MLBB Lab
Alpha
Fighter·EXPTIER C · WEAKLIVE

Alpha

Alpha is a sustain fighter who relies on his S2 to heal while dealing damage. His win condition is to snowball by dominating the EXP lane and roaming to help secure objectives. Build Bloodlust Axe early and War Axe for continuous damage and cooldown reduction.

Win Rate

46.3%

Pick Rate

1.0%

Ban Rate

0.7%

Pro Presence

0.0%

First-principles coaching · patch 2.1.90 · AI-generated from live hero data

TL;DR

  • Robotic frontline fighter with built-in energy sustain.
  • Spikes mid-game at 2-3 items when sustained DPS turns on.
  • Killer mistake: building full damage with zero defense.
  • Win by grinding sustained fights, not solo diving.
  • Anti-heal hard-counters his whole sustain plan.

🎯Identity

Alpha exists to be a durable frontline that out-sustains enemies in drawn-out fights.

He and Beta chain skills for consistent physical DPS while tanking hits.

His only lockdown is Spear of Alpha's 2s stun plus a slow.

He wants long fights, not burst trades he can't out-heal.

⚙️How the kit actually works

PASSIVEBeta, Advance!

Beta mirrors Alpha and adds bonus hits to skills, powering the combo cycle.

Every skill you cast triggers Beta's extra effect, so casting often = more damage.

Idle Alpha wastes Beta; the passive only pays off when you keep hitting skills.

SKILL 1Rotary Impact

Long-range poke and slow to stick to a target or start a combo.

The 2s slow is your only ranged control, so open with it to catch runners.

9s cooldown means poke costs a real window; don't waste it on minions.

CD 9sslow 2smana 60
SKILL 2Force Swing

Short-range double AoE slash that is your main sustained damage and fight nudge.

Two slashes in a wide arc hit clumped enemies, feeding Beta's passive twice.

Its 7s cooldown is your fastest skill, so it's the backbone of DPS uptime.

CD 7smana 70
ULTIMATEAlpha, Charge!

Long-range AoE engage that stuns to lock a target for your team.

The 2s stun is Alpha's only hard CC, so it initiates fights, not finishes them.

45s cooldown is long; a whiffed ult means 45s with no lockdown.

CD 45sstun 2smana 120
🔗 HOW IT ALL CONNECTS

Ult stun first locks the target so Rotary Impact and Force Swing land free.

Rotary Impact's 2s slow keeps the enemy inside Force Swing's short arc.

Every cast fires Beta's passive, stacking bonus hits each combo cycle.

📈Power curve

Alpha is weak early, peaks in mid-game sustained fights, and fades late.

Early (Lv 1-3)
Weak

Low item sustain and no escape make trades risky.

Mid game
Strong

At 2-3 items his energy sustain and DPS come online.

Late game
Weak

Power-crept and out-damaged by modern fighters late.

🏆Win condition

Turn skirmishes into long fights where your sustain outlasts the enemy.

  1. 1Reach 2-3 items, then look for extended teamfights near objectives.
  2. 2Engage with the 2s stun, then cycle Force Swing to hold the frontline.
  3. 3Keep casting skills every fight to feed Beta and refill energy.

⚠️Common mistakes and the fix

Building full damage, no defense.
Add defensive items so sustain has HP to work with.
Diving the backline alone.
Fight with your team; you have no escape skill.
Not maintaining energy sustain.
Cast abilities regularly to keep conversion active.
Saving Force Swing in fights.
Spam its 7s CD as your damage backbone.

🧭Decision rules

IFEnemy is fleeingTHENLead with Rotary Impact slow

2s slow is your only ranged catch.

IFEnemies are clumpedTHENEngage with the ult stun

2s AoE stun starts team burst.

IFYou dropped your ultTHENPlay safe 45s

No lockdown until it returns.

IFEnemy carries anti-healTHENAdd defensive items over damage

Grievous wounds guts your sustain.

IFFight is short and burstyTHENDisengage and reset

You win only long fights.

IFFacing heavy CC compTHENAvoid first engage

You get locked before sustaining.

IFSkills are off cooldownTHENKeep casting them

Passive and energy need constant use.