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Choose Champion Build:
-
Standard
-
Against AP
-
Reverie
-
No Aegis/Runic
-
AP
-
AD
Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Triumphant Roar (PASSIVE)
Alistar Passive Ability
Introduction
Due to item updates in Patch 3.02, I am currently reviewing this build and experimenting with alternate builds. I will update in a week or two with any changes and thoughts on alternate items.
This guide is designed to introduce the build and its permutations that I have been using with




I have also included a couple alternate tank builds I sometimes play/tinker with (these are not support builds). They try to balance health with armor with magic resistance, with a side of some damage. The first is an AP build to maximize the damage caused by



But before continuing let me be clear on one thing:
I have not played this build in ranked play as I do not play
Alistar in ranked. So if you are playing at that level, use this guide at your own risk as its viability has not been tested.
You have been warned.

You have been warned.
Before continuing with this guide, I want to give a big thanks to everyone who has taken the time to provide feedback to me, both the good and the bad as both have helped me to refine the build further. Also with this being my first guide I have learned quite a bit the past couple months from you guys, and am flattered to note that this guide is now one of the top builds on MobaFire for
Alistar.
So thank you!

So thank you!
Ability Descriptions

Trample
Each time Alistar casts a spell he will be able to move through units and will deal 7 + (1 x level) + (+10% of ability power) magic damage per second to nearby enemy units and structures for 3 seconds. It deals double damage to minions and monsters.

Pulverize
Alistar smashes the ground where he is standing, dealing 60 / 105 / 150 / 195 / 240 (+50% of ability power) magic damage to all enemies in the area and tossing them into the air, knocking them up for 1 second and stunning them upon landing for 0.5 seconds.

Headbutt
Alistar dashes to an enemy, taking its position and rams them, dealing 55 / 110 / 165 / 220 / 275 (+70% of ability power) magic damage and knocking them back a distance of 650.

Triumphant Roar
Instantly restore 60 / 90 / 120 / 150 / 180 (+20% of ability power) health to himself and half of that value to surrounding allied units. Cooldown ticks down by 2 seconds each time a nearby enemy unit dies.

Unbreakable Will
On cast, Alistar removes all disables on himself. Alistar gains 60 / 75 / 90 physical damage and takes 50 / 60 / 70 % reduced physical and magic damage for 7 seconds.
Ability Sequence
The first skills to grab are his crowd control abilities -








Ability Combo's
All of


The name of the game with this build can be summed up with the phrase: ability spamming.
Alistar's heal, while it heals all allies (minions included) around you, it does not heal them for very much. To compensate, we focus on spamming the heal as much as possible. This is core philosophy behind the build. In order to spam the heal, we are going to need a massive amount of mana and good cooldown reduction.
During early game you have two main jobs: protect the carry, and pin the other carry down for your carry to kill. Finally, do not take cs from your carry. If your new to the support role you'll find it really tempting to do, but this will end up hurting your carry and by extension, you and your entire team. So don't do it. Only last hit minions if you're the only champ in lane or if you're team is pushing a lane.
This is your primary role as a support: do not let your carry die unless doing so will for sure give the other team a double kill. With
Alistar you have two options available to you for doing this: your heal, and you CC.
First is the heal. In general in the midst of combat this is not a very effective or practical. However, it may allow you to save your carry from death by
Ignite or a poison (such as
Teemo or
Twitch have). Backing this up is
Heal: save
Heal only for saving your carry. Therefore, you should not use it for general healing.
Second is your CC, generally on a retreat. Here, you trail your carry and use your CC to prevent the other team from passing you and getting to the carry.
This is the more difficult of the two, especially as you face higher and more experience players. The ideal way is this: you move to one side of the other carry, you hit their carry with
Headbutt knocking the carry way from his support to your carry. You then charge the carry and use
Pulverize stunning the carry. This gives your carry a full second and a half to freely attack the other carry before retreating.
Realistically, what generally has to happen is you charge in, use
Pulverize stunning the other carry. In that time (with the help of
Trample) you get behind the other carry so that he is between you and your carry. You then use
Headbutt to knock the other carry to yours to kill. With smarter carries, it may be very difficult to do either of these. This is because a carry of any intelligence is not going to let you get around him. To help you can use
Flash to get near enough to them in order to combo them. The danger is that you will not have
Flash available for the next 3 minutes.
Starting mid game can be a little awkward: your not quite tanky yet, and your not quite able to spam your abilities yet either. Typically I find that it is best to continue try to stay near your carry during this period. By the end of mid game you'll have your
Frozen Heart completed which will give you a solid amount of armor and the
Tear of the Goddess is stacking right along.
When clearing minions, make use of the cooldown reduction built into
Triumphant Roar by using the heal before killing any minions and then again at the end. You can usually end up using
Triumphant Roar twice within a couple seconds. This both heals your allies up faster, but helps stack out the
Tear of the Goddess faster.
Late game is where this build begins to shine. Because of the mana provided by the stacks on the
Archangel's Staff and
Frozen Heart and the mana regen from
Eleisa's Miracle, mana is no longer an issue. Combined with cooldown from the
Frozen Heart you can now do a decent job of spaming
Pulverize and far more importantly
Triumphant Roar, keeping your team alive in team fights and then healing them back up afterwards.

Early Game
During early game you have two main jobs: protect the carry, and pin the other carry down for your carry to kill. Finally, do not take cs from your carry. If your new to the support role you'll find it really tempting to do, but this will end up hurting your carry and by extension, you and your entire team. So don't do it. Only last hit minions if you're the only champ in lane or if you're team is pushing a lane.
Protecting the Carry
This is your primary role as a support: do not let your carry die unless doing so will for sure give the other team a double kill. With

First is the heal. In general in the midst of combat this is not a very effective or practical. However, it may allow you to save your carry from death by





Second is your CC, generally on a retreat. Here, you trail your carry and use your CC to prevent the other team from passing you and getting to the carry.
Pinning the Other Carry
This is the more difficult of the two, especially as you face higher and more experience players. The ideal way is this: you move to one side of the other carry, you hit their carry with


Realistically, what generally has to happen is you charge in, use





Mid Game
Starting mid game can be a little awkward: your not quite tanky yet, and your not quite able to spam your abilities yet either. Typically I find that it is best to continue try to stay near your carry during this period. By the end of mid game you'll have your


When clearing minions, make use of the cooldown reduction built into



Late Game
Late game is where this build begins to shine. Because of the mana provided by the stacks on the






Remember:
Shard of True Ice has an active that give you even more CC capabilities. Use it!
- Once (well, if you get that far) your
Archangel's Staff transforms into
Seraph's Embrace its active provides you with a shield that can shield you from up to 900 damage. This shield is probably most useful at the start of a team fight when your mana is highest, but it can also save your life.
Standard/Reverie Build Runes
Greater Mark of Scaling Health: These help improve
Alistar's health. I use these instead of the
Greater Mark of Health as generally
Alistar has enough early game health to get by, and the
Greater Mark of Scaling Health's do scale providing a little extra health mid game. By late game they are almost too insignificant to matter though. Either way though, you want to use your marks to give you bonus health.
Greater Seal of Armor: Because you should be starting in the bottom lane, in the current game meta you will be up against an AD carry. To protect against that we are going use the
Greater Seal of Armor. Alternately you could use
Greater Seal of Scaling Armor seals, however the greater early game armor is more useful.
Greater Glyph of Mana: This is a break from the norm of what people usually use for runes with
Alistar. The reason is that in the current meta, you should be up against an AD carry while in lane. Thus you shouldn't need the magic resistance of either the
Greater Glyph of Magic Resist or the
Greater Glyph of Scaling Magic Resist.
Alistar is mana hungry though, so we'll instead use the glyphs to add over 100 extra mana to
Alistar. This mana is a significant help in staying in lane and will also help later as the
Archangel's Staff will scale a little with it.
Greater Quintessence of Scaling Health: I have chosen these over the
Greater Quintessence of Health for the same reasons I chose the
Greater Mark of Scaling Health over the
Greater Mark of Health. Again though, the quintessences should be bonus health.
Against AP Build Runes
Greater Mark of Scaling Health: These help improve
Alistar's health. I use these instead of the
Greater Mark of Health as generally
Alistar has enough early game health to get by, and the
Greater Mark of Scaling Health's do scale providing a little extra health mid game. By late game they are almost too insignificant to matter though. Either way though, you want the marks to give you bonus health.
Greater Seal of Armor: Because you should be starting in the bottom lane, in the current game meta you will be up against an AD carry. To protect against that we are going use the
Greater Seal of Armor. Alternately you could use
Greater Seal of Scaling Armor seals, however the greater early game armor is more useful.
Greater Glyph of Magic Resist: This is a more traditional choice vs. the
Greater Glyph of Manas chosen in build 1. These can be interchanged with the
Greater Glyph of Scaling Magic Resist but I recommend
Greater Glyph of Magic Resist as it offers much better early game magic resistance.
Greater Quintessence of Scaling Health: I have chosen these over the
Greater Quintessence of Health for the same reasons I chose the
Greater Mark of Scaling Health over the
Greater Mark of Health. Again though, your quintessences should be bonus health.
Defense
-
Durability x 4: Increases your health. At level 1 it is only 6 health but by level 18 this scales to a bonus 108 health.
-
Hardiness x 3: Increases your armor by 5.
-
Resistance x 1: Increases your magic resistance by 2.
-
Veteran's Scars x 1: This provides some early game tankiness by adding a bonus 30 health.
Utility
- Wonderer x 1:
Alistar needs all the help, no matter how small, that he can get with movement. This provides a small boost to out of combat movement.
-
Meditation x 3: Improves mana regen by 3. This can be a significant help in early game sustain.
-
Mastermind x 1: Decreases cooldowns on summoner spells by 4%.
-
Expanded Mind x 3: Provides
Alistar with more of that precious mana. At level 1 it adds 12 bonus mana up to 216 at level 18.
-
Greed x 4: As a support
Alistar is going to have very little income.
Greed helps remedy that.
-
Wealth x 2: Again,
Alistar needs the bonus gold to do his job correctly. This mastery enables
Alistar to get an extra ward out the door to help protect against ganks.
-
Biscuiteer x 1: This mastery give
Alistar a starting biscuit that restores a little health and mana. This helps
Alistar stay in lane early game longer by adding a little early sustain.
-
Explorer x 1: Provides
Alistar with a starting ward. While it only lasts for a minute it give you a little extra flexibility with warding early for no extra cost.
-
Pickpocket x 1: Adds a little more income as you get 5 bonus gold for basic attacks.
-
Intelligence x 3: Cooldown reduction is very important to this build. Because of that we want to max out the cooldown reduction.
-
Nimble * 1: Gives slow
Alistar an extra 3% movement speed.
Summoner's Resolve
vs.
Nimble
You basically have two options: max the utility tree for the bonus 3% movement or you can get the bonus healing from

If CDR is so important, why not grab the 4% CDR in the offensive tree?
To counter, let me ask this: how much to you like to die at the start of the game? Primarily the defensive masteries protect




No
Summoner's Insight
?




Why
Mastermind
and not
Artificer
?
I spend quite of bit of time in downplaying the benefits of summoner spells with this build, yet I choose a point in


No more
Awareness
?
Before the season three update this build had three points in







AD Tank Build Runes
Greater Mark of Attack Damage: This build does need to be able to dish out a little damage, and the extra health from either
Greater Mark of Scaling Health or
Greater Mark of Health is generally not noticeable. But wait, doesn't the
Atma's Impaler scale with health? Well, yes, but not as much as just adding the straight damage runes does.
Greater Seal of Armor: Your a tank. You want to be able to absorb damage. Therefore, we use
Greater Seal of Armor to improved
Alistar's armor. Alternately you could use
Greater Seal of Scaling Armor seals, however the greater early game armor from
Greater Seal of Armor is more useful than the late game bonus.
Greater Glyph of Magic Resist: Same reasons as why we choose the
Greater Seal of Armor above. Again, we could interchange these with
Greater Glyph of Scaling Magic Resist but I recommend
Greater Glyph of Magic Resist as it offers much better early game magic resistance.
Greater Quintessence of Scaling Health: I have chosen these over the
Greater Quintessence of Health as generally
Alistar has enough early game health to get by, and the
Greater Quintessence of Scaling Health's do scale providing a little extra health mid game and more bonus damage late game than the
Greater Quintessence of Health.
AP Tank Build Runes
Greater Mark of Scaling Health: These help improve
Alistar's health. I use these instead of the
Greater Mark of Health as generally
Alistar has enough early game health to get by, and the
Greater Mark of Scaling Health's do scale providing a little extra health mid game. By late game they are almost too insignificant to matter though. Either way though, you want the marks to give you bonus health.
Greater Seal of Scaling Health: This build is not as heavy on straight health items, so to help compensate I recommend using 3
Greater Seal of Scaling Health. This sacrifices a small amount of early game armor, but I find the little extra late game health to compensate adequately.
Greater Seal of Armor: Your a tank. You want to be able to absorb damage. Therefore, we use
Greater Seal of Armor to improved
Alistar's armor. Alternately you could use
Greater Seal of Scaling Armor seals, however the greater early game armor from
Greater Seal of Armor is more useful than the late game bonus.
Greater Glyph of Scaling Ability Power: This build will not see much AP until late game, so to help with the early and mid game I fill 4 of my glyphs with
Greater Glyph of Scaling Ability Power. While these do not provide as much early game ability power as the
Greater Glyph of Ability Power, by late game you will want all the ability power you can get.
Greater Glyph of Magic Resist: Same reasons as why we choose the
Greater Seal of Armor above. Again, we could interchange these with
Greater Glyph of Scaling Magic Resist but I recommend
Greater Glyph of Magic Resist as it offers much better early game magic resistance.
Greater Quintessence of Scaling Health: I have chosen these over the
Greater Quintessence of Health for the same reasons I chose the
Greater Mark of Scaling Health over the
Greater Mark of Health. Again though, your quintessences should be bonus health.
AD Tank
Offensive
-
Fury x 4: Gives
Alistar some a little extra attack speed taking him from glacial speed glacial-on-a-hot-summer-day speed.
-
Deadliness x 2: Adds a little bonus attack damage.
Sorcery x 3: Adds 3% CDR.
Defense
Perseverance x 2: Increases health regen by 4.
-
Durability x 4: Increases your health. At level 1 it is only 6 health but by level 18 this scales to a bonus 108 health.
-
Hardiness x 3: Increases your armor by 5.
-
Resistance x 3: Increases your magic resistance by 5.
-
Veteran's Scars x 1: This provides some early game tankiness by adding a bonus 30 health.
-
Juggernaut x 3: This mastery is crucial, increasing your maximum health by 4%. When the build is completed this is about an extra 200 health.
-
Legendary Armor x 3: Another important defensive mastery, this increases both armor and magic resistance by 5%.
-
Reinforced Armor x 1: Reduces damage from critical hits by 10%.
-
Honor Guard x 1: This reduces incoming damage by 3%.
AP Tank
Offensive
Sorcery x 4: Adds 3% CDR.
-
Blast x 4: Gives
Alistar a little extra ability power from 1 AP at level 1 to 18 AP at level 18.
-
Arcane Knowledge x 1: Adds 8% magic penetration.
Defense
Perseverance x 2: Increases health regen by 4.
-
Durability x 4: Increases your health. At level 1 it is only 6 health but by level 18 this scales to a bonus 108 health.
-
Hardiness x 3: Increases your armor by 5.
-
Resistance x 3: Increases your magic resistance by 5.
-
Veteran's Scars x 1: This provides some early game tankiness by adding a bonus 30 health.
-
Juggernaut x 3: This mastery is crucial, increasing your maximum health by 4%. When the build is completed this is about an extra 200 health.
-
Legendary Armor x 3: Another important defensive mastery, this increases both armor and magic resistance by 5%.
-
Reinforced Armor x 1: Reduces damage from critical hits by 10%.
-
Honor Guard x 1: This reduces incoming damage by 3%.
First Buy
Recommended
Item Sequence

Faerie Charm
200

Health Potion
50

Health Potion
50

Health Potion
50

Stealth Ward
0

Stealth Ward
0
Optional
Item Sequence

Mana Potion
0

Mana Potion
0
I would recommend starting with


Alternate
Item Sequence

Boots
300

Health Potion
50

Health Potion
50

Health Potion
50



Early Items
Item Sequence

Nomad's Medallion
850

Frostfang
400

Sightstone
800

Boots
300

Tear of the Goddess
400

Mobility Boots
1000
Ideally, you want to rush to gold items first. This is because as the support, you will not be getting gold from creeps - that is your carries job. Therefore, the gold items provide you with some income to compensate for that.
By the time you get the gold items built, you'll be out of those initial wards. Time to restock on wards by getting the


You may choose to instead rush




Time for those boots! I generally complete my boots after the

Mid Items
Item Sequence

Glacial Shroud
900

Iceborn Gauntlet
2900

Eleisa's Miracle
1100

Ruby Sightstone
1600

Timeworn Frost Queen's Claim
2200
The





The

Important: this removes the 5 GP of the philosopher's stone, but requires at least three levels in order to be consumed. It is therefore important that you build this at level 15, and it is better to build this a little early (at level 14) than to be late on it. The lost gold can be made up, but the lost item slot cannot. If you fail to build this by level 15, skip it. Instead, once all your item slots are filled sell the philosopher's stone to make room for the
Runic Bulwark.
Somewhere in here these the



Late Items
Item Sequence

Archangel's Staff
2900

Aegis of the Legion
1100

Runic Bulwark
2950
Time for the


Important: you have to watch the stacks on the
Tear of the Goddess to make sure you build the
Archangel's Staff before the
Tear of the Goddess fully stacks out. This ensure the transformation into the
Seraph's Embrace.
The final item in the build is the








Why the
Archangel's Staff?
Let's start with addressing the elephant in the room: why do I use the






Which boots do I pick?
There are several different boots that are viable with

Mobility Boots: Recommended These are the boots I tend to use. These boots are very good with
Alistar because they give him the speed to get into position to initiate team fights and to single out the other team's carries. Additionally, they allow
Alistar to quickly move between lanes as needed.
Boots of Swiftness: These boots are also a strong choice to
Alistar. They have the advantage of giving him some run-away, and also let him move faster in the midst of a team fight. However, I feel that all things considered, the
Mobility Boots are a better choice.
Ionian Boots of Lucidity: These boots are quite viable as they add even more cooldown reduction on top of the other items. If you do not need the extra speed from either the
Boots of Swiftness or the
Mobility Boots because you are against a slow team, then these are the boots you should get. Do note that it may be difficult to get into position for team fights with these boots.
Mercury's Treads: The benefit of these boots is that they add to your relatively low magic resist in addition to the 35 tenacity. However, I find that they typically don't add enough speed to
Alistar. I do not use or recommend these boots.
Ninja Tabi: These boots provide additional armor and reduce damage taken. These may be useful if you are against a very AD heavy team at the expense of some speed. However, your primary role with this build is as a support not as a tank, and
Alistar generally benefits more from the extra speed of either the
Boots of Swiftness or the
Mobility Boots. I do not use or recommend these boots.
Why the
Iceborn Gauntlet and not the
Frozen Heart or the
Banshee's Veil?
The






Could I build the
Frozen Heart before
Archangel's Staff?
Yes, and in fact I do almost half the time. This will be a situational decision: do you need the armor and cooldown from the





- 12/5/2012: Updated all builds for new masteries and updated support builds for new items. Also added another alternate build.
- 12/6/2012: Reworked tank build for the item changes and added a new build. Finally, updated Introduction chapter to reflect changes and wrote more of the general support strategy.
- 12/7/2012: Replaced
Frozen Heart with
Iceborn Gauntlet (Thanks to Xarsious for the idea). Updated Runes chapter to reflect new rune names and new builds and also began updating Masteries chapter.
- 12/8/2012: I seem to be developing the "great wall of text" syndrome. Guess it's time to start looking at ways of breaking it up with making things messy. . . .
- 12/10/2012: Added a no-Aegis/Runic build variation
- 12/12/2012: Forcing comments due to two down votes without any explanation (which does not help me improve this guide).
- 12/16/2012: Finished updating masteries for season 3.
- 12/19/2012: Grouped support and tank masteries/runes together. Flows better I think. Also started updating the items section.
- 12/21/2012: Fixed tank mastery images being flipped (thanks ZereosBlade for the catch).
- 12/23/2012: Updated the first buy and early items of the "Items" section.
- 12/24/2012: More "Items" section updates; completed the mid game and finished the late game sections. Just have to do the notes now!
- 12/31/2012: Began to change formatting in the items section to something that looks better, breaks up the text more (easier to read), and is consistent with the mastery and runes presentation. Also removed the Meki as a possible starting item, as it does not exist any more. Oh, and added a needed note of thanks and updated the introduction note to be more accurate.
- 01/01/2013: Happy new year! Further updated the items section to complete the new(er) item formatting.
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