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Choose Champion Build:
Spells:
Ghost
Flash
Ability Order
Triumphant Roar (PASSIVE)
Alistar Passive Ability
Intro
Alistar, The Minotaur
This is
I play
Tank- High health, takes a lot of hits, and tactically enables the enemy team to take a lot of damage. You have two CC's, an amazing ult, and a constant healing mechanism. These three things makes Alistar a good tank. Throw on some Armor, Magic Resistance, and a ton of HP, and your a bad *** tank.
Ability Power- Can dish out massive damage, with your ult making you invincible and deadly. Awesome power plus awesome CC's and you got yourself an awesome, durable AP monster!
The support section is still in construction. Notification of when it is done will be given.
Through this guide i will be dividing the sections by TANK or AP in the section. Just go to your desired section and read up. Im new to the AP side of Alistar so helpful, non flaming comments is appreciated.
Leave a vote and a comment below.
Pro's
Good base health
Lots of CC
Great fight starter
Ultimate makes him virtually indestructible
Has a constant heal every 12 seconds
Passive works on structures
Con's
Doesn't get many kills
Needs some time to get used to
Items are tad expensive
Cant run away that well
Needs to be with another champion to be REALLY effective
Pro's
Still not bad health (though the difference of 1500+ health is a big diff)
Lots of CC (still awesome)
Great fight starter (still awesome)
Ultimate makes him virtually indestructible (still awesome)
Has a constant heal every 12 seconds (amped up even more)
Passive works on structures (amped up even more)
Con's
Doesn't get many kills (can get some kills if played well)
Needs some time to get used to (this is extremely true)
Items are tad expensive (even more so)
Cant run away that well (still there)
Needs to be with another champion to be REALLY effective (depends on skill level)
Quintessence:
The ever so popularMark:
TheSeal:
TheGlyph:
TheQuintessence:
The very niceMark:
TheSeal:
The Greater Seal of Replenishment gives you mana per 5 sec, around 3.7 starting off, along with the 5 from yourGlyph:
TheTier 1 - Take
Tier 2 - Take all the points to
Tier 3 - Get
Tier 4 - Get your points on
Tier 5 - Everything on
Tier 6 -
Then use your 9 masteries however you like. I use them in utility, and usually pick up
Tier 1 - Get
Tier 2 - Getting
Tier 3 - Your items are expensive.
Tier 4 - Oh my god,
Tier 5 -
Tier 6 -
Then your 9 remaining masteries should be put in the offensive, getting
, Oh how i love you. Great shoes. 15% CD which helps with your
is a very good item for
Is a must have for any, and i do mean any, tank. It gives you armor, health, and a constant DPS around you. This DPS is also still in effect when enemies are in the air from your
or
or
. This really depends on the enemy team. Usually in games the enemy team will be weighted to either AP or AD. In effect, if they are AP heavy, get
is an item that many think not a good tank item, for the fact that you need many kills (champions or minions) to achieve its full effect, being 1400 Hp. What they don't realize is that when you are pushing lanes or taking out turrets, your
is the combination of
, i used again in the AP side of things. Notice how you will need them to dish out more constant damage. This will still keep the enemy carries under pressure and also deal out more damage to said carries. Again, there is always an alternative,
, gives you some Magic Resistance, AND it also decreases the enemy magic resistance, AND it gives you 70 Ability power! What a wonderful item! Since you will still be trying to CC their carry, you will still be somewhat in need of defensive items as you will be in the middle of the fights trying to take their carry out of the equation. Well while you are in the middle,
, is good for a health needed AP. It gives you (in total) 630 HP, 725MP, and also 80 Ability power. What an item. The HP will help with keeping you able to be in the middle of the fights, again, going after their carry. The MP will help with you able to use your skills in succession, and the Ability Power, well, thats just going to help.
, in this part of the build is viable. Since you have so much AP (450ish end game), this item will help a lot. It has the same effect as
, is the best AP item in this game. It just gives you 140 AP, then after that, again increases it by another 30%. This item is a must have in any sort of AP type build. I do mean ANY.
, isn't recognized as good in an Alistar build. But any sort of slowing and any sort of CC you can get on an enemy champion will help you kill them. This item's type of CC being a slow. 15% for a multi target spell (your Now some may agree and disagree but before you do think again about how this is a TANK build. I think then you will understand my point of view a little more. All of the stats in the skills will be max level.
is
is Alistar's Q. In an area around him, Alistar knocks up enemies and deals base damage. Its like Cho Gath's and i use the first point on this always. I also max this skill first.
is Alistar's E. It heals him for a base amount, and nearby allies for half that amount. This is good for when your minions are tanking the turret. If you use this ability right when they are about be hit for their death, then they will survive with barely any hp, and it gives you more time to knock down the turret. Also not shabby in team fights with how often it will be cooling down if there are nearby minions being killed.
is Alistar's W. It jumps Alistar to his target's position, knocks them back, and if they hit any sort of surface they are stunned (like walls or turrets). This skill i keep at lvl 1, and max last, because its cool down is naturally shorter then Alistar's other skills.
is Alistar's passive. When an ability is used you get a temporary DPS skill that delivers base damage to enemies or minions around yourself. Nice combo with The only real change with this is that i moved
is still your ultimate, and is still at the top of things. It renders you basically indestructible, and should be used when in the middle of a team fight, at about half health. No real change here.
is still the ability i think is best. Since it deals damage around you and knocks up enemy champions, its still above
, again, got moved up because of its awesome damage out put. At full build, this skill will be doing around 580 damage (base) per hit. That is some awesome sauce. Add on how it jumps you to the enemy character, knocks them back, and potentially stuns them if they hit a surface, and oh my goodness, awesome skill.
, as i said, got moved down because this is a damage out put guide. But i still value its healing of 280HP every usage, and being to use it every 10 seconds, and healing your team for half that amount. Like i said it got moved down only because this is a damage output guide, I still value this skill.
just doesn't have enough damage output to be up higher in this ranking. Only gives you 10% of your ability power, and is only active when you have a skill going. Its still a useful passive, it just isnt more valuable then your other skills.
Reccomended:
is good because it teleports you to your cursors location with no channeling. GREAT to get out of a tight spot if used correctly. Still just plain good to run if your in a lane and cant flash to a different level ex, if your above baron flashing down to baron then proceeding to get the hell out.
is good for 2 things. Running, and Chasing. Running because if your behind a many minions you can slip past them quite easily. Chasing is exactly visa versa, if your needing to get through minions to take OUT a player.
is awesome because if your just starting a game, and you got your opponent down to like 50 hp, just pop Not too bad:
Is nice because at the start of the game you can use it to view your enemies platform and see who is going where, thus planning teams to best beat them. This skill I don't use too much because using
Is fancy because it lets you get places WITH MINIONS OR ALLIED TURRETS faster. Now i bolded those letters because they are the reason this skill goes in the "Not too bad" section. Early game this skill will be fabulous, being able to go back to your base and then again to your lane in a matter of seconds is crucial, but late game there has to be some sort of minion to teleport you to the enemy base. Still not a bad skill.
is nice because it guards your turret's with an indestructible forcefield, deals splash damage, and attacks twice as fast. This is nice if your turret is being attacked by a huge wave of minions because of the splash damage, and its also nice in team fights around your allied turret because of its double attack speed. The reason this is in "Not too bad" section is because of its insane CD. It takes way too long even for its wonderful effects.
removes all CC effects on you like binds, snares, stuns, all of that EXCEPT for suppresses (suppresses disables your summoner spells as well). I put this in the "Not too bad" section because you can A, get this effect in game through Quick Silver Sash, and also because i weigh Just...No...
and
are no no's because mainly they are used as crutches for beginning players. Just...No...
... Clearly this build doesn't say jungle... Just...no...
If you need this skill you are dying way too much...Just...NO!!!
is pretty useless...JUST NO!!!!
1. Do not chase (situational)
2. Focus on the enemies carries
3. Never go solo
Rule 1. Do not chase. (situational) My definition of a tank is the character that takes all the damage from the enemy team and tries to focus it on himself. Hence, you must be in the middle of the action in order to accomplish this. If you take off chasing a single character then your role as tank has gone down the tubes, and you will most likely lose the fight. The exception to this rule is that if your team pushes the whole enemy team back then you can chase the WHOLE TEAM. But who exactly do you concentrate on when you are in the fight? Rule 2 goes over that.
Rule 2. Focus on the enemies carries. Following this rule hinders the enemy team in two ways. Number one, when you do this, their carry is out of the way, and most of their DPS is now put on a crutch. Number two, this sort of "forces" them to focus on getting you off their carry, allowing your team to come in and do some major damage. This rule is a huge one.
Rule 3. Never go solo. All of the ****py tanks are the ones that are off doing their own business solo. How can you start a fight, take out the carry, or take any concentrated damage if your off doing your own business? Your the tank! The backbone of the defense in your team! Act like it and be in the fight!
These three rules set up a basis for a good tank. Follow them and you'll be alright.
Rule 1. Dont be over aggressive/bearing
Rule 2. Get a lot of use out of
Rule 3. Dont be afraid to rely on allies
Rule 1. Dont be over aggressive/bearing This rule is kind of the same as the TANK's rule, do not chase. But with this one it means to not think your indestructible and take on 3 or 4 people at once. Given you have a lot of HP for an AP character, you still shouldnt take on more then 2 people at once. You just dont have that shock and awe type of power a player like
Rule 2. Get a lot of use out of
is your most powerful skill (1v1 damage wise). You should really get the most use out of it. So when you are 1v1, use your Rule 3. Dont be afraid to rely on allies. You have 4 other people there to help you dominate and win. Dont be afraid to say "hey i need help at bot" or "hey
These rules have been set up so you can be a valuable asset to your team. Follow them and you will be.
Alistar really only has three in depth skills.
I've gone through how you use
Now there are two ways to use
Situations to use
then
:When waiting in a bush
When your turret is under fire
To help a friend escape (if you are RIGHT behind them)
To knock the enemy back into your turret
To take the heavy hitter of their team out of a fight
Situations to use
then
:When in the middle of a fight
When up agaisnt another melee character
When helping an ally escape (when your behind the chaser)
If they are running from your turret at low hp
To get positioning on your knock out target (usually lowest health)
Oct 29/2011: Build created!
Oct 30/2011: Added
Oct 30/2011: Added Pictures
Oct 30/2011: 1,000 VIEWS!!!
Nov 02/2011: Added the whole new section of Ability Power!
Nov 03/2011: 2,000 VIEWS!!!
Nov 05/2011: 3,000 VIEWS!!!
Nov 07/2011: 4,000 VIEWS!!!
Nov 10/2011: 5,000 VIEWS!!!
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Dec 28/2011: 30,000 VIEWZ!!!!
Jan 06/2012: 40,000 VIEWZ!!!!
Jan 13/2012: 50,000 VIEWZ!!!!







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