Alistar Build Guide by MTaur
| Health | 3288 |
| Health Regen | 79.55 |
| Mana | 899 |
| Mana Regen | 38.89 |
| Armor | 210.19 |
| Magic Resist | 223.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 434.12 |
| Gold Bonus | 5 |
| Attack Damage | 120.19 |
| Attack Speed | 0.851 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 85 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 39.9792% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Cleanup
Ok, the items are great, but the writing is too long, sort of cluttered, and not entirely necessary. I'm trying to fix that somewhat.
The item order is pretty solid, though. Build 1 is slightly punchier, and Build 2 is the purest of pure tanks.
Either way,
Philosopher's Stone,
Spirit Visage, and
Triumphant Roar make
Alistar about as sustainable as anyone else in the game. It's kind of great.
NEW ADDITION: Epilogue (at the end, naturally)
Also: comment-free voting. I can always use more feedback, but it looks like I'm just about happy with the build for now. Might still mess with the runes more, I don't know.
NEW ADDITION: Alternate setup (8/16/11)
Tried reworking it a little. Differences in second setup:
*
Warmog's Armor instead of
Abyssal Scepter. Secondary build now includes the trinity of HP5 synergies now -
Spirit Visage,
Warmog's Armor, and
Force of Nature. The loss of AP and aura might not be worth it, depending.
* 9/0/21 masteries for a few reasons: defense masteries are overkill with this item setup. CDR keeps you from getting ignored too much, and this also gets you
Flash on a short cooldown.
Teleport is given as an example spell; teleporting to a ward can give you position advantage in some cases.
* MR/lvl glyphs make up for lost
Abyssal Scepter, rounding out the resistances/health/hp5 monolith.
The second build I would consider using in games where the enemy team is getting fed a lot, or in games where the other team is carry-heavy. Sometimes they can burst you down too quickly, and then you need the extra help staying alive. If they're just sort of ignoring you, then the scepter lets you hurt them more. With careful playing, you might not need Warmog's in any case. It's your call. It takes a while before the builds start to differ, so you can play by ear.
Key strategic point
Just a quick note - the health pool on Build One is a bit smaller than some pure tank builds - 3200 or 3300 or so instead of 4000+. I feel like you can get away with this because of your ultimate. You have to know who's the burstiest, baddest threat on their team, and not waste your ult on mere scratches. I mention this in the cons at the end, but it's important to single this point out from the start.
You can also vary the build by swapping out whatever is helping the least.
Banshee's Veil or
Warmog's Armor could replace
Abyssal Scepter, for example, but then you can get ignored more easily, so I generically favor Build One.
Introduction
The Incredible Regenerating Minotaur is my favored
Alistar build. It is a pure tank, with just enough AP to make pushing work a little better. It also costs about 13.5k or 13k, depending on whether you skip
Doran's Ring. Most of the savings comes from taking
Spirit Visage, a very cheap item, but also an important source of CDR, and it synergizes incredibly well with
Triumphant Roar and
Force of Nature.
This
Alistar is hard to kill unless focused on. Of course, there is the danger of just being ignored, but between CDR,
Abyssal Scepter, and move speed, you should be more than a little disruptive if they choose to go that route. Near the end of the build, you can slow enemies down and speed allies up with the
Randuin's Omen active, further stretching your utility during cooldowns. Remember that a cooldown is just an opportunity to get in better position for your next
Headbutt. This build is extra sturdy, so if you get fed, then crowd control isn't a threat so much as it is a compliment.
This build has been upvoted a lot. I got a little bit lucky with this build, because the more I become familiar with it, the more I find that it has going for it than I originally realized. For one, I mostly wanted to stack resistances and HP5, but a few pleasant surprises: 15% CDR on the
Spirit Visage, and move speed on
Force of Nature makes you faster than most champs. More importantly, there's 250-350 health in items here and there and it adds up to a fair amount in the end. 3300 or so health might not seem like a ton, but between high resistances and using
Unbreakable Will at just the right times and you'll heal faster than you take damage anyway. If your team has your back, then it's very hard to kill The Incredible Regenerating Minotaur. And more importantly, if you have their back, then it's very hard to kill them.
LeagueReplays footage - Intermediate bots
It's just a bot game, but here you go.
Twitch was getting a ton of kills playing the Let The Bodies Hit The Floor build.
Whatever, it's a bot game. Never mind, go on to the next section.
LeagueReplays footage - PvP
June 3, 2011:
I just played my first PvP game with my build. I went 2/8/19 and won, after a rough start. Here you are.
At one point,
I only got through Abyssal/Warden's in the build, but even before Warden's, spamming E together with
New LeagueReplay footage (as of July 20)
Here you go. Long game, we won. Could've been cleaner maybe.
Why no Warmog's Armor?
Veterans probably already know the answer, but let me explain a bit. The thing to know about HP5 builds is that it synergizes with resistances; if you have 50% damage reduction, then 20HP5 is like having 40HP5 on someone with no damage reduction. Also, having 50% damage reduction is like having twice as much max health as someone with no damage reduction. This is why I skipped
Warmog's Armor; in
Atma's Impaler builds, it might work, but I just didn't have room for it. Once could argue that
Warmog's Armor synergizes with
Force of Nature, but there just isn't room for it, and it's the odd man out. You might get it to work, perhaps in place of
Randuin's Omen in games with very little enemy AD, for example. If they absolutely fail to mix up damage types in this way, then they deserve to have you do this to them, I say.
(EDIT: I added a second build. Might test it sometime.)
Old builds under a glass case
Both of the pre-patch builds were more or less designed around using GP10 to compensate for poor farming. These builds are now somewhat obsolete.
Build 1:
Explanation:
Mana regen is important, since a high-level
Build 2:
Explanation:
Colossal strength +
Items
I have reasons for doing things in this order, and some aspects of it are more flexible than others. For example, I always open with
Doran's Ring ->
Philosopher's Stone, or
Regrowth Pendant +
Mana Potion ->
Philosopher's Stone, but I might take the boots much earlier or much later, or I might grab a
Negatron Cloak early or I might pick up an early
Blasting Wand.
Optional starter item. I find that
Alistar is mana-hungry even with this AND
Philosopher's Stone, so I take
Doran's Ring first. If you don't think you can earn 800 gold on one trip out, though, this could set you back. If you're a fan of
Heart of Gold, though, you should probably skip this because you'll run out of room too soon.
If you skip
Doran's Ring, I recommend a
Regrowth Pendant and a
Mana Potion.
might suffice if you want to postpone
Boots of Swiftness.
Boots of Mobility might also be a decent choice if you want to roam and/or you don't want to take
Teleport. Another good reason for getting
Boots of Swiftness is if you want to give them an incentive to not ignore you; also comes in handy when chasing. It's up to you. (I don't really like
Mercury's Treads because
Unbreakable Will has a
Quicksilver Sash effect built into it, when you REALLY want to do something important. Usually I'm just waiting for cooldowns anyway, so I take CC as a compliment and wait it out)
MRes, CDR and 15% healing buff. Not very expensive, and synergizes with
Philosopher's Stone. Now that you have
Trample, you'll be using
Triumphant Roar (level 1) a lot to activate it, so you may as well get more health from it than before.
This is your farming tool, and it gives you magic resist and it makes you more useful in team fights. Usually I take negatron cape as the first component, but I take
Blasting Wand early sometimes too. Resist is better than health in a regen build, so we don't take
Rod of Ages or
Rylai's Crystal Scepter. When your resists are high, that HP5 counts for that much more against DPS. It's kind of expensive to finish, so it's reasonable to pick up one or both components and move on to something else.
This is the only item I broke up in the build. The reason is that
Warden's Mail is pretty cost-effective compared to
Randuin's Omen, and there isn't much armor in the rest of the build.
By now, there should be enough health restoration for tower dives, and a 8% move speed + Move3 boots might be enough to get by without the mini-ghost from
Shurelya's Reverie for a bit longer. Also, you get slightly more Stone money if you get this first.
More CDR, more regen, more health. Don't forget to activate the "mini-ghost" ability when you need help chasing, running, headbutting, whatever; use it in conjuction with
Trample, usually by doing
Triumphant Roar. You can get this whenever, but I like GP10. Sometimes I like to do this around the time I sell my
Doran's Ring to get the MP5 back.
If your team has very little CC, you might pick this up sooner for the activated ability.
Sitautional
Nice starter item:
Rough start:
Also good for
intentionally avoiding last-hitting when babysitting a carry or something. If you're trying to feed a lane mate, this helps you pick up slack in your own pocketbook while your ally gets fed. I solo queue a lot, so usually I just farm away. However, if your ally is so good that you want to feed them, then you're probably making assist money, anyway.
Cheap item, large impact
Pushing:
DPS failure on your team:
Complete lack of AD on enemy team:
Huge threat from mostly AD sources:
Skill Sequence
I've redone this because of a helpful comment on Page 6. Simply put, spamming
Triumphant Roar constantly makes a bigger difference than I thought in the lane phase. With a
Philosopher's Stone and a
Spirit Visage at level 9, it's sort of sick how sustainable you'll be. It's nice to have shorter cooldowns, but you can still do your part if you save QW for when it counts for the time being.
Team Work - When to headbutt
When not to headbutt
I've saved an enemy or two from
When to headbutt
*
*
* Disrupt other things in progress that you've grown to recognize as dangerous.
Other good uses of
*
*
* EDIT: Humans know to stay out of
* EDIT: I haven't tried this yet, but I'm told it's possible to
Team Work - positioning. Right-click is LOWEST PRIORITY
If you have enough mana to
Headbutt, you should be blocking the escape route of your team's current priority target. Your right-click won't help much, but you can stay in
Trample range while doing this. If they run away and your Q and W are on cooldown, keep running with them, staying just a bit ahead. Be ready to
Headbutt, and get far enough ahead that you won't mess up the timing and headbutt them sideways or completely the wrong direction. Don't be a sucker and try to outrun them to get in position after they've already started running. At best you'll waste a
Pulverize to get in position while taking turret fire. More likely, they'll get behind their turret and your team will lose a kill, and it will be your fault.
Also, when fights break out in mid, try if it all possible to come around from behind. It makes all the difference. Sometimes you can even
Teleport if one of your stray minions are far behind the enemy lines. This is ideal when it happens.
Team Work - HP management
There are a few ways they can kill you.
* They can ignore and/or CC you and save you for last. You should be able to use your Q and W two or three times, maybe more.
* They can focus you HARD. If you save your ult and you're fed, this will really cost them.
* They can focus you just enough to get you to use
Unbreakable Will, then ignore you, and then focus you soon afterward. This also costs them and leaves them somewhat vulnerable.
* They can catch you off somewhere by yourself or otherwise outnumber you. Avoid this if you can. If you can't win a 3v2 and help isn't nearby, you should probably prioritize helping your ally get away, if it's possible but they can't do it alone.
Other than that, if you have good DPS/nuke on your team, you should be tanking a little, CCing a little, and slinking away hurt but coming back for more sooner than they'd like, perhaps pushing a little on the side even.
Backdooring turrets
You can't backdoor solo anymore, but a good DPS can take one down in an emergency if you tank the turret fire with R. Most better players will understand this. They should follow you up to the turret, but you have to get there just a little before them to take aggro. Pop
Unbreakable Will.
Trample nearby minions a bit too, maybe even
Pulverize if necessary (your right-click should be on the turret, but it's worth repositioning to
Trample better). A well-fed DPS carry should be able to shred a turret before your ult wears off, or maybe soon after.
You may want to scout ahead sometimes, headbutting enemy champs away while taking turret aggro. Of course, the enemy could come from behind or the sides depending on circumstance, so you might have to decide in the moment where the most defensive place to be is. Ideally, your ally should be positioned in such away that you can protect with
Headbutt while continuing to take turret fire.
Mana management
Clarity would be overkill. An occasional
Mana Potion is ok, but underleveling
Triumphant Roar and saving your Q and W for when it really matters helps the most.
It's ok to
Pulverize minions when you really need to push hard and fast. It's ok to
Pulverize minions when you're really underfed and need to catch up. It's good to
Pulverize when a bunch of minions pile up on your turret. The rest of the time... Not so much. Do the right thing and
Triumphant Roar +
Trample.
Other than that... look for good times to recall, honestly. If your team is playing smart, they'll play a little more defensively while you're gone. You can't do much without mana. Sometimes you can intermittently roar and headbutt while mostly just hanging out maybe trampling a minion or two, but it's really awkward and should be done only when you think just one more headbutt might be enough to seal the fight. This is something I personally have trouble with in aggressive games.
MP5 glyphs aren't a bad idea. I tried it once because I was out of rune pages. However, the item build won't let you max CDR without CDR glyphs, so MP5 seals might be a better substitution.
Summoner Spells - Recommended
EDIT: Ok,
Flash is really good. I'm kind of sold now. Get it. Q and W are so much more useable this way.
Teleport is nice for anyone who's not
Shen. Sometimes you can get lucky and
Teleport far behind enemy lines, if they leave a stray minion alive. Just be sure that the odds are in your favor first. Works on wards, too, for extra fun behind-the-lines positioning.
Fortify is team-oriented and boosts your farming early on especially. A strong choice, especially if no one else is taking it. EDIT: You can occasionally combo this with
Headbutt and
Pulverize if you can get an enemy locked up under your turret. Don't expect humans to fall for it, though, unless you
Flash from the bushes or something. It's a bit easier to execute when your base is under attack, though.
Rally is ok for team fights, but better for taking on turrets. It affects minions.
Triumphant Roar +
Trample makes it easier to push a lot of minions quickly up to a turret, at which point you can drop
Rally for some decent damage. The good thing about pushing sort-of-fast-but-not-too-fast is that there's a little bit of time for your minions to build up while you heal them and farm the enemy's. Fast-push if you have at least several minions and an ally or two, but
Rally and a massive wave of minions will give them a very bad day if they don't try to stop you soon enough.
Heal is also nice for some bursty situational healing, especially since your HP5 and your E are gradual. If you don't have any healers, this is a nice choice, especially since you're a support character. I don't really tend to take this, though.
Exhaust is pretty handy. I used to have this as "not recommended", but it's pretty devastating after a headbutt.
Summoner Spells - Not recommended
Cleanse - Your R key is a
Quicksilver Sash, and don't you forget it. Play smart, and you won't need
Cleanse.
Smite - You're not a jungler. (It can be done, but this isn't the build for it)
Ignite - There just aren't enough slots for it. Someone else should have it, and it's not really your job as the tank to get the kill. It's your job to throw the enemy around so someone else can get *their* ignite in and score the kill.
Revive - Not dying is better. Being able to
Teleport right back into the action is better than being alive 60 seconds sooner and spending the whole time running. If you get a lot of mileage out of
Revive, there's a good chance you're losing anyway.
Clarity - See Mana Management section.
Promote - This has been taken out of the game altogether. Apparently having 4-5 on a team use it at the start of a match broke the game. Check it on YouTube.
Ghost - You're already half of the way there if you press the E on your keyboard.
Shurelya's Reverie can get you the other half of the way there, and the cooldown is much shorter. You can also do runes and Move3 boots if you don't want Reverie, I suppose. It's handy, but I'd rather get something else in this build.
Evaluating your performance
k/d/a scores don't tell the whole story. You should be able to tell how you're doing, but generally...
* You should have the most assists on your team by far. (Unless someone takes
Taric. Why are you taking
Alistar???)
* Assists > 3*Deaths - 2*Kills
It's not a magic formula, and of course you could pick up kills by luck or even kill stealing. But It's pretty rare to feel like I've had a bad game when I get numbers like those. 3/5/10, 4/8/17, 4/10/23, etc. Those are just borderline "good enough" by my made-up formula, so you can still play well and do worse than that.
This formula isn't really scientific and can be argued. Maybe even this would be better:
Assists + Kills > 2*Deaths
I'm open to suggestions. The first formula is much harder to attain, I think.
Pros / Cons
Pros:
* You are a minotaur
* Sustainable tanking
* Heal faster than you take damage while using
* +.5 gold/sec for most of the game. (Another optional .5 gold/sec available)
* Cheap build; 13560 gold, or about 13k if you skip
* ...but in spite of that,
* Lots of health regen
* CDR
* Adequate pushing with
* Provides great help for good allies
* Optional
* MINOTAUR!!!
Cons:
* Not much DPS later on
* Unable to compensate for shoddy allies
* Can still be ignored somewhat in team fights
* Prioritizing regen instead of health leaves you susceptible to getting focused. Saving your ultimate for this circumstance is vital.
Calculations for the lulz
HP5 at 18 calculation
Base:
22.5 hp5
Items (flat):
95 hp5
9 hp5
Assuming once per 10 sec, =
97 hp5
Force of Nature passive: Max health * .0035 per second = 3200 * .0035 * 5 per 5 sec =
56 hp5
Total before
Spirit Visage:
257 hp5
After
Spirit Visage:
257*1.15 = 295.55 hp5
or... 60 health per second, if you round up (assuming you Triumphant Roar a little more often than once every 10 seconds)
Let's redo this with
Items (flat):
140 hp5
80 hp5
New total before
Spirit Visage:
326 hp5
After
Spirit Visage:
375 hp575 health per second
Ok. So the real gain comes from base health increase as a buffer against burst damage. Even then, losing 70 MRes is a pretty big deal. You might want to look at this. If you take a lot of magic damage, the base health gain from
(Come to think of it, I forgot to subtract the lost AP from the
Using "effective health", the main build gives you about 150 effective health per second, meaning it's like preventing the first 150 damage each second before applying resistances. This is assuming 160 armor. During your ultimate, that's 600 raw damage per second that you have to take just to go negative. (If you take 60 true damage, on the other hand, that's all your health regenerated for that second lost, yikes)
Yes, fed
Epilogue
Just a Minotaur on a Saturday night
Lookin' for the fight of his life
Taking Doran's Ring coming out of the gate
Face-checks bushes like he's crazy
Locking teams out of lane with the threat of his Q
Spamming E to restore all his life
Throwing you into the danger zone
When you give him half a chance
He takes Philosopher's 'round six
He'll tank whatever he desires
Want him to get tired,
But he will never be
CHORUS:
He's a minotaur, minotaur for sure
And he's spamming level 1 Triumphant Roar
He's a minotaur, minotaur for sure
And he's tanking like he's never tanked before
Around Level 12 he's got Spirit Visage
Your morale's nowhere to be seen
It's hard to put down a tanky minotaur,
With or without your Sheen
You call in your carry to put in a gank
Before the whole game snowballs away
But then he just pops R and he shrugs off the stun
And says, "sry not today"
Now you want to admit defeat
But the vote goes two to three
Your team still thinks that they can win
CHORUS:
He's a minotaur, minotaur I know
And those horns of his, they aren't just for show
He's a minotaur, minotaur I know
And he's tanking like he's never tanked before
woooo, LoL
wooooooooooooo
At 14,000 gold he's fed
Got Force of Nature and Randuin's
The vote goes 2 to 3
But you can't touch that HP
CHROUS:
He's a minotaur, minotaur I know
And he goes wherever he may want to go
He's a minotaur, minotaur I know
And he's tanking like he's never tanked before
(...minotaur, minotaur I know.......)
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