Alistar Build Guide by Hanjaro
[10.2] Hanjaro's Alistar Supporting your way to Challenger.By Hanjaro | Updated on January 23, 2020
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
+1-10% CDR (lvls 1-18)
+15-90 HP (lvls 1-18)
Threats & Synergies
Can completely negate your engage with her black shield. Try to bait it out and then engage when it's on cooldown. She has high poke damage, and even when her shield is on CD, she can root you during an all in. Best to ban her.
Can stop your all in with her spellshield, try to bait it out and engage when it's on cooldown. High poke damage can wittle you down easier.
Very high poke damage, very high burst damage. Play passive, wait for a gank. Potentially all-in with clever distance coverage using flash, don't get caught in his combo.
Passive can negate your all in by stunning you first, mostly an even lane but he has more utility than you.
Thresh is generally scary if they know how to flay you out of your headbutt. Otherwise it's an even lane.
Can negate your all-in with her polymorph, but she's squishy and you can headbutt her back into your allies for a quick kill.
Janna has good disengage and high poke damage, but you can generally negate that with your passive. Try to engage when her tornado is on cooldown.
Lucian is highly mobile, and can easily follow up on your combo with his high burst damage.
Dravens burst damage generally gives this combo an easy lane with free kills. You both have to play aggressive!
With Jhin's CC and the burst damage on his fourth shot, you can easily set up kills.
She shoves the wave, making you vulnerable, but you have good synergy with her rocket jump when you engage. It gives her self peel as well so you can safely roam.
Ezreal doesn't generally need peeling, and he has no CC to follow up with you. If you engage into a minion wave, he can't do much damage. Outside of that, he does decent damage if he hits a W-Q combo.
Kalista has high mobility, and very high burst damage with her spears. Her ult can put you right into the middle of the enemies for a potential 5 man knockup - ala Malphite - and you can then headbutt the ADC back into your team.
A little bit about me
I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!
If you enjoy playing, or want to learn more about Alistar, you can read and discuss more over at
The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. You already have a lot of engage pressure, and Ignite can be used to finish off an enemy.
Flash is used for the threat of an all-in engage, and as your primary escape summoner.
|With the massive amounts of CC built into Alistar, you can proc Aftershock extremely easily. After 2.5s, you explode, dealing damage in an aoe around you, which adds to your burst window. During this window, it increases your magic resist, and your armor - which adds extra tankiness to an already durable champion - something that is necessary on your engage.|
The meta is very fast paced these days, making Demolish an extremely useful rune. You want to be taking as many tower plates as you can to increase your income, and Demolish helps achieve that.
Font of Life is a good option for a little bit more sustain, but the heal is a little lackluster - still a decent rune for Alistar due to the amount of CC he has.
|Alistar is primarily an engage tank, making Bone Plating the best choice for him. The longer you survive, the more cc and damage you can output and Bone Plating enables this. It also increases your sustain in lane from poke comps.|
|Alistar wants to surprise the enemy and immobilize them asap, using Flash to engage on enemy champions, hopefully catching them off guard. Unflinching adds tenacity and slow resistance for up to 10s after using a summoner spell, you can use this to get in and out with more safety than the other choices, you also gain tenacity and slow resistance when one or both of your summoners are on cooldown, enabling you to make a clutch escape, as Alistar does not have an easy out!|
Even though Alistar may be extra durable with the Resolve treeline, he is still a melee champion, and against poke match-ups, Total Biscuit of Everlasting Will helps increase his sustain. With his large mana costs, they also restore 10% of your missing mana, and also increase your mana cap permanently by 50 per biscuit consumed, or sold. 9.14 increased his mana and mana growth to help!
Hextech Flashtraption is also another good option here for catching enemies off guard, but it can be slightly more difficult to pull off due to the wind up time it has.
Cosmic Insight reduces the cooldown of everything in your set-up, and adds an extra 5% CDR to your max CDR, meaning you can have higher up time on your engage tools, disengage tools, items you buy, and summoners.
Some people do take Minion Dematerializer to help proc Relic Shield's charges if against poke comps where you don't want to be going into poke range.
Boots of Mobility > MOVEMENT SPEED
These are the cheapest boots in the game, but often the most useful - especially on a support, and one that can engage at that. Alistar can decide to roam to other lanes, and catch people out, so having the bonus movement speed is invaluable.
Mercury's Treads > TENACITY/AP RESIST
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.
Ninja Tabi's > ARMOR
If the enemy team has a lot of physical damage threats, and you're the primary front line, or need some extra survivability, Ninja Tabi's are the way to go, offering 20 armor, and reducing incoming basic attacks by 12%.
Zeke's Convergence > SURVIVABILITY/CDR/MANA
Zeke's is a fantastic item on Alistar as it offers armor, magic resist, cooldown reduction and an extra 250 mana. When you cast Unbreakable Will, you ignite an aoe around you that slows enemies by 20% - meaning less chance to escape on your engage, while the ally that you have chosen to attach to, their attacks burns enemies for 30% bonus magic damage, increasing their damage output for quicker kills.
Redemption > CDR/HP+MANA REGEN/SUSTAIN
Redemption offers an aoe heal in an area, adding a sustain for his allies that Alistar's kit lacks, outside of Triumphant Roar. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 10% heal power, which synergizes with your Triumphant Roar.
Locket of the Iron Solari > SURVIVABILITY/SUSTAIN
With Locket of the Iron Solari, you gain 30 armor and 60 magic resist, increasing your overall tankiness, while providing a shield to your allies upon use - using +20% of your maximum health, which most of your core - or situational - items increase.
Frozen Heart > SURVIVABILITY/CDR/MANA
A fantastic item if you're up vs a lot of quick hitting, physical damage champions. You gain 100 armor, 20% CDR and you reduce the attack speed of enemies by 15% within 1000 units. It can easily help shut down an ADC such as Vayne, hindering her attack speed, and protecting you longer.
Mikael's Crucible > SURVIVABILITY/CDR/UTILITY
A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Death Sentence, Cocoon etc and grants bonus movement speed for 2s after successfully cleansing an ability.
Increases your Mana and HP regeneration, while granting you 40 magic resist, and 20% healing power - good synergy with Triumphant Roar.
Abyssal Mask > SURVIVABILITY/CDR/UTILITY
If you have a lot of AP champions on your team, Abyssal Mask is a good pick up as it increases magic damage enemies take by 15% within 325 units. It increases your survivability vs AP champions on the enemy team. You also gain 10% CDR, increases your health, mana and you gain 55 magic resist. You also gain mana restoration and health restoration.
Righteous Glory > SURVIVABILITY/CDR/SUSTAIN/UTILITY
Righteous Glory is good for a team with physical damage threats, and also helps your engage on the enemy team, which can be useful if you're the primary engager. You gain 75% movement speed for 4 seconds when moving towards enemies or enemy structures, once reaching them, you slow by 75% for 2 seconds. You also gain 30 armor, extra health and mana, health regeneration and CDR.
Spirit Visage > SURVIVABILITY/SUSTAIN
Spirit Visage increases your HP pool by 450 and increases your magic reist by 55 - great for if you're vs AP compositions. It strengthens our base health regeneration by 100%, and increases all of our healing received by 30% - great with Redemption and Triumphant Roar. A good pick up if you need that extra sustain.
Thornmail > SURVIVABILITY/UTILITY
Thornmail increases our HP by 250, and adds a whopping 80 armor - very good against physical damage teams. Thornmail also reflects magic damage equal to 10% of your bonus armor +25, and inflicts grievous wounds on the attacker - great for negating healing from a champion like Soraka, or the healing from an item such as Bloodthirster. You also reducer attacker's attack speed by 15% for 1s - useful against champions like Vayne and Varus.
Triumphant Roar (Passive)
EFFECT RADIUS: 1000
STATIC COOLDOWN: 3 seconds
INNATE: Alistar gains a stack of Triumph every time he stuns or displaces at least one enemy champion, and every time a minion, a small monster or a pet dies.
At 7 Triumph stacks, Alistar roars, healing himself for 20 − 139 (based on level) health, and all nearby allied champions for double the amount .
Alistar roars instantly if a nearby enemy champion or epic monster dies. Once Triumph stacks are consumed Alistar cannot gain more again for a short duration.
TARGET RANGE: 650
COST: 65 / 70 / 75 / 80 / 85 mana
COOLDOWN: 14 / 13 / 12 / 11 / 10
|ACTIVE: Alistar dashes to the target enemies location. If the target is still in range on arrival, he deals them magic damage and S stuns them for 1 second while also knocking them back 650 units.|
EFFECT RADIUS: 350
COST: 50 / 60 / 70 / 80 / 90 mana
COOLDOWN: 12 / 11.5 / 11 / 10.5 / 10
ACTIVE: Alistar tramples the ground around him every 0.5 seconds for 5 seconds, dealing magic damage to all nearby enemies and gaining a Trample stack every time the ability damages at least one enemy champion. Alistar has Ghost for the duration.
At 5 Trample stacks, Alistar's next basic attack deals 35 − 290 (based on level) bonus magic damage and stuns his target for 1 second.
Unbreakable Will (R)
COST: 100 mana
COOLDOWN: 120 / 100 / 80
|ACTIVE: Alistar reduces all incoming physical and magic damage for the next 7 seconds, cleansing himself of all crowd control on cast.|
- Unbreakable Will does not remove or prevent any new crowd control from being applied on him after the activation.
- True damage will not be reduced by any form of damage reduction.
When you're in laning phase, you want to be a dominant force,pushing and zoning the
enemy laners out of cs'ing, with the threat of a Flash all in. You need to be careful if you're vs a poke comp, as you don't want to be getting harassed down to where you either cannot engage, or give the enemy laners a free kill. You can play passive, and be ready to disengage with your Headbutt - otherwise wait for a jungle gank and all in.
If you're laning vs a Morgana and/or a Sivir, you'll want to bait their Black Shield and Spell Shield before you make an all in, they're on relatively long cooldowns at the lower levels (26s and 22s), so you can take advantage of this. Baiting can be achieved by any means, moving in an aggressive way, getting into their face to take advantage of your Pulverize, or if your ADC has baited using a spell such as Jhin's Deadly Flourish.
Level 2 you want to be skilling up Headbutt, so you can combo with your Pulverize - cast this during the Headbutt charge so it activates immediately on reaching your target - you have no worry you'll knock them back and ruin the engage!
Then it's onto Trample, which is your stun, giving you even more CC, damage and kill potential.
Keep an eye on your midlane as you can easily roam and Headbutt them into the allied tower and secure a free kill.
You want Control Wards around your bottom brushes to be aware of any impeding ganks coming, and to deny the enemies any vision of where your jungler or you, may be.
Proccing your Runesteel Spaulders, you'll want to be focusing the cannon minions as priority, then melee minions, and lastly ranged.
Once you get your first back, hopefully with at least one or two kills under your belt, you want to be looking to buy Boots of Mobility for the roaming potential and make a start on your core item, generally Zeke's Convergence. You can set up kills for your midlaner and get them ahead, along with your ADC.
If you can't roam, you want to be maximizing gold for your ADC, and this includes taking tower plates after kills.
As tanky as Alistar is, you mostly want to be around your team, and helping out your ADC to (hopefully) continue his lead. You can still set up kills for him, and you're a strong threat to think about for an enemy wanting to set up a gank, as it's very easy for the tides to turn in your favor.
During teamfights, you'll either be wanting to make the engage with your Q-W combo, on an important target, such as the enemies ADC, or a backline mage, or you will want to be peeling your ADC from targets such as Zed or Kayn. Always keep an eye on your ADC, you're one of the best peelers in the game, use this to your advantage!
The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.
Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.
Vision control is a big plus for Alistar to be catching the enemies unaware.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as enchanters ( Janna, Lulu etc!).
If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.