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Choose Champion Build:
Spells:
Clairvoyance
Flash
Ability Order
Triumphant Roar (PASSIVE)
Alistar Passive Ability
Introduction

Thanks to jhoijhoi for the awesome banner!
Hi, I'm PsiGuard and welcome to my

This is not a short guide, and I don't refrain from describing my reasons and advice in great detail. If you're looking for a way to build Alistar and don't have time to read my guide, simply consult the builds above. If you wish to learn more about how to play Alistar however, or are surprised at my choice of items, runes or masteries, please read on.
Please don't downvote me without reading the entire guide. If you find my build odd, I encourage you to read the reasons I give before condemning my choice. It is possible that these builds do not fit everyone's play style. If you do not like Alistar or can't use him effectively, don't downvote me for it.
This is not a jungle guide. If you are looking for a way to jungle Alistar, this is not the guide for you. Anyway, I hope my guide is helpful to you and I look forward hearing some feedback.
Thank you to all those who have critiqued or supported my build, and a special thanks to jhoijhoi for the review.
Legend
(for any abbreviations you don't understand)Support Build
_______ |
Benefits
![]() +Very high movement speed and roaming potential +Stronger sustained DPS with ![]() +Useful even when abilities are on CD +Multiple active items and auras +Auto attacks have a chance to slow target +Very high CDR from items and masteries +Very high armor +Very high health and mana regeneration +Gold/10 items help early income |
_____ |
Drawbacks
![]() -It's not a tank build -Weaker heals -Lower burst damage from abilities -Less overall damage output -Requires a good carry to support. -Doesn't net kills as often as AP build - - - |
AP Build
__________ |
Benefits
![]() +High damage output rivalling an AP carry +Higher burst than other builds +Strong gank potential +Powerful team heals +Decently low cooldowns + ![]() ![]() +Panic button from ![]() |
_____ |
Drawbacks
![]() -It's still not a tank build -Slower movement speed -Benign when on CD or out of mana -Average regenerative abilities -Expensive build - - |
You need to decide which build to use based on your team composition. If your team has low damage output, or lacks a strong AP carry, you may need to build AP. If your team has strong carries which need support, choose the Support build, it will help your team survive and give them an edge in team fights.

This setup makes use of all the powerful new masteries in the utility tree. This tree is still very much suited towards supports (perhaps even more than before), and Alistar is no exception. Use this tree to supplement a low-CS, duo bot lane play style. The 9 points in defence will give you a little more bulk early game which you'll need to play aggressively with your CC spells. You can put those points into offence for


Why not

//I used to use






This is a classic AP carry tree with a small twist. The 21 points in offense give you a lot of bonus AP, CDR and mPen (all the things a mage needs), while the 9 points in defence will give you a bit of tankiness so you can still absorb some damage even with the early offensive items. As a melee caster, you're going to be taking some damage, especially early game. The bonus resistances and health from the defensive tree will give you the tankiness you need to do your combos without getting blown up.
Primary Runes



A note on the Support build: Even though I get















Alternative Runes (support)
Greater Mark of Armor: Some more armor if you don't want offensive marks. These are my preferred alternative marks since the damage in bot lane is predominantly physical.
Greater Mark of Magic Resist: Some more magic resistance if you don't want offensive marks.
Greater Seal of Gold: Personally I think armor is more important, but if you can afford to take them you can get yourself a lot of free gold/10.
Greater Quintessence of Health: A great option for overall survivability in the early game. It's quite useful for some early game aggression, though you'll lose the gold/10 from the core quints.
Greater Quintessence of Armor: Armor is great against the AD carry you'll likely be fighting in the early game as a support.
Alternative Runes (AP)
Greater Glyph of Cooldown Reduction: A decent alternative to
Greater Glyph of Scaling Cooldown Reduction on the AP build if you prefer more CDR early game. You might not reach your CDR cap by late game though.
Greater Glyph of Scaling Ability Power: If you have another source of CDR, these runes will give your abilities a bit more punch from around mid game on.
Greater Glyph of Magic Resist: A perfectly acceptable rune if you're laning against a champion with a lot of magic damage.
Greater Quintessence of Ability Power: A nice alternative if you want a bit more early game damage for your abilities.
Greater Quintessence of Armor: If you're laning top against an AD champion, these quints will give you some more survivability in the early game.
Greater Quintessence of Magic Resist: An optional quint if you find yourself in need of a lot of magic resistance in the early game.
Top Picks












Honourable Mentions
Ghost: Mobility is great on Alistar. This will help you position yourself for your abilities, and it's great for chasing and escaping.
Exhaust: Always good to have if your team needs it. Helpful for shutting down that pesky
Tryndamere and can help set up targets for ganks. It's a very good option for support Alistar if your AD carry picked up
Heal or
Cleanse.
Heal: Since the start of season two, this spell has become quite a popular pick for many champions, especially supports. It's not a very important spell for yourself, but if your AD carry wants you to take it, do so. It's also pretty effective if you use it after you pop
Unbreakable Will to give you a monstrous amount of effective health.
Teleport: A nice spell all around, but not terribly important for Alistar. You might want to take it if you're soloing top against a tough lane opponent.
Smite: A must-have if you're jungling, in addition to
Flash. If you're not jungling, don't bother with it.
Not Advisable
Clarity: You may think that this would be a useful spell for support Alistar, but it's not. Your own mana costs are not so high that you can't manage them. Your lane partner's mana problems are a result of their own inability to manage their mana. If your partner wants mana sustain, pick
Soraka. If you're playing Alistar, one of the other support spells is going to be more useful.
Cleanse:
Unbreakable Will has a built-in
Cleanse function. The enemy team would be foolish to waste all their CC on you anyway. If you really need this, just get
Quicksilver Sash instead. Even with the latest buff, it's still not worth the slot.



- Activating
Trample will allow you to pass through minion waves. It's a great tactic for chasing, escaping and positioning.
Trample scales off of Ability Power. Using abilities to proc
Trample with an AP build will let you do powerful area damage during a team fight, or push down a tower very quickly.
- Remember to space out your abilities when possible. This will refresh
Trample and give you more procs from
Sheen,
Lich Bane, or
Trinity Force.

- Hiding in brush can allow you to
Pulverize enemies before they can escape.
- Using
Pulverize after
Flash is great for surprise initiations.
- The knock-up component of
Pulverize cannot be reduced by tenacity or removed by
Cleanse,
Quicksilver Sash,
Unbreakable Will or
Remove Scurvy.

Headbutt can also be used to dash through some walls, or knock enemies through them. Use wards or
Clairvoyance to spot a target on the other side of a wall.
- You can use
Headbutt on enemy minions or neutral creeps as a makeshift dash. It's a great way to chase or escape.
Headbutting an enemy into the wall will allow you to close the distance and set up a
Pulverize.
- Using
Headbutt on a melee champion with strong CC to knock them out of a team fight can be more effective than targeting a carry.
- Use
Headbutt on
Jarvan IV when he uses
Cataclysm to save your teammates from being singled out.
- Save one of your CC abilities to interrupt powerful channeling ultimates like
Absolute Zero,
Crowstorm,
Requiem, and
Death Lotus.
- You can use
Pulverize just as you land
Headbutt in order to deal the damage of both abilities without knocking the target backwards. This technique is often referred to as the W-Q combo, which is great for chasing or initiating. It takes some precision, so you may want to practice this in a custom game before you start using it in PvP.






Triumphant Roar is a great way to proc
Trample in team fights, as well as giving
Sheen,
Lich Bane or
Trinity Force procs very often.
- Spamming
Triumphant Roar is a great way to push down towers. It will keep you and your minions healed up while
Trample deals damage to the tower.
Triumphant Roar may only heal for a small amount, but it can save your life, or the lives of your allies. Use this ability often to keep your allies sustained in a team fight.



Unbreakable Will is a great way to initiate a tower dive alone or with teammates.
- The bonus AD can help you deal a lot of damage in team fights, or push a tower down very quickly.
- Don't just use
Unbreakable Will when you're low on health. It's more effective to activate it just before taking a lot of damage.
Unbreakable Will can allow you to survive delayed spells like
Hemoplague,
Ace in the Hole, and
Requiem.
Unbreakable Will only lasts a few seconds, so be sure to get yourself out of harm's way before the effect ends.
Unbreakable Will does not make you invulnerable. You'll take a lot less damage, but you are not immune to killing blows, true damage or massive burst.
- Beware of true damage. It can punch straight through your high resistances.
Ignite is a common danger, as well as some champion abilities like
Hiten Style and
Hextech Shrapnel Shells.
OR
It's important to remember that there is no optimal skill order for Alistar for every game. All of his abilities should be used and all of them become more powerful as they level up. Keep in mind that all of Alistar's abilities also cost more mana to cast as they are leveled up.
In general use these two skill orders to guide you. Remember to always adjust your skill sequence based on your lanemate's needs if you're playing support.
1. Support Build -




Max



2. AP Build -




Focus on leveling



Keep in mind that your starting skill is entirely situational. Do not spend your first skill point until you know which one you'll need.



A general rule of thumb to follow when choosing which skill to prioritize is to pick the skill that you use the LEAST but will help the MOST. For example, I often try to keep



This is a very strong start for a support champion. The


Through experimentation, I have found


Mobility is pretty important for Alistar, so starting with

This is the most survivable start available and is something to consider if you're playing support Alistar (AP top Ali can start Cloth 5 pots if necessary). If you expect to take some early damage in lane either due to a tough opponent or if you plan on early aggression, consider taking armor to help you tank better in the early game. It can delay your gold items a bit, but sometimes it's worth the sacrifice if you know you're going to need the extra armor.

The Support Build
This is my personal favorite way to build Alistar. The support build is a set of cheap, tanky items that round off Alistar's stats nicely, as well as providing a number of useful auras and actives to help your teammates. This build uses two gold/10 items, so it can be purchased without need for a lot of CS. If you use this build, go to bottom lane to support a ranged DPS. Pick up Philosopher's Stone and













The AP Build
This used to be how Alistar was played by most people. His AP ratios were ridiculously high, but have now been nerfed to a more reasonable level. Despite the nerfs, this build is still viable and will work well when your team needs you to do more damage. This build is more expensive and doesn't contain any gold/10 items, so you may have to get creative if you want to get enough gold. This build can work in bot lane, but is easier to get if you are in a solo lane or you're jungling.













Boots











Defensive Items



















Offensive Items








Utility Items










Zeke's HeraldZeke's Herald Zeke's Herald is nice to have on a team with several autoattackers, though it usually falls to the support to pick it up. You'll get some CDR and health, but the only other benefit is the aura you provide to your team.
Buy wards whenever possible, and watch for when allied wards by dragon or baron are going to expire. Make sure that dragon is warded once it has spawned, and ward baron constantly late game. Warding allied buffs is a good way to prevent counter-jungling.
Note: This is assuming you're purple. Simply mirror the positions if you're on blue side.
These show the best, non-situational (i.e no lane brush wards) positions to place wards, assuming you are winning as the purple side.
Mirror the positions of the wards if you need defensive wards in your jungle as well.

Note: Late game or mid game, make sure you

For a more detailed guide on warding, click here.






There are a few exceptions to the carry rule. You can combine your CC with another champion's like



The reason for the AD carry+Support bot lane is that AD carries rely mainly on items to boost their damage output, while AP carries need levels quickly to max out their abilities. Ranged DPS champions are also fragile, especially early game. They benefit more from a protective support than a mage would. AP champions often have a lot of burst damage and usually a CC ability or two. This allows them to perform more effectively and safely in a solo lane than most AD carries would (though there are exceptions). No matter which type of carry you lane with, remember to leave them most of the minion kills.





As AP Alistar, you need to get as much gold as possible without hurting your carry. Keep an eye out for any last-hits that your carry is going to miss, roam for ganks, and cover other people's lanes when they return to base. You won't have any gold items, so you might have to be creative in order to keep up with your build. DO NOT USE PULVERIZE TO FARM! The only time you should use




I do not build Alistar as a pure tank. His abilities and a few items are usually more than enough to keep him alive. In an ideal team composition, you will have a dedicated tank and 2-3 carries. Usually someone on your team like




If this is the case, wait for one of their carries to overextend, then





After the two teams engage, activate










If your team is losing the fight, call for a retreat, but stay close to your carries, using all of your abilities and items to prevent them from chasing. Do not retreat before your carries do.



If your team emerges victorious, be careful not to






If your team emerges victorious from the fight, spam

This is my first guide, but I hope you learned something useful. Good luck in your future Alistar games, and I look forward to hearing your feedback.
My


Send me a screenshot of a successful


07/04/11 -

07/04/11 - Substituted




07//05/11 - Added Warding Section. Split AP and Support items into separate sections for better readability. Added Tips and Tricks section.
07/08/11 - Added alternate AP build due to Patch 1,0,0,121.
07/10/11 - Adjusted skill sequence to be a little more focused. Changed some formatting to improve readability.
07/11/11 - Updated Skilling Sequence section of the guide to show a more focused skill order. Other minor changes and edits.
07/14/11 - Changed all references to

07/16/11 - Adjusted some formatting and added mastery icons. Added Abilities section
07/28/11 - Now Colossal Strength finally had its name changed to

07/31/11 - Mastery tooltips are in (yay)! Tooltips added to the mastery section.
08/04/11 - Moved change log to end of guide to be less distracting.
08/10/11 - Reordered some sections of the guide. Added some more color.
09/02/11 - Changed all references about Aura Support build to just say "Support." Since the loss of


09/26/11 - I've majorly reworked the guide, including the builds, formatting, and most of the sections. I've added a third build with high damage output to compensate for Alistar's AP ratio nerfs.
10/05/11 - Added in the


10/09/11 - Changed some formatting and added a bit to the Runes section.
10/18/11 - Added Hall of Fame.
11/16/11 - Made some changes and additions to the Summoner Spell section. Changed the masteries and wrote a new Masteries section to reflect the recent change to the mastery trees. These setups are not final, so keep an eye out for future updates or changes. Feel free to experiment with them if you like.
11/26/11 - Made a few changes and additions to the Runes and Masteries sections.
12/25/11 - Removed the third (offensive AP) build, changed the starting items section, adjusted the itemization and masteries of the support build and the masteries of the AP build. Fixed a small discrepancy with the skilling order.
1/3/12 - Removed



1/14/12 - Added a couple alternative runes.
1/30/12 - Fixed a lot of things in the Summoner Spells section and moved a few into different categories.
1/31/12 - Changed


4/3/12 - Rearranged the utility tree.
4/28/12 - Replaced







5/4/12 - Changed the descriptions in the runes section a bit to be more favorable towards armor marks. Changed the starting items and added a new alternative start in the Starting Items section.
5/10/12 - Rewrote and reformatted the Situational Items section, also making some changes to the listed items and their organization.
5/14/12 - Moved up

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