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Tanky AP Alistar (post-patch)






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Spells:
Rally
Teleport
Ability Order
Triumphant Roar (PASSIVE)
Alistar Passive Ability
Introduction
These two builds start out similarly and have a fair amount in common.
What you gain:
* Pushing ability
* 1v1 threat, especially tower diving vs weakened foes
* Heal power
* Spammable slow
* Just a little bit extra all around
* Harder to be ignored by enemies
* A real presence if overfed
* Better able to pick up some slack when you don't have enough good players
* Better in smaller fights, 3v3 or smaller
What you pay for it:
* No more passive healing; in particular, heal rate drops dramatically while OOM
* Mana conservation becomes more important; sustainability drops a little
* Total life recovery rate while spamming

* Slightly harder to play
* Not as much armor/MRes as TIRM (now that

* Not as sturdy in large fights, 4v4 or larger
Overall, it seems to be a more-than-fair trade. If your team is extra squishy, TIRM is probably more appropriate, but if your team has some bulk, AP Alistar and a tanky DPS can tag team for the duties.


Exception:






philosopher's stone Adequate MP5, helpful HP5, 5 GP10. Try to rack up 800 gold or more on your first trip out.





















Situational:
Your last item can be changed for more tankiness.











1. Let them come to you
2.

3.

4.

5. If enemy minions are about, farm a little. Use


6. Retreat or chase a little as needed
7. Repeat
Of course, this can only go on for so long, so be map-aware. You can run away for good after (4), or headbutt them toward incoming help after (2), depending on circumstances.
This works on AI. Humans learn, unfortunately, but at least the *threat* of a cycle like this should keep them from engaging too much in the first place, 1v1.
For

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