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Choose Champion Build:
-
Tank Healistar
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AP Alistar
Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Triumphant Roar (PASSIVE)
Alistar Passive Ability
Introduction
Given his kit, I prefer to build him as a tank and a healer with a strong emphasis on CDR and the

Feel free to critique the guide on anything stupid I may have, upvote if you like it, or downvote and leave some suggestions if you don't!
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Trample Your very own innate ![]() |
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Pulverize Hard AOE CC, pretty self explanatory. Its main use is to hard CC an entire crowd and set them up for bursting or skill shotting. You can either run in there, use ![]() ![]() |
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Headbutt It's like a reverse ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() tl;dr: Push the right guy the right way to give your carries room to shoot their MVPs. |
When used alone,








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Triumphant Roar This is what makes Alistar the reigning champion of ARAM. His heals provide 180 hp every 12 seconds when maxed, and 50% of that to nearby allies. With 40% CDR, that's a minimum of 750 self-heal per minute plus his 22.55 HP5 at level 18, Spirit Visage's +20HP5, and Locket's +10HP5, all multiplied by a 20% for a startling 1650 HP per minute at level 18, assuming he doesn't take advantage of the death cooldown bonus. His allies get 375 HP per minute from his heal along with 120 HP/minute from Locket, for ~500 HP per minute. All of this, of course, is diminished by the Howling Abyss's -20% regen aura. In addition, nearby enemy deaths will drop the cooldown on ![]() It's also interesting to note that, unlike any other healers, Alistar's heals affect the minions, giving him some great pushing power. Pushing your minion waves will eventually push the line of conflict to their tower, where you can outsustain them and let your teammates poke them down for a towerdive. |
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Unbreakable Will If you're going all in and you know it's a strategically advantageous all-in, hit your ![]() |
Skill sequence
For a Healistar to sustain his team in ARAM,



Runes




Main rune set

Put some survivability on that cow. They can also be



Put some armor on that cow. If you're concerned about early game,


Put some... magic resist on that cow. Those AP champs want steak too. You can also use



This should give you +15 mvt speed to make up for his slow base speed. Movement speed is vital since it determines whether you can get your q-w combo off or not. You can opt to use more armor/MR quints, but you will need an

"Dude, what's with your weird scaling rune fetish?" In ARAM, early game doesn't last long enough for flat runes to be profitable. It's not Classic, where early game aggro can deny them CS and early game kills can deny them exp & gold while giving you a significant gold boost. It's ARAM, where early game's impact on late game is mitigated by the Howling Abyss's aura. A lot of the pokes you'll be receiving before level 6 will be magic-based, and you've got a Chalice to cover that. Once you hit level 6, your ult should keep you alive in vital situations since you can tank what little burst damage they have. If you do end up against an AD-poke team, get a

While I do list some core items, it always varies depending on the type of enemies you're facing; hence it is impossible to identify a single core build that should be used in every single match. The "core" that I listed is a general build against a mixed team. I highly recommend reviewing your death recap and looking at what the enemy team is building to help adjust your core build on the fly. If you're taking nothing but magic damage, refer to the anti-AP items; likewise if they're AD-heavy, use some anti-AD items. No core is ever set in stone (except for
Chalice of Harmony) due to the randomness of ARAM.
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As mentioned previously, if the enemy has absolutely minimal AP, I would consider ditching the Locket-Spirit combo and using Randiun + Frozen Heart as a substitute core. Do not ditch the Chalice though, since it's still worth its gold considering how powerful its passive is. If the enemy is full AP, consider ditching
Sunfire Aegis.
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Against an AD-heavy team
Against an AP-heavy team
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There are some instances when you're so tanky that you can stop making yourself all the more invincible and work on some battlefield presence with significant damage output. I usually don't build this path, but there are some scenarios when I feel that extra damage will help so I add on one or two damage items in addition to
Sunfire Aegis.
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If your team is really chill about not tryharding in ARAM and/or you're absolutely wrecking them and you're sitting on a pile of gold, try picking up a few lolwat items after you finish at least 3 tank items. None of these recommendations should ever be taken seriously if you really want to win.

Starting items
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Chalice of Harmony For mana-hungry supports and AP spammers like ![]() ![]() "Why not a ![]() ![]() ![]() "Why not a ____ start?" If the item you're suggesting is a ![]() ![]() ![]() |
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Boots of Speed One possible way to spend the remaining gold. Helps with running down a squishy and qw-ing him to your allies for first blood and many more to follow. Not so vital if your team has a ton of poke and can zone them way out of your reach, or if their squishies are good kite champs with lockdown abilities like ![]() ![]() |
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Null-Magic Mantle If you're up against AP pokes like ![]() ![]() ![]() ![]() |
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Ancient Coin After a bit of thought, I included this option as it does give a very small amount of gold and sustain. You can rush a ![]() |
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Core items
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Locket of the Iron Solari Locket is a cost-efficient item for Alistar. It gives a little bit of health, MR, CDR,and HP5 (everything that a tank could ever want out of a single item!). It boosts his overall team healing ability by roughly 30% with its health regen aura and its CDR to let him spam ![]() ![]() ![]() ![]() ![]() |
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Spirit Visage Spirit boosts his team and self-healing capabilities as well as increasing his effective HP against mages and AOE AP spells. A must-have for its extremely high cost efficiency. |
As mentioned previously, if the enemy has absolutely minimal AP, I would consider ditching the Locket-Spirit combo and using Randiun + Frozen Heart as a substitute core. Do not ditch the Chalice though, since it's still worth its gold considering how powerful its passive is. If the enemy is full AP, consider ditching

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Situational items - pick 1 + boots
Against an AD-heavy team
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Randuin's Omen Effective counter against autoattack champions like ![]() ![]() ![]() |
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Frozen Heart If the enemy has a ton of autoattack-reliant champions, this will tip the scales in your team's favor by removing 650 gold worth of autoattck speed from every enemy champion. It becomes extremely cost effective if at least 2 of the enemy champions are aa-reliant. The CDR also helps with your ability spamming and the mana pool combined with a chalice makes it impossible to run out of mana. If they have difficulty bursting you down and you feel that your health pool is adequate to last you each fight, consider building this before ![]() |
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Thornmail A late-game item to annoy their ADCs. Don't build this until you have some health and CDR. Most of the times, ![]() |
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Ninja Tabi If the enemy has a lot of aa-reliant champions, try to build this right after your core, or build it right after the Locket. Usually, ![]() |
Against an AP-heavy team
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Banshee's Veil Blocks initiation skills and gives more MR/HP. If there are a ton of AP casters and Spirit Visage wasn't enough, get this item. |
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Orb of Winter If the enemy is so AP-heavy that your ![]() ![]() ![]() ![]() ![]() |
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Mercury's Treads If the enemy has a ton of AP or CC and are locking you down all the time, get these boots. |
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Aggressive/Damage items
There are some instances when you're so tanky that you can stop making yourself all the more invincible and work on some battlefield presence with significant damage output. I usually don't build this path, but there are some scenarios when I feel that extra damage will help so I add on one or two damage items in addition to

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Rabadon's Deathcap Gives him a nice 156 AP, making his abilities hurt more. Also adds 16 damage to his ![]() |
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Zhonya's Hourglass A combination of AP and armor. Helps with countering ADCs while increasing damage. |
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Lich Bane This is only profitable over ![]() |
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Odd items to consider
Talisman of Ascension | ___ |
Talisman of Ascension Give your team a huge speed boost and minimize the enemy's kiting potential by scaring them into mindlessly running away and getting picked off. |
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Boots of Swiftness If you need speed, this will help you. |
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Enchantment: Alacrity If you need more movement speed and you have a full build, consider this. |
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Enchantment: Captain If you have a full build and you think your teammates could make good use of a movement speed aura to follow up faster on initiates, get this. |
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Some lolwat items
If your team is really chill about not tryharding in ARAM and/or you're absolutely wrecking them and you're sitting on a pile of gold, try picking up a few lolwat items after you finish at least 3 tank items. None of these recommendations should ever be taken seriously if you really want to win.
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Nashor's Tooth Alistar has extremely high base AD, and a Nashor's tooth will complement that by giving him significant attack speed in addition to boosting his ability damage and autoattack DPS. |
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Ravenous Hydra When combined with your ult, you get 120+90+75 damage with some serious splash damage. Combined with the crescent active, you become pretty darn annoying. |
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Tinity Force The huge boost in movement speed combined with that terrifying proc damage (up to +240 damage) makes you really darn annoying. However, it's pretty darn expensive. |
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Zephyr Annoyingness +65%. The movement speed and the autoattack boost is pretty darn trolly. |
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Banner of Command If you promote that cannon, sustain him with your heals, and keep your minions in your aura, you can push the towers pretty hard and go for a fast inhib knockout. The AP and the CDR are decent on an offense-oriented Alistar. Remember: people will poke from behind their minions, and pushing the wave will push the ground from which they can poke from all the way to their tower. Does not work if the enemy has waveclear champs like ![]() |
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Hunter's Machete I'm not responsible if you get reported. Thanks. |
Must-have Spells
Recommended
Kinda-not recommended
All other summoner spells.
Barrier is kinda viable if somehow you frequently go really low and the
Locket of the Iron Solari-
Triumphant Roar-
Heal combo won't save you. But really, you've got
Unbreakable Will for clutch moments like those.
Ignite is also an ok skill but you'd have to sacrifice
Flash for that.
Recommended
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Heal "Heal? But this is Alistar! He's already got ![]() ![]() |
Kinda-not recommended
All other summoner spells.







(If you know how to use Alistar, you can skip this section, or the whole guide as a matter of fact. The following will state the obvious for the sake of newer players.)
Why support/tank Alistar? Why not 1000 damage pulverize-headbutt combos followed by a massive lich bane hit?
It always depends on the team comps, really. If your team has nothing but supports/tanks/bruisers (
Soraka-
Renekton-
Rammus-etc), you can opt for more burst damage with some combo of
Rabadon's Deathcap-
Lich Bane-
Abyssal Mask-
Zhonya's Hourglass-
Rod of Ages-
Rylai's Crystal Scepter. These setups are highly dependent on his
Unbreakable Will to stay alive in each fight. In 90% of cases, you'll have enough AP and AD carries to build for Healistar.
It's also preference-based though, and I acknowledge that some players can work wonders with a full-AP Alistar. It's simply my preference to build him as a brick wall and add the damage items I might need, like
Abyssal Mask or
Iceborn Gauntlet, after I know for sure I can survive each fight and keep my teammates alive at the same time. Nevertheless, AP Alistar is still a viable champion, and if you prefer the AP life then by all means play the AP Alistar.
Pulverize their squishy up, and
Headbutt him to your team" combo. However, avoid doing this in a large group of enemies since early-game Alistar can be a tad squishy versus their full team without a complete build. If you repeat this several times successfully, the enemy will retreat to their tower and cower from your team's pokes. However, this is unlikely to happen multiple times as most players will have the common sense to stay away from you. If you fail at it and you die, you lose ~500 hp worth of early-game healing for your allies.
Sometimes, however, this is completely unnecessary. If it's a poke-heavy ARAM involving
Nidalee,
Lux,
Ziggs,
Jinx,
Ashe, and
Heimerdinger all trying to zone each other out, use your best judgment as to whether you should simply support your pokes or push aggressively. In most of the cases involving heavy poking, I prefer to simply heal up my pokers. If your team lacks significant poke power and you're zoned to your tower, you might want to hold off on doing a combo unless they get close enough to the tower for you to flash and pulverize-headbutt them to your tower. (Recognize, however, that this will likely get you killed unless you use your
Unbreakable Will so pick your target carefully and make sure your team can follow up). Otherwise, just sit back and spam your heals to prevent the enemy from dropping your team low for a towerdive.
Regardless of the situation that develops as a result of the team comps, do not die a vain death. Realistically, you should have at least 2-4k gold by the time you first die, and by the second time (if you even die a second time) you should have another 3-5k gold. While tank Alistar is dependent on items to be effective, you can take advantage of the
Triumphant Roar's cooldown from enemy deaths to complement your lack of CDR items, and you can use your
Unbreakable Will to make up for lack of defensive items. Resist the urge to die "just so you can go back to shop and buy" unless you have over 2.5k gold or however much your next full item costs. Also resist the urge to do a towerdive early on in the game; at the very least, wait for
Unbreakable Will at level 11 and the Locket+Sunfire Cape to towerdive aggressively. Remember that every death costs your team valuable HP regen from the loss of your heal and your locket aura.
Master Yi) and they are ahead of their team for whatever reason, you can just pulverize them and headbutt them against a wall to set up the kill for your carries. Otherwise, push them away - especially crazy melee champs like
Wukong that you need to peel at all times.
Once you get significantly tanky enough to rumble through their team without really caring, you become an extremely powerful pusher. In all-in fights, you can get some fast access to their carries; if their carries decide to kite you, their tanks are at the whim of your team. If their carries stand still, you can push them towards your team as long as you know your team is in a position to handle them (ie don't push that full HP Jinx on top of your 4 badly wounded allies).
In lengthier engages, make sure to give the illusion that you are a high-profile target so you can keep the pressure off your squishies. Spam your CCs as often as you can, autoattack their carries (especially with that
Iceborn Gauntlet proc), and spam heal and activate
Locket of the Iron Solari to keep your team alive. Just clinging to their carries with your
Sunfire Aegis in itself stacks up significant cumulative damage. At the same time, try not to die - if you're incredibly low on HP during an engage and you know you are able to get out alive, feel free to walk away, and maybe even bait someone before bashing them on the wall for your teammates to kill. Whatever you do though, stay alive unless you are sure you can take down a high-profile enemy along with you.
Always remember that your power lies in your teammates, which is one of the bigger disadvantages with this build - so try not to get yourself isolated. If your team is completely incompetent or lacks any ranged abilities, you really can't do much (hence why I lost 2 games with Alistar to date). Keep your team alive with Locket and your heals at all time, and if a particularly strong AOE is about to hit your team (I'm looking at you,
Requiem >_>), you can counter it with
Heal as well. Use your CC and your tankability to do everything in your power to keep your carries shooting, whether it's immobilizing the enemy carries or peeling their tanks off of your own.
imgur.com/gniAY3g.jpg
imgur.com/9joaSL9.png (43k hp healed = 20-30 lives saved, minimum!)
imgur.com/sOwTA2v.png
The healing prevented the enemy from poking my team down for a lethal dive. The persistent imbalance in health and their inability to stage an all-in forced them back to their tower. I played relatively passively in this game due to the high amount of ranged combat going on, so I kept my carries alive and harassing. This game, like many other games, ended before I could complete my build so I rushed
Athene's Unholy Grail,
Locket of the Iron Solari, and
Sunfire Aegis upon my first intentional death. That gave me over 150 armor/mr, over 3k hp, and 30% CDR for some serious tanking and spamming with 3 items alone. By the end, we had stomped them 46-18 largely due to the amount of lives saved with the heals and the amount of firepower created by keeping my allies firing. The gold imbalance generated by the incredible sustain came out to 58.6k to 48.9k, or a ~20% difference in gold earnings from all the denied kills.
Another relatively recent game I played:
imgur.com/8nP4hJ3.jpg
imgur.com/uyZ1r4v.png
We had a realtively mediocre Cho and Scion (don't worry, I suck with Cho/Scion too) and the enemy had incredible sustain with Nami and Taric. It was a sure defeat except for the fact that my heal rivaled Nami and Taric's heals combined. I died an unusually large amount of time (4 whole times!) because of the Nami-Taric-Singed CC, but I was able to knock out the Katarina out of her
Death Lotus every time, keep the Singed off the team, and constantly heal and use the Locket active to turn the game into a win.
Another game I played, ~4 days since I published this:
imgur.com/8XcaTsk.jpg
imgur.com/nOGZMUY.png
40k heal in 24 minutes, 54 takedowns out of 57 total takedown in the team, and 9 kills and 2 deaths. I was playing this with my friend on Ezreal, and I would just set up those kills, peel, and sustain my carries for an incredible stomp. I also had multiple clutch saves with my Locket and heal. A couple times I barely prevented Darius from dunking the first
Noxian Guillotine with a sudden heal/shield on his designated target; I also had a minimum of 5 recorded kills denied from Karthus's
Requiem. Essentially, the massive CC and sustain was incredibly effective in destroying the enemy. I followed my pure core that game because of the well-roundedness of the enemy, and I would have added an
Iceborn Gauntlet for my last item had the match lasted long enough for me to die a 3rd time. Notice how Karthus and TF got
Morellonomicon to counter the heal spamming; that was when the Locket's active became more critical than ever to low-hp allies up and running.
Why support/tank Alistar? Why not 1000 damage pulverize-headbutt combos followed by a massive lich bane hit?
It always depends on the team comps, really. If your team has nothing but supports/tanks/bruisers (










It's also preference-based though, and I acknowledge that some players can work wonders with a full-AP Alistar. It's simply my preference to build him as a brick wall and add the damage items I might need, like


Early Game
Your major role in early game is to seek out potential kill setups and demoralize the enemy. The quickest way to leave an impression is to do the typical Alistar "flash out of that bush,

Sometimes, however, this is completely unnecessary. If it's a poke-heavy ARAM involving







Regardless of the situation that develops as a result of the team comps, do not die a vain death. Realistically, you should have at least 2-4k gold by the time you first die, and by the second time (if you even die a second time) you should have another 3-5k gold. While tank Alistar is dependent on items to be effective, you can take advantage of the



Mid-late Game
After the first 5-10 minutes of feeling each other with those lovely pokes, more serious and lengthy engages involving melee/assassin champs are likely to occur. By now, you should be focusing on keeping their melees and assassins off of your squishies. If they happen to be squishy champs (like a full-AD

Once you get significantly tanky enough to rumble through their team without really caring, you become an extremely powerful pusher. In all-in fights, you can get some fast access to their carries; if their carries decide to kite you, their tanks are at the whim of your team. If their carries stand still, you can push them towards your team as long as you know your team is in a position to handle them (ie don't push that full HP Jinx on top of your 4 badly wounded allies).
In lengthier engages, make sure to give the illusion that you are a high-profile target so you can keep the pressure off your squishies. Spam your CCs as often as you can, autoattack their carries (especially with that



Always remember that your power lies in your teammates, which is one of the bigger disadvantages with this build - so try not to get yourself isolated. If your team is completely incompetent or lacks any ranged abilities, you really can't do much (hence why I lost 2 games with Alistar to date). Keep your team alive with Locket and your heals at all time, and if a particularly strong AOE is about to hit your team (I'm looking at you,


Sample match results
My most recent game (played right before publishing this guide) shows how destructive Alistar can be.imgur.com/gniAY3g.jpg
imgur.com/9joaSL9.png (43k hp healed = 20-30 lives saved, minimum!)
imgur.com/sOwTA2v.png
The healing prevented the enemy from poking my team down for a lethal dive. The persistent imbalance in health and their inability to stage an all-in forced them back to their tower. I played relatively passively in this game due to the high amount of ranged combat going on, so I kept my carries alive and harassing. This game, like many other games, ended before I could complete my build so I rushed



Another relatively recent game I played:
imgur.com/8nP4hJ3.jpg
imgur.com/uyZ1r4v.png
We had a realtively mediocre Cho and Scion (don't worry, I suck with Cho/Scion too) and the enemy had incredible sustain with Nami and Taric. It was a sure defeat except for the fact that my heal rivaled Nami and Taric's heals combined. I died an unusually large amount of time (4 whole times!) because of the Nami-Taric-Singed CC, but I was able to knock out the Katarina out of her

Another game I played, ~4 days since I published this:
imgur.com/8XcaTsk.jpg
imgur.com/nOGZMUY.png
40k heal in 24 minutes, 54 takedowns out of 57 total takedown in the team, and 9 kills and 2 deaths. I was playing this with my friend on Ezreal, and I would just set up those kills, peel, and sustain my carries for an incredible stomp. I also had multiple clutch saves with my Locket and heal. A couple times I barely prevented Darius from dunking the first




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Amumu Most Amumus will attempt to initiate with the ![]() ![]() ![]() ![]() ![]() |
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Dr. Mundo Dr. Mundo has a built-in ![]() ![]() |
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Fiddlesticks While neither support nor tank, it's important to note that Fiddlesticks can wipe out any team in ARAM if you don't retaliate properly. In poke wars, don't get near him or he will toss that ![]() |
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Garen Tank Garen is a piece of cake for Alistar. Every time he tries to run ![]() ![]() |
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Janna Alistar's heals are superior to her shield, and his CC has much better utility in close quarters. When the ![]() |
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Leona Alistar is a somewhat-effective counter to Leona. When Leona activates her ![]() ![]() ![]() |
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Malphite If Alistar lost his healing ability and got a ton of extra damage, his name would be ![]() ![]() |
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Nunu An AP Nunu's major in-combat skill in ARAM is his ![]() |
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Rammus Rammus has some significant CC skills and AOE damage, and he's a tough nugget to take down. Just shove him away, especially when his ult is active since it has some serious damage. |
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Singed Don't chase a Singed. If he tries to initiate by running to your squishy to ![]() |
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Sona/Soraka/Taric Oh, you guys can heal? That's great. A cow can heal better than you guys. If Taric attempts to initiate, try to shove him away since his ![]() ![]() |
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Thresh Shove that sucker away like you're shoving away an Amumu or Fiddlesticks. If he ults on your team it's your fault. |
There are some less common tank/support champs that I did not list. Just use the generic formula:
-If they have AOE CC or damage, push them away from your team.
-If they are squishy, push them to your team.
-If they can heal, just outheal them.
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