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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:
Nice starter item. Because of philosopher's stone Adequate MP5, helpful HP5, 5 GP10. Try to rack up 800 gold or more on your first trip out.
Of course you'll want to upgrade these, but I'm going to leave the choice of item and the timing situational. If you get
CDR and armor are needed, since your team understandably expects you to function as a tank. Mana helps, too.
Has some nice MRes. You can take
Synergizes with a well-chosen
Getting close to the end. Synergizes with the passive on
Just a little extra to keep you alive in those melee 1v1s until help arrives. NOT redundant with
or
- The former if you're overfed and/or you took 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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