocks for you, hold onto this Overcharge for attack waves/objectives.
25 Forge (More important later in the grind, as it gives you access to Telekinesis upgrade.)
27 Cybernetics Core
Production Lines:
-Ascendant Play:
8 Gateways + 1 Robotics Facility (For War Prism. If you don’t want to use War Prism, skip the Robo.) + 1 to 2 Forges (Shield is priority, Shield + Armor if double Forge.)
Pairs up well with Tyrant Ascendant and Shadow of Death.
-Blink Slayer Play:
6 to 8 Gateways + 1 Robotics Facility (Optional again) + 2 Forges (Attack + Shield)
Pairs up well with Tyrant Ascendant and Shadow of Death.
-Mass Wrathwalker Play:
4 Gateways + 2 Robotics Facilities + 2 Forges (Attack + Shield)
Pairs up well with all three talents.
-Wrathwalker/Slayer Play:
6 Gateways + 2 Robotics Facilities + 2 Forges (Attack + Shield)
Side note for this build: Focus a bit more heavily on your Slayers and keep your Wrathwalkers in the back. Slayers can help protect your Wrathwalkers from pesky air units.
Pairs up well with all three talents.
-Wrathwalker/Ascendant Play:
8 Gateways + 1 to 2 Robotics Facilities + 1 to 2 Forges (Attack + Shield, Attack is more important if only 1 Forge)
Side note for this build: Focus more on your Ascendants early on. Once you get a small ball of about 6 to 8 of them, you can start production of your Wrathwalkers. Wrathwalkers should cap out at around 6 to 8, and Ascendants can go between 12 and 20.
Pairs up well with all three talents. Especially so with Artificer of Souls.
Closing Notes
I wrote this up as a way to give back to the Co-op community. This is my first ever written-up guide, so any and all feedback and criticisms are welcome.