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Choose Champion Build:
Spells:
Flash
Exhaust
Ability Order
Triumphant Roar (PASSIVE)
Alistar Passive Ability
Intro - Who am I, and who is Alistar?

Welcome! I'm known as multiple aliases, been playing MobA games from casual gameplay to the competitive scene but nevertheless, I've always been someone who analysed everything and gave my fair worth of information on it. I play at a high level and always give it my best, and this guide is no exception to my motto. On Mobafire, I'm known as KoreanSP, and I have been playing League for a good amount of time. This is my comprehensive guide to

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![]() He can zone lanes, making it easy for your partner. Not to mention a heal that gets the CD cut everytime a unit dies in the lane. Essentially, consistent healing to throw off the strongest of poke lanes. Once his ultimate is up, you can just towerdive any foolish opponent low enough with minor scratches. He is cheap and often free. It takes a large amount of practice to become exceptional with him, but he is definitely a game changer with a powerful role, often fulfilling both the tank, support, and at times, even a damage dealer. |
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I would appreciate any criticism on this guide!
Also, this is the first time using extensive BBC coding for me, so please tell me how it is!
I did make all the pictures and banners (apart from the videos and Alistar Skins).

Positive
- Powerful support
- Exceptional Roaming
- CC-King is what I call him.
- Cheap Heal that is spammable
- Strong ALL game
- Ultimate makes you essentially invincible
- Can variable build, multiple roles can be filled
- Can make big plays - change the game
- 450 IP - Cheap, Often Free
- Support role - least taken role in ranked games
- Amazing pushing ability late game (AoE)
Negative
- Requires a follow-up from team
- Can be squishy if underfed
- Often played by others
- Is mana-dependent, spamming skills can lead to no mana
- Lag and ping delay can be detrimental
- Mistakes can be detrimental
- Can be tough to itemize
Ugly
- Mistakes can be REALLY detrimental
- Lag and ping delay can be detrimental

Preferred Mastery Tree
The 9/21/0 Defense Tree emphasizes some more damage, all the usual defense masteries, as well as specifics in out lasting against enemy AD carries and minion aggro that you'll undoubtedly attract.
Other Viable Mastery Trees
The 0/21/9 Jungling Defense Tree, you get all the jungle masteries, as well as higher sustain with points into

The 0/9/21 Utility-Support Tree is viable due to you being a support. It helps get a bit more gold, a bit more more experience, and faster

Note:
In the defense tree, there are two masteries that I'd like to point out.

Note:
The reason why a more offensive mastery tree doesn't work on

Current Rune Page
Runes




M A R K S |
SPA |
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SPA |
M A R K S |
S E A L S |
SPA |
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SPA |
S E A L S |
G L Y P H S |
SPA |
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SPA |
G L Y P H S |
Q U I N T S |
SPA |
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SPA |
Q U I N T S |

Lane: Your passive is great for more damage after your combo. It does well against minions when farming or pushing a lane (especially late game). In the lane however, it isn't as used much and will be very minimal.
Jungle: This skill is extremely effective as it speeds up your jungle, even after your

Note:
With

Lane: This is part of your W-Q combo. One of the strongest moves in terms of reliant CC, it knocks the enemy up - essentially 'stunning' them for a short period of time. It will cancel all channeled/channeling skills. It does a hefty amount of damage and is key in playing

Jungle: You'll use it as your main damage source. You can clear the camps with using your




Lane: This single spell is one of the hardest things about


Jungle: This spell shouldn't be used while clearing the jungle. It can knock back a creep boss (usually a Blue or Red Buff) and can reset it. The only reason you'd purposely do it is when you are counterjungling and wanting to prevent the enemy/delay him.
This skill makes jungle



Note:
This skill can briefly 'stun' the enemy if the enemy is knocked back to a wall. This can be used to your advantage to extend the CC-chain.
Lane: This is your heal, and is great for sustain wherever. It also heals your allies (opponents, summons, champs) by half the amount. As a support, you usually want this first as you should be able to constantly throw off any damage from them by your constant heals. The CD is lowered by a second everytime an enemy minion dies. This can be used to use your heal multiple times within seconds. However, this burns mana very fast, and healing should only be done when you need it. This skill can accidentally push lanes, so be cautious - you can heal your minions too much.
Jungle: This spell actives your passive, hence it is a good source of both damage and healing. It can give you a bit of sustain in the jungle, especially as creep camps die, you can heal faster.

This spell is powerful for the reason that it makes you very tanky. It lowers damage, and provides dual resists for a short amount of time. You can tank towers, tank AP burst-casters, tank AD carries, and so on.
You can initiate WITH this spell or initiate, and then use this spell. It can make the enemy's focus on you null and mere scratches. You also have extra attack damage which means you can use this spell for 1v1 situations, small skirmishes, or pushing towers. Although the damage isn't a large focus of the spell, it should not be ignored.
Due to the large portion of damage that is reduced, you can bait yourself when you are low then use your ultimate to make sure you escape alive.
Skill Sequence Reference

Recommended Spells







Other Viable Spells









Starting Items


Basic Support start, gives you 3 health potions, 3 wards, and the mana regen piece for your Philosopher's Stone.
Sight Ward


Aggressive Support start, gives you 1 health potion, 1 ward, and movement speed. Great for early lane aggression.


Jungle start. Gives you speed to gank, and health pots to sustain and survive jungle camps as well as be healthy for the ganks.


Quick Philosopher's Stone. Best if you are going for a fast return, then a lane gank afterwards.

You need more mana in the lane? Decent item. Although, don't upgrade it to





The Right Boots

My favorite boots on


Thesegive plenty of Tenacity and MR. Useful against lots of CC. However, Tenacity does not stack. Don't buy more than one Tenacity item.

Strong while jungling to lower damage, but you are already tanky so you can avoid these.

These boots are largely personal favor based. I don't like them much, and you get near max CD, if not max, anyway.
Core Items
The Philosopher's Stone gives the sustain you need, as well as an useful GP10. It will be upgraded shortly for a better item.
The


The Kage's Lucky Pick is another GP10 that is more than likely sold later on. It gives a bit of AP, and you can skip it if you don't need it - but the current meta for supports and supportive junglers often revolve around the triple GP10 for a better late and midgame.
You get

A





A Chainmail of Armor


You can get both, or just whether or not you are jungling or in the lane. Both are fantastic items, and together, they will make you near invulnerable to AD champs. You have a huge teamfight presence and both of them have easy-to-build components. In my experience, getting one then deciding to get the other later on is better, since you can always change your mind. Building them together or at the same time spends too much time on just armor, and not magic resist.
Final Items
Damage Items


















Defensive Items












Zeke's Herald Great to support fed AD-carries on your team, but generally not that good for average games, you can choose better picks. Especially if you have a support that isn't you. In the current meta, this item is powerful nevertheless.

Keep in mind these factors when buying your final items :
- Armor
- Magic Resistance
- Both Team Compositions
- Offensive capabilities
- Health
- Fed Champions

This item is a necessary for a supportive tank, especially one who roams. You will clear the wards across the map often, and it is quite necessary to do so. If you die, you waste 400 gold, therefore avoid dying with this item. Even if you are worth nothing, the enemy has killed off 400 gold, which is a gain.
Early Game - It is powerful yet comes with a risk. You gain map dominance, but put in a huge risk of wasting gold.
Mid Game - It is necessary to fight for map dominance and win in the 'ward-battles' that occur between supports.
Late Game - To take Baron or Dragon, or any objective for that matter, it is 100% needed to check the area free of wards.

As Jungle


1) Start off at the Wolves. Ask for assistance from your allies.
2) Kill the Blue Buff with a leash and perhaps assistance.
3) Gank after you have Blue. You should, depending on the side you are on, have two ideal lanes to gank. Everyone else should be level 1 and squishy enough to kill. Gank. Even if you fail, you should either burn their flash, or at least make them be more cautious in their lane.
4) Clear your Wraiths.
5) Kill the Red, use Smite. At this point, look for a ganking opportunity.
6) Go back to Wolves, clear.
7) Either return back, or look to gank again. If you do decide to gank again, check their jungle afterwards, you might be able to counter-jungle at this point.
Blue Buff should be up around 7 minutes 20 seconds, so make sure to give it to your mana-reliant champ. It is usually your mid, or your top. In the case both don't need it, take it yourself. You are REALLY good with blue as well.
Constantly pressure your lanes, a large part of playing a jungle




Recently, I have been testing out the viability of an AP


I'm here to bring back that 'AP



spaaaaaaace |
Pros
+ Powerful CC all game + Great AoE damage + Powerful lane presence + Is not squishy + Easy Farm |
space |
space |
Cons
- No Range - harrassed in lane - Weak 1v1 Damage - Reliant on Jungler - Long CD's |

Masteries
These masteries provide you:
-
Arcane Knowledge - More Damage
- Proper defenses in the lane against any AP opponent as well as minion-damage reduction
-
Swiftness and
Runic Affinity - More speed to juke and gank, as well as longer Blue Buff, a necessity.
The Utility Tree can be used as well in a 9/0/21 Utility Tree set-up.

Runes
Runes




I pick these runes for optimal strength in the lane. You have defense against minions and AP opponents, as well as have more AP and Magic Penetration.

Starting Items


This is your basic start, you have speed to juke and roam early, while having pots to sustain yourself from eventual harass.

More health, AP, and importantly, early game mana-regen. You put yourself liable to losing the lane hard if you can't get the dominance with this item. However, it can help you snowball hard if you likely to win the lane.

The Right Boots

My favorite boots on AP


Tenacity against Heavy CC teams, and more MR to survive. Great against



Speed to gank with, makes you a fearful AP roamer with lots of damage potential. Only if you roam a lot during the lane phase.

Core Items
These items provide you the damage that you need and sustain. The

The

The


The Kage's Lucky Pick is to get more gold, and is a common item in today's meta for mid laners. You can opt to not get it if you don't like it. I often get it, and occasionally turn it into a DFG if I desire the damage.

Ideal Build

Alternative Items




















Brief Analysis on what you do
AP



In the lane, you want to just last hit and trade as equally as possible. Early on you might be zoned a bit, but the strength in AP Ali is that you can make a gank from your jungler be extremely potent. You should be able to equalize the laning phase through a method of trading and ganks, even if you do get out last-hit'ed or harasses. Just make sure to tell your jungler to be aware if he isn't.
Now, KoreanSP - what if the ganks don't work, or the enemy mid is really strong and outplaying me? Simply put, you should be able to sustain the harass with your heal, and protect your tower with your AoE. Once mid game comes around, and team fights occur - the enemy mid shouldn't be able to match your team fight dominance. You have not only CC in an AoE output, but also a displacement spell to your favor. You can also get assists from the heals to your team, and if you get targeted - simply just press your ultimate to shrug off damage.
As you enter late game, you should not be a very powerful tanky-AP caster. You can set up kills for your team, deal plenty of damage constantly (AoE + passive), and even protect your AD carry by peeling the enemy off him.
Blue Buff is fantastic on you - your



Q-W




W-Q



Wall-Smash

Flash-W/Q



Infamous W-Q Combo



Some people smartcast their







Red Dots: Best ward spots, they work to prevent counter jungling, protect buffs and objectives, as well as give clear vision to lanes of incoming ganks.
As a support-tank, it is YOUR role to support. YOUR role to get wards. YOUR role to clear wards. Although the point of what I'm saying is not that you are the only warder, it is that you are the MAIN warder. No matter how good you are, if you don't ward, then you are bad to me.

If you've read this guide, please do give me your criticism and comments, as well as don't forget to vote!
Build Variation is key to being a better player. Don't be a metasheep or afraid to try out new items, new runes, new masteries, new gamestyles. Please try out my build before you negatively comment or downvote, you might be surprised!
If you're new to the game, don't be afraid to ask questions or leave a comment. Either myself, or perhaps other viewers will answer your questions, and if you hate my build, want it to burn in hell, or you think _____ is stupid, and so on, by all means comment and give me a reasonable answer. I take pride in my guide, and I'm always susceptible to change and updates.
I hope this encourages you to kick some major arse as a cow.
Happy CC'ing!
-KoreanSP
Also thanks to JhoiJhoi's Guide on How to Make a Guide and the few videos. Another set of thanks to the viewers and all the constructive comments (especially rivalkaz's comment).
Do check out my other guides! Thanks all!

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