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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Triumphant Roar (PASSIVE)
Alistar Passive Ability
Introduction
This is a versatile champion which can play a support role or jungler.
By the way this champion is free for every player in game, and still include a skin besides the default one, here's the link:
leagueoflegends.com/youtube
It's a secure link inside the League of Legends network, it may need to change the server to your current one, it's in the upper left corner of the page, right after the pvp.net logo.
Pros:
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Cons:
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Runes
Greater Mark of Armor seems a nobrain choice if you're playing the support role as Alistar it gives you the tankiness to initiate a fight early game.
Greater Seal of Armor is a standard of every tank/bruiser, it will be specially useful when enemy in early/mid game will try to kill you with auto-attacks.
Greater Glyph of Scaling Magic Resist is the best choice in my opinion because there's very few champions that'll be able to kill you in early game resorting to magic damage, so it's better to point out to a late game scenario.
Greater Quintessence of Gold since you're not allowed to take any gold from minioms or champion kills, you'll have to rely on this runes in the early game.
Greater Mark of Magic Penetration if you're thinking in playing an offensive Alistar.
Greater Seal of Gold for more gold generation.
Greater Glyph of Magic Resist if you're against an ap carry instead of a support.
Greater Quintessence of Armor more tankiness to sustain in lane.
Summoner's Wrath to improve Exhaust removing 10 of your enemy's armor and mres facilitating the job of your adc
Durability for scalling health since damage reduction alone won't save you.
Hardiness x3 gives you armor vital early game to survive in a lane dominated by adc's, and 1 point in Resistance to resist a bit of magic poke which is common to almost all supports.
Unyielding to improve your endurance in longer fights, Veteran's Scars gives you an early base hp so you don't be bursted down. Safeguard will make you able to tank turrets really early in game to guarantee a double kill of your adc.
Block will play his role after level 6 or even earlier, champions like Caitlyn will fail to burst you down and will have to resort to their auto-attacks.
Summoner's Insight reducing your Flash cooldown and Meditation improving your sustain in lane.
Mastermind reduces your summoner's spell's cooldown, making you able to have a bigger uptime of your 3rd CC, Artificer increases the value of Locket of the Iron Solari and Shurelya's Battlesong.
Greed will provide you with more 2 gold per 5, making you reach the extra 1 gold per second. Biscuiteer gives you a free potion in the beginning to provide you with the sustain you so much need.
Wealth gives you a precious ammount of gold in the beggining so you can buy a Vision Ward and 2 sight ward instead of 3 sight ward. In the last and as much as important is Explorer , giving another ward so you can have 4 wards in the begining of a game.
I have to say this is a rather strange passive, it's active everytime you use any spell, this includes spamming Triumphant Roar or even using your Unbreakable Will. This can synergyse well with a Sunfire Aegis and it also does with the Boots of Swiftness due to a second AoE and a way to keep yourself near the enemy all the time respectively. But the most strange thing about this passive is the fact that is one of the few that actually makes damage to turrets.
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One of the 2 tools that make Alistar a good initiator. Even if your enemies have Mercury's Treads, Spirit of the Ancient Golem or Cloak and Dagger will be almost useless, due to the "Knocked Airborn" effect can't be mitigated. So at least 1 second per affected enemy will be lost.
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This is the second tool i was refering, this can be used as merely a way to knock back the enemy's support to may be alone with the stunned adc, but the most famous way to use it will be as a way to charge in the enemy. If used in the right time in a combo with Pulverize it will not knockback the target, but will knock him airborn in the place it is, turning it an easy prey for your team mates.
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This is an important tool, not only by what was said about being able to activate the Trample, but also to the ability of healing you, your lane partners and even your minioms, and like it wasn't enough, this ability almost doesn't have cooldown if you're able to maintain yourself near the minioms, since it's cooldown is reduced with the minioms slain around you and you keep dealing damage with your passive.
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