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Choose Champion Build:
-
Support
-
Jungle
-
Ap(For fun build)
Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order

Triumphant Roar (PASSIVE)
Alistar Passive Ability
Introduction
Without further ado,let's start the guide.I hope you enjoy it ^^.
- Powerful crowd control
- Extremely tanky
- Awesome ganks
- Has some sustain with
Triumphant Roar. - Nothing can hold him back.
Cons
- Needs some practice to be effective.
- Needs a good amount of mobility.
- Mana hungry.
- Banned a lot in ranked games.
- Damage output is kinda low.
Jungle:Jungle
AP:This build is one of those "4fun" builds,which you should never use in ranked games.High burst damage,but somewhat squishy without
Top picks
:This is great when going support due to the fact that it adds another CC to your arsenal.With
:This is a must on any
:
:Take this in the AP build to give you some more killing potential.Good picks
:This is good for the support build,but only take this if you plan on buying
:Read
:This is good for the Ap build,bad otherwise.
:This is also good for the mobility,but Bad spells
:This spell isn't worth wasting a slot for.Plus,if you're mana hungry,buy a philosopher's stone and stop spamming.
:Are they wasting their CC on you?That's great,because your team can wreak havoc.Plus,you have
:This is only good for ADCs or the I believe i don't really need to explain why you shouldn't take the other spells.
Support runes
Runes
Marks
Greater Mark of Armor:I take these marks for some extra tankiness early on.
Greater Mark of Magic Penetration:These are also good choices if you want to increase your damage output or if you don't have armor marks.
Seals
Greater Seal of Armor:These are probably the best seals in the game.They greatly improve your early tankiness.
Glyphs
Greater Glyph of Magic Resist:Great glyphs because the early magic resist will help tanking some damage from the supports,such as
Sona's annoying
Hymn of Valor,or even magic damage from carries(
Rocket Jump,
Phosphorus Bomb,
Essence Flux,etc).
Greater Glyph of Scaling Magic Resist:Also good choices if you want to be more tanky mid-late game instead of early on.
Greater Glyph of Cooldown Reduction:These are also good choices since
Alistar's cooldowns are quite lenghty.
Quintessences
Greater Quintessence of Movement Speed:These are the best Quints for
Alistar,simply because movement speed is essential on him.The bonus speed might be enough for landing that clutch
Pulverize and other sorts of things.
Greater Quintessence of Gold:Also good for support due to the fact that you won't be farming(unless your carry is recalling,dead,etc).However,I personally prefer the
Greater Quintessence of Movement Speed.
Jungle runes
Runes
Marks
Greater Mark of Magic Penetration:These runes will improve your clearing speed,since all your AOE is magic damage.Additionaly,it offers extra damage on all stages of the game.
Greater Mark of Armor:Also good if you don't want the extra damage and want more tankiness.
Seals
Greater Mark of Armor:Obvious choice,since monsters deal physical damage.Also offers extra tankiness when ganking,etc.
Glyphs
Greater Mark of Scaling Magic Resist:For jungling,i prefer to take scaling magic resist since early on you will be mostly on the jungle taking physical damage.So,you will mostly take magical damage in teamfights mid-late game,so
Greater Glyph of Scaling Magic Resist>
Greater Glyph of Magic Resist for jungling.
Quintessences
Greater Quintessence of Movement Speed:Obvious choice,since as I said above,movement speed is essential to
Alistar.The movement speed helps a lot when ganking and in teamfights also.
So,my
Support masteries
Offensive tree
-
Summoner's Wrath
:I use this mastery to improve
Exhaust,so the target becomes easier to kill.
Defensive tree
-
Durability
:I take this mastery because free health is kinda good for
Alistar.
Utility tree
-
Summoner's Insight
:I take this mastery to reduce
Flash's cooldown,since we will need it a lot of times. -
Wanderer
:This mastery is amazing because you can get back to lane faster,but most importantly,roam,which is a pretty efective tactic if you want to rack some assists. -
Meditation
:I take this mastery to solve
Alistar's early mana problems.Synergises well with
Faerie Charm. -
Mastermind
:Again,reducing
Flash's cooldown is extremely important for
Alistar.It also helps reducing
Exhaust's CD,which is kinda lenghty also. -
Artificer
:I take this mastery because having the cooldown of our items reduced is pretty good,especially if teamfights are happening a lot and you need
Shurelya's Battlesong and
Shard of True Ice available. -
Greed
:This mastery is amazing for supports since as you won't be taking farm from your carry,this mastery really helps with your gold income. -
Wealth
:I simply love this mastery because the extra gold gives us an extra ward at the beggining. -
Biscuiteer
:The biscuit is extremely important since you won't be taking any potions at the start if you follow the standard build.This gives you some sustain,but remember to only use it if needed. -
Explorer
:I take this simply because the 60 seconds ward is pretty effective to protect your jungle at the start. -
Pickpocket
:This mastery is kinda good if you have the opportunity to land some autoattacks to the enemy and increase your gold income. -
Intelligence
:Kinda obvious mastery for
Alistar since his cooldowns are lenghty. -
Nimble
:3% movespeed for free is amazing for a champion like
Alistar.If you don't know how much 3% movespeed is,i will say,it is equivalent to 2
Greater Quintessence of Movement Speed.
I invest a lot of points into the utility tree because most of its masteries benefit
Jungle masteries
Defensive tree
-
Summoner's Resolve
:I take this to improve
Smite because 10 extra gold each use is extremely useful. -
Durability
:This is really good because extra health per level helps a lot for some more tankiness. -
Tough Skin
:Extremely awesome mastery because we can tank monsters more easily. -
Hardiness
:Armor helps a lot in the jungle since monsters deal physical damage.The armor also helps when ganking if you take minion aggro,if the enemy turns to fight you etc. -
Resistance
:Some extra magic resist for extra tankiness. -
Bladed Armor
:Upgraded from
Tough Skin
,this mastery helps a lot because it kinda increases your clearing speed due to the damage reflection. -
Veteran's Scars
:Upgraded from
Durability
,this mastery gives some extra health at the start,increasing our early tankiness.Kinda awesome. -
Tenacious
:Tenacity is always good,especially since most of the times we won't be buying
Mercury's Treads. -
Juggernaut
:I love this mastery because it increases our health by a decent amount. -
Defender
:This helps a lot since most of the times you should be in the middle of the enemy team. -
Honor Guard
:Amazing mastery for overall tankiness.
Utility tree
-
Summoner's Insight
:As said above,reducing flash's cooldown is essential for
Alistar,so this mastery is mandatory. -
Wanderer
:This mastery improves our ganking potential,especially when combined with
Mobility Boots.This also helps traveling between camps. -
Improved Recall
:This mastery isn't that great for
Alistar,but we take it since we need that 1 point to get
Runic Affinity
. -
Mastermind
:Read
Summoner's Insight
. -
Runic Affinity
:Great mastery since we want the first
Blue Buff to last as much as possible.Also helps with the
Red Buff so we can gank more often.
:Whenever Support usage:For supporting,
Jungle usage:This is mainly used to improve your clearing speed due to the AOE,and as since you can spam your heal in the jungle,you will easily clear small and big camps alike.Again,the unit collision ignore is very good for better positioning during ganks,etc.Be sure to space out your abilities,since
Teamfight usage:Kinda obvious,but try to use this in the middle of the enemy team to do the most damage as possible.
:Support usage:This is an amazing ability since the entire CC lasts 1,5 seconds.This is enough for your ADC to hit the enemy at least 2 times.Additionaly,its enough time for you to use
Jungle usage:This improves your clearing speed since its AOE,but we mainly use it to gank of course,since 1,5 seconds is a pretty long time to beat up the enemy.
Teamfight usage:Try to hit as much enemies as possible with
:Support usage:This is mainly used in your simple
Jungle usage:
Teamfight usage:This is mainly used to knock back a squishy target(Mainly carries) onto your team so they can be quickly annihilated.You can also use it to peel of bruisers from your carries to protect the latter.
:Support usage:This is mainly used to sustain yourself and your partner.It's kinda spammable since minions will die a lot around you.However,be careful and manage your mana.This can also be used during skirmishes to proc
Jungle usage:This is mainly used to sustain yourself and proc
Teamfight usage:In teamfights the heal won't be really effective,but it helps recovering from enemy pokes pre-teamfight.Try to use it as much as possible during the actual fight to proc
:Support usage:This should be used during fights to improve your tankiness and damage.It can also be used as an "escape" mechanism due to the CC removal component and the damage reduction which may help you survive.
Jungle usage:When jungling,this is mainly used for tower diving,since it does this job pretty well.
It can be used when fighting the enemy jungler due to the AD and damage reduction.
Teamfight usage:Amazing ultimate from teamfights.Once they start CC'ing you,pop
As you can see,
Skill sequence
Support sequence
Triumphant Roar is maxed first to improve the sustain to yourself and your partner.
Pulverize is maxed second to improve damage and reduce the cooldown.
Headbutt is maxed last becase our other skills are more important.
Unbreakable Will,as your ultimate,should be taken whenever possible.
Pulverize is maxed first to improve damage(and consequently,clearing speed) and reduce its cooldown.
Triumphant Roar is maxed second to improve sustain in the jungle.
Headbutt should be taken at level 2 to gank,but max it last.
Unbreakable Will obviously should be taken whenever possible.
Start
+
+sight wardx2:This is my preffered start.It offer some sustain with the Early game
philosopher's stone:I can't stress enough how good this item is for
:This item is amazing,not only because it gives us some health for tankiness,but it offers a powerful supply of wards.Must-buy for any support.kage's lucky pick:Another good item.The AP improves a bit of our damage and heals,but it gives us GP10 also,which is kinda nice.
:We only get it now because base speed has been buffed on season 3,so we can feel free to get the "support core" earlier.
Boots
:This are my prefferred par of boots for
:These are also good choices if you're having a lot of trouble with
:These boots also gives great mobility,and they are better than
:Also good choices if the enemy is CC heavy,but i don't like to take it.
:If the enemy ADC is giving you trouble.
Mid game
:This item is kinda nice since it offers every stat a tank needs.The aura also greatly helps in early teamfights.
:It offers a decent amount of health and an even better ward supply than
:This item is amazing since it offers a decent amount of AP,a cool mana regen aura,but most importantly its active,which improves even more our initiation.The best part about it is that it retains the gp10 from kage's lucky pick,so we will still be generating gold through the game.
:I love this item.It offers some good amount of health and CDR,but most importantly the active that also improves initiation due to the massive boost of speed.
Late Game
:This item is kinda nice since it offers a handful amount of mana(which is kinda helpful since
:Your big buy.Amazing stats(mainly magic resist) and an aura that helps immensely your team.
:The extra speed is simply amazing for Start
+
x5:This is the best start for junglers.It increases your clearing speeds and the Early game
:This is a great item.It provides you decent sustain but most importantly the extra damage against monsters.
:Boots,of course,are necessary for ganking.philosopher's stone:Some more sustain and gp10 to help with your gold income.Will build into
emblem of valor:The armor will make you tankier,and the health regen will also offer some more sustain.Kinda nice to have.
Boots
:These boots will greatly improve your ganking potential.Essential for jungle For other boot choices,read the support items section.
Mid game
:Amazing stats for a tank like you,and also a nice aura to help in early teamfights.
:This item is pretty good for
:Some cdr and health,as well as an amazing active to help you initiate with the great speed boost.
Late game
:This item helps a lot,offering a decent amount of health,extra damage against monsters,some armor and tenacity,which is kinda helpful.
:This item is amazing for
:Tons of damage.A few
:Amazing stats and a great aura because it benefits your team insanely.
:The extra speed is simply amazing for Agressive options
:This offers a decent amount of AP,some magic resist and Movement Speed,which is great for
:Weird choice,but it is good if you're having mana problems since
:This item is kinda good if you want to be OP in towerdives or if you need to backdoor.
:This item offers some AP and a nice aura,but most importantly its active which improves pushing.
Defensive Options
:Quite a selfish item,but its kinda good since it offers some CDR,health,magic resist,and it improves
:If you're being a game-changing force in teamfights and need that "second chance",this is a good choice.
:Great item for
:Welcome to the Warmog's meta.The health it offers is extremely good since armor and magic resist were "nerfed".Utility items
zeke's herald:This item is good because it improves the potential of AD champions on your team.
:If the carry is being hardly focused,this item can save him and overall a game changing item.
:Good stats but most importanyly its active which can change the tides of a teamfight.
:Support
Early game
- Focus on healing your teammate early on and let him farm.
- Once you feel confident,run up to the enemy carry,
Pulverize him and knock him back to your carry with
Headbutt.Use
Exhaust if needed to secure the kill. - The above strategy can be done with
Flash for a "surprise" technique. - Ward as much as possible.The best places to ward with your 2 starting sight wards are the bot lane bush closest to the enemy tower(to keep control of it) and the river bush to prevent ganks.
- As you go back to base and buy more wards,try to ward the dragon,the tribush and the entrance to the purple team
Ancient Golem. - If attempting for a tower dive,remember to always use
Unbreakable Will.
Mid game
- Try to ward the map as much as possible and protect your carry.
- Keep control of dragon and take it whenever you have the opportunity to provide global gold to your team.
- You can try to roam if your carry feels secure.This way,you can rack up some assists.
- Now the first teamfights should be occuring.Your goal is to walk through the enemy team(or
Flash on it),
Pulverize the enemy carry,
Headbutt him to your team.
Exhaust him if needed.If not,save
Exhaust for another disruptive enemy.Use
Shard of True Ice if you have it to improve this initiation.After you've done your job,pop
Unbreakable Will and wreak havoc.
Late game
- For now,try to ward key objectives such as
Dragon or
Baron Nashor. - Stay close to your team,especially the carry to prevent him from being assassinated.
- Whenever teamfights occur,do the same thing as said above.Except now you should have
Shurelya's Battlesong to make the initiation better. - Do baron whenever possible.
- Win the game.
Jungling
- Start at the
Ancient Golem.Ask for a leash.Use
Pulverize once he starts attacking you.Once he's almost dead,use
Smite on him. - Grab
Headbutt and look for a gank.Use your basic combo(
Pulverize+
Headbutt) and try to get a kill or an assist.If not,the enemy probably wasted
Flash. - You can either go back to the jungle or go base.If you're back to the jungle,kill
Wolves,then
Wraiths,then
Elder Lizard and finally
Double Golems.Remember that in the middle of this route you will obviously reach lv 3,which is where you should get
Triumphant Roar.Spam it as much as possible in the jungle as long as you have
Blue Buff. - Once you've got philosopher's stone,give the
Blue Buff to your mid laner.If he does'nt use mana,take it yourself.
Ganking
Top Lane
- River gank:This is the gank where you come from the river and gank the enemy from behind.Use the same
Pulverize+
Headbutt as stated above.Only possible if the lane is possible. - Tribush gank:This is the gank where you go through the purple team jungle and go behind the enemy.Use the same combo.Only possible if on the blue team.
- Tower dive gank:This gank is only possible if you're on the purple team.Go through the enemy jungle into the tribush.Wait for your minions to hit the enemy tower and go behind it to kill the enemy.Remember to use
Unbreakable Will. - Lane gank:Ask your laner to push so you can go through the top lane bushes unnoticed and eventually surprise the enemy.
Mid lane
- Bush gank:This is the gank where you come from the side bushes and the most popular gank for the mid lane.Only do this if the enemy is pushing hard.
- Loop gank:This is the gank where you loop behind the wall besides the bush and get behind the enemy.Only do this if the lane is frozen.
Bot lane
- River gank:Read the top lane section.Be sure that the bush is not warded or else you've just wasted time.
- Tribush gank:Read top lane section.However,instead of being on the blue team,you should be on the purple one.
- Tower dive gank:Read top lane section.
- Lane gank:Read top lane section.Again.







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