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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Triumphant Roar (PASSIVE)
Alistar Passive Ability
Introduction
This guide emphasizes an Aggressive Support Alistar, focused as much on providing your carry with the love and care that he or she needs to fluorish as it is on disorienting, overpowering, and outlasting the enemy team.
If done right, your allies will love you and your enemies will fear you.
I want you to recite this until you have it firmly drilled into your head:
As
Alistar, your job is to protect your team, both directly (through skills and active items) and indirectly (by warding and other forms of map awareness).
Whereas other supports such as
Janna and
Sona fill a more traditional support role due in part to their damage boosting abilities/auras and the fact that they are ranged, support Alistar is more concerned with initiation and displacement.
Alistar is gifted with having the most spammable crowd control in the game, as well as one of the absolute best ultimates in the game. A good Alistar will use his advantages to protect his carry from ever dying by absorbing enemy damage and crowd control, displacing key targets and keeping his carry's health topped off.
At the same time, Alistar can use these same abilities to actively feed his carry kills by punishing the enemy's positional errors or lack of warding.
The key to this strategy is speed. For this reason,
Mobility Boots is a core item and once acquired will increase both our map presence and ganking potential. In addition, maximizing cooldown reduction will allow you to both tank with your
Unbreakable Will and initiate more frequently.
Alistar is one of the most item-independent and level-independent champions in the game. Once you acquire just 1 rank in both
Headbutt and
Pulverize, you are ready to go. Likewise, itemization is simple -
Mobility Boots is useful for the reasons mentioned above, while an early philosopher's stone will solve some of your mana problems while preparing you, economically, for the lategame.
WE DIE SO THAT OUR CARRIES MAY LIVE.
As

Whereas other supports such as


Alistar is gifted with having the most spammable crowd control in the game, as well as one of the absolute best ultimates in the game. A good Alistar will use his advantages to protect his carry from ever dying by absorbing enemy damage and crowd control, displacing key targets and keeping his carry's health topped off.
At the same time, Alistar can use these same abilities to actively feed his carry kills by punishing the enemy's positional errors or lack of warding.
The key to this strategy is speed. For this reason,


Alistar is one of the most item-independent and level-independent champions in the game. Once you acquire just 1 rank in both




50% Damage reduction, bonus AD, cleanses on cast and pumps up your team! By far one of the best ultimates in the game. Makes you twice as tanky, letting you take a beating and keep going. Using your ultimate creates a lose-lose situation for the enemy - either they try to kill you slowly, which lets your carries clean up, or they ignore you and either have to run or suffer your CC.
Tips
- Unless tower-diving, use your
Unbreakable Will as soon as you notice yourself being focused. Waiting too long might kill you, while not waiting will waste the damage reduction that your ultimate provides. The more crowd control abilities and damage you absorb, the more your enemies will be baited into focusing you, only to find their attacks ineffective
- If initiating, use your
Unbreakable Will shortly after being stunned or snared (as you would use
Cleanse). This will minimize the time you are CC'ed while essentially wasting the enemies crowd control spells
- Do not neglect the bonus AD that you receive from your ultimate. At the first rank alone, you get an extra 50 AD (more than a BF sword!) for the duration of your ultimate, which can be used to turn a low-health duel around in your favor
- True damage such as
Ignite will go through the damage reduction of
Unbreakable Will (thus, unfortunately, making it breakable...)

Short cooldown AoE heal. A heal with an interesting mechanic in that it's cooldown is reduced with nearby creep deaths, making it very useful in the laning phase and for pushing. With that said, you'll be maxing this first so that your carry is as healthy as possible in the laning phase (and because the CC duration on your two CC spells does not increase with level).
Tips
- An unfortunate side-effect of leveling up
Triumphant Roar is that you may end up pushing the lane. For this reason, as outlined in the item build, we start with 2x sight ward and 1x
Explorer's Ward to avoid being ganked
- However, you should still actively try to position yourself so that your heal affects only your lane partner and not your creeps - Do not spam this skill, otherwise you will rapidly run out of mana
- You can use this skill to deny farm by healing your creeps right before the enemy goes in for a last hit
Trample damage will trigger tower aggro, so be careful when healing at a tower with enemies nearby
- Can be used for frequent
Sheen procs (and, later,
Iceborn Gauntlet or
Trinity Force)
- Use before initiating with
Pulverize because the phase from
Trample will make it easier to get into position

Single-target dash and knockback. A very versatile spell with decent AP scaling and base damage, and which isn't affected by Tenacity. You will be maxing this skill second and using it defensively to create space between your ranged carry and the enemy team, or offensively to knockback enemies for your team to kill when ganking.
Tips
- Perfect the
Headbutt ->
Pulverize combo. You have to use
Pulverize as soon as you see that your character is moving forward with
Headbutt
- The fly-time of
Headbutt is equivalent to a 1 second stun
- Interrupts channeling
- In a pinch, can be used on enemy creeps to escape as it will bring you to their location

Short range AoE stun and knockup. You will be maxing this skill last. It is an excellent initiation tool, consisting of a 1 second knockup and a 0.5 second stun for a total of 1.5 seconds of immobility. It requires good positioning, but is otherwise one of the strongest crowd control spells in the game and is what makes Alistar such as threat in mid- and late-game teamfights.
One may argue that maxing


- You will not always be in perfect position to land your
Pulverize on multiple enemies, even with your
Mobility Boots
Headbutt is ranged, single-target and has a shorter base cooldown, making it more reliable as both a damage source and as a source of crowd control
Tips
- The area of effect of this ability is tiny. Pairing yourself with an AP mid that has a stun or snare (ex.
Lux) will help you land a good
Pulverize and also saves you the mana of having to
Headbutt ->
Pulverize
- The stun component of this spell is affected by Tenacity, however the knockup component isn't
- The CC duration of both
Pulverize and
Headbutt stay the same at all levels of the skill, making them relevant through all periods of the game

Minor AoE magic damage and unit phasing. The unit phasing that it provides is more important than the damage as Alistar naturally has a huge character model and getting into position for a good




Offense Tree -


Defense Tree - No points into defensive masteries because the Tauren are a hearty race, thick-skinned from their rugged lifestyles in the Great Barrier.
In layman's terms, your

Utility Tree - The reasoning for these masteries is as follows:
-
Summoner's Insight and
Mastermind to have your
Flash and
Exhaust up as frequently as possible, because you will need them to both defend and feed your carry
-
Wanderer and
Nimble mesh with your
Mobility Boots to give you immense map presence and ganking potential
-
Awareness to get your
Unbreakable Will as fast as possible without taking last hits from your carry
-
Scout ,
Wealth , and
Explorer to provide all the vision you'll need to guard you and your carry from ganks
Runes




Marks:

Seals:

Glyphs:

Quintessences:

Alternative Runes
Marks:

Seals: None.
Glyphs:



Quintessences:



The Good

There's never a good time to leave home without flash. It's use as an initiation tool and a clutch escape are unmatched. The sequence of skills that you will usually want to use is





An integral part of protecting your carry. Compensates for cases where both your





The Bad

Teleport ganks with Alistar, with or without




In conjunction with your





The Ugly

Reduced from it's former glory. Still useful for early invading, but the addition of the







Should be on your AD carry instead of you, as a carry is a better judge of whether or not it should be used to guarantee a kill, and it contributes nothing towards defending your team.

Offensively,


Defensively, you shouldn't be running from a battle, and your


Core




As a support, you're also expected to buy a




vs AD

- Alternatively, if you find yourself in a comfortable lead in the early game, you can build a
Iceborn Gauntlet from the
Glacial Shroud instead, though I would recommend starting with a
Sheen because the combination of sheen procs and
Triumphant Roar lets you bully the lane.




emblem of valor also provides a useful aura and can be built up into either




vs AP










-
is useful if the enemy team doesn't have strong AD . The slow and movespeed bonus from
Twin Shadows helps with initiation, though the active is better used for scouting because the 2 minute cooldown is too long compared to the short cooldowns of your
Headbutt and
Pulverize. Despite the extra gold per 5 from kage's lucky pick, you should start with the
Null-Magic Mantle instead if building this item as otherwise you will be left too squishy to initiate.
-
will serve as a better upgrade from
Null-Magic Mantle in cases where the enemy team has a more balanced mix of damage types, and if you're finding that you're melting too quickly in team fights as the added health can help alleviate that. The upgrade to
Runic Bulwark is relatively inexpensive and helps your entire team even more against magic damage.





-



Situational


Alistar's natural bulk, coupled with his

-zeke's herald is incredibly useful when your mid lane is an AD-caster, and also if your jungler is AD, as these two positions will benefit the most from your aura in early ganks and in contesting/taking dragon. Unfortunately, the lifesteal is lost on Alistar, so consider whether the investment is worth it over more defense-oriented items such as
Glacial Shroud or
Aegis of the Legion.
-
is an interesting item. It will help greatly with some of your early mana problems, and the
Mana Manipulator used to make it is a viable (albeit shaky) replacement over an early philosopher's stone. Consider getting it if your bottom lanemate has many active skills or mana-heavy spells, such as
Ezreal or
Tristana. The active has a fairly short cooldown and is best used on yourself or a tanky AD bruiser while chasing - using the active during a static teamfight will not be taking advantage of the slow.
-
is another viable aura item. Some AP mid champions won't include it as part of their early build (ex.
Xerath) and will appreciate the aura, while some AP top laners (ex.
Rumble and
Vladimir) that do build it naturally will greatly benefit from the aura stacking in mid- and late-game teamfights. It's important to note that
Will of the Ancients doesn't provide you with a good build-up, so hold off on buying it until the mid- to late-game, after you've bought 1 of your core defense items, for when big teamfights occur.
-
is a logical progression from a
Spirit Visage if you feel it isn't providing enough magic resist and that your team is doing well enough that you can dabble in some ability power. It is a good item to have if your team has a lot of AoE magic damage, as even spells such as
Rocket Jump and
Void Ooze will start to do significant damage. As an added benefit, the extra ability power will boost your
Triumphant Roar.


-




-





-














Both of the upgrades for

-
provides very decent defensive stats and the slowing field makes initiations incredibly easy, as just a single autoattack will let you run ahead of your enemy and
Headbutt him back.
-
, on the other hand, is much more aggressively focused and should only be considered as a luxury item as it's usefulness outside of small 1v1 and 2v2 skirmishes is limited, compared to the slowing field of
Iceborn Gauntlet, which can slow a large portion of the enemy team.


-


Though virtually any brush can be a strategic warding spot, these specific spots will serve to be especially useful through the various stages of the game:
What does it do? This ward protects you when you are pushing top lane as it gives you vision of several different paths that the enemy team could be taking to approach you. In the early game, you should shift the location of this ward downward so that you have a clear view of the blue buff area.
What does it do? This ward is standard as far as defensive wards go, giving you vision of any river ganks coming from the blue buff area or from the tri-bush. Though this ward is sufficient when playing on the blue team, you will need another ward to cover yourself on the purple team to better protect yourself from lane ganks. This extra ward can go either in the tri-bush or in the farthest edge of the second lane bush.
What does it do? As you transition to the mid-game, and/or one either of the tier 1 bottom towers has fallen, the previously-described ward will prove insufficient as it provides no vision over Dragon. This ward will alleviate this problems, but is also viable early on if the enemy team has a highly mobile jungler (ex.
Hecarim) or is capable of an early Dragon attempt.
What does it do? This ward is excellent for spotting counter-jungling attempts as it covers the most common route that enemy junglers will take. Coordinate with your jungler to decide when to put this ward down - junglers who are weak early (ex.
Amumu) game will love you for giving them this ward, while seeing aggressive counter-junglers on the enemy team, such as
Shaco and
Nunu & Willump, should warn both you and your jungler that you should put this ward down ASAP.
What does it do? A classic ward that will cover you when pushing the tier 2 tower in mid lane and also provides you invaluable information about the enemy jungler as it is the most direct portal to the red buff side of the jungle. This ward generally receives high traffic throughout the entire game and should be a high priority.
What does it do? A necessary ward for when you are pushing the tier 2 top tower. If you decide to place it earlier in the game, or if you are pushing the tier 2 mid tower, shift the ward's location to the left so that you get better vision of the red buff area and can see if either the enemy top laner or jungler are transitioning towards a gank in the mid lane.
*Note* All of these wards pictured below are placed from the perspective of the blue team. The same ward spots can be used on the purple team, but offensive wards will naturally change to defensive wards and vice versa. Any exceptions to the rule will be noted.
Defensive Wards








Offensive Wards


Friends


You compensate for their lack of CC and can also set up their skillshots with a well-placed




With








An Alistar +





Likewise, an Alistar +



The case of Alistar +








The synergy between Alistar and


Unless the enemy support has strong sustain (i.e.



Alistar synergizes just as well with

The Alistar +





An Urgot serves as a great lanemate with Alistar because you make his life much easier by setting up his


Foes




Your








As bad as all of this sounds,











As with Janna, the only way you can overcome this deficit is by taking advantage of your shorter cooldowns, being active on the map, and picking fights when the enemy's counter-initiation spells are on cooldown. It doesn't hurt to keep a timer (either in or outside of chat) that will keep track of the cooldown of spells such as


Though his



If he's already used his




Your role as a initiator relies entirely on your being able to land both your



On the positive side, using





- Communicate with your team - I'm not just talking about pinging. Alistar is one of the most team-dependent champions in the game. If you want to maximize your success, you will want to tell your AD carry as much information as possible, such as when you hit level 3 and want to go in for a
Headbutt ->
Pulverize, when you want to play conservatively to save mana, or when you are ready to tower dive with your
Unbreakable Will. Programs such as TeamSpeak and Skype are obviously recommended for this reason. If you already have these programs, then be as talkative and loud as possible (something I've personally gotten into trouble for with my neighbors), letting your team know your plans ahead of time, as ultimately your plays will be a huge deciding factor in the outcome of teamfights.
- Team awareness - Before initiating, make sure that you actually have your team behind you! As good as your initiation may be, as many enemies you may catch with your
Pulverize, there's no point to it if your team isn't there to provide the damage, or if you're outnumbered and outgunned.
- Map awareness - This is a practiced skill and goes in part with the point about communicating with your team. Beyond what you get from wards, you should have an idea of where the enemies may be at a given time, call people who are missing from your lane, and judge whether or not someone's been missing for too long, as these intuitions will determine the appropriate playstyle for the situation.
- Target priority - Another practiced skill that also depends on your own judgment calls. Though it is generally a good rule of thumb to focus the carry with your CC, you should also be mindful of your own carry's position and keep enemies away from him/her.
- Layer your stuns - Make sure to wait when using your crowd control spells or when combining yours with your allies', as you want to maximize the crowd control duration on the target. If, for example, you knock the enemy carry into a wall with your
Headbutt, you should wait to use your
Pulverize instead of using it immediately because the enemy carry will be immobile against the wall for ~1 second. Again, to tie in with the first point, you will need open lines of communication with your allies so that you can establish an ordering of who will use which crowd control spells and when.
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