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Alistar Build Guide by Jaegerjaquez

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League of Legends Build Guide Author Jaegerjaquez

Alistar - Hm got milk?

Jaegerjaquez Last updated on August 18, 2013
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 1

Honor Guard

Defense: 13


Utility: 16

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Hey guys! I'm back for one more guide, this time for the understimated Alistar!
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:

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 logo.

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  • Guide's Publishing
  • Taking in a lot of suggestions :)

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Pros and Cons

  • High ammounts of CC
  • Extremely tanky
  • Pretty good sustain
  • High mobility
  • This champion can be bought for free with a the skin of unchained alistar

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This are in my opinion the best all-around summoner's spells while playing Alistar:
  • Best escape tool.
  • Great synergy with Pulverize and Headbutt.
  • Allows the crossing of most walls in the map
  • This one works as an aditional CC for your tool kit
  • And did I mention that this works with the attack speed part from Highlander?


  • If you're starting to play this champion, it will be hard to manage his mana consumption.
  • Can help you give your ADC both mana and health.

  • Alistar's Unbreakable Will allows him to soak a lot of the damage of teamfight and this spell helps him to have a bit more health allowing him a bit more time to reload his tool kit.

Not recommended

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Greater Mark of Armor

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Gold


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.

Viable Runes

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.

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Offensive Masteries

Summoner's Wrath to improve Exhaust removing 10 of your enemy's armor and mres facilitating the job of your adc

Defensive Masteries

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.

Utility Masteries

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 reverie.

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.

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Ability Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


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 Cape 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.


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.


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.

Triumphant Roar

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.

Unbreakable Will

Like the name implies, you'll be nearly unable to die with this ability active. It just soaks so much damage that you can even tank all the enemy team and still survive, I mean 70% damage reduction doesn't even need to be explained.

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