Alistar Build Guide by Griffis935
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hey guys and gals, I'm here to make my first guide on MOBAfire. I'm a huge support and jungle main, but I'm still improving and getting better with everything, so expect a lot of changes.
Alistar has always stood out of the crowd for me. He looked like an awesome champion from both gameplay and appearance. He's very disruptive, protective, and tanky, as far as supports go. You can also build some damage on him if you'd like, but it's best to let your carries do the damage than you.
Pros / Cons
Able to peel and protect carries
AoE healing ability
Heal is somewhat weak
Main combo (WQ combo) is difficult to use
Runes are simple on Alistar. He needs to be tanky and disruptive, so usual tank runes will work, but this is what I use:
For Marks, I use flat armor. You're usually going to be up against a champion huge on AD and a support that may do a little AP, but not much. To make sure that their ADC can't knock you down in health, I use armor marks. You can use scaling if you'd like, but I use flat armor marks so that I have more armor early, where Alistar shines. I'll be trying other marks that seem useful to Alistar soon, such as health and magic penetration.
For Seals, I also use flat armor. The reasons are the same as in the marks section, but I don't see very much variety in what seals to use. The bot lane is usually home of AD, so armor is a must-have.
For Glyphs, I use scaling magic resist. You usually aren't going to go against heavy AP early, so it's better to have scaling magic resist so that late game tanking will be a bit easier. Magic resist is also necessary to be tanky, as 90% of the time you'll be up against some sort of AP.
For Quints, I use gold. Movement speed quints are also optional, but I don't see a huge need for them unless you decide to take Boots of Swiftness, Ninja Tabi, or any other boots that aren't Boots of Mobility. Even though your Ancient Coin, Nomad's Medallion, or Talisman of Ascension will get you a lot of gold, a bit more gold always helps for the early game tank.
For Masteries, I prefer 0/21/9. Some people say 9/21/0 works well for the early CDR, but I don't see it being as helpful as 0/21/9. You'll reach 40% CDR if you use 0/21/9, so don't worry about not being able to hit full CDR. (40% CDR is the max amount of CDR you can have, for those who don't know)
0/21/9 is a great mastery page for Alistar because it gives him that awesome tankiness, and it provides a bit of movement speed, mana regeneration, and extra gold that's helpful. You'll be able to survive most/all teamfights and succesfully disrupt the enemy team.
0/9/21 is another choice for support. It provides a bit more sustain, gold, and mana (all of which are great for Alistar), but it doesn't give as much natrual tankiness. You can still rely on your ultimate for taking a lot of damage, but the duration won't be as long as the teamfight will be.
As a support, you need to let your ADC take all of the CS so he can get a lot of gold. Some people think that not taking CS will leave you behind and without gold, but with all of the gold income you have, you'll be more than happy with all of the gold you'll have. Anyways, let your ADC have all of the CS. While your ADC is farming, you need to protect him from poke. Maxing your heal can give both of you some nice sustain and can keep Mr. ADC him alive, even if he is poked a lot.
Remember that Alistar is a great early game champion, so try and pair up with an ADC that has a lot of early game damage. Vayne is one of my favorites, as she can output some great early game damage if Alistar can get the enemy champion into Vayne's grasp. Just be sure to protect your ADC throughout laning phase.
One way to protect the ADC is by killing your opponents early, that way there is no threat unless the enemy jungler decides to only gank bot from there on out. Try and sneak through the bushes to get behind your laning opponents and Headbutt them into your ADC. If they try and escape, use Pulverize and remind them that their death is guarenteed. A Sweeping Lens trinket will make sure that they have no vision in the laning bushes, making it to where they're too scared to even farm or too dumb to acknowlege the fact that Alistar will guarantee their death.
Another way is by warding, which is something ALL supports should do the entire match. Buying a Sightstone will help you hold wards the entire match and let you ward as much as you need to. If no one else in the match will, upgrade your Warding Totem to a Greater Vision Totem and ward important objectives like Baron or Dragon.
Each time Alistar casts a spell, he tramples nearby units and turrets for a few seconds, dealing damage to units he walks over.
Personally, I don't see Alistar's passive helping very much at all in any situation. Sure, it does damage in teamfights, but it does very little damage entirely. The damage is barely even noticeable to minions. It helps a little when taking towers, but overall, his passive isn't extremely helpful.
Alistar smashes the ground, dealing damage to all nearby enemies and tossing them into the air. On landing, enemies are stunned.
Pulverize is a very disruptive and awesome ability that will definetly help set up kills for your team, early and late game. Put a point into Pulverize first, but max it second. You can use this ability early to keep an enemy in one place and carefully aim a Headbutt right into their face and into your turret, or you can knock someone up if they try to tower dive you. Pulverize can be used to stop certain abilities from the enemy team as well. (Ex. If their Katarina tries to use her ult, Pulverize her. Her ult will end and she'll be left in place, hopeless.)
Alistar rams a target with his head, dealing damage and knocking the target back.
Headbutt can be used in a variety of ways. You can Headbutt an enemy right into your team, eliminating the enemy if the team follows up, or you can Headbutt someone away if they are trying to chase your ADC. Keep in mind that you can Headbutt enemies over walls, if you can knock them back that far. (Tip: Headbutt can be cast on monsters, so if you wanted to steal the enemy blue buff at the beginning of a game, you could walk around the wall, headbutt the blue over the wall, and flash over the wall to safety. Works a lot of the time.)
E: Triumphant Roar
Alistar lets out a commanding war cry, restoring health to himself and nearby friendly units for half the amount. Can be cast more often if nearby enemies are dying.
Triumphant Roar doesn't heal for a lot unless you max it first, which I suggest. It makes you a bit mana-hungry, but if you grab a mana potion or two at the beginning, you should be fine. This can be used to activate Alistar's passive quickly, so if you need Alistar's passive for something or anything, use Triumphant Roar.
R: Unbreakable Will
Alistar lets out a wild roar, gaining bonus damage, removing all crowd-control effects on himself, and reducing incoming physical and magical damage for the duration.
Unbreakable Will is very useful for being a tank. If you decide to use a bit more utility on Alistar, you can still be tanky with this ability. Also, Unbreakable Will doesn't give any bonus AP; it just gives quite a bit of AD. REMINDER: Unbreakable Will only removes crowd control effects on activation; you can still be stunned, slowed, or whatever while Unbreakable Will is active, but you'll take a lot less damage.
Overall, Alistar is a very fun and great champion, and he is very useful, disruptive, and tanky.
I hope you all enjoyed this guide and liked it, and you can expect some changes to happen to it and for some more guides to be made.