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Choose Champion Build:
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Support Alistar
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AP Mage / Assassin Alistar
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AP Tanky Bruiser Alistar
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AD Bruiser / Crit Alistar
Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Triumphant Roar (PASSIVE)
Alistar Passive Ability
Threats & Synergies
Lulu
Though not a lot of people play Lulu support nowadays, she's still someone incredibly annoying to lane against. She has high ranged poke and lots of shields with her E and ultimate. Overall, try to play passively against her and dodge her poke while looking for good opportunities to engage, since she is so squishy.
Introduction
Hello friends, welcome to my guide on my favorite champion in the game:



After watching and playing many, many, many games of Alistar, I am confident enough in my knowledge and abilities to be able to come out and write this guide on Alistar, not only as a support (though I would consider myself a support main), but also as many other roles, including an AP Mage/Assassin/Bruiser and AD/Crit Fighter/Bruiser! (Unfortunately for you guys, adding jungle into this guide would take up way too much time for me, so for now I'm leaving it out until I decide to do it)
This guide will be LONG and contain a lot of assorted info. However, I will keep everything that is "role-related" organized and sectioned, that way when scrolling through you can easily identify if something is "Support" or "AP Mage" related or whatever, while also being able to easily skip all other things you do not wish to read.
Keep in mind, just because this guide contains every role doesn't mean I won't skimp out on the details for each role. This guide will literally be 4 complete guides in one, and soon to be more (like adding in Jungle) if I decide I have the time to do so. If anything in this guide is unclear/lacks clarity, please let me know in the comments! Don't just downvote and leave!
Lastly, you can watch some of my Alistar play at http://www.twitch.tv/yummybluewaffle. I don't really have a schedule, but when I do stream, I'll pretty much be playing exclusively Alistar, so feel free to follow.
I might not be streaming too often since school is consuming most of my time and I've lost motivation to climb after hitting diamond. If anything, I'll be streaming on my Gold smurf. Content-wise on stream, I'll also be teaching some cool tips that aren't mentioned in this guide, since there's a lot of weird intricate things that are too hard to explain or much easier to show by example.
UPDATED:
-Added a more fighter-mage type of itemization on AP Assassin Alistar, since


-Added in season 6 masteries for all positions.
-Changed runes for the new season.
-Tweaked AD Alistar, after they removed crit from



-Added matchups against

ALSO PLANNING TO ADD:
-Jungle Alistar, soon (TM).
-General lane tip:


-COMBO: W > walk > Q-

-COMBO: W > early Q, where you Q early enough to let them fly away instead of getting knocked up, making it a free super mega burst of damage that still sends them flying off with no chance to retaliate. It's really only good for AP builds though.
-General laning matchups for AP and AD in the cheat sheet to match the support matchups.
-General tips section, with the most important parts being How To Lane, Mid-Game/Roaming, and Late-Game with Engaging, Assassinating, Peeling, etc.
-Videos for each combo.
To access the cheat sheets for the AP and AD builds, just click on the 4 Alistar faces at the top left of the pages.
To help YOU, the reader, find all the things you need in this guide, this will be the way I organize things:
1. Chapter Headings: Looking at the chapter headings in the "Table of Contents" will help you find the general type of content you need. If you are looking for Item Building or Runes/Masteries, simply click on the chapter in the "Table of Contents" and your browser will take you to the chapter.
2. Subchapters for each Role/Position: Within each chapter, it will contain subchapters specifically focused on the role you are trying to learn about, like Support, AP, etc. so as not to overcrowd the "Table of Contents" These subchapters and roles will contain a large Header/Title and will be color coded to make it easier to find when scrolling.
The order and corresponding color will be as so:
-Yellow: Support
-Blue: AP Mage / Assassin
-Purple: AP Tanky Bruiser
-Red: AD Bruiser / Crit
Here's an example header:
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ SUPPORT â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
(FYI this is the prettiest it's gonna look until someone sends me some nice, easily identifiable headers that are highly contrasting with the other headers, for all of you artsy and giving people out there hehe)
3. Role-Specific Mini-Texts: In sections where it's pointless or excessive or too complicated to use large subsections, I will instead resort to mini little texts for any role-specific things I would like to mention. I will simply make a color coded little mention, and then include the corresponding info immediately after.
AP Mage / Assassin: like so.
You'll likely get the gist of how this guide works by simply looking at it too!
Also, for those of you wondering what exactly I mean by "Support", "AP Tanky Bruiser", etc., I will list their descriptions here:
Support: The most typical role for Alistar. Your #1 role is to help your ADC carry you. This means protect and peel (peel is a fancy word for protect; for example, you are "peeling" off the assassin that is currently on top of your ADC, as if the assassin were an orange peel), set up the best environment and lane you can to allow your ADC to farm (healing, warding, zoning/lane presence), and setting up good opportunities for not only your ADC, but your team as well (warding for dragon, engaging in fights/ganks, etc.). You will typically build Tank and Utility. It's important to know that when playing Alistar, particularly during late game, you'll either be engaging or peeling. You can't really do both since your abilities have such long cooldowns, even with 40% CDR.
AP Mage/Assassin: Generally, you will be solo laning in the Mid lane. There are a lot of CDR items to choose from now, making someone like Alistar more ideal in the DPS category, rather than the assassin style he was before. This doesn't mean playing as an assassin is bad! As a mage, you will try to deal DPS and CC to everyone on their team, but ideally their carries. Itemwise, you will typically build high CDR and AP. As an assassin, you'll only target important, squishy targets in fights and try to explode them, normally either their Solo-Lane Carry/ies or their ADC. Itemwise, you only value AP and penetration. For both roles, you get a huge power spike when you buy

AP Tanky Bruiser: Think



AD Bruiser / Crit: This is quite broad, since I'm including Bruiser and Crit together. While it's important to know the differences, I don't think it's a good idea to keep them separate, since the core to both builds are so similar. Nevertheless, this role for Alistar is to deal high amounts of burst and sustained physical damage, whether it be in fights or taking objectives. You can be considered an Assassin or a Tanky Bruiser, but his playstyle is quite unique so it's hard to say what exactly you are. Before your first recall, your kill potential is low, but you can survive through it incredibly easily. As soon as you buy




Jungle when I have the time to update this some more, will be included eventually!
Pros:
-Great base damage and a strong late game in all roles
-Good sustain in lane with his heal
-Can heal minions too to help with pushing, sieging, and denying CS
-Not many people know of his strengths, so you can surprise a lot of people and kill them to carry the game
-Full tank Alistar is unkillable; literally THE tankiest champion in the game
-Easily counters some of the most popular played supports, like




-Great potential to secure kills in ganks, as well as outplaying
-His WQ combo is similar to a

-Has incredible versatility, allowing him to fulfill any role, including a tanky initiator, AP assassin or bruiser, AD bruiser, and even go hybrid.
Cons:
-Long cooldowns on his abilities
-Low base mana and mana regen, usually meaning "pick one" between healing and engaging/harassing. A mana-less Alistar is a useless sack of beef.
-His ult is the main source of his tankiness, and it doesn't last forever, has somewhat long CD, and the fact that his other abilities use up so much mana means that he might not have the mana to use his ult
-When building Tank, he is heavily reliant on teammates, as with most tanks
-Prone to harass
-Not only is his learning curve so high since his abilities are really difficult to perform correctly, incorrectly selecting targets or failing to pull off combos often results in disaster and flaming
-You can't milk those :(
I'll make use of the col[/color]or coded role-specific subchapter headers here, using the same order as it goes.
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ SUPPORT â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
Quints
Best Choices:![]() ![]() |
Alternatives:![]() . |
Quintessences have overall a relatively low amount of options. Since Alistar is a tank, Armor quints are great on him. Health Regeneration is also a great rune against super poke lanes. Alistar is also incredibly slow, while his CC is incredibly devastating, making movement speed quints on Alistar are particularly good since they allow him to close gaps on slow ADC's and supports and enemy teams. The downside of running non-Armor Quints is that we'll be forced to run Armor seals and/or marks, so it's not that stat efficient. There are also other options like AD or AP, and it's really up to you if you want to try weird things like AP Assassin support Alistar (it works sometimes, it's really funny).
Seals
Best Choices:![]() ![]() ![]() |
Alternatives:![]() ![]() . |
Seals are one of the trickier runes to pick for Alistar. Out of all the runes, Seals grant the highest "stats per rune" when it comes to both health and armor, which is why it's tough to decide. I'd opt for Armor over Health only if you're facing a lane which abuses




Marks
Best choices:![]() ![]() ![]() |
Alternatives: greater mark of hybrid penetration ![]() |
Marks, as runes, typically have the highest stats in physical damage as well as penetration, be it physical or magic or hybrid. Alistar support doesn't particularly need these stats unless he's going for an aggressive lane, which is typically why I opt for Armor marks. However, many people take flat AD on aggressive supports to boost the 1 or 2 autos you can dish out when you engage in lane. Flat AS is also incredibly useful since it really helps you use the AD boost on





Glyphs
Best choices:![]() ![]() |
Alternatives:![]() ![]() |
Scaling Magic Resist is good for strong AP mids that you'll be forced to face later in the game, but if you're facing a lane with a lot of magic damage (








â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AP MAGE / ASSASSIN â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
Quints
Best Choices:![]() ![]() |
Alternatives:![]() ![]() |
Flat AP Quints = Scaling AP Glyphs at level 10. Scaling CDR = Flat CDR at level 9 for both Quints and Glyphs. Use these facts to help you decide how you want your rune page to look like if you want CDR or AP, now or later. If going Mage, we plan on getting






Seals
Best Choices:![]() ![]() |
Alternatives:![]() ![]() |
Seals give the most health per rune, making Flat and Scaling Health very viable since you always want some tankiness in lane. I typically opt for flat health since Alistar's health increases relatively much higher than most champions anyways, but the meta likes Scaling Health right now. Armor is another great option against AD mids. Mana regeneration seals are also incredibly useful for mid laners, since they give the highest mana regen per rune than any other type of rune, but you'll want some tankiness since you are melee.
Marks
Best Choices: greater mark of hybrid penetration |
Alternatives:![]() |
There are many reasons to choose hybrid penetration over magic penetration on Alistar. You only sacrifice a meager 2.15 magic penetration when you choose hybrid, but you also gain 8.1 armor penetration. Since Alistar's base AD is quite high, his ult gives him lots of AD when diving, and


Glyphs
Best Choices:![]() ![]() |
Alternatives:![]() ![]() |
Scaling AP Glyphs = Flat AP Quints at level 10. Scaling CDR = Flat CDR at level 9 for both Quints and Glyphs. We don't really need CDR runes as a mage since our items will give us max CDR, so we run Scaling AP Glyphs. MR is another great option if you're against pokey champions like

â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AP TANKY BRUISER â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
Quints
With AP Bruiser Alistar, we either want to be tanky or focus on damage and utility. Typically we opt for tanky, but we do this with other runes since it's more efficient. Thus, we like to just pick up some Flat AP Quints for some more base damage and heals. CDR is also fantastic to let us be incredibly annoying with our nonstop CC. Running Scaling CDR is more useful than Flat CDR since you don't really benefit from CDR early game; you just oom. Health Generation is also ideal against people who trade well or poke hard. Some alternatives are flat armor, great if we want to be really tanky, and movement speed, since it allows you to move quicker in fights and follow your targets around to continue to cripple them.
Seals
Best Choices:![]() ![]() ![]() |
Alternatives:![]() ![]() . |
Seals give a lot of really good tanky stats. We typically opt for either Armor or Health. Since we won't have any armor from any other runes, it's ideal just to use Armor Seals. Take Flat Armor if you're against someone who can trade well early (





Marks
Best Choices:![]() greater mark of hybrid penetration |
Alternatives:![]() . |
Magic penetration in this case is more valued over hybrid penetration, unlike for AP mage or Assassin, since we want to boost the damage we do over time as much as possible, which is basically all magic damage and almost no physical damage. Magic penetration marks are too good to pass up, even if trying to be tanky, and obviously, when trying to go damage instead, it's pretty self-explanatory why you want these runes. However, hybrid penetration is still very good in cases where we build

Glyphs
MR is important for when we are aiming to be tanky. Scaling MR evens out with Flat MR at level 8, and if you don't need the MR until then, then Scaling is a better option. However, if you face an opponent with a lot of magic damage early, then Flat MR is generally good. AP is also good for more damage if that's your goal, though with Glyphs we typically take Scaling AP over Flat AP. CDR is also a very good option if you want it, since we don't have too much CDR with this build unless we build a



â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AD BRUISER / CRIT â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
Quints
Attack speed is perhaps the best quint you can possibly consider for AD Alistar top lane, since when Alistar uses his ult, he gains 60-90 AD (basically 2 ± 0.5

Seals
Best Choices:![]() ![]() . |
Alternatives:![]() ![]() ![]() |
We generally run Armor Seals, since we don't have any other source of armor in runes. Take Flat Armor against someone with strong poke or trades early, and take Scaling Armor otherwise. Don't forget to grab some health items some time during the game. If you went Armor Quints, then you should get Health Seals instead. Flat health is good for early game, Scaling Health evens out with Flat Health at level 6, which is good if you are facing an opponent who has a weak early game, and Percent health generally gives you more health mid game if you decide to build some health items.
Marks
Best Choices: greater mark of hybrid penetration ![]() |
Alternatives:![]() greater mark of armor penetration |
Hybrid penetration is a great option overall. Your passive and all of your abilities do a lot of magic damage, while at the same time your sustained damage consists of Trinity-powered slaps, so you benefit from the hybrid penetration. Attack Speed Marks are also an incredibly good option on Alistar. When he ults, he gains a huge AD boost that doesn't last that long, and the only real way to utilize this AD boost is through attack speed, rather than mere attack damage. But pure attack damage is great too if you're trying to do short trades. Armor penetration is also good too if you think you'll be doing more damage with your auto's than abilities, such as playing against a lane where harassing with

Glyphs
As stated before, we love attack speed on Alistar. He's someone who can seriously benefit from using the cheesy Attack Speed Glyphs, which don't really give much per rune but can make a dramatic difference in fights. However, MR is a more normal choice. I like to take a nice balance of Attack Speed and Scaling MR Glyphs since it's inevitable to have to face the enemy AP Mid eventually. Flat MR is also good against annoying AP top laners. Mana regen is also an option too if you want to harass more, and CDR overall isn't a bad option either, as it allows you to harass and heal and ult more often too.
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ SUPPORT â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘

This is what I run on Alistar now. I'll explain some of the most important ones and why I chose them. I'll skip over the obvious ones which are



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Some masteries are good on Alistar but aren't listed above because I personally don't prefer them. Some require an 0/12/18 mastery page. Some are decievingly bad and shouldn't be chosen. I'll first list the good alternatives:
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Some masteries just aren't worth taking on Alistar. Aside from the obvious, here's a few deceiving masteries that I would try and cross off the list:
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â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AP MAGE / ASSASSIN â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘

This page is geared more towards playing Alistar as a mage, as it increases his CDR cap. However, as an assassin, an 18/12 page might be more useful. I'll first explain the choices for Mage, and then include a later note for Assassins. I'll also skip some of the obvious ones like



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Alternatively, you can go with an 18/12 page to do more damage outright, at the expense of your CDR cap being only 40%. This is more of an Assassin type of playstyle:

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There are several great alternatives to the masteries already listed in both of these pages that weren't taken simply because of preference. Here's a few alternatives that you can consider taking if you would like:
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Some masteries are deceivingly bad on AP Alistar. Don't take these, even if you think they're good:
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â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AP TANKY BRUISER â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘

To be tankier, 18 points in Resolve is typical, and the other 12 points are up to you. You can also try running other masteries, such as 18/12 if you want more damage. I won't really make any other additional pages, like I did for AP Mage / Assassin, but I'll include some good alternative masteries in keystones later like usual. I'll first talk about the ideal masteries and also skip some of the obvious ones:

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I did not list some particularly good masteries, either through personal preference or because they are in other trees. However, it doesn't mean they are bad masteries! I'll list the ones that didn't make the cut but are still particularly good in my book, or some masteries to try if you're running things like 0/18/12:
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Lastly, aside from the obvious, a few masteries just should not be taken, though they may seem good:
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â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AD BRUISER / CRIT â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘

This is almost identical to a








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Here are some particularly neat masteries I recommend trying, especially if you plan on running other versions of AD Alistar. I'll skip some obviously viable ones and just talk about some that are more notable:
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As for masteries to avoid, there actually aren't that many bad masteries on AD Alistar. The only ones that are bad are the ones that are obviously bad for AD Alistar, like


â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ SUPPORT â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘


I take these two 95% of the time. There really is zero reason not to take




This QW combo can be done with




Alternatives:










â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AP MAGE / ASSASSIN â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘


Quite typical two spells for an AP melee champion.



Alternatives:







â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AP TANKY BRUISER â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘


Again,




Alternatives:














â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AD BRUISER / CRIT â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘


Again,




Alternatives:
















To make things less complicated, this section will use color coded mini texts at the end of each ability. I will first list an ability, and then put in the color coded role mentions and talk about the ability in relation to the specific role, including when/why/why not max it.
But before I get into that, I must emphasize to you, when it comes to playing Support, unlike the other 3 roles, there is no ability that you must always level up first! Though I list Q,



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Trample (Passive) |
Every time



Alistar also gains the ability to pass through units for the 3 second duration. Approaching units will still attempt to walk around you, which is awesome because if you are peeling someone away with your abilities, they still have to walk around you (great with



Stats:
Damage to Minions: 12 + (2 × level) (+ 20% AP) magic damage per second
Support: Alistar's passive is good to help push lanes and knock down towers, but be wary! It means if you stand near a minion wave while your passive is on (for instance, if you just used your heal), you could accidentally steal CS or push a lane that your ADC wants frozen, especially since it does double damage to minions. You can also draw turret aggro with your passive.
AP Mage / Assassin: Alistar's passive is surprisingly actually a significant source of damage dealt when playing Mage or Assassin and stacking tons of AP! 10% AP each second means you can deal an immense amount of damage to your target since they get CC'd by your knockups for so long and then have to deal with you slapping them. However, this doesn't mean you need to wait out the passive's full 3 seconds before using your



AP Tanky Bruiser: Unlike AP Mage or Assassin Alistar, in this case you want to drag out your passive to it's fullest extent to allow your

AD Bruiser / Crit: Alistar's passive isn't as useful for AD Alistar, but it doesn't mean it doesn't come in handy! It has significant base damage that deals quite a large amount of sustained damage to waves and towers when trying to push, and the fact that killing minions lowers the CD of your heal, you can have your passive up constantly as you push waves and simultaneously deal a ton of damage to the enemy laner/tower with the repetitive

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Pulverize (Q) |
Alistar causes all enemies in a 182.5 radius around him to be knocked up into the air for 1 second and then are stunned for 0.5 seconds when they land. Though a channel bar appears, it's really just an animation. The animation takes about 0.25-0.5 seconds, meaning he can do some funny things with


Stats:
Cost: 65 / 70 / 75 / 80 / 85 mana
Cooldown: 17 / 16 / 15 / 14 / 13
Support: Comparing








However, you must keep in mind that the lowered mana costs from Patch 4.12's buffs doesn't mean you can't easily run out of mana when spamming combos. Alistar's real weakness is his low base mana and mana regen. If you look at his stats and do a bit of math, you'll see exactly what I mean. Two WQ combos when he's level 6 cost a little less than 300 mana. Add in his ult,


AP Mage / Assassin:



However, a 1-point Q is still useful for the CC in many cases. For example, when facing any gap closing lane opponents or enemy junglers, you can use









AP Tanky Bruiser:

AD Bruiser / Crit: As stated before, Q is mainly there for CC rather than harass like W is. With AD Alistar, however, you naturally do a lot more sustained autoattack damage. Unlike before when you didn't want your opponent up close and personal with you, in this case it's actually not a bad thing since you are AD and do a lot of autoattack damage. Thus, you don't need to be as afraid to pull off a full WQ combo nice and early out of aggression for a kill. Late game, this ability is also great for CC'ing your target(s), waveclearing, and adding



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Headbutt (W) |
Alistar dashes to an enemy within a 650 radius of him, dealing magic damage and knocking them back 650 from the point of impact over the span of 1 second. The enemy is rooted around 0.25 seconds when they land as well. Alistar can knock enemies over walls, and if the wall is too big to be knocked over, the enemy will simply land in front of the wall. If this happens, the 1 second travel time and 0.25 root time are still applied, making it practically a stun. It's one of the funniest and most unique abilities in the game, as well as one of the hardest to master. Few champions have an ability like this, making it quite signature on Alistar, as well as quite hard to master. Knocking away an enemy at the wrong time typically means your team just lost a potential kill.
Alistar can also travel through walls when dashing, allowing you to escape through walls and into jungle camps if you have vision of them. He dashes extremely fast, and if you manage to hit




Lastly, where you click to dash is where you will usually end up at the end of the dash, meaning no






We max this first when solo laning, and it's also a good choice sometimes when Supporting, but avoid maxing this first for Jungle!
Stats:
Cost: 65 / 70 / 75 / 80 / 85 mana
Cooldown: 14 / 13 / 12 / 11 / 10
Support: Maxing his W first gives it a whopping 275 base damage. Maxing it will allow you to take off about a quarter to a third of an ADC's health when you combine your




Also, on a side note, it's not a bad idea to put your starting point in






AP Mage / Assassin:

AP Tanky Bruiser: Even though you are tanky, it doesn't mean you can't cause harass damage. Since Headbutt has quite a large amount of base damage, using it for harass is still quite painful even without rushing lots of AP. Not only that, since Tanky Alistar's laning isn't as big and aggressive, maxing W means he can disengage more against threatening all-ins, since Headbutt's cooldown gets lowered with more points.
AD Bruiser / Crit: This ability generally always gets maxed first, for the same reason as listed in AP Tanky Bruiser. Even without owning any AP, Headbutt's high base damage means it's still a good harass tool, as well as a great spammable disengage tool.
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Triumphant Roar (E): |
Alistar channels for about 0.25 seconds and lets out a signature roar that heals himself, as well as all allies (including minions) within a 287.5 radius of him for half of his self-heal amount. The cooldown is long, the mana cost is somewhat high, and the heal amount is barely noticeable, but for every enemy death nearby (including jungle creeps) the cooldown gets reduced by 2 seconds. And, you heal your minions too, which can mess with the enemy's farm if you time it well.
Stats:
Ally-Heal: 30 / 45 / 60 / 75 / 90 (+10% AP)
Cost: 40 / 50 / 60 / 70 / 80 mana
Cooldown: 12
Support: This section is long for support, because many people get confused on whether Alistar is an aggressive support or healing support, which I will help discern to you. There's a tl;dr below too.
When it comes to deciding whether to max E first or not, "Healer" is not exactly what Alistar is made to be, and a lot of other supports like






But if you really need to fulfill the role as a healer, there is nothing wrong with putting 2-3 points or even maxing E! You could even put your first starting point in E if your ADC really needs it (hopefully they won't...). If you do choose to max E, you will need to keep an eye on your mana bar to make sure you still have enough mana at all times in order to be able to disengage with your two other abilities (add 100 more mana if you plan on ulting as well). Also, keep in mind that you can heal minions, which may be a good or bad thing: healing allied minions and


Finally, to address when and how often you should be spamming

tl;dr maxing E isn't the most mana efficent. Heal increases minimally, mana cost increases significantly, and the heal amount to allies increases only half of what it is to you. 1-point


AP Mage / Assassin: Despite




AP Tanky Bruiser: AP bruiser Alistar relies a lot on his damage over time applied with his item synergy with



AD Bruiser / Crit:




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Unbreakable Will (Ult): |
Alistar's ult, when cast, removes all crowd control effects currently on him, and grants him huge damage reduction and bonus attack damage. When cast, he lets out this incredibly scary but inspiring roar and becomes extremely ridiculously tanky, but not immune to true damage, so beware if there's someone like an enemy



In my opinion,



In all honesty though, using his ult properly is much more difficult than it seems. Anyone can pull out a fancy combo. Anyone can do a



No single person can tell you when and when not to ult, and that's the true source of difficulty when it comes to playing Alistar, not just his fancy combos and mechanics. Balancing the three parts of his ult with the goals of your specific role is truly how you master

Stats:
Bonus Attack Damage: 60 / 75 / 90
Cost: 100 mana
Cooldown: 120 / 100 / 80
Support: I won't need to explain when to max it. 6/11/16 as with most ults. When it comes to when to cast ult, there are many generic scenarios specific to Support. As a tank or utility focused support, your job is either to peel or initiate with your abilities, and you can think of






As for the bonus AD, it helps a little bit, but not all that much as a support, considering how you will have basically no attack speed and you'll be mostly focused dishing out CC and tanking damage and tower hits, rather than trying to throw in autoattacks. This doesn't mean don't autoattack!. It just means your main focus should be recognizing what the scenario calls for and permits/wants you to do, and

AP Mage / Assassin: When it comes to playing an AP Mage or Assassin, Alistar's ult is still incredibly useful. First, to address the bonus AD, yes it can indeed help you kill whoever your target is, but it shouldn't be relied upon considering how you have absolutely no attack speed for it to be utilized with, and nothing scales with AD. Try not to think about the AD bonus and autoattacking unless the enemy is, say, under their tower and literally about to die. Instead, focus on the CC-Cleanse. Alistar is unique as an assassin in that he can cleanse CC. And when enemy supports and tanks are so focused on peeling for their carries with their stuns and slows, using

The Damage Reduction aspect is also equally as important. You'll be nice up and close with the enemy team, meaning you have to be able to live through their damage. And no successful assassin lets themselves die easily during or after killing their target. Even if you cast it early to shed CC, it still lasts for 7 seconds, meaning you should be able to still walk out of a fight if everyone is doing their job. It's also great for early tower dives and outplays against lane opponent's bursts and executes. As soon as you see









AP Tanky Bruiser: In this role, your main role is an initiator, meaning your number one focus should be on drawing in as much damage from their team as you can. Thus, the most important aspect to focus on when using your ult is to absorb damage with the Damage Reduction. You shouldn't be too worried about getting cleansing CC since you can shake off any resulting damage, so you should only really be cleansing CC if that's what is holding you back from doing your job. For example, if their team engages with a


AD Bruiser / Crit: Now is when choosing when to ult gets really quite tricky. Why? Because all three parts of the ult are incredibly important for you, unlike for the other positions. It's almost like a










â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ SUPPORT â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
Early game for supports in general is relatively trickier than other positions, considering how there are so many starting items to choose from. Beyond that, your build order is also highly adaptive to many things, like what you will face in lane, what you'll face later on in the game, what your team comp is, and how good of players you are playing with and against. With that being said, I'll list the main starting item builds for Alistar (I don't include

Starting Items
RELIC SHIELD START








If you want to rush a non-tanky item immediately next, like a utility item (maybe




While




ANCIENT COIN START





However,






Of course, the item also builds into the amazing talisman of ascension. However, it's worth noting as I said before that



Core Items






Aside from the fact that you can choose only one between talisman of ascension and face of the mountain, more likely than not you will be buying everything listed here at least once per game.
-





-






- talisman of ascension/ face of the mountain: Try to finish building your support item as soon as possible, because these two items provide an incredible amount of usefulness overall. I recommend getting these immediately after getting



-











-




-

â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AP MAGE / ASSASSIN â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
As implied by the title, there is a Mage build path and an Assassin build path. They are highly similar, though the Mage path is more along the lines of a mage-fighter with lots of CDR so you can heavily CC the enemy team while doing tons of damage to them. The Assassin path is more focused on quick burst and one-shotting. However, the roles are so similar that there's no point separating the item choices, so I'll just list all of them.
Starting Items
Typical Start![]() ![]() ![]() ![]() ![]() |
Alternate Start![]() ![]() ![]() ![]() |
Unfavorable/Sustain Start![]() ![]() |
Alistar's starting item choices aren't much different than any other solo laning AP champion.



If you yourself are not used to playing a melee champion versus a poke champ like





Rush Sheen!


Frost Queen's Claim (only if you bought
Spellthief's Edge first)
It should be obvious that there's no reason to buy this item unless you started

CDR Items (Mage)


As I stated before, it's optional to grab some CDR if you're looking to be more mage-like so you can spam more abilities and do more DPS. It means your burst damage is a little hindered and your power spike is pushed back to later, but the nice thing is these items are pretty cheap and CDR means you can become a walking bounce house.
-


-


Luden's Tempest (Assassin)

This is one of the most hilarious items to get on Alistar. It gives you a big burst of damage with your


Lich Bane (Always get)



â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AP TANKY BRUISER â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
Alistar in general has a bit of a tough time with solo laning at the earliest levels, making defensive/sustain-minded starts highly preferable. Also, early items choices generally fluctuate quite a bit more for tanks than for other types of champions. However, for Alistar, you are generally going to focus on early mana/mana regen, since mana is so dire to Alistar's power and lane presence/sustain. I'll list here the many options you'd generally try to get early on, as well as which scenarios you'll opt for one item over another.
Starting Items
Typical Start![]() ![]() ![]() ![]() |
Unfavorable/Sustain Start #1![]() ![]() ![]() |
Unfavorable/Sustain Start #2![]() ![]() |
As an AP champion, you will typically be running








Lastly,



Mana/Mana Regen





Usually immediately, you will want to rush some form of mana/mana regen. The reason is that since we likely won't be rushing any of our power-spiking items like in the other solo-laning builds, we want some tankiness and/or sustain. Alistar's sustain largely stems from his mana pool or mana regen, since he needs mana to use


-


-



-



- catalyst the protector: This item is one of the best items in terms of sustain and tankiness to champions who also desire AP. Overall, this is the type of item you'd rush if you really want brute tankiness, health, and sustain. You'll also have the option of buying either




-



-






Core Item: Rylai's

This item is absolutely core on Alistar when making him into an AP Tanky Bruiser. This item works with





â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AD BRUISER / CRIT â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
As a solo laner, Alistar is relatively weak and does not trade well particularly during the earliest of levels. This is the reason why we start with defensive items rather than offensive. However, once we get our items, we quickly become an incredibly strong laner with annoying harass and outtrading potential by using

Starting Items
Typical Start #1![]() ![]() ![]() Typical Start #3 ![]() ![]() ![]() ![]() ![]() |
Typical Start #2![]() ![]() Typical Start #4 ![]() ![]() ![]() ![]() |















I don't advise getting







RUSH SHEEN

Once you get




There is literally no item you should be considering to get first other than this item. You don't need sustain because you have



Core Item: Trinity Force

This item is a no exception must-have. This item grants you tons of stats that are extremely useful. Alistar possesses high base AD, making this item extremely efficient on him. You'll be able to duel against people easily, CC'ing them while trading and getting several

I don't explicitly mention buying




This chapter will use color coded subchapter headers.
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ SUPPORT â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘






When it comes to support Alistar, the two things we really like are Utility and Tankiness. I very much value utility more than tankiness in general because

-



-




-





-




-








â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AP MAGE / ASSASSIN â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘


As with most AP mages, fighters, and assassins, there's only really two options for boots. The first, which is overall the most ideal, is






If you aren't grabbing much CDR from items but would like some CDR, then I would recommend grabbing



â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AP TANKY BRUISER â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘





This list's order is quite different from Support, even though for both positions you'd like to be tanky. AP Tanky Bruiser Alistar's build is centered around items that grant high amounts of health as his main source of tankiness. With this being the fact, we generally are a bit lacking in the damage mitigation department, which is why we often take boots that help us with this. Not to mention, sometimes

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â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AD BRUISER / CRIT â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘





It's quite true that AD Alistar is generally built like a glass cannon for the entire early and mid portion of the game. However, this does NOT mean you completely skip out on tanky stats where you can get them! This is the reasoning behind possibly starting out with a


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â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ SUPPORT â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
As stated numerous times throughout this guide, playing Alistar as a support generally means you will be building around two important aspects: Utility and Tankiness. Though tankiness is generally self-explanatory, utility is a bit vague and shrouded. By building utility, our goal is to provide a large amount of teamfighting presence via CC, buffs/debuffs, heals/shields, and in general promoting a good teamfighting environment.
As a support, utility generally comes in the form of "Support" items, or items that most people never get unless they play support. Most of these items possess some sort of unique ability that you can activate (Item Actives) or simply apply an ability passively on its own (Item Passives). They give buffs, shields, heals, and some even give more CC! It's important to note that these items are extremely dynamic and your item choice per game will likely change, since each item has its own niche. So, please read each item's description carefully so you know which situations need which items.
As for tanky items, these are pretty self-explanatory. The tanky items you pick up are generally the same as with all other tanky items for other champions and roles, since the choices are pretty simple and aren't large. The hardest part of choosing tanky items is finding the balance between tanky items and utility items. If you're too tanky, your ability to do anything other than soak up damage becomes limited, while if you're too utility-based, you'll simply die incredibly quickly and easily.
It's also important to note that the balance between tanky and utility is also dynamic, meaning with some team comps, you might have to go pure tank, while with some other team comps, you can afford to build more unique utility items if dying quickly isn't a big concern. Without further ado, I'll list out the late game items you can choose from for support Alistar.
Utility/Support








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Tank








It's also good to default to build tanky items if my team has no roles really needed to be filled. It's necessary too, since you are probably initiating fights.
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â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AP MAGE / ASSASSIN â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
After buying your core items, whether running a mage-fighter CDR build or a full AP Assassin build, you'll resort to the typical late game AP items. However, on someone like Alistar, you might occasionally want to run some situational items in some cases, such as a support-like item. I'll start listing the typical AP items, and then go into detail later on the situational items.
Typical AP Items





This list does not include



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Situational/Defensive Items


Sometimes you might want to be a bit tankier, like if you fall behind or if your team doesn't have a tank. Or, you want more utility or want to become more of like an engage or support for your team. These items provide some tanky or utility stats while still giving us some AP to increase our damage output.
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â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AP TANKY BRUISER â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
Just to reemphasize the goals of playing AP Bruiser Alistar, we are trying to be a tank who sits in the middle of the enemy team, applying lots of CC and DPS with his abilities,


However, don't forget, early on in the game we also ended up buying some form of mana or mana regen. Regardless of which item you bought, we'll want to finish building that item. I will list these finished items in corresponding order to the list of items from earlier. Finally, I will list the choices you have on offensive versus defensive items.
Mana/Mana Regen
If You Bought
Sheen and/or
Glacial Shroud


These items grant lots of armor and CDR. One is more offensive, one is more defensive. It's up to you to decide which item you want more.
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We don't really like

If You Bought
Chalice of Harmony, Catalyst the protector, and/or
Tear of the Goddess




These items are grouped together because they all of one thing in common: they grant significant AP when buying their finished items (with


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Mana/Mana Regen: If You Bought
Forbidden Idol


As weird of an item

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Offensive Last Items






The last two item sections will be the final items to get after you complete your mana/mana regen final item(s), divided into items with an offensive goal in mind and defensive. It's worth noting that these offensive items still provide tanky stats along with them, but at the same time will increase your DPS, as most of these items will help your

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Defensive Last Items







Our other options after finishing our mana/mana regen items is to pick up pure tank items to give us more survivability. While most of the other items listed previously do indeed provide some tankiness, these items here overall are simply only for tankiness and don't help us with our DPS, which is still a good thing if your team needs someone tankier.
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â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘ AD BRUISER / CRIT â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘â–‘
When playing Alistar as an AD Bruiser, it's important to note as stated before that we actually don't necessarily need to rush tanky items that early on unless we find ourselves seriously struggling to survive against a lane. This is because




With that being said, we currently have


Option 1:
Youmuu's Ghostblade



Youmuu's also gives CDR for more CC, and penetration for more damage against top lane tanks. The attack speed boost from that active means, if you also pop your

Option 2: Crit





Alternatively, you can buy items to improve your chance of critting. You already have 20% crit from


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Option 3: Life Steal



Lifesteal is incredibly useful for any AD top lane bruiser. Whichever one you choose should entirely depend on the situation, as they all perform completely different jobs.
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I don't recommend

Option 4: Bruiser Items






Despite making Alistar sound like a terrorizing crit machine in the above secions, there's many cases where you really don't need more damage. Typical AD and Bruiser items are perfectly good and useful on Alistar too. You can take these in conjunction with crit or lifesteal items.
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I don't include


Option 5: Tanky










Though I list it as the last option and haven't said much about it, tanky items are still a very important and integral part of AD Bruiser Alistar. Your job as a bruiser is to do as much damage as you can while still having survivability, and of course

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The standard classic W > Q
This is the famous Alistar combo. It's not exactly ideal for harass, but it's incredibly good for all-ins and engages. It took me a bit of trial and error to find out the best way to pull this off. My first time experimenting with the combo was HotshotGG status:
To summarize how this combo works, basically you are




To do this combo, I find that the best way to learn this combo is to not smartcast



When your target is in range, use




During your first few times trying out the combo, it will be very easy for you to cast




The last thing I would like to mention is that, since




W into wall, slap, Q, slap
If you happen have an enemy standing by a big wall (for example, in the lane brush), you can






Here's a video of this combo in action:
This video shows how the walls aren't limited to the edges of the map, though discretion must be made so the enemy doesn't end up flying over a wall. Pay close attention to the angle of the headbutt in this video. If it were a little bit more to the right, the Jinx could have easily flew towards the tri-bush area to the left of the wall.
The Insec 2.0: Q >
Flash > W
You're probably wondering... Q and then







This combo works incredibly well during laning phase if they are pushed near your turret. Most importantly, the turret can't already be targeting minions when you pull this combo off, as your target needs to get the tower's aggro. Also, keep in mind of when your target has flash or not, because they can easily flash out of it. Here's a video example. It's during mid-late game, and we were losing really badly, but it shows all of the mechanics quite clearly:
You can also pull this combo off in any position and any lane. You can even use








Lastly, this combo is hilarious to use against champions with gap closing and targeted dashes, since you won't need to position yourself with the
















The Insec 3.0:
Flash (optional) > W > Q
Sometimes, you won't even need to






This combo also works great as support against an enemy



You can also use this combo to gank other lanes. If you see that a lane is pushed into your team, you can walk in behind the enemy and


And even if your teammate's lane is pushed towards the enemy's tower or not pushed at all, you can even come up from behind the enemy tower, use



Lastly, some champions you face will find a way to dash past you. Champions like




AP Alistar's One-Shot Assassination Combo: W > Q > Lich Bane > R > E > Lich Bane
Keep in mind, you really need a fairly high amount of AP, as well as certain core-items and 100% be able to pull off a WQ combo, to be able to pull of a one-shot assassination. However, Alistar usually can't completely nuke a full-health squishy, so a little bit of help is always great too. As stated before, you can't be the one to initiate because you need to save your WQ combo for blowing someone up. Plus, you are really squishy too if you build full AP.
To properly pull off this combo, the order is somewhat simple. Start off with a typical WQ combo, followed by a







AD Alistar's
Ravenous Hydra Harass Combo: W >
Tiamat/
Ravenous Hydra
Though Riot nerfed Alistar's old W > Autoattack Combo to where you can't do it anymore, there's still an alternative to it on AD Alistar specifically: using



It's worth noting that



AD Alistar's Hydra Engage Combo:
Youmuu's Ghostblade > W > Q > R > autoattack >
Tiamat/
Ravenous Hydra
I wouldn't consider this much different than your regular WQ combo, other than the small detail I would like to emphasize. If you pick up



You'll also want to wait on using the item until you get your autoattack off for several reasons. Casting





![]() Mordekaiser ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
While not technically an ADC, Mordekaiser's spot belongs in the bottom lane with a support. Alistar does an amazing job for Mordekaiser, as do a lot of melee supports who can run double ![]() ![]() ![]() |
![]() Tristana ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
This duo is one of the most popularly played duos (maybe because they were both free champions?). Early game, Tristana has a high amount of damage and burst. When Alistar throws up the alley-oop with his ![]() ![]() ![]() ![]() |
![]() Kalista ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
The first thing that comes to mind when playing this duo is a ![]() |
![]() Twitch ![]() ![]() ![]() ![]() |
Twitch is incredibly squishy and his escape, ![]() |
![]() Vayne ![]() ![]() ![]() ![]() ![]() ![]() |
Again, Alistar can protect his ADC well, and Vayne is one of the ADC's that really needs protection. Alistar's engage is also great for Vayne, and one of the best and easiest combos to pull off is a ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Corki ![]() ![]() ![]() ![]() ![]() ![]() |
Corki has some significant burst in the early game, which works great with Alistar. Alistar's WQ combo can lock an enemy into Corki's ![]() ![]() ![]() |
![]() Caitlyn ![]() ![]() |
Not that great of a duo because Caitlyn is all about poking and zoning people out of lane, which Alistar really can't match. She has little burst, while Alistar has zero sustained damage and poke. In this case, Alistar's only real job is to protect Caitlyn and play passively, only WQ comboing when a kill can arise from it. However, you can attempt to pull off a Q-![]() ![]() ![]() ![]() |
![]() Jinx ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
This combo is overall pretty good, since Jinx is the definitive glass cannon. Alistar simply protects her with his hard CC, and there is some really good synergy between ![]() ![]() ![]() ![]() ![]() |
![]() Lucian ![]() ![]() ![]() ![]() ![]() |
Lucian pairs well with supports who have strong CC to let him dish out all of his abilities and ![]() |
![]() Graves ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Graves' early game is incredibly strong, allowing him to all-in very early in the game and easily come out on top. Both Alistar and Graves' possess some natural tankiness, and Alistar's WQ sets up an easy-to-aim ![]() ![]() |
![]() Varus ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Varus is a lane bully who has mean poke and both great sustained and burst damage. Since Varus basically has no escape besides his minimal slow on ![]() ![]() ![]() ![]() ![]() |
![]() Miss Fortune ![]() ![]() ![]() ![]() |
Miss Fortune dominates her lane through bullying with her poke from ![]() ![]() ![]() ![]() |
![]() Kog'Maw ![]() ![]() |
This is really not an ideal duo. While it still works, since Alistar can peel really well for Kog'Maw, Kog'Maw's early game is quite weak. This lane is quite vulnerable to getting zoned by poke or getting bursted down, since the only early game strength Kog'Maw has is a little bit of ranged and autoattack poke from his ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Ezreal ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
A respectable duo, since Ezreal has both good early poke, and his passive![]() ![]() |
![]() Draven ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
There is so much beautiful win in this duo. Draven's early game is pretty much the strongest of any ADC's, and all Alistar has to do is initiate. Make sure that your Draven has two ![]() ![]() |
![]() Sivir ![]() ![]() ![]() ![]() |
Sivir is mainly an ADC who excels at pushing hard and engaging with the team, but she also unfortunately possesses an extremely low autoattack range, thus making this lane susceptible to being harassed by poke, since Alistar can't counter poke. However, these two actually can have some decent synergy if played correctly. A well pulled-off WQ combo can guarantee ![]() ![]() |
![]() Ashe ![]() ![]() ![]() ![]() ![]() |
Ashe's strengths lie in her poke with ![]() ![]() ![]() ![]() |
![]() Quinn ![]() ![]() ![]() ![]() ![]() |
Not a bad lane, since Quinn actually has some respectable burst. Quinn's main strength is in her early and mid game, where she can duel quite well as long as she lands her ![]() ![]() |
Way back in Patch 4.15, Riot nerfed a mechanic on Alistar which allowed him to autoattack an enemy as they were flying away after getting







Here's an old video of the mechanic in action:
While Riot technically removed the mechanic, it still works in situations where you headbutt someone into a wall, since their knocked back distance decreases. This is shown in the "Headbutt-Slap Pulverize-Slap" Combo. In fact, as long as the target's travel distance is decreased ever so slightly, the mechanic activates. This means if a minion happens to lie at the end of the target's travel distance, their travel distance may be shortened by 5 or so units and the mechanic activates. This means if you headbutt someone into a minion wave, the mechanic might activate.
Secondly and more importantly, after playing many games of Alistar top despite the removal of the headbutt-autoattack mechanic, I've noticed that the mechanic actually will still activate on occasion, even if the target isn't hit into a wall. This is because I run a lot of Attack Speed runes on Alistar top.
What happens is, with enough attack speed, Alistar can actually break the nerf and complete a Headbutt-autoattack combo. This occurs around the 0.95+ attack speed range, and the bigger the target (


I find that, in order to break the nerf, spamming right-click on your target as you

However, if you right-click immediately when the Headbutt animation ends, there will be a brief couple of frames where the target will still be "in range" of your autoattacks before flying away. This means when Alistar obtains aggro on the target at this range, instead of chasing them, he will simply begin his autoattack animation.
The reason spamming right-click is a good option is because it's extremely hard to right click at the exact time in which the enemy is still in range for an autoattack (125 units). There's ping to account for, variation in character sizing (



You'll need a high amount of attack speed for him to complete the animation, otherwise the animation will simply cancel since the target flew out of range too quickly, meaning the autoattack will cancel. Possessing more and more attack speed makes it more likely to engage the Headbutt-autoattack mechanic, as the "sweet spot" duration increases since Alistar can complete his autoattack animation faster.
Video of this will be made soon!

Feel free to leave comments and criticisms, as I am a bit of a perfectionist and get really picky with what I do. I'll leave you guys with a little bit of background info on me:
I started playing League of Legends in the summer of 2012, only casually playing. I got more into it as more of my friends got into it, and I really enjoyed playing weird champions that weren't played often, like


Along with Alistar, I play a lot of


Anyways, this guide is pretty dynamic. I am quite theoretical about my playstyle and I love to take advice from anyone and any source, so this guide gets updated quite frequently to keep up with the meta. Check back in and read what I have on the "Recently Updated" portion in the "Notes" Chapter to see stuff that's been added!
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