Alistar Build Guide

Competitive Minotaur Guide v2

Uploader Rocketball
Updated 5 years ago
  • 9
    Greater Mark of Magic Resist (+0.77 magic resist)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Gold (+1 gold / 10 sec.)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

This guide has received over 100,000 views since its Season 1 rendition. Thank you all for your support. I sincerely hope this guide helped one of you at least. I've played Ali since early Season 1, and I currently play Support and Jungle for a premade with my IRL friends (1500-1600 Elo).When I play with them, I usually play bot lane support, but I also have lots of experience roaming with Alistar. And with the recent buffs, Alistar's mana usage is a lot better than it used to be, which is a sizable buff to the roam playstyle. This guide will explain how to play both Roam and Support Alistar.

3/3/2012: Version 2.0 Released!

As shown above, Flat MR Marks Flat Armor Seals Flat MR Glyphs Gold/10 Quints I like Flat MR Marks because when roaming, usually you have to deal with ganking AP Carries, who are really strong early game. It helps you take a spell here and there rather than cowering in fear and running away. Of course, if you don't like them, you can use Flat Armor Marks too. Flat Armor Seals are the best defensive option for Seals. Gold/10 is also a good choice. Flat MR Glyphs are pretty much the only Glyphs you should consider. Scaling are also pretty decent, but Roam Alistars need earlygame strength and tankiness. Also, AP Carries are strongest early on, and Flat MR Glyphs help there. Gold/10 Quints are basic roamer/support fare. I also like Movespeed Quints for the positioning advantage.

[title][imgsmall=skills/alistar/p.png] Passive: Trample[/title] [number]Trample Whenever Alistar casts a spell, he gains Trample for 3 seconds ignoring unit collision and dealing 10-23 (+10% ability power) area damage per second (double damage to minions and monsters) [/number] [title]Explanation:[/title] This passive gives you supplemental DPS and helps you farm. It's not the worst passive, but the damage is nothing to write home about. Ignoring unit collision helps you avoid pesky minions (and champs) seeking to subvert your plans to headbutt enemies into your team. [title][imgsmall=skills/alistar/q.png] Q: Pulverize[/title] [number]Alistar smashes the ground, dealing 80 / 125 / 170 / 220 / 270 (+100% of ability power) magic damage and tossing all nearby enemy units into the air, stunning them for the duration. Cooldown 15seconds Cost 70 / 85 / 100 / 115 / 130mana Range 200[/number] [title]Explanation:[/title] This is an AoE knockup and stun, and is one of the best spells in the game. You will use this to initiate teamfights, either as part of your W/Q Combo (which also is a useful burst nuke in roaming/laning), or with Flash/Q, saving W to punt an enemy into your team. If you aren't your team's designated initiator, you can feel free to stay near your carry and use this spell as one way to peel off threats. [title][imgsmall=skills/alistar/w.png] W: Headbutt[/title] [number]Alistar charges at an enemy and rams them dealing 90 / 140 / 190 / 245 / 300 (+100% of ability power) magic damage and knocking them back (does not stun). Cooldown 12seconds Cost 80 / 90 / 100 / 110 / 120mana Range 650[/number] [title]Explanation:[/title] This spell repositions an enemy by knocking them back. You can use it as part of your W/Q combo (explained below) as a burst nuke, or you can use it as part of your initiating combo (Q/W) to push an enemy back to your teammates. You can also use it as a peel to do things like save Ashe when Warwick ults her. [title][imgsmall=skills/alistar/e.png] E: Triumphant Roar[/title] [number]Instantly restore 60 / 90 / 120 / 150 / 180 (+40% of ability power) health to himself and half of that value to surrounding allied units. Cooldown ticks down by 2 seconds each time a nearby enemy unit dies. Cooldown 12seconds Cost 20 / 30 / 40 / 50 / 60mana Range 200[/number] [title]Explanation:[/title] This heal is used to help you stay alive in lane. Notice that it doesn't gain mana efficiency with level, so leave it at one rank for the game. You can also use it to proc Sheen/Trinity Force. [title][imgsmall=skills/alistar/r.png] R: Unbreakable Will[/title] [number]Alistar gains 60 / 75 / 90 physical damage, and takes 75% reduced physical and magic damage for 6 / 7 / 8 seconds. Cooldown 120 / 100 / 80seconds Cost 150mana Range 1[/number] [title]Explanation:[/title] This spell is what makes Alistar. Lategame, it basically lets you tank without having tank items, since 70% damage reduction is pretty broken, lol. You should use this spell when you're getting focused in teamfights, usually when you get to around half health (more at earlier levels) so you can bait them into wasting more spells on you. You need to use your judgment on whether the fight is on or not though, since it's entirely possible that you can get poked down and baited into burning your ult. This is a high-skillcap ability to learn, and takes practice to use optimally. Realize that even the best players have a bit of trouble using this spell optimally, so don't get discouraged.

In skill order notation, the order (as shown above), is Q,W,E,Q,Q, R > Q > W > E. First of all, you want to level up R whenever possible. Since E doesn't give you additional mana efficiency, you get one rank in it and leave it. Q versus W is a heavily debated matter, but it's more efficient to max Q first. The reason for this is that the the limiting reagent in Alistar's Q and W comboes is the skill with the longer cooldown, and that is Q. Since the remake, getting ranks in abilities lowers the cooldowns, and you want Q's cooldown to get as low as possible. Also, maxing Q lets you farm creep waves easily, and does AoE DPS as opposed to single-target DPS. You can argue that maxing W lets you harass better, but if you master Alistar's W/Q combo, you get a better burst nuke anyways, along with a stun (albeit at the cost of more mana).

This is the most important part of effective Alistar play. If you don't execute your comboes correctly (and I've seen everyone make mistakes, even Bigfatjiji), your team will facepalm and you will get raged at. [imgsmall=summoners/flash.png]/[imgsmall=summoners/ghost.png]/[imgsmall=items/shurelyas-reverie.png] + [imgsmall=skills/alistar/q.png] + [imgsmall=skills/alistar/w.png] This is the basic, textbook Alistar combo. You use a movespeed enhancer/blink, run into the enemy team, Q them up into the air, and W to move an enemy into an exploitable position. You will learn to do this very fast. Some times, you may not even need your movespeed enhancer if you achieved a positioning advantage beforehand. [imgsmall=skills/alistar/w.png] + [imgsmall=skills/alistar/q.png] Ah, this combo separates the pro Alistars from the wannabe's. How this works is that you basically use the skills together to get a Malphite ulti: you will dash to the opponent with W and stun them on the spot with Q. This lets you initiate without movespeed enhancers if you must, or just get a burst nuke for laning and ganking. It unfortunately takes quite a bit of practice to get down. Don't get discouraged if you can't do it. If you want, you can add me and I can help you ingame. Also check out this thread I started: [.]Attempt to position yourself near max Headbutt range. It works below it, but it's harder to time the animations. [.]Use Headbutt. Make sure you use Headbutt first. It's easier if the enemy is inside Headbutt range when you click, because then there is no delay until the animation starts. If you are lazy and click, Alistar will walk, and suddenly dash, making things very difficult. [.]This is the tricky part: while in mid-animation, press Q. You only need to click it once, but there's no penalty for mashing it. [.]The end result should be you arriving at the opponent and stunning him. [.]If you pressed Q too early, Alistar will use Q and not W. If you pressed too late, Alistar will Headbutt the champ away and Pulverize thin air. [.]If you pressed it exactly, the opponent, when Pulverized, will seem to move towards you as they get stunned. [.]If you're hitting Q too early, it's because you're probably not watching your W's range, and clicking on the target. This makes it a lot harder. Watch the range of your W, and only use it when opponents are inside the circle but near the edge. Don't just be lazy and click! [.]If you're hitting Q too late, work on sliding your pinky finger over to Q shortly after pressing W, as long as you're pressing W properly as described above. Just concentrate on a fast slide rather than pressing Q after W as you would do in a spell combo. [title]Smartcasting Alistar's Combo[/title] Using Smartcast on Alistar makes the W/Q combo very easy to do, since you just hover over the target and mash W/Q. However, you won't be able to see the range of Alistar's Headbutt beforehand, so I only recommend this for experienced or advanced Alistar players. In which case you wouldn't need this guide lol. Ok, now we're on to the real stuff!

Start: [imgsmall=items/boots-of-speed.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion2.png] (Roaming) [imgsmall=items/faerie-charm.png][imgsmall=items/vision-ward.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion3.png](Laning) Textbook builds for Roamers and Laners. A Roamer needs the initial movespeed provided by Boots. A Laner needs the Faerie Charm for a fast Philostone, Greens to protect his carry from jungler ganks, and Pinks to remove the enemy bush wards. Feel free to experiment with the amounts and types of potions and wards. Just make sure you buy Boots if roaming and a Faerie Charm if laning. Initial Item Goals: [imgsmall=items/boots-of-mobility.png][imgsmall=items/philosophers-stone.png][imgsmall=items/heart-of-gold.png][imgsmall=items/sheen.png] You need Philo and HoG for Gold/10. If you're Roaming, I would rush Mobility Boots. If not, I would get Merc Treads or CDR Boots when you feel like it. Always be Buying: [imgsmall=items/sight-ward.png][imgsmall=items/oracles-elixir.png] Since you are a support, this is your duty. Keep in mind that Alistar doesn't need to worry too much about falling behind in tankiness as a result of buying Oracle's (and maybe dying, though try not to), since Alistar's ult makes him tanky. Core Items: [imgsmall=items/shurelyas-reverie.png][imgsmall=items/trinity-force.png] You should try to get these items every game. Shurelia's Reverie gives you a good amount of CDR while the active helps you and your team get a positioning advantage. As for Trinity Force: well, if you were to get one DPS item, Trinity Force would be the most cost-effective one, mainly because of the proc. And the movespeed/slow components also help your positioning. It's a great choice on Alistar. Additional Items: [imgsmall=items/aegis-of-the-legion.png] Aegis is always a great choice for well-rounded tankiness and an aura for your team. [imgsmall=items/randuins-omen.png] I don't like this item. The active is beast, but Alistar needs Frozen Heart's CDR more than it. Also, your jungler usually buys Randuin's. [imgsmall=items/frozen-heart.png] Alistar's best Armor/CDR choice. Beastly item, and the bonus aura helps. [imgsmall=items/force-of-nature.png] MR, Regen, and extra movespeed for a positioning advantage. On Alistar, because he likes movespeed and he has high base stat deltas, this is preferable to Banshee's Veil. [imgsmall=items/the-bloodthirster.png] If you're fed as hell and you have no idea what to get.

[title]Level 1 Fight[/title] Because of Q, Alistar's Level 1 Fight power is very strong, and can easily lead to firstblood if paired with another CC, like [imgsmall=champ/morgana.png] or [imgsmall=champ/sion.png], etc. Depending on the enemy teamcomp, you should seek to take an aggressive position in their jungle. If the enemy seems stronger level 1, just defend your jungler at his starting location. Depending on whether or not you want to Roam or Support, please see the appropriate section.

Midgame is when ganks are becoming more common, Dragons are being taken, pushes are being organized, etc. If you weren't roaming from Level 2, you should start moving around the map now, or at least warding your lane and getting even more aggressive. Remember, after Level 6, Alistar can tower dive with near-impunity thanks to his ult. You should have Oracles by now if no one else on your team volunteered to buy it, since it hurts you less to die with Oracles than it hurts anyone else. Think about it: if Jarvan died with Oracles, that's 400 less gold he's spending towards becoming tanky. If Alistar dies with Oracles...his ult makes him tanky anyways. If your team has a stronger early teamfight, as in you have champs like [imgsmall=champ/annie.png] and [imgsmall=champ/amumu.png] while the enemy has [imgsmall=champ/masteryi.png] and [imgsmall=champ/kassadin.png], force teamfights at dragons and weakened towers.

This is the point in the game where teams are either 5-man roaming or organizing splitpushes, and Baron is always in contention. Don't start derping around bot lane unless splitpushing hard (and Alistar won't be), or the enemy team may force a 5v4 at Baron. Keep up Oracle and Sight Wards, and try to finish your build. Buy Elixirs (Blue, mainly) when applicable. At this point, Alistar's DPS has fallen off the map, and your role on a team is basically a strict tank. Either initiate on the enemy team, or protect your carry with your skill comboes. There isn't really much to say here. You just have to do your job so your teammates can do their's.

[title]Roaming Basics[/title] Roaming is when you move around the map ganking the lanes and enemy jungle. Alistar is an excellent roamer because there is very little penalty for failing to secure kills or a farm advantage for your team. You can be level 11 with no real items, yet by virtue of your ultimate, you can still fulfill your role in fights. Indeed, if you want to be a successful roamer, you need to be comfortable with falling behind in levels, since that is what's probably going to happen. If you fall way too far behind, however, and are just going around feeding enemies, try to farm a lane for a level or two before going back to your roam. [title]When to Roam[/title] There is only a real point to Roaming if it helps your team. Because of this, the situations need to be right in order for you to roam. These criteria should be fulfilled. 1) 1v2 Capable Bot Lane If your carry is bot, it's your job to support them. It is pointless to have your carry feed a Xin/Blitz while you roam around trying to get kills. You need a fairly tanky, sustained laner to survive the 1v2. Good choices are: [imgsmall=champ/chogath.png], [imgsmall=champ/heimerdinger.png], [imgsmall=champ/maokai.png], [imgsmall=champ/mordekaiser.png], [imgsmall=champ/morgana.png], [imgsmall=champ/nidalee.png], [imgsmall=champ/shen.png], [imgsmall=champ/udyr.png], [imgsmall=champ/yorick.png], among others. 2) Roam-susceptible enemy champions There's no point roaming if the enemy soloes are [imgsmall=champ/kassadin.png],[imgsmall=champ/tristana.png], since you'll never kill or even bother them. You should to pick on champs that can't easily disengage from fights. Good choices include: [imgsmall=champ/jax.png], [imgsmall=champ/pantheon.png], [imgsmall=champ/mordekaiser.png], etc. Actually, most champs can be messed up by Roaming, but the more mobile dudes aren't too bothered. 3) Snowball Potential If you ganked your lane and got a kill, what would happen? Would the enemy catch up in cs, or would your team secure an objective and your laner completely dominate them for the remainder of the laning phase, putting them irreversibly behind? This is why it's usually better to score a kill in mid, which can get Dragon and put your AP Carry far ahead, than at top, where a kill would probably just lead to a cs advantage. But don't get me wrong, ganking top can be a great idea too. If you have offensive champs like [imgsmall=champ/pantheon.png], [imgsmall=champ/rumble.png], [imgsmall=champ/riven.png] in your top lane, one kill or a sizable farm advantage can mean great things for your team. [title]How to Roam[/title] The first thing you should do is either start [imgsmall=items/boots-of-speed.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion2.png] if you expect to do some counterjungling (or just want a ward), or [imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion3.png][imgsmall=items/mana-potion.png] if you don't. Then, you can go to Solo Top and get off an early Q on the target, helping your laner out a LOT. Or you can leech xp and get to level 2. Once you do this, you should have both Q and W, and be ready to run around the map creating a reign of terror. Honestly, I've seen it done both ways in competitive play and High Elo livestreams. Hell, sometimes I lane bot for a bit until Mobility Boots, to help the bot laner farm, and then I go roaming. When you initially start ganking, the purpose is not to kill enemies, it is to force the use of summoner spells. Once an enemy's summoners are down, they will play more passively. If they keep playing aggressively, you can gank again for a kill, or your jungler can. Sadly, your opponents aren't going to let you walk up to them and stun them, so you need to be able to do your W/Q combo on demand, and not mess up. This burst nuke will also stun/knockup the enemy, and let your ally in the lane beat up on them. Try to gank lanes where your laner has some CC and/or damage for the best result. Good buddies are [imgsmall=champ/annie.png],[imgsmall=champ/brand.png],[imgsmall=champ/leblanc.png],[imgsmall=champ/xinzhao.png]. However, you should be ready to gank all the lanes, since all your buddies need help, especially bot if your partner is in a 1v2. Once you know you can get a kill, then you should use your Flash/Q/W combo, which can move an enemy back to your teammates so they can beat up on them. [title]Roaming Items[/title] Rush Mobility Boots. Yes, you need [imgsmall=items/boots-of-mobility.png] if you have any aspirations of running around the map ganking people. You might miss the CDR from Lucidity Boots or the Tenacity from Merc Treads, but if you want to roam, you better do it right. The next thing you want is some sustainability, and some gold. An item like [imgsmall=items/philosophers-stone.png] is a no brainer, and you should definitely get at least one. Next, you need to figure out your item goals according to the match. Try to get some CDR (when you roam, you won't be getting the farm required for a Pure AP build), and CDR/Auras/Sheen as appropriate. Again, the items you get after Philosopher's Stone and Mobility Boots depend on the match and the player, so you need to use your judgment. I shouldn't need to say this, but a Roamer like Alistar is the perfect candidate for being the team's [imgsmall=items/oracles-elixir.png] carrier, so get Oracles to kill wards while you roam. [title]Counterjungling[/title] This is where you focus on ganking the enemy jungler and messing him up, thus either killing him, forcing the use of his summoners, or just making him clear the jungle at a slower speed. How you counterjungle enemies depends on the actual jungler. Unfortunately, since the jungle changes, counterjungling is pretty pointless, since the jungling Bruisers are all 1v1 beasts, and now even their initial jungle clears are very safe. I really only counterjungle to troll weaker support junglers like [imgsmall=champ/maokai.png] and [imgsmall=champ/sejuani.png]. [title]Addendum[/title] Realize that smart opponents will adjust to your roam by playing more passively in lane, and buying more wards. However, you should take that as a sign that you've struck fear into the enemy, and therefore accomplished at least some success with your roam. A good Roam Alistar will see to it that your laner is farming in peace while the enemy is cowering in fear of an angry bull, that the enemy is buying more wards to try to counter you in vain since you have Oracle's, that the enemy is dying to your jungler's ganks since their summmoners are down, etc. While you may not accomplish all of this in a game, you can make a significant impact as a Roaming Alistar.

This is a lot simpler than Roaming. Alistar basically spends most of his time in the bush and uses Q/W to protect his ally and help him/her farm. You can play aggressively if you have a champ like [imgsmall=champ/tristana.png] or [imgsmall=champ/graves.png] with you. However, if you have people like [imgsmall=champ/ashe.png] or [imgsmall=champ/kogmaw.png], you will spend a lot of time chilling in your bush. If your opponent wards your bush, try to use your Pink (if you got one) to remove it. Speaking of wards, you can start with however many you want, from 1 pink and 2 greens if you can get away with only one potion, to 4 greens, to 1 pink/1 green/3 pots if you anticipate heavy harass. Adjust your initial build at the start of every game. Your starting item goals should be [imgsmall=items/philosophers-stone.png] and [imgsmall=items/heart-of-gold.png], as they are with the roaming build. Again, you should be eventually going for [imgsmall=items/shurelyas-reverie.png], [imgsmall=items/trinity-force.png], [imgsmall=items/aegis-of-the-legion.png], [imgsmall=items/oracles-elixir.png], etc. Laning with Alistar is fairly straightforward, to be honest.

Alistar's role in teamfights is either as an initiator, or a support. Initiating Alistars will play like a Malphite, using Q to knock up enemies and W to punt squishies into their team, thus messing up enemy positioning. Support Alistars will simply try to protect their carry by peeling off enemy threats with W and Q. Alistar's role changes depending on your team and the enemy team. Please note that Alistar, unless possessing Flash (or maybe Ghost/Shurelia's), cannot simply waltz into the enemy team and get a Q/W on an enemy squishy. You need to work with your team to initiate properly, or be forced to use W/Q as a pseudo-Malphite ult when you don't have Flash available. Remember that doing so makes you unable to use W to punt the enemies back into your team, at least for a few seconds. Anyways, let's say that this is your team. [imgsmall=champ/ashe.png][imgsmall=champ/ryze.png][imgsmall=champ/olaf.png][imgsmall=champ/janna.png][imgsmall=champ/alistar.png] Since Janna will be protecting Ashe, you can feel free to be more aggressive, and work with Ashe and Ryze to secure good initiations. Now let's say that this is your team. [imgsmall=champ/missfortune.png][imgsmall=champ/annie.png][imgsmall=champ/amumu.png][imgsmall=champ/jarvaniv.png][imgsmall=champ/alistar.png] I really hope you banned Janna. Anyways, because your team already has multiple ways of initiating, you don't need to worry about that, so you can focus on protecting MF.

The fact is that Alistar works well with any champ that has CC, since CC-chaining is really powerful in LoL. So powerful that one champion, Cho'Gath, is based entirely around CC-chaining with his allies. Basically, there are too many good partners for Alistar for me to list. But Alistar simply has some opponents that give him a serious headache. Against these opponents, you will be forced into playing more of a support role in teamfights. Notice a theme below? What stops Alistar besides True Damage is low-cooldown CC. Anyways, the problematic opponents include: [imgsmall=champ/ashe.png] The kite queen basically forces you to burn Flash or use W/Q to reach her in teamfights. Movement slows, especially spammable ones, really hurt Alistar. [imgsmall=champ/vayne.png] %-based true damage is brokenly OP. Let's hope she gets nerfed soon lol. [imgsmall=champ/janna.png] Against a good Janna, you won't be messing up the enemy team, since she can just use Gale, Zephyr, and Monsoon to keep you away from her carry. [imgsmall=champ/olaf.png] You're not going to do anything to this guy, and he will destroy you. His ultimate prevents you from CCing him, and his True Damage eats through your ult to remove your survivability. Olaf is almost the hardcounter to Alistar, but not really since he can't stop you from messing up his team. He just turns you into beef jerky, but hopefully you did your job before then. [imgsmall=champ/chogath.png] Ok, so let's take a look at this. On the one hand, you have one of the best farmers and laners in the game, scoring 100+ cs in under 13 minutes and becoming a beastly tank with [imgsmall=skills/chogath/r.png][imgsmall=items/frozen-heart.png][imgsmall=items/force-of-nature.png]. On the other hand, you have a gold-starved, underleveled support tank who spends much of his income on wards and depends on [imgsmall=skills/alistar/r.png] to tank with the big boys. The odds don't look good for you. Cho'Gath is the hardcounter to Alistar, and he will make your life hell. His Rupture and Silence are both AoE CCs on fairly low cooldowns, and will stop you from using your comboes in teamfights. Even if you burst through the first silence with your ult, Cho'Gath can just drop Rupture near his squishy, and you can't combo him anyways. A few seconds later, Cho'Gath is good to go, since he likes buying CDR items. And to make things even worse, Feast does True Damage, and Cho'Gath likes to bring [imgsmall=summoners/ignite.png].

Frequently Asked Questions: 1) What are your credentials and why should I follow your guide? I'm not a 2K Elo superstar, but I was a 1500+ player S1, and I play Jungler/Support for a team at a similar Elo. I've played LoL off-and-on since Pantheon and Gragas were released, long before Season 1. Regardless, I know enough to talk about Alistar, and I hope I've demonstrated that here. 2) Why don't you talk about Jungle Alistar? I've done it about 10 games. To be honest, plays similarly to Roam Alistar except you kill some creep camps. Alistar is a support and ganking jungler, not some dude that afkfarms the jungle like Phoenix Udyr. Alistar is a solid jungler, but better picks exist for that role. If you want a Jungle/Roam Alistar guide, please see this one. 3) You're a fk noob if you don't smartcast Alistar's W. The only characters that require smartcasting are [imgsmall=champ/leblanc.png] and [imgsmall=champ/zilean.png]. As for Alistar, I know that Reep smartcasts him, but when I watched Reginald stream Alistar, he didn't. You can do it either way. 4) What do I do if I'm feeding? Buy relevant defensive items and focus on playing a defensive support rather than an offensive initiator role. Don't get Trinity Force until after you've got defensive items and CDR. 5) Your guide is horrible! Uh, not really a question, but I'll bite. If you think it's that bad, please post a a constructive comment below. 6) I want to add you in game. Add the account "Priamos", not "Rocketball". I gave away Rocketball to someone after getting really fed up with LoL several months ago.

There is a reason that possibly every single top player, Reginald, Chauster, Bigfatjiji, whatever, plays a competent Minotaur. It's because Alistar is a fantastic way of teaching people how to position, how to play an effective support, how to make snap judgments in teamfights, how to be economical with summoner spells, etc. Alistar took some serious nerfs when Riot hit his ult, but some decent buffs to his mana costs have put him back into viability in my opinion. I recommend that everyone try him out for a few games, and I hope this guide helps you with that :)

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