Alistar Build Guide

Roaming Alistar

Updated 5 years ago
483,188
78%
Runes
  • 9
    Greater Mark of Armor (+0.91 armor)
  • 2
    Greater Seal of Mana Regeneration (+0.41 mana regen / 5 sec.)
  • 7
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 2
    Greater Quintessence of Gold (+1 gold / 10 sec.)
  • 1
    Greater Quintessence of Health (+26 health)
Skill Order
Q W E R
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

Alistar can be used as a solo carry or a roamer. If you are looking to carry in a Solo lane, then do not use this guide. This guide is strictly for roaming and laning, and does not rely on much farm to be useful. This is key as your teammates will be that much stronger, which is your goal as a roamer.

I find that for roamers, your main focus is on being powerful early game. Flat armor reds for survivability. A couple flat mana regen yellows and the rest flat armor because I find that Alistar can have mana problems. With a few mana regen yellows and flat armor reds and yellows you should have around 17 armor bonus at level 1, which will make you very hard to kill. Next I recommend a flat MR blue, and 2 gold per 10 quints with a HP quint for some extra survivability. The 2x gold per 10 gives you extra money for wards etc, and as a roamer I feel that you are pretty gold starved if you do it right, as you should always try to give kills and farm to your carries.

[title][img=skills/alistar/p.png] Passive: Trample[/title] [number]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] Basically does Aoe damage after you cast a spell. It is based off of your ability power, so while roaming Alistar won't be doing as much damage with his passive, it is still key to keep it up for extra sustained damage in early game ganks/fights. After Q and W are both on cooldown and the target is stunned, use e even if you are at full health for some extra damage to secure kills. [title][img=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] The spell that makes Alistar who he is. Basically a Malphite ult minus the range on an extremely short CD. Nerfed in last patch. [title][img=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] Headbutt should be used to close gaps, and can be used in conjunction with Q to stun from a range. Also, it can be used to escape, prevent teammates from dying, and interrupting enemy channeled spells. Side note: Knock an enemy into the wall and the enemy will be stunned for a duration. Wait until the stun is up to Q them for an extra duration, allowing your teammates more time to kill your target. Avoid knocking enemies through walls and helping them escape. [title][img=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] Your heal. You will be maxing this second, as it gives you some extra laning power early game and late game if you ever make it to deathcap. This ability should be used also to keep your passive going, and you can use this when your Q and W are on cooldown for some extra aoe damage to help your team secure kills. [title][img=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] Use this ability either to escape out of cc, or right before you think you are about to get bursted down. Be careful to not get too low before you use it, and you want to make sure you are at around 60-90% health when you do activate your ultimate. If you activate it at 10% you will be an easy kill, and true damage will burn right through the remainder of your HP.

Max Q as it is your main source of damage. Only use headbutt for escapes and setting up kills. Because of this, you are going to max W last, and then max E. Your skill order should be: [img=skills/alistar/q.png] [img=skills/alistar/w.png] [img=skills/alistar/e.png] [img=skills/alistar/q.png] [img=skills/alistar/q.png] [img=skills/alistar/r.png] [img=skills/alistar/q.png] [img=skills/alistar/e.png] [img=skills/alistar/q.png] [img=skills/alistar/e.png] [img=skills/alistar/r.png] [img=skills/alistar/e.png] [img=skills/alistar/e.png] [img=skills/alistar/w.png] [img=skills/alistar/w.png] [img=skills/alistar/r.png] [img=skills/alistar/w.png] [img=skills/alistar/w.png] As roam Alistar I take priority on Q for damage in ganks. Because of this, I am going to prioritize E next for utility as I feel like it will be a better investment than W. It is pretty arguable, however, and you might prefer to max out Q then W, or even W first. It really is just a matter of playstyle. If you are going to go more offensve, I would recommend going magic pen reds for some extra early game burst and probably changing around your build entirely. This build is more of a defensive/utility/support build and you will be relying on your teammates to finish kills after you disable targets.

Early game your goal is to either harass enemy lanes, harass the enemy jungler, or assist your bottom lane and let them become farmed. Do not steal creep kills if you are laning with somebody, and only go for creeps that you know your laning partner will miss. You need to purchase a couple early gold per 5 items and begin warding the map and getting control so your lanes can farm safely.

Use your gold you are getting from gp5 and assists to buy more wards. Do not put yourself in positions where you are going to die, as you need to be carrying an oracle. If you die with an oracle as a roamer you are going to be hurting badly. Basically you are going to be supporting your teammates with wards and map control. During times where all your teammates are farming, use your CV to check areas before you facecheck and try not to overextend too hard. Use wards to gain your team positioning, and stay near teammates that you think are about to get ganked. If you find yourself solo farming a lane then you are doing it wrong. If you see a wave of creeps that are going to be wasted, call for a teammate to come over and pick up the farm. Basically the less time you send farming, the more time you can be gaining position on the enemy team which opens up more farm for your team, and you might be able to catch somebody out of position.

Here is a video that goes over the basics of Alistar roaming. Though it is a normal, you can still learn some stuff about how an Alistar roam should work. [own3d]http://www.own3d.tv/video/132827/The_Rain_Man_Roam_Alistar[/own3d]

There is really no set position for wards. After roaming for awhile, you get a sense of where you should put wards, but essentially you want to use wards to keep track of the enemy jungler/roamer in early phases. If you notice the enemy jungler is constantly ganking a lane, you should probably help him by warding the junglers gank path to give the laner time to run away. This will assure that the enemy jungler is wasting time ganking, and is not getting reward for that time they are spending trying to gank. Mid-Late game warding consists of warding buffs, and warding at choke points to find the enemy team so you can go for objectives like Baron safely. If you have a ward near dragon and you see their whole team is going for dragon, you can call for a quick Baron and before the other team can react you have already killed Baron. This is an example of why you need to keep wards on the map, and even though dragon may not be as important late game, it can still help to know the enemy team is going for dragon so you can make plays at other objectives.

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