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Alistar Build Guide by Paradoxical Hate

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League of Legends Build Guide Author Paradoxical Hate

Super OP AP Alistar Unorthodox Build [Support]

Paradoxical Hate Last updated on March 24, 2014
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 19

Legendary Guardian

Defense: 0


Utility: 11

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Update Logs

3.17.2014 : Edited the "Early Game" Chapter.
3.17.2014 : Added "ITEMS" Chapter. Fixed Mastery Page.

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Hi, I am a Diamond Player, and I main support! My friends always told me that I go unorthodox builds with support, and I do so well with them. So then I wanted to share it with other people and see how they do. Here is my first guide.
This guide may not be the best, or the longest. My goal here is to keep it as short and simple as possible. Thanks for reading! Also, make sure to keep up with the date, as I will be making more unorthodox support guides~!

What is this build like?

Alistar is one of the supports that can both initiate to fight, or peel for a champion. He only has two abilities for CC, and they can both be used to shred a whole team apart.
This is an AP alistar build. Preferably this build should be played with someone that is bursty, like Graves, Sivir, or even Ezreal (can be bursty).

Wait. But he's not tanky.

Again, Alistar has one of the best initiates in the game. His bursty combo can set up literally the easiest kill ever. If you win your lane, as an AP Alistar, you can literally combo, auto attack, and your ADC can auto attack once or twice for a kill. It's that easy.
And then when it comes to teamfights, he can still do well. He can't stay too long in fights though. You cannot use this build with a CCless team, because you will find yourself dying instantly. With a Wukong or an Amumu you can DOMINATEEEE.
I'll go in depth with this build. Anyway, enjoy~

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Pros / Cons


  • Must be good at Alistar for it to work (landing WQ combos almost everytime)
  • Can set up kills easily for a team
  • Can catch someone off for your team to kill
  • Possibly instagib their carries
  • You can in some cases 1v1 their carries
  • Really mobile
  • Overall can carry a game

  • Squishy
  • Early Game Weak
  • Can't last long in teamfights
  • Must 99% of the time land your combo
  • Heal weak early game

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The truth is, there can be many changes into the build and it can still work. For example, Talisman of Ascension can be rushed first than the Deathfire Grasp. It will give you the small boost in movement speed to easily catch opponents in bottom lane.

However, Deathfire Grasp should be bought before Mid-Game (~20 minutes). Usually after my starting items, I get my mobility boots, pots, and wards. Then I save up for my Needlessly Large Rod, only for the fact that the build makes Alistar really weak early anyway, so might as well just save gold.

Sometimes I buy a Sheen before my Deathfire Grasp. This is usually if my ADC has enough damage, then OCCASIONALLY I buy myself a lichbane first. But, keeping a Sheen is usually sufficient for early game. However, make sure you auto in between your skills if you buy yourself one!

After the first three or four items, the last two items do not really matter. I sometimes go Randuin's Omens if I see that they're AD Heavy, and they're extremely hard to catch. Omen's would definitely help slow them, and slow them even more if they auto attack you.

Rabadon's Deathcap can also be bought if you are doing so well with your team.

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A 19/11 Mastery page. It gives the necessary AP and CDR you need in order to win. However, you may be wondering why I put 3 slots into Devastating Strikes . Well, magic pen is obvious, but armor pen??
Armor pen is arguably and surprisingly good on Alistar support, especially with this build. Your auto attacks actually work, especially since your ultimate gives you some AD along with it.
The 11 points in the Utility page are just mana regen, biscuit, and movement speed.

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Greater Quintessence of Movement Speed

Greater Mark of Precision

Greater Seal of Armor

Greater Glyph of Mana Regeneration

Greater Glyph of Magic Resist

Okay. At first, you may be going like"WTF!?@#?!@#" Well. I understand. These runes are a bit weird. But your goal as an AP Alistar is to be SCARY.

Greater Quintessence of Movement Speed x9 : Gives you the movement speed in order to play aggressive and pull off your combo easier.

Greater Mark of Hybrid Penetration x9 : Again, like the Devastating Strikes , it gives armor and magic pen. With these hybrid marks, you can deal A LOT more damage without having too much AP in the beginning.

Greater Seal of Armor x9 : Armor is just necessary for all bottom lanes.

Greater Glyph of Mana Regeneration x4 : Mana regeneration is also necessary for someone like Alistar. He constantly heals, and needs to constantly put those combos in. If he runs out of mana, his scary presence in lane drops down to ZERO. Meaning, automatic death unless you go back to recall and heal your mana.

Greater Glyph of Magic Resist x5 : Magic Resist is also needed.

These runes give a BIT of tankiness, as well as strength. You will need both in order to emerge as the better support near late game.

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Early Game

Your early game is weak as Alistar, especially with this build set up. Nevertheless, you're still an Alistar, and can peel and play aggressively well - two things not a lot of supports can do at the same time. However, when he goes in, it is usually an all-in.

As I said before, his early game is very weak. Regardless, he can still play aggressively. He's weak early game because his damage is poop compared to Lulu or Sona. He still deals a fair amount of damage with his combo and autos, but not worth it for the mana cost.

He's good at setting up ganks. IF they decide to go all-in, or let's say a Thresh pulled into you, you can pulverize, knock him back for the jungler to come and take the kill. Or, he can Headbutt someone into the wall, and then Pulverize.
(Make sure the bush is warded if you headbutt them into a bush.)

And one last time, I cannot stress enough on how WEAK WEAK WEAK WEAAAAAK his early game is. So don't go yolo YET.

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Mid-Late Game

Once you get your Deathfire Grasp, nothing will change except for the fact that you're bursty. As you get more items to make you stronger, the tanks will get more items to make themselves tankier. MEANING, you will always deal the same amount of damage to them, unless they get a lot more fed. However, carries usually build only one or SOMETIMES two survivability items. They won't be getting too tanky for you to rip them apart.

As Alistar, you should usually stick with your ADC, or atleast someone who can burst someone down quickly. Your combo should be DFG, W, Q, Auto, Move, Auto, Heal, Move, Auto, etc. You should ALWAYS put in some auto attacks.

But overall, play aggressively always as AP Alistar. You're not a peeling machine. Although you have abilities that can peel well, most of the time you should focus on one-shotting carries. Although a tank Alistar may do better in a teamfight overall that drags on, if played well, an AP Alistar can do a lot more. One-shotting their ADC to make a fight 5v4 can be one thing. OR even comboing into their team to deal a lot of damage.

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Late Game (Teamfighting)

Shortly, there will be a video showing you an example of a teamfight when playing this build.

Normally, you play yourself almost like a carry, but at the same time, a support. Your job is to carry or help your team as much as possible in a team fight. MEANING, if peeling is necessary, then PEEL. Imagine yourself as an Orianna, - you jump into the middle of their team and CC ALL OF THEM - except you're a melee, and not a robot.

In a team fight, if you find any opportunities to strike a squishy carry, then do it. You have a Deathfire Grasp to amplify all your damage abilities, one of them being a knockup. This can literally turn around a whole teamfight, because if you are strong enough, you forced the carry to burn one or two of their Summoners, or run away to play safe. Either way, you've done **** tons of damage to their carry.
After you combo, you can continue to fight, or retreat for your next combo, while healing your team. The good thing is, you have an ultimate that makes you slightly tankier. This is what makes an AP Alistar different than any other supports/carries. He removes all CC, while gaining some tankiness. This can mean that he can last longer than any other carries in a teamfight. NOW, if they focus you, that's stupid of them. They're wasting time to kill a support. But if you don't die, you'll have your next combo up! Yeah, AP Alistar is THAT ******ed.

While being able to instagib squishy champions, again, you're one of the best initiators in the game. You have mobility boots, Talisman at times, and if you have any other movement speed boosts, that's even better. If you outrun the enemies by far in a chase, you don't have to exactly combo them. You can flash ahead of them and Headbutt them back.

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Thanks for Reading~!

Overall, this build is a really great way to carry your team as support!
Risky, but it works most of the time. Please make sure to come back and check for any updates/new guides! For I will be making more and more unorthodox support guides!

Questions? Comments?

Leave them below!

(Oh, and please no rude comments. This is my first guide :c )