Blade of Enmity
Updated Apr 13, 2026
Alpha is a sustained-damage fighter whose real threat is Beta, the robot companion that fires true damage lasers on every hit once a target is Locked On. He is not a flashy pick. He wins by refusing to die while Beta accumulates true damage that armor cannot answer.
Win Rate
46.88%
Pick Rate
1.19%
Ban Rate
0.82%
Sustained DPS
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, use Alpha's Ultimate to charge toward enemy's key target, and use his 2nd Skill, follow up with his 1st Skill to slow them and continuously dish out damage to the locked-on targets with Basic Attacks.
Alpha gets dismissed as a low-tier relic, and in most drafts that dismissal is correct. He has no dash outside of his ultimate, limited escape tools, and a sustain model that crumbles the moment the enemy buys anti-heal. But in the right conditions, his combination of true damage, crowd control, and self-healing lets him out-grind fighters who look better on paper.
Pick Alpha when the enemy draft has two or more immobile carries (Layla, Ixia, Miya, Hanabi) and your team already has a primary initiator. Alpha's ult works best as a secondary engage: your tank forces CC out of the enemy team, then Alpha dives a target that just burned its escape. He also works into melee-heavy compositions where S2 can hit three or more enemies consistently, because the per-target heal turns teamfights into attrition battles he wins.
Pick Alpha into the jungle when your team needs a fighter-jungler who can initiate. Retribution gives him faster farm and objective control, and the standard jungle-to-lane rotation lets him hit the War Axe spike earlier than an EXP-lane Alpha would.
Avoid Alpha when the enemy has Minsitthar (King's Calling locks down his mobility inside the zone), Baxia (passive stacks healing reduction on every skill hit), or Freya (shields plus airborne CC from Valkyrie Descent interrupt his combo chain before he can heal). Avoid him when two or more enemies are likely to build Dominance Ice or Sea Halberd early, because stacked anti-heal cuts his S2 sustain by more than half. Avoid him when your team has no other frontline, because Alpha cannot solo-initiate into a full team and survive.
If the enemy draft has heavy anti-heal and mobile burst, Alpha is the wrong pick regardless of how good the rest of the comp looks.
Alpha is a delivery system for Beta. That sounds backwards, and it is the entire point.
Every skill Alpha casts summons Beta to attack alongside him. After Beta connects with the same target twice, that target becomes Locked On. From that moment, every instance of damage Alpha deals to that target triggers a Beta laser for true damage plus a heavy slow. The laser has no internal cooldown. It fires on basic attacks, S1 hits, S2 hits, and every tick of the five-hit strafe from his ultimate.
The rest of the kit exists to keep that laser firing. S1 is a ranged poke that tags enemies for Beta and applies a 40% slow for one second. S2 is a fan-shaped swing that heals per enemy hit and tags enemies for Beta. The ultimate is a stun-into-airborne gap closer that forces Beta to strafe five separate times, which means a single ult can Lock On a fresh target and immediately start chaining laser triggers on landing.
This is not a burst assassin who needs to execute a combo and get out. This is a sustained-damage fighter who happens to deal a significant portion of his output as true damage. The longer the fight runs, the more lasers fire, and the wider the damage gap becomes against anyone who stacked armor hoping to tank him. Short fights favor the enemy. Extended fights favor Alpha.
Alpha's laning phase in the EXP lane is about winning trades through S2 sustain, not about killing your opponent. You are not looking for a solo kill at level 3. You are looking to out-heal the enemy's poke and reach the War Axe spike with a gold lead.
If jungling, start with S2 for the heal on camps, take S1 at level 2, and follow the standard rotation: clear your jungle quadrant, gank the nearest overextended lane, then reset to farm. Alpha's jungle clear is average, not fast. The value of jungle Alpha is the gank pressure from his ult, not the clear speed.
Alpha's first core item is War Axe, every game. The combination of Physical Attack, 8% Spell Vamp, 10% CDR, and the Fighting Spirit stacking passive was built for fighters who cast constantly, and Alpha casts constantly. The CDR alone brings S2's cooldown closer to 4 seconds at max rank, which means more heals and more Beta tags per fight.
The spike that actually changes how you play is War Axe plus Queen's Wings, usually somewhere in the 8-to-10 minute window depending on farm. At one item you are a fighter who can sustain in trades. At two items something specific happens: Queen's Wings' Demonize passive triggers when your HP drops below 40%, reducing incoming damage and boosting lifesteal for 5 seconds. Combined with S2's per-target heal, this creates a threshold effect where Alpha looks dead, triggers Demonize, lands S2 on three enemies, and jumps back above half HP.
Before War Axe plus Queen's Wings, you play for farm and safe trades. After it, you take fights you would have lost at one item, because the Demonize window turns losing fights into winning ones. The enemy has to commit enough burst to kill you through the damage reduction. If they cannot, you heal back and they are now out of cooldowns.
Brute Force Breastplate goes third. The stacking Adaptive Attack and Movement Speed keep you relevant as the game scales, and the 15% Control Duration Reduction at full stacks (easy to maintain with Alpha's constant casting) shortens CC chains that would otherwise lock you out of S2.
The reflex when you unlock Spear of Alpha is to dive the enemy backline from max range. That reflex will get you killed more often than not.
Alpha's ultimate commits him forward. Beta dives first (1-second stun), then Alpha leaps in, carries the target to the landing point, and slams down with a slow. That is roughly 2.5 seconds of airtime where Alpha is in the middle of the enemy team with no way out. If the enemy peels him after landing, S2 is his only answer, and S2 needs to hit multiple enemies to heal enough to survive.
Three positioning rules:
If your support is Angela or Estes, you can ult deeper because the external sustain supplements S2. If your support is a burst mage roamer like Selena, you cannot take sustained damage at all, so your ult targets only isolated picks on the edge of the fight.
Frame the build as four locked slots and two real conversations.
The locked four are boots, War Axe, Queen's Wings, and Brute Force Breastplate. These give Alpha everything he needs to function: CDR to keep casting, spell vamp plus S2 heal for sustain, the Demonize threshold for clutch survival, and stacking stats from Brute Force to scale into extended fights.
The boot choice. Tough Boots if the enemy has two or more CC-heavy heroes (Selena, Franco, Chou). Warrior Boots if you are laning against a physical damage dealer and need the early armor. Ice Retribution for jungle Alpha, no exceptions.
Slot 5 is Oracle or Hunter Strike. Oracle amplifies all healing and shield effects by 30%, which directly multiplies S2's per-target heal and the spell vamp from War Axe. Build Oracle when the enemy has mixed damage and you expect fights to last long enough for the healing amplification to matter. Hunter Strike gives physical penetration and a movement speed burst after landing consecutive hits, which helps you stick to mobile targets. Build Hunter Strike when the enemy backline is mobile (Brody, Claude, Wanwan) and you need the chase potential more than the sustain.
Slot 6 is the real decision. Do not default to Blade of Despair.
Ulting into a team with stacked anti-heal. Alpha's sustain drops by more than half when Baxia's passive or multiple Dominance Ice effects are active. You feel tanky because you remember healing through fights earlier in the game. You ult in, S2 heals for a fraction of what you expect, and you die in three seconds wondering where your HP went. Check the scoreboard before committing. If anti-heal is stacked, you are the follow-up, not the initiator. Let your tank absorb the anti-heal debuffs first.
Casting S2 before the Lock On triggers. S2 is Alpha's highest-damage ability and his only sustain tool. Using it as an opener before Beta has hit the target twice means the laser never fires during your swing, and the damage difference is significant. The correct sequence is S1 first (Beta hit 1), wait for Beta's second pass (Beta hit 2, target Locked On), then S2 to heal and chain lasers on the Locked On target. Reversing S1 and S2 costs you multiple laser triggers per fight.
Using the ultimate as an escape. Spear of Alpha travels forward toward a target location. It is not a retreat tool. If you are caught out of position and try to ult past enemies, you end up deeper in enemy territory, not safer. The correct escape from a bad position is S1 slow on the nearest pursuer and then walk toward your tower. If you do not have the HP to survive the walk, you were already dead before you pressed ult.
Ignoring the S2 wind-up. Force Swing has a short delay before the swing connects. If you get CC'd during the wind-up, the swing whiffs entirely: no damage, no heal, no Beta tag. In a duel this is survivable. In a teamfight where you just ulted into three enemies, a whiffed S2 means zero healing and a fast death. Commit to the S2 cast and position so you are not standing in an obvious CC trajectory during the wind-up.
Fighting before War Axe is finished. Alpha without War Axe is a different hero. No CDR means longer gaps between casts, which means fewer Beta tags, which means slower Lock On, which means less true damage and less healing. Do not take voluntary fights before War Axe is completed. Farm the item, then fight. Forced fights before the first core item are Alpha's worst-case scenario.
Tip
S1 into a bush near a contested objective is a free Lock On setup. The slow catches anyone walking through blind, and Beta's first hit happens before the enemy can react. If your jungler is contesting Turtle, drop S1 into the chokepoint and follow with S2 when Beta lands the second tag.
Tip
You can Flicker during Spear of Alpha to extend the ult range. Cast ult toward the target, then Flicker in the same direction during Alpha's leap. This catches enemies who thought they were safe outside ult range. The Flicker window is during the leap, not during Beta's initial dive.
Note
Vengeance (EXP lane) and Retribution (jungle) are the two standard battle spells, but the reasoning matters. Vengeance gives damage reflection and damage reduction in prolonged fights, which compounds with S2 heal and the Demonize threshold. Retribution gives faster farm and objective control. If you are struggling in lane against a bully like Thamuz, Vengeance's damage reflection often swings the trade.
Tip
Oracle's 30% healing amplification affects S2's per-target heal, spell vamp from War Axe, and the Demonize lifesteal boost from Queen's Wings. If Oracle is your fifth item, your S2 hitting three enemies in a teamfight heals for roughly a third more than it did at three items. The difference between dying during the Demonize window and surviving it is often exactly that Oracle passive.
When Alpha uses a skill, Beta will be summoned to attack. Enemies that are hit by Beta 2 time(s) will be Locked On. Locked On: After Alpha deals damage to the target, Beta will fire a laser at them, dealing 80 (+80% Extra Physical Attack) (+8*Hero Level) True Damage and briefly applying a powerful slow effect. This skill only deals 75% damage to Creeps.
Alpha unleashes an energy wave in the target direction, dealing 100 (+90% Extra Physical Attack) Physical Damage to enemies in its path and slowing them by 40% for 1s. Beta then strafes enemies along the same path, dealing 60 (+30% Extra Physical Attack) True Damage.
After a short delay, Alpha swings his blade in the target direction, dealing 180 (+100% Total Physical Attack) Physical Damage to enemies in a fan-shaped area and restoring 40 (+30% Extra Physical Attack) HP for each enemy hit. Beta then strafes enemies in the same area, dealing 60 (+30% Total Physical Attack) True Damage.
Beta dives to the target location, dealing 100 (+20% Extra Physical Attack) Physical Damage to enemies hit and stunning them for 1s. Alpha then leaps towards the same location, knocking enemies in his path airborne and carrying them to the landing location. Alpha then slams down, dealing 250 (+100% Extra Physical Attack) Physical Damage and slowing the enemies by 40% for 1.5s. Beta then attacks the same area 5 times, dealing 15 (+30% Extra Physical Attack) True Damage each time.
In teamfights, use Alpha's Ultimate to charge toward enemy's key target, and use his 2nd Skill, follow up with his 1st Skill to slow them and continuously dish out damage to the locked-on targets with Basic Attacks.
In the laning phase, slow the enemy with Alpha's 1st Skill, then hit them with his 2nd Skill to have Beta to lock on to them. Finish with Basic Attacks while Beta fires at the locked-on target.
These heroes have the highest win rates against Alpha in ranked matches. Pick any of them for a statistical advantage in draft.

Ling dominates Alpha in the early game. Apply pressure before Alpha can scale and become a threat.
54.4%
Alpha performs well against these heroes. Consider picking Alpha when you see them on the enemy team.
Alpha struggles the most in the late game, where counters average a 49.4% win rate. Early game matchups are tighter at 40.9%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Alpha in late team fights.
Alpha is strong here
Alpha is strong here
Even matchup phase
Flicker
Flicker
Heroes that synergize well with Alpha in team compositions.




Alpha is a cyborg warrior created in the laboratories of the Laboratory 1718, a secretive facility that experimented with fusing human consciousness with machine. Once a human boy named Aludra, he was rebuilt after a devastating accident that left him on the brink of death. His companion Beta, an AI drone, was programmed from fragments of his lost memories. Together they fight as one, Alpha's sword strikes complemented by Beta's aerial assaults. He searches the Land of Dawn for answers about his past and the organization that made him what he is.
No voice lines available for Alpha yet.