Demon Hunter
Updated Apr 13, 2026
Alucard is a lifesteal jungler built around one loop: cast a skill, dash into the target with the empowered auto, cast the next skill, dash again. When Fission Wave is active, the loop becomes nearly unkillable. When it is not, he is a mediocre fighter waiting out a 30-second cooldown.
Win Rate
50.09%
Pick Rate
0.68%
Ban Rate
0.84%
Sustained DPS
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, Alucard can cast his ULTIMATE to increase Lifesteal and mark enemies and then switch between 1st Skill and 2nd Skill to follow Basic Attacks. Finally, use his ULTIMATE again for reaping kills.
Alucard gets drafted in every rank from Warrior to Mythic, and in most of those games the pick is wrong. He is a comfort pick for players who like the feel of his chain, not a strategic answer to most drafts. Since the patch 2.1.30 scaling nerfs (passive 140% to 125%, S1 110% to 85%), the drafts where Alucard actually wins are narrower than they used to be.
Pick Alucard when two conditions hold at the same time: the enemy team has two or fewer hard CC abilities (stuns, suppressions, knockups), and the enemy backline has at least one immobile carry you can chain-kill (Layla, Miya, Odette, Pharsa, Yve). If both are true, his 6-second ult window is long enough to reach the backline, kill the carry, and lifesteal through the cleanup. If only one is true, the pick is a gamble.
Avoid Alucard against Chou, Franco, and Kaja. All three have targeted or near-guaranteed CC that catches him mid-chain and kills the ult window before it produces value. Avoid him against Natalia: her silence on enhanced basic attacks prevents him from casting the next skill in his chain, and a chainless Alucard is standing still while taking damage. Avoid him when the enemy has picked Saber, because Triple Sweep suppresses him for 1.5 seconds, which is 25% of his ult window gone to a point-and-click ability.
Alucard is a jungle pick. EXP lane is viable in theory, but in practice Thamuz, Freya, Esmeralda, and Dyrroth all out-stat him in lane and take his tower before he hits the two-item spike. If you are drafting him for EXP, you are hoping your opponent does not know the matchup.
If the enemy draft has three or more stuns or a dedicated anti-heal support, Alucard is the wrong pick.
Alucard is not a fighter who happens to have lifesteal. He is a lifesteal engine that happens to look like a fighter.
Every skill he casts turns his next basic attack into a targeted dash that deals 125% Total Physical Attack as physical damage. That passive, Pursuit, is the entire hero. It means Alucard never walks during a fight. He casts a skill, dashes to the target with the empowered auto, casts the next skill, dashes again. Three skills in his kit means three dashes chained back to back, plus whatever CDs come up during the sequence.
Fission Wave is the switch that turns this chain from "decent damage" to "unkillable." The first cast absorbs enemy energy in an AoE, reducing their Movement Speed by 30% and their Hybrid Defense by up to 20. Alucard gains up to 20 Hybrid Defense per enemy hero hit, and every other skill in his kit has its cooldown cut to 50% for 6 seconds. The passive component gives him a permanent 30% Hybrid Lifesteal at max rank. Inside the ult window, Alucard is throwing Groundsplitter every 3.75 seconds and Whirling Smash every 2 seconds, each cast triggering a passive dash, each dash healing him for roughly a third of the damage dealt.
Outside the ult window, he is a fighter with a 30-second cooldown and no defensive steroid. The entire hero lives and dies by those 6 seconds.
Alucard jungles. His level 1 is weak: no CC, no burst, no escape. The plan is to reach level 4 without dying and without losing camps.
Do not use Retribution on lane minions. Save it for objective steals and jungle invade duels where the damage and stat-steal from Flame Retribution tilt the 1v1 in your favor.
Alucard's first completed item is Endless Battle, every game. Divine Justice (60% Physical Attack as True Damage after a skill cast, 1.5-second internal cooldown) triggers on the exact same basic attack that Pursuit triggers on. One auto after a skill cast gives you: 125% Total Physical Attack from passive, plus 60% Physical Attack as True Damage from Endless Battle, plus the basic attack damage itself. That is the burst that kills people who expect a sustained fighter.
The spike you care about is Endless Battle plus War Axe, usually somewhere in the 8-to-10 minute window with clean farm. War Axe's Fighting Spirit passive grants 12 Physical Attack and 2% Spell Vamp per stack per second of combat, up to 6 stacks. At full stacks that is 72 extra Physical Attack and 12% extra Spell Vamp, plus True Damage equal to 10% of base damage. Alucard builds full stacks in about 6 seconds of fighting, which lines up exactly with the ult window.
Before Endless Battle, you farm. After Endless Battle plus War Axe, you hunt. The reason is not raw stats: it is that War Axe's stacking Spell Vamp plus the ult's 30% Hybrid Lifesteal plus Endless Battle's 8% Hybrid Lifesteal creates a wall of healing that lets you take 1v2 fights and walk out alive. That is the window where Alucard becomes the hero people are afraid of.
The reflex when a 5v5 breaks out is to S1 into the pile and press Fission Wave. That reflex is usually what kills you.
Alucard is not a teamfight initiator. He is a cleanup fighter who goes in after the first round of CC has been spent. If you enter the fight first, you eat Tigreal ult, Franco hook, or Khufra ball before your ult window generates any value. Your 6 seconds burn while you are crowd-controlled, not while you are killing people.
Three positioning rules:
If your team has Angela or Estes, you have more room to commit early because external sustain covers the gap before your lifesteal ramps up. If your support is a pure engage tank with no healing (Atlas, Tigreal), wait longer and play off their CC instead of relying on their peel.
Frame this as three locked slots and three real conversations.
The three locked slots are Endless Battle, War Axe, and boots. Endless Battle first, War Axe second, boots third. Tough Boots against CC-heavy comps, Warrior Boots against physical-heavy comps. These three do not change.
Slot 4 is Blade of the Heptaseas in most games. Its Ambush passive (160 plus 40% Physical Attack extra damage after 5 seconds out of combat, plus 40% slow for 1.5 seconds) rewards the fog-of-war gank pattern Alucard lives in. If the enemy team has no squishies worth ambushing (rare, but it happens in full-tank drafts), swap to Hunter Strike for the 80 Physical Attack, 15 Physical Penetration, and the movement speed proc on 5 consecutive hits.
Slot 5 is the survivability conversation:
Slot 6 is the insurance slot:
The weakest default in most guides is Haas's Claws. Alucard already has 30% permanent Hybrid Lifesteal from Fission Wave, 8% from Endless Battle, and 12% Spell Vamp from War Axe at full stacks. Stacking another 20% lifesteal pushes past diminishing returns. Queen's Wings does more for survivability because Damage Reduction multiplies the value of your existing lifesteal: you take less damage per hit, which means each point of HP healed goes further.
Going in without Fission Wave up. The number one Alucard death. Without ult, your CDs are full length, your lifesteal is 10-20% instead of 30%, and you have no defense bonus. An Alucard without ult is an ordinary fighter with no escape and no steroid. If your ult is on cooldown, you do not engage. Farm a camp, clear a wave, stay alive. The 30-second wait is cheaper than a 15-second death timer.
Ignoring anti-heal on the scoreboard. When the enemy Mathilda finishes Dominance Ice or their gold laner buys Sea Halberd, your lifesteal gets halved. You feel unkillable one fight and die in two seconds the next. Check the enemy items tab at the 8-minute mark. If you see two anti-heal sources, stop taking 1v2 fights and play with your team instead.
Using S1 to engage when the enemy jungler is missing. S1 is your gap closer, your slow, and your only escape tool. If you Groundsplitter onto their midlaner and the enemy jungler appears from the bush, you have zero mobility for the next 8 seconds (S1's full cooldown without ult active). Before pressing S1 forward, check the minimap. If two or more enemies are missing, do not go in.
Forcing fights before Endless Battle. Pre-Endless Battle Alucard does not have the True Damage proc that makes his chain lethal. He is a mediocre jungler farming toward a spike. Teammates will ping for ganks at minute 3. Ignore them unless the gank is free (enemy at 30% HP under your tower). Your job before Endless Battle is to farm, not to fight.
Double-tapping Fission Wave on cast. The first cast is the 6-second buff (halved CDs, defense, lifesteal steroid). The second cast is the directional shockwave for 400-700 (+200% Extra Physical Attack) damage. Using both immediately wastes the strongest window in your kit. Cast the first activation, fight for 4-5 seconds with halved CDs and massive lifesteal, then release the shockwave as a finisher when the target tries to retreat.
Tip
Flame Retribution steals Physical Attack from the target for a few seconds. In a jungle invade duel, use it on the enemy jungler, not the camp. The attack power steal combined with your passive chain tilts the stat check in your favor. You gain attack, they lose it.
Note
Since the 2.1.30 scaling nerfs (passive 140% to 125%, S1 110% to 85%), weaving every basic attack between skills matters more than it used to. Each auto triggers Endless Battle's Divine Justice if the 1.5-second internal CD is up. Skipping a single auto in the chain is a bigger DPS loss post-nerf than it was before.
Tip
Fission Wave's first cast reduces enemy Hybrid Defense by up to 20 for everyone in the AoE. Position the first cast so it clips as many enemies as possible before you start chaining the primary target. The defense shred on two or three enemies is worth more than the marginal positioning advantage of casting it point-blank on one.
Note
Check the scoreboard at 10 minutes. If the enemy has two or more anti-heal items, your game plan shifts from "dive and lifesteal through everything" to "play with your team and wait for CC to be burned before going in." Anti-heal does not make Alucard unplayable. It makes solo plays unprofitable.
After each skill cast, Alucard's next Basic Attack allows him to dash to the target's location and deal (+125% Total Physical Attack) Physical Damage. Demon Hunter: Alucard deals 10% extra damage to Creeps.
Alucard rolls to the target location and slams his blade on the ground, dealing 270 (+85% Extra Physical Attack) Physical Damage to enemies hit and slowing them by 40% for 2s.
Alucard launches a whirling slash, dealing 345 (+120% Extra Physical Attack) Physical Damage to nearby enemies.
Passive: Alucard permanently gains 10% Hybrid Lifesteal. Active: Alucard absorbs the energy of enemies in the target area, reducing their Movement Speed by 30% and Hybrid Defense by 10. Alucard gains 10 Hybrid Defense for each enemy hero hit, and reduces the cooldown of his other skills to 50% for 6s. Use Again: Alucard releases a shockwave in the target direction, dealing 400 (+200% Extra Physical Attack) Physical Damage to enemies hit.
In teamfights, Alucard can cast his ULTIMATE to increase Lifesteal and mark enemies and then switch between 1st Skill and 2nd Skill to follow Basic Attacks. Finally, use his ULTIMATE again for reaping kills.
In the laning phase, Alucard can use his 1st Skill to deal damage and slow enemies first, and follow it with Basic Attacks for strikes. Then, he can use his 2nd Skill and follow it with Basic Attacks for more strikes.
These heroes have the highest win rates against Alucard in ranked matches. Pick any of them for a statistical advantage in draft.
Alucard performs well against these heroes. Consider picking Alucard when you see them on the enemy team.

Alucard has a strong early game advantage over Sun. Control the tempo before Sun scales.
53.4%
Alucard struggles the most in the late game, where counters average a 51.7% win rate. Early game matchups are tighter at 44.9%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Alucard in late team fights.
Alucard is strong here
Even matchup phase
Even matchup phase
Flicker
Flicker
Heroes that synergize well with Alucard in team compositions.





Alucard is a demon hunter who walks the boundary between light and darkness. As a child, he witnessed the destruction of his village by demonic forces and was left for dead. Rescued and raised by the Moniyan Empire's demon-hunting order, he trained obsessively until his sword became an extension of his will. His relentless pursuit of demons eventually led him to discover a dark truth: the demonic blood flowing through his own veins grants him supernatural strength. Now Alucard must master both his human discipline and his demon heritage to protect the realm he swore to defend.
No voice lines available for Alucard yet.