Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Ignite
Flash
Ability Order
Triumphant Roar (PASSIVE)
Alistar Passive Ability
Alistar - The Ability Powered Cow
II. What and Why?
III. Masteries
IV. Runes
V. Summoner Spells
-- Recommended Summoner Spells
-- Other Possible Choices
VI. Skilling Sequence
VII. Preffered Build
-- Starting Items
-- Core Items
-- Preffered Items
-- Other Viable Items
XII. Gameplay
-- Laning Phase w/ Partner
-- Laning Phase @ Mid
-- Laning Phase @ Solo Top
XIII. What to do in Teamfights
XIV. Tips & Tricks for Alistar
XV. Closing Statements
XVI. Credits
First off, I want to make sure that you know that I will not be going over what the different abilities do.
To see what they do, hold your mouse over the icon of the ability, to see it's function.
Also, any abbreviations about League of Legends used in this guide are most likely explained here:
Legend
Alright guys. So basically, as you can probably tell this is a guide for the Cow, Alistar, and it is a sort of special build, which I use, and would like for you guys to get to know.
Basically it focuses on damaging massively early game and mid game, while once it turns late game, you'll want to look at becoming more tanky.
I suppose you might call it an AP Off-Tank build.

10/06/14:
This is my standard choice of masteries for AP Alistar.
The main focuses of these masteries' Offense Tree are getting the Magic Penetration and the Burning Embers(Improved

The 6 points in the Defense Tree makes it a lot easier for you to take just a bit more damage early on, and gives you an extra 6 Armor and 6 Magic Resistance.
The Utility Tree is however the place where we invest the most points. You will first off want to prioritize the reduced death time above the increased health and mana regen, since the increase in health and mana regen isn't significant enough at all to overgo 15% less time spent dead. Second, you'll want the increased EXP gain above the increase in Mana, as that isn't all that usefull to anyone but Mana Stackers like Ryze, for example. Finally you want to get the extra Mana Regen, which will work well with


10/09/11:
This set of Masteries are also a nice choice for Alistar, however I usually prefer to use the set above.
The Offense Tree is just the same as the set above, without any changes.
However, in the Defense Tree we have added 3 more points in Strength of Spirit Mastery, which gives you a slight bit of an increase in health regen, however you don't really feel this before you get your hands in


Because of the extra investment in the Defense Tree, the Utility Tree must suffer from a bit of a drain. Basically one of the sometimes more important factors is that you don't get to take the Blink of an Eye(Improved

![]() Greater Mark of Insight These Marks will help you deal some more damage, and early game, that is something you'll want to appretiate. Basically, it directly ignores 9 of the enemy's Magic Resistance, which will be a really great help against the magic-based squishies out there. (Many people run around with 30 Magic Resistance for a long time of a game, unless getting Banshee's Veil etc.) ![]() Greater Seal of Resilience These Seals will give you some additional Armor. Combined with the 6 Armor from the Hardiness Mastery, that will give you, at level 1, a bonus of 19 Armor. This will protect you pretty well against any physical damagers you might be facing in your lane. |
![]() Greater Glyph of Potency Basically, you get these only to increase your early game damage output. This is something you'll need for your W + Q combo to be effective at early game. It also gives you a nice amount of AP after acquiring 3x ![]() ![]() Greater Quintessence of Potency Same as with the Glyphs. Basically, you get these only to increase your early game damage output. This is something you'll need for your W + Q combo to be effective at early game. It also gives you a nice amount of AP after acquiring 3x ![]() |
Other choices for Seals:

Greater Seal of Replenishment: These will give you some needed Mana Regen early game - This will make your Mana Regen completely outstanding together with your


Other choices for Glyphs:


Note: I find that there are no replacements to be made when it comes to Marks and Quintessences. Glyphs can be changed, but you need at least the 15 AP from the Quints, and there are as far as I see it, no better choice for this build, when it comes to Marks.
![]() Ignite Ignite is really usefull Summoner Spell, not only because of the DoT, but also because of the healing reduction. This is a nice counter to guys like Swain, Vladimir, Tryndamere and all kinds of spell vamp stackers out there. Furthermore, with the Burning Embers Mastery, this enables you to get an additional 10 AP to work around with - You can claim this in the very first encounter with the enemy, or you can save it to try and get a kill. |
![]() Flash Flash is one of the most appretiated Summoner Spells that exist. It simply enables you to do so many wonderous things, like flashing out of combat on the tip of dying, or you can choose to use it more creatively by trying to steal Dragon kills and Baron Nashor by flashing over walls. Finally, you can use it to catch a fleeing enemy by flashing and then using ![]() |

Teleport
Teleport is a pretty solid choice and can be used instead of Ignite. You will suffer from not being able to stop enemy heavy health regeneration abusers on the enemy team as well as being able to put a nasty DoT on an enemy, and last but not least it will cost you the extra 10 AP you gain when Ignite is on cooldown. However, in turn, you will achieve the capability of truly being an all map presence. If you want to roam(For this I suggest adding some Gold/10 items to the build such as Philosopher's Stone and


Ghost
You can choose to go with Ghost instead of Flash if you like, and it is indeed a decent choice, since it can both help you catch the enemy with your W + Q combo(Explained later), but it can also help you get to safety. In my eyes however, I'd, for Alistar, always choose Flash over Ghost, since being able to just Flash into the middle of a fight and start throwing people around is really something I, personally, wouldn't want to throw away for a speed buff. It is however only a matter of preferance, and you can use Ghost if you wish or rather prefer to do so.

Cleanse
Cleanse is also a decent choice for Alistar, as you will, before you get to start on the tanky side of this build, might find yourself getting focused by stuns a lot. In that case, Cleanse can be the thing you need. It is truly a nice thing, finding yourself being target of all the enemy CC, to quickly use Cleanse, and then pop your Ultimate,

Standard:
W > Q > E > W > W > R > W > Q > W > Q > R > Q > Q > E > E > R > E > E
This is my standard way of leveling Alistar's skills. Basically you want to focus on

Your Q,

The reason you don't focus much on the E,

This skilling sequence goes for Roaming and playing Mid as well.
For Solo-Laning at Top
Q > W > E > Q > W > R > Q > W > Q > Q > R > W > W > E > E > R > E > E
This sequence, as you can read, is specifically and thus only in the case of you playing as the Solo Laner at the Top Lane.
The difference from this skilling sequence and the one above is, that you in this one will try to mix up the leveling of



Explain why it's good. Mention if they might wanna go with a dynamic sequence and some situations where a certain way is better than others.















Doran's Ring
This is probably something that you might be wondering quite a bit about, however Doran's stacking is a widely spread and something used quite often to get that extra early bulk from the HP, as well as the Doran's item's extra bonuses. In this case, it's all about the


Ionian Boots of Lucidity
Basically the reasoning for choosing these Boots above so many other choices are Alistar's rather tough cooldowns. Their length can't be ignored, and that is why I feel that it is necessary to kick in with some Cooldown Reduction very early in the game. Since the build focuses on being an early death-machine, and a later Strong, Tanky Battlemage(So to speak), I feel that getting Glacial Shroud early would be kind of a waste of money.
Other choices: There are however other choices for boots that you can take. The other viable options for you to take, are


Rabadon's Deathcap
The strongest of all the AP items out there. It really adds an amazingly large punch to Alistar's abilities. That is, making your W + Q combo(Explained later) a lot stronger, but also increasing the amount of damage your passive, Trample, will do to enemies, after using an ability.

Lich Bane
This is one of the most important items for this build. And you will want to keep in mind that you are in possession of it, and use it wisely. For example you can easily get the last hit on that fleeing enemy without neither





However! That nice little passive is not all this item will grant you! It also gives you a passive extra 7% of movement speed! That is something that's really awesome for Alistar, as catching up to fleeing enemies can be something that can change a teamfight completely. It might also come as a surprise to the enemy how fast this cow can be.
![]() Force of Nature This is a very strong item for Alistar. Not only is it the item with the highest amount of MR given to the wearer, however, what else? Let's see... It gives extra Health Regen? Nah, that's not that important, really, since you have ![]() ![]() |
![]() Frozen Heart Frozen Heart. Yes. Let's see. It gives you 99 Armor, which is the second highest an item will ever give, only outtrumphed by ![]() ![]() |

Rylai's Clystal Scepter
Preferably your final item. You start off with the Gian't Belt, and then finish it in one go, in the next purchase. It can be discussed whether or not you should get this item earlier or not, however I find that getting your resistances up and going is more important than just getting that little bit of extra HP. If the game happens to come as far as this, you should be kicking butt pretty hard already(Excuse my language), however getting this, is just the final icing on the cake. It enables you to slow your enemies with every single spell you use on them. This is something that is really, really usefull for Alistar's movepool. The enemy will be slowed after you



![]() Benshee's Veil Banshee's Veil is a possible substitute instead of ![]() ![]() Thornmail You can choose to use Thornmail instead of Frozen Heart. Doing this will enable you to perfectly counter enemies with high Physical Damage output. Returning 30 % of recieved damage from auto attacks isn't all that bad, however you lose a lot of Mana on it, which Frozen Heart has, as well as the strong 20% Cooldown Reduction. If you do choose to go Thornmail, because of the enemy team being extremely oriented on Physical Damage, I suggest that you claim the Blue Buff as often as possible to make up for the lost CD Reduction. |
![]() Abyssal Scepter This is another viable item for Alistar. Aside from helping your teammates through lowering the enemy's Magic Resistance, it helps all of your offensive skills do more damage. Furthermore ![]() ![]() ![]() Randuin's Omen This item is something I've thought a long time about putting into the standard build. I ruled it out simply because ![]() ![]() |

Shurelya's Reverie
Basically this item is here, simply because of two thing: The Cooldown Reduction and the Active. Obviously, the item adds to you some HP, HP/5, MP/5, however the Active is mainly what makes it viable. As you can read for yourself, it speeds up you and surrounding teammates by 40% for 3 seconds. This is kind of like a free short-term

Okay, so basically, you will want to, depending on your lane partner, try to go to your bush, and await the enemy, attempting an FB. You should attempt this if your laning partner is one with a viable slow, or a Jump of some sort. A good choice for a partner with a slow could be for example








If you find that you have the right laning partner with good potential for you and him/her to get the FB, enter your own brush, but don't enter the enemy brush. If the enemy wants the same as you(FB), there's a chance they'll enter your brush. If the enemy does that, attempt to go behind the enemy, and

On your way to your lane, you should study your enemy team's Summoner Spells. Take note of anyone without Flash, and if you end up in a lane against one like this, make sure to make that person the focus, obviously unless it's a tank or very bulky character.
If you can see that it won't be possible to run behind them, don't be afraid to use


-
During the middle of the laning phase you should always look for oppotunities to use your W + Q combo on the squishiest enemy on the lane. During the laning phase save your Ignite for until you can use it to kill someone. Wasting it just to get the 10 AP, is not recommended. You should always wait until you at least see a chance to get a kill with it.
Finally: Don't be afraid, if you're dominating your lane together with your partner, to push quickly, and then leave the lane unnoticed to gank @ Mid lane. This should of course only be done if the mid is in trouble. If your mid is doing good, there's not really much of a point in ganking, unless the enemy mid is overextending.
Alright, so when you are going mid, which is completely viable for this build, you should, as in the build, level

When you want to Headbutt the enemy, make sure to target the first, and then use Headbutt on them. Targeting them first will ensure you an extra Autohit on them before they fly away. After Headbutting them away, dealing moderate damage to them, make sure that you're not needlessly catching any enemy minion agro. If some of the enemy minions started targeting you, simply run away from them, and focus on lasthitting. The more you harass your enemy the more afraid they'll be to come close to you.
Please note that you are capable of doing two things:
--> Target the enemy --> Headbutt --> Moderate damage (Less Mana Used)
or:
--> Target the enemy --> Headbutt + Pulverize --> Awesome Burst --> Autohit them a few times and let your Passive, Trample work a bit on them (More Mana Used)
Always make sure you keep your Mana at a moderate point. Keeping it steady at around half is mostly the best. Make sure that while you don't want to run out of Mana, also don't ever get to max Mana. If your mana is full, you haven't harrassed enough. Don't be afraid to use W + Q if you have a lot of Mana.
-
Pushing: Basically, if you've just killed the enemy at Mid, just PUSH. It's a good opportunity to deny your enemy some EXP, and you get gold from it, so hell, why not? However be wary of misses, as well as the jungler if you got low from the fight with the enemy. When choosing to Push after killing the enemy you should, if your sort of low, make sure that you have Flash ready. If you do not, and you're at 1/6 health or below, you should recall.
How to push quickly: Use Pulverize, while standing between the enemy melee and ranged minions(See more under Tips and Tricks).
While playing in mid, don't be afraid to push a lot, unless you see a chance to completely lock down your enemy. This can be done against the more squishy mids out there, like for example Ashe. A combo and she's practically half way dead. This is something, after showing them the effect one or two times, that can be used to deny your enemy exp. If this is doable, that is the only case of which you should bother not to push.
This is a role that you should happily take, no matter if the enemy team has a jungler or not. If they do not it, will however be more of a challenge, and that challenge is what I am going to describe here.
If you're against another solo laner the way to play is pretty much the same as what I've described in the section above(Gameplay - Laning Phase @ Mid).
-
Alright, so, as said, I'll now explain a bit about how you should do things, when you're facing a 1v2 situation at top lane. First of all, since you won't be getting that much from


Once you get lvl 2, however, that is when you might want to look at things more offensively. Lvl 2 is still quite early, however if the enemy has decided to put someone squishy enough for you to burst at top, you should definitely try doing some damage with your W + Q combo. Also, if possible, try to attack the squishy one while that person is standing near the other champion on the lane. That will leave it impossible for the other champion to deal much damage to you, before you can make it to run back, and of course it will also deal some damage to the less squishy opponent.
If you feel that you have great control over your solo lane, you can basically play around with them quite a lot. Personally, I've some times done Double Kills several times in a match while solo laning at top. The enemy always seem to underestimate your power, and that is something you, as an AP Alistar player should take great advantage of.
Alistar is an amazing initiator. The enemy will be sure to know of your W + Q combo, and they know that if you catch any one of them, with the help of your teammate that may mean a quick death, which will give an advantage in an upcoming teamfight. Basically, you should be afraid to be the one to make the first move, however, if the enemy team seems to react offensively, be sure to use your Ultimate BEFORE you get stunlocked.
During the teamfight, you should try to find a balance between being focused completely by everyone on the enemy team(With CC and what not), and not getting noticed at all. You want to make them know you're there, which you do by knocking people up, Headbutting people around, however, don't towerdive without your teammates being able to keep up, and don't just dive towards the carry hiding out being her/his teammates. This will just split you from your team, and mean a needless death on the scoreboard, not to mention your team missing you in an eventual upcoming teamfight.
You'll want to focus the squishies. If you have someone else on your team to initiate, perhaps a tank like

--> First of all, make sure that you, during Champ Select mark out that you are playing Alistar as an AP. Your teammates should be able to realize that by your Ignite and Flash, but it's best to make sure your teammates don't mistake you for a Tank or a Support. You are AP. That's just how it is. You may want to add that you will be getting tanky late game, though, but also that they shouldn't rely on you to tank before you've gotten your FoN and Frozen Heart.
- W + Q: Basically, Alistar has quite the frightening combo in just two of his abilities,
Headbutt and
Pulverize. By using Headbutt on a target, and then, while on the way to charge them, using Pulverize, the enemy will recieve damage from both spells, you will have closed the gap between you and the enemy, as well as knocking the enemy into the air. You should take use of this combo right from lvl 2, once you have both spells. Enemies will get scared.
- Harrassing with Headbutt: When at lvl 1, or if you don't have mana for Pulverize or an alike situation, make sure that you target the enemy with your autohit before you Headbutt them. This will make Alistar autohit the enemy once before they fly away.
- Judge your own mortality. Don't start diving into a 1v5 unless you're absolutely certain that your Ultimate will be enough to keep you alive; remember: It's only a matter of 7 seconds. And you still do take some damage in that period of time.
- If you notice that the enemy is fond of spending their CC on you, be glad, since it helps your teammates, however, keep in mind to remember to use Ulti, if there is an upcoming Stunlock on it's way towards you. (Example: Malzahar's Ultimate. If you don't manage to use Ulti before his locks you down, then you might just be done for)
- Use
Trample to your advantage: Wisely. You can kill of people only with Trample. You don't necessarily need your
Headbutt nor
Pulverize to kill and opponent. Take use of Sheen/Lich Bane, and Trample to kill enemies. Using
Triumphant Roar is a good, easy way to trigger both Sheen/Lich Bane and Trample.
- Always make sure that you have plenty of Mana in your storage. Make sure you have enough Mana before you attempt your W + Q combo. It will look silly if you end up Headbutting an enemy away from your team because you don't have enough Mana for Pulverize. That'll just lead to being called "noob" and "failz0r", etc.
- Use
Pulverize when you want to push quickly. Once two minion waves have met, make sure they've all found a target which isn't you, then place yourself between the enemy melee and ranged minions, and use Pulverize, effectively hitting them all, and then let Trample work on them. If it's later in the game, you'll be able to one hit the ranged minions with Pulverize and Trample, however at early game, you might need to give them an autohit each.
If you have read all or at least most of what I've had to say in this guide, I would like to thank you a lot for reading all of this :)
Also, I have nothing against constructive critisism, but I do not approve of people voting down because they want to use other Runes or Masteries, or even Summoner Spells. I did mention other choices, so I see not why one would downvote of such things, but yeah :3 As I've put a mark on *Require comment to vote* I'll at least, hopefully know of the reason of your downvote if you do choose to make one ^^'
As I said, thanks for reading, and I hope you'll have great success and maybe have learned something from my guide :) See you around!
Kirluu~
You must be logged in to comment. Please login or register.