Alistar Build Guide

MO MURDA GUIDE (support/ solo q)

Updated 4 years ago
322,513
93%
Runes
  • 9
    Greater Mark of Armor (+0.91 armor)
  • 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
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

My Friends... Because of the homosexuality of Jungle Alistar and people realizing how good Alistar is in support he is now permabanned. Why you gotta do this to us Snoopeh Whyy == 7/6/2012- Expanded build order options - Cleaned up guide/ updated stuff to fit current era meta of bot lane 7/7/2012 Alistar's E mana cost changed from 28 to 40 mana * This makes spamming E, even level 1 E make you lose mana extremely quickly. Big nerf tougher to spam E all day Trample nerf- hurts Alistar jungle, slightly hurts laning. = These nerfs hurts JUNGLE alistar which is the LAME way to play Alistar as well as Lane Alistar. I don't think they are enough to stop Alistar being permabanned ATM but time will tell.

Hi there, since my beginnings as a loL n00b, I used Solomid as a guideline to help me on my quest to become better in this game. Solomid guides and watching matches of TSM and streams of The Rain Man taught me much about the game. This guide is simply me trying to give back to Solomid and help others as well. Despite the title, this is just me offering my way of playing him. Feel free to take my advice with a grain of salt but please at least consider my reasonings. My stats: [imgext=http://i.imgur.com/HlZOw.jpg] == Recent games: [imgext=http://i.imgur.com/7cFWZ.jpg] == Alistar is by far my favorite support and second favorite character overall. Despite being a top lane main, I enjoy playing Support Alistar a lot. This is a guide for the carry players out there who want to also carry as a support. Alistar is a difficult support comparatively to most of the others but pulling off clutch moments in tough situations is extremely rewarding. To play my style of Alistar, you will need the mind of a madman. You will need MASSIVE BALLZ OF STEEL. Thus, if you are not willing to be the playmaker who flies at 10381103813513 MPH before SMASHING the grouND SO HARD GROUPS OF PEOPLE FLY INTO THE AIR!!!!!, then Alistar is not the champ for you. I will do my best to show you my fun way of playing (solo Q) alistar, stop having a bad time when you are forced to support and instead RAPE everyone. Don't just be another d00d that has a monotonous bot lane as soraka! Furthermore, I have some issues with Xpecial's Alistar guide. Although Xpecial is a phenomenal support player, there are some things that I prefer/ feel is outright better which I will explain in-depth. This is also moreso a Solo Q guide. But I feel that some of the ideas can be used in competitive 5s plays as well. This is my first guide, apologies for sloppiness but I swear to you that I will make this read worth your time!

Alistar is an incredibly versatile/powerful support but he also has his fair share of weaknesses. Strengths: + Scales with your SKILL + 2 Powerful, Versatile CC moves that chained together is a godly initiate. + Great defensive CC as well. + Top Tier level 2 bot lane fighter + FUNNEST support + MANLY + Naturally tanky/ can break CC through Ultimate + decent heal + good base damage/cooldowns on Headbutt/Pulv if you level them up 1st/2nd + Arguably the best tower diver in the game Weaknesses: -Permabanned... =[ -ALISTAR IS PRETTY BAD IF YOU SUCK -Melee, thus prone to harassment -Extremely costly to make a mistake -True damage goes through ultimate -No defensive/offensive steroids for your partner unlike Nunu, Soraka, Taric -Headbutt can be dodged by flash/ cancelled by some CC -Going too crazy might throw games -JANNA(if she is good) -Perfecting lane dynamics is extremely tough

[imgext=http://i.imgur.com/FaZ3Q.jpg?1] My standard runes for a Melee Support. You must be able to take harass vs competent laners/ block for your partner against skillshots. Some say you should go gp10 yellows on supports including Alistar. But you sacrifice so much armor that I do not think it is worth it. If you want to run gp10 yellows I suggest picking a passive/ defensive... B1TCH support. Glyphs are changeable, however. If you are facing a lane with no magic-damage then you can change it to your preference of cooldowns/ armor/ scaling mr. Xpecial prefers a mix of scaling and flat mr. With the recent flat MR nerf I feel that in level 2 fights you should go all MR glyphs vs magic damage lanes (Corki, MF, etc) ***SPECTATOR MODE PATCH: Alistar now gains some magic resist per level, to me it's just more reason to go flat MR. Quints are also changeable. I use gp10 quints for with the Greed mastery you will have innate 5 gp10 which will serve you well in getting your Philostone/Heart of Gold/wards regardless of how the lane goes. I think it is often a very good and safe choice. I like gp10 on the quints because I am already tanky enough, and even if I do not get a favorable bot lane fight I can still keep up on my build. This build also only gets 2 gp10 items and also buys shurelyas ASAP. As a support I want to be able to continue to buy wards/oracles even after I only have Heart of Gold. Movespeed Quints also are an extremely solid good pick. Maybe armor quints/ flat HP quints are decent too. I just like 3 gp10 better because they are more stable for the flow of the game. Perhaps you want 1 movespeed quint, 2 gp10 or 1 or 2 armors+ gp10. So, Rune/mastery accordingly to your playstyle! But just know that I feel that tankiness is a must vs. stronger opponents.

[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] Personally a great passive. Extra damage+ ignore unit collision. Most people do not realize it ignores unit collision! Also useful for pushing creep waves (when it is the right time to push) A trick I sometimes use when my partner needs help last hitting at tower is to cast heal then 'trample' minions for 1 second to guarantee last hits for my BRO. [title][img=skills/alistar/q.png] Q: Pulverize[/title] [number]Alistar smashes the ground, dealing 60/105/150/195/240 (+50% of ability power) magic damage and tossing all nearby enemy units into the air and stunning them for 0.5 seconds. Cooldown 17/16/15/14/13 seconds Cost 70 / 85 / 100 / 115 / 130 mana Range 365 [/number] [title]Explanation:[/title] AOE knockup + stun. An Alistar trademark. Max this first. The cooldown reduction is extremely important If you are having trouble linking alistar's headbutt+pulv combo, try this method: after the headbutt is going out, MASH THE FUCK OUT OF Q. W--> QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ generally works out pretty well. [title][img=skills/alistar/w.png] W: Headbutt[/title] [number]Alistar charges at an enemy and rams them dealing 85/130/175/220/265 (+70% of ability power) magic damage and knocking them back (does not stun). Cooldown 14/13/12/11/10 seconds Cost 80 / 90 / 100 / 110 / 120mana Range 650 [/number] [title]Explanation:[/title] Despite the description of this skill, there IS a slight mini-stun after you punt them in a direction. A mistake I see many n00b alistar's make is deciding to do Q-W combo at the speed of light when doing W (against a wall), wait a moment/ auto attack, then Q offers more overall damage/ stun duration. Phenomenal skill. Push them in a direction or combine it with Q to have them pop up in place. Push enemy junglers away from dragon/baron when it comes down to smite. Go through walls. Also great for headbutting creeps to make a getaway A fun trick you can use is headbutt + spam auto attack as soon as you headbutt so you can bitch slap them as they fly away HEADBUTT CAN PUSH PEOPLE THROUGH THIN WALLS. DO NOT SAVE PEOPLE BY HEADBUTTING THEM TO SAFETY. Also hilarious to just headbutt people through dragon wall sometimes. I max this second, once again reducing cooldowns on CC is more valuable than a 'stronger' heal on Alistar, unless your team/lane partner really needs it. [title][img=skills/alistar/e.png] E: Triumphant Roar[/title] [number]Instantly restore 60 / 90 / 120 / 150 / 180 (+20% 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 12 seconds Cost 20 / 30 / 40 / 50 / 60 mana Range 200[/number] [title]Explanation:[/title] Decent AOE heal. Can save your life if you proc trample while running to avoid creep block. A 'flaw' is that it also heals nearby minions, pushing the wave (not always bad) Besides not lowering cooldown/ reducing damage on Q/W, this is also why I prefer to keep it at level 1 until I can't level up anything else. Level it up past 1 early ONLY if you guys are getting spanked beyond belief and have no kill potential. I don't believe otherwise in getting more than 1 point, or 2 points like Xpecial early. [title][img=skills/alistar/r.png] R: Unbreakable Will[/title] [number]Alistar gains 60 / 75 / 90 physical damage, and takes 50/60/70% reduced physical and magic damage for 7 seconds. Cooldown 120 / 100 / 80seconds Cost 150 mana[/number] [title]Explanation:[/title] Ultimate that turns alistar into an amazing tank, even after nerfs. In addition to massive damage reduction, it breaks any CC you are affected by. Allows you to tank tower hits without getting raped! An often ignored part of this ultimate is that it grants SIXTY attack damage at level 1. Popping this ultimate just for the sake of damage could potentially tip a fight to your victory but only in desperation. Most people are confused when to use Alistar's ultimate. My rule of thumb is to use it when your health violently starts spiking/ you are tower diving and tanking tower hits/ or you ABSOLUTELY must use your moves to save someone/ CC another person when you get CC'ed. Another plus is it allows you to play recklessly and probably allow you to live unless you walk into 3-5 enemy champs. * Urgot's ultimate will still switch you even if you [imgsmall=skills/alistar/r.png] while suppressed.

R>Q>W>E OR R>W>Q>E More ranks of [imgsmall=skills/alistar/r.png]= more tankiness+(AD damage) [imgsmall=skills/alistar/q.png],[imgsmall=skills/alistar/w.png] increases damage/cooldowns on the skills, potentially lifechanging because Supports hardly level up past level 12-14 even in mid-late game I simply find that leveling up [imgsmall=skills/alistar/e.png] isn't necessary unless you are absolutely getting curbstomped and struggling to live/CS, but at that point bot lane is already over. Keep it at level 1 until you can't level up anything else. 1 second less on [imgsmall=skills/alistar/q.png][imgsmall=skills/alistar/w.png] can change everything. == You can also max W over Q (make sure you have a point in Q early). W has slightly more base damage and you can also do W+ auto attack for damaging harass. The decreased cooldown on W can be the difference between a death or a save. Personally, I like maxing Q because I like to have Q and W on similar cooldowns during the early-mid game phase. Pick whatever suits the situation better or your playstyle!

My mindset on my build. Be innately tanky pre-6 due to runes/masteries, maximize (tower-diving) gank potential combined with his ultimate post-6, then maximize cooldowns/armor for late game. Standard Opening: [img=items/faerie-charm.png][img=items/sight-ward4.png][img=items/health-potion.png] Alternate Opening I used to use: [img=items/faerie-charm.png][img=items/sight-ward2.png][img=items/vision-ward.png][img=items/health-potion.png] -Good build choice if there are stealth champions around like shaco/twitch Early/Mid: [imgext=][img=items/philosophers-stone.png][img=items/heart-of-gold.png][img=items/boots-of-mobility.png][img=items/sight-ward.png][img=items/vision-ward.png] Standard support build, until mobility boots. Try not to skimp on wards to make your build finish quicker you are asking for your lane to get ganked (unless they are oblivious) 90% of the time I get mobility boots. Mobility boots allow you to maximize Alistar's already phenomenal roaming/ganking/initiation. By roaming the other lanes you can tip the lanes into your teams favor/further cement a lane victory. == [img=items/boots-of-mobility.png]is the funnest/manliest playstyle of [imgsmall=champ/alistar.png]. I admit its not always ideal but its by far the sexiest way to play him. [imgsmall=items/boots-of-mobility.png] is often the crux of my build IN SOLO QUEUE. To me it is the best way to exploit alistar's toolkit as a powerful/ almost unavoidable initator/roamer. For this reason I do not grab 3 gp10 as it tends to slow down my build too much to the point where laning phase is almost finished. You should only consider this path, however, if your bot lane can handle 1v2 by themselves which can only happen assuming you either tie and have a long ranged AD or you destroy early game hard enough. Or you can roam once your tower or their tower falls bot lane. If their tower falls ward for your bot lane to keep them safe from ganks if you choose to roam. If your tower falls have them freeze the lane, only last hitting. What I almost always build later: [img=items/shurelyas-reverie.png][img=items/frozen-heart.png] [imgsmall=items/shurelyas-reverie.png] gives an already mobile Alistar the ability to initiate even quicker at the speed of light/ gank/ assist teammates with the team ghost. [imgsmall=items/frozen-heart.png]- massive armor/ cdr/ 20% attack speed slow. Extremely strong and just makes you an even better tower diver. Frozen Heart is great for my style of gameplay. All of its stats are superb on alistar overall. The only downside is the 20% atk speed debuff is wasted if 2 people on one team get frozen heart. if you need MR due to a powerful/sustained ap carry: [img=items/negatron-cloak.png][img=items/force-of-nature.png] you normally do not have enough money to grab FoN but perhaps in a very long game. The extra movespeed is also nice. Alternate boots: [img=items/ionian-boots-of-lucidity.png]- reduced cooldowns is great, but because shurelyas and frozen heart is in my core (unless someone else is getting frozen heart), you either waste cdr or not grab FH. If you see someone else is getting frozen heart, consider going [img=items/ionian-boots-of-lucidity.png][img=items/randuins-omen.png] [img=items/ninja-tabi.png][img=items/mercurys-treads.png], OK options as well. == [img=items/aegis-of-the-legion.png] Strong item but I prefer the CDR/99 armor/atk speed reduction of Frozen Heart. Great choice, however, more hp/ armor/ mr + aura is never bad but mid-late game I find that the 20% attack speed debuff has higher lifesaving potential than the small, but useful armor/MR of aegis. [img=items/zekes-herald.png]- Decent choice as well. AS/ Lifesteal aura + CDR is good, but I find myself wanting to be personally tankier unless the team fight objectives is never engage/ protect a hyper-carry at all costs. [img=items/locket-of-the-iron-solari.png]- An alright defensive choice, just not my style. Not a bad choice though if you want to finish off your Heart of Gold later in the game. == [img=items/oracles-elixir.png]- Oracles is good. Not only does it obviously allow you to kill wards/ see invisible champs, it also puts a big KILL ME sign over your head. This is great for baiting and also team fighting because people will want to kill you moreso. It will put your ultimate activation abilities to the test as people WILL try to kill you to get rid of the oracles. Cutting out wards for the sake of a build is almost always bad! I AM OFTEN guilty of this! You ARE support afterall!

[imgsmall=champ/alistar.png] is a superb level 1 invader. Unless there is someone with a lock-on stun like [imgsmall=champ/twistedfate.png][imgsmall=champ/sion.png] , lead the pack and flash PULVERIZE the fuck out of someone as soon as you see them. Invading is also good if people have follow-up CCs such as: [imgsmall=champ/chogath.png][imgsmall=champ/caitlyn.png][imgsmall=champ/anivia.png][imgsmall=champ/morgana.png][imgsmall=champ/ryze.png][imgsmall=champ/swain.png][imgsmall=champ/udyr.png] Before invading vs decent teams, you may want to defensively ward your red or blue buff. Teams that notice you are invading may want to counter-steal your jungler's buff in return. If you stop them then you will have already have a commanding lead in the game. Even if you do not invade, some junglers are fast enough to steal reds after their own blue before your slower jungler can reach it Consider warding your buffs vs: [imgsmall=champ/shyvana.png][imgsmall=champ/drmundo.png][imgsmall=champ/udyr.png][imgsmall=champ/nocturne.png][imgsmall=champ/leesin.png] If you do not invade, then this defensive buff ward can save your jungler from ruin, as well as getting a free first blood and screwing the other jungler over. That in itself is AMAZING. Consider warding top if jungler is a dangerous level 2 ganker and will mostly likely gank no matter what: [imgsmall=champ/leesin.png][imgsmall=champ/pantheon.png][imgsmall=champ/xinzhao.png][imgsmall=champ/jarvaniv.png] Warding top (if you are blue side) if you know enemy jungler is starting red is generally smart and can save lives/ summoners. == A successful invade will often lead to a kill, but loss of both flash and ignite. Pick your fights carefully when you guys go to lane because killing with Alistar is much harder, but not impossible without [imgsmall=summoners/flash.png][imgsmall=summoners/ignite.png] up IF you didn't use [imgsmall=summoners/flash.png][imgext=][imgsmall=summoners/ignite.png]/ no invade/ no confrontation: *If you are blue side, kill double golems. Have your ad carry hit first, smack the golems in the back as they run for your carry/[imgsmall=skills/alistar/q.png][imgsmall=skills/alistar/p.png] them, then kite the golems when they turn on you. After you kill the first big one, just auto attack the last one. 7/6/2012- All of the pr0s kill small golem first. The logic behind this is that if you guys are invaded by, for example, the other bot team and you kill only small golem your jungler is not screwed because he still has the big golem left. Also, the small golem is faster to kill/ does not heal upon death. I believe it is important that you guys both share the exp so you both level up to 2 at the same time. Your armor runes+ masteries will make your damage off of golems fairly small even if they smack you up. == Depending on the jungler, you may want to ward early especially if you are on purple side/ jungler starts red. DO not be aggressive 3v2 you are asking to get double killed. Your AD carry is responsible for harassing the other carry enough so a level 2 fight is guaranteed. ALthough you are melee, you can still assist your carry by stepping out and making the other AD carry scared to CS/ shoot you instead of your ad carry. Ping/ let your partner know when you are close to level 2 and as SOON as you are level 2, if you haven't already, place a ward in the opponent's brush and [imgsmall=skills/alistar/w.png]--> Auto attack -->[imgsmall=skills/alistar/q.png]-->[imgsmall=summoners/ignite.png] the support in the brush. Be sure to [imgsmall=summoners/ignite.png] quickly because you want to halve the heal from [imgsmall=summoners/heal.png]/ or [imgsmall=champ/soraka.png][imgsmall=champ/taric.png] heal. 7/6/2012- Because you usually pack exhaust, when you go to fight them look and see if it is better to exhaust the target getting nuked or perhaps the retaliating ad carry. It is now often the responsibility of the ad carry to ignite targets for kills. You can also simply do a fast [imgsmall=skills/alistar/w.png][imgsmall=skills/alistar/q.png] combo which works if your partner is someone like [imgsmall=champ/tristana.png] who will jump on them afterwards. Just know it grants less stun time and less time for your partner to react. This is almost always a kill or summoners lost/ early lane dominance gone, provided your ad carry follows up. **DO NOT DISCOUNT [imgsmall=summoners/flash.png][imgext=][imgsmall=summoners/ignite.png][imgsmall=skills/alistar/q.png] someone at level 1 if, for example, they horribly mess up killing double golems/ your ad carry harasses exceptionally well. You guys may say, THIS ONLY WORKS VS NOOBS. Well, 2K elo must be filled with noobs then because this happens in like 75%+ of games =/ == After this key level 2 fight, you can often engage freely with alistar and have your ad carry follow up and come out ahead. If things go bad and a jungler ganks/ your ad carry fails, do not keep engaging them. Above all you do not want losing trades. Either call for a gank and coordinate with your mid or jungle. Use your CC defensively in these spots and assist your ad carry in CS-ing as well as possible. You may want to level up [imgsmall=skills/alistar/e.png] in this circumstance to allow your AD carry to take the harass. Some things to keep in mind, if they are forced to back, tell your ad carry to push and help them push with [imgsmall=skills/alistar/q.png][imgsmall=skills/alistar/p.png]. that way they miss a creep wave or 2 of exp/gold. Some tricks for pwning n00bs: [imgsmall=skills/alistar/w.png]-ing into a wall is generally awesome because then you can auto attack, wait a split second, then [imgsmall=skills/alistar/q.png], giving about a full second more of CC. Here are some good pictures to illustrate when that can happen. [imgext=http://i.imgur.com/ehgsW.jpg] [imgext=http://i.imgur.com/ODHB1.jpg] [imgext=http://i.imgur.com/BM9Pt.jpg] Remember, igniting early is important! 7/6/2012 Even if you start with [imgsmall=items/faerie-charm.png], you can finish [imgsmall=items/heart-of-gold.png] before [imgsmall=items/philosophers-stone.png] if you want extra health over sustain. The extra health may be invaluable when bot lane combos go all-in trying to kill each other.

Mid-game in my framework is still "laning" phase, but based on how your early laning phase goes you may have the opportunity to roam. With just [imgsmall=items/boots-of-speed.png], you have the option of roaming mid and ganking from the side. This is extremely powerful vs. current meta asshole pushers such as [imgsmall=champ/mordekaiser.png],[imgsmall=champ/cassiopeia.png], etc. TELL YOUR mid in advance to NOT push if he is a pusher when you come mid. [imgext=][imgext=http://i.imgur.com/IDKbF.jpg] [imgext=http://i.imgur.com/DJu6n.jpg] You can often accomplish this on you and your AD carries first back if you get [imgsmall=items/philosophers-stone.png],[imgsmall=items/boots-of-speed.png], but your pre-6 gank chances are very rare and you do not want to generally leave your ad carry in their team of need unless they are perhaps [imgsmall=champ/caitlyn.png], good [imgsmall=items/sight-ward.png] coverage, or lane is pushed in your favor. == Post-6 just grants you more options both in lane and other lanes. You can tower dive bot tower and tank many tower hits! Also, you can now do what I LOVE doing, which is tower diving from the REVERSE side of the tower in mid, for example. This is where [img=skills/alistar/r.png] shines! [imgext=http://i.imgur.com/SyUmU.jpg] [imgsmall=items/boots-of-mobility.png] aids in roaming, even for continued pressure in bot lane. The only way to dodge [imgsmall=skills/alistar/w.png] is to [imgsmall=summoners/flash.png] through it. Do not do this manly manuever vs [imgsmall=champ/morgana.png], [imgsmall=champ/vladimir.png], anybody who can escape unless your ap mid is confident in making them blow their defensive moves right before you come. This is the beauty of Alistar and why I love [imgsmall=items/boots-of-mobility.png]. If you do good enough bot lane you can roam and tip the scales of mid and top if they are not doing that well/ cement their victory. Win lanes= win games. == Do not roam a lot if lanes are already won beyond belief or your bot lane failed quite hard/ will fail harder in your absence. Although sometimes I will choose to forsake bot lane so that mid and top will win. Usually a very bad idea though. == As usual, you are a support. [imgsmall=items/sight-ward.png][imgsmall=items/vision-ward.png] correctly, keep timers on dragons, and because you are not CS-ing like the other lanes even keeping a watch on other lanes is good so you can spam pings when they are in danger. If you are very tryhard, you can also time [imgsmall=items/sight-ward.png] in addition to dragon/baron/buffs. Many supports go to re-ward after the ward is up meaning a coordinated gank/ extra pressure on the ad carry when he is alone can occur. Baron is 7 minutes, dragon is 6 minutes, Buffs are 5 minutes, wards are 3 minutes. Just keeping track of baron timer can change games! Do it!

Laning phase is now over. Now it is your job to keep Warding key locations/ catching people who are not grouped by virtue of some combination of [imgsmall=items/shurelyas-reverie.png]/ [imgsmall=summoners/flash.png]/ [imgsmall=items/boots-of-mobility.png]/ [imgsmall=skills/alistar/q.png]/ [imgsmall=skills/alistar/w.png]. Clearing wards with [imgsmall=items/oracles-elixir.png], teamfighting, keeping track of baron timer, etc. Your base damage on your moves are not noticable anymore, but maxing [imgsmall=skills/alistar/q.png] and [imgsmall=skills/alistar/w.png] first as opposed to heal (you will be roughly level 12-13 when everyone is 16+) will make your CC's have a very short cooldown. Because you have now have [imgsmall=items/shurelyas-reverie.png]/ [imgsmall=items/frozen-heart.png]/[imgsmall=items/boots-of-mobility.png]you make an amazing initator/tank pre-[imgsmall=skills/alistar/r.png]. Having [imgsmall=items/oracles-elixir.png] also draws focus to you as well. Tower-diving is also fine as well, your large amounts of armor+ ultimate is great at breaking tower stalemates, but only do this if you guys have a chance of raping them without getting raped/ cock-blocked back, for example, by [imgsmall=champ/janna.png]. Also be wary of chain-CC, true damage, or dangerous magic damage if you do not have MR. So, don't discount [imgsmall=items/negatron-cloak.png] if they possess a lot of sustained Magic damage. Health alone is sometimes not enough. Late Game is where team fighting happens and where you must be the most clutch in your decisions. I will discuss my mindset in the following chapters.

Team Fighting with [imgsmall=champ/alistar.png] is all about threat assessment. What will tip the battle into your team's favor? RAW OFFENSE: Bringing the Ad carries into your team by virtue of [imgsmall=items/shurelyas-reverie.png]/ [imgsmall=summoners/flash.png][imgsmall=skills/alistar/q.png]--> [imgsmall=skills/alistar/w.png] into your team. Do this on an AD carry and he will instantly eat it. AP Carries are often fine too. == Offense, then defense #1. Simple initiate on everybody through headbutt+pulverize, then pull back and play linemen for your squishies carries. Saving [imgsmall=summoners/flash.png]/ [imgsmall=items/shurelyas-reverie.png] may help out your teammate. **I find that this is the most taken path on most [imgsmall=champ/alistar.png]. A very solid, but sometimes non-ideal teamwork path.** == Offense/Defense #2: [imgsmall=skills/alistar/w.png]/[imgsmall=skills/alistar/q.png], then stand the FUCK in the teamfight and have them hit you, pop your [imgsmall=skills/alistar/r.png] as soon as your health spikes violently. The beauty of this tactic is that they can either ignore you and get CC'ed every few seconds and that if you pop your ultimate in an amazing timing people will try to finish you off despite [imgsmall=skills/alistar/r.png]. It's sad because this tactic is strangely effective even in 2K elo, moreso if you have [imgsmall=items/oracles-elixir.png]. Also great as a counter-initiative if you see one, maybe 2 people initiate while you CC the rest of their team. low quality vid: [youtube]http://www.youtube.com/watch?v=aZILWf93FQ8[/youtube] = Defense #1: Push a hyper carry out of the fight, spacing out your CC as hard as possible between headbutt and pulverize. I often do this against a very fed [imgsmall=champ/vayne.png] to prevent her from firing at ANYBODY because they will melt. [imgsmall=items/frozen-heart.png] helps a lot due to 20% atk speed debuff + Cooldowns+ armor. Very noticable even if she does true damage on every 3rd hit. Good if someone else builds frozen heart and you choose to build [imgsmall=items/randuins-omen.png] instead. In the meantime, your ad carry will rape them. Ask your teammates to defend your ad carries in this situation. If they are unable/ your AD carry is stronger, then go to... = Defense #2: If your AD carry WILL outdps their AD carry, so do everything you can to keep him/her alive. [imgsmall=skills/alistar/w.png][imgsmall=skills/alistar/q.png] away all people who dive in to assassinate them and watch your (hyper) carry melt everybody. Remember, even if you have a lot of health, if your carry is in danger and you are STUNNED, pop that ultimate right away and save the fuck out of them. == *Remember, even if our CC is down, you can still pop [imgsmall=items/shurelyas-reverie.png] to give your team a 4 second ghost to everyone. This is my best solution to someone who is 'unstoppable' for 8 seconds such as [imgsmall=champ/olaf.png] by simply giving my carry the power to run the fuck away, or if I see a [imgsmall=champ/fiddlesticks.png] begin his ultimate with nothing I can do to allow everyone to run. = POST TEAMFIGHTS: [imgsmall=champ/alistar.png]is great at cleaning up as well. Catch people with [imgsmall=skills/alistar/w.png][imgsmall=skills/alistar/q.png] as they pathetically try to run away/ pop [imgsmall=items/shurelyas-reverie.png] to chase. .....Or if you guys are running for your life, [imgsmall=skills/alistar/w.png] some people away to save your teammates if they are in danger. == Alistar is an amazing, versatile champion that also shines in teamfights. With experience, you learn to judge the threat levels of teamfights, what EXACTLY must be CC'ed in order to maximize your victories. Being off by a split second/ making the wrong decision can change the outcome of a game. You must be bold and never second guess yourself. With practice you will learn how to teamfight like a pro, and it will be glorious as you carry teamfights to victory.

I think almost anybody works with Alistar, except maybe [imgsmall=champ/twitch.png]. I refused to go anyone besides Alistar except when they ban/ pick them and I had a 70% winrate until I got to 2k/2.1k elo. Your Partners: [imgext=][img=champ/draven.png]- Draven is a monstrous laner. His Q+ autoattacks do insane amounts of damage early. While he has not picked up steam yet he will once people get better with him. You shall see. Strengths: Very strong harass with Q, Alistar's kit gives him the ability to freely harass Movespeed/ Atk speed buff for good trading Miniknockback/Snare Weaknesses: Runs like Shaco Mediocre escapes, movespeed buff very short, albeit refreshable [img=champ/varus.png]- Fairly average champ, but works if Varus can land his spells effectively. Strengths: Strong Harass if he lands Qs Ultimate synergies extremely well with your own Weaknesses: Varus players that can't land anything (Q/ ult) are freakin useless [img=champ/vayne.png]- A weaker laner, but a monstrous carry late game. Strengths: Good combo synergy: headbutt into wall --> pulverize --> vayne condemn is a devastating combo that has a high killing power especially with your ignite Great tower diving/ killing potential using both respective ults. Weaknesses: Range: Vayne's weak range makes it tough to level 1 harass to guarantee a favorable level 2 fight. == [img=champ/corki.png]- Superb all around AD carry Damaging Synergy: Although Corki doesn't have followup CC he does massive damage following your combo. His W also allows him to keep chasing following a flash/exhaust Decent Level 1 Fighting: Corki's range isn't godlike but auto attack+Q is good enough to often setup a good level 2 fight Weaknesses: Range: isn't the best, some laners can outspace him early preventing level 2 fight. Not a big deal though High mana costs: constant lane rape may be hampered by corki's mana costs, esp. without smart mana management on Corki's part = [img=champ/tristana.png]- Late game carry monster Strengths: Strong early game burst: Tristana does a great mix of damage with jump-in/ explosive shot. Bigger burst at 6 Heal Debuff on Explosive shot Weaknesses: Weaker, but not pitiful mid-game if not fed == [img=champ/ashe.png]- Utility Queen AD Carry Strengths: Good Early Game: Powerful Level 1 with crit arrow/ volley Frost arrows help with chasing/ allowing alistar to FOLLOW UP if ashe chooses to shoot first in some situations Ashe Arrow is perfect with alistar's kit laning/ post-laning Weaknesses: Ashes strong level 1 becomes weaker until level 6 Mediocre range Volley scales poorly and can be blocked by creeps level 1 crit arrow often obvious, thus difficult to land * One of my favorite lanes if we pull off laning phase. Ashe Arrow --> alistar combo is quite strong. == [img=champ/caitlyn.png]- Lane asshole Strengths: -Powerful range sets up easy level 2 kill -Trap after alistar initiate= very high kill chance with a follow-up of Q+ auto attacks -Ultimate is a great finisher if they barely live and run Weaknesses: -Caitlyn SUCKS (comparatively to most) if you tie in lane or lose. SO YOU BETTER WIN (her kit is amazing with yours!) == [img=champ/graves.png]: Strengths: Naturally tanky from passive: ability to trade and come out on top/tanky in full-on engages Damaging Synergy: graves does a lot of damage, easy set-up for level 2 fight through auto+buckshot. More damage post 6 Smoke Grenade: slow+nocturne darkness Dash-in: ability to chase/ huge attack speed buff Weaknesses: Low range: auto attack range is low, somewhat offset by grave's natural tankiness/dash-in, however Mana costs: high, although not as bad as corki's == [img=champ/ezreal.png]: Lane dominant Asshole Strengths: Landing an auto+ Q guarantees a strong level 2 fight Very versatile, quick flash Fantastic kiter/chaser Weaknesses: He is damagingly weak if you do not do well == [img=champ/missfortune.png] Strengths: Strut: allows for outplaying due to superior movespeed Good harassing ability: autoattack + double up Make it rain slow Heal Debuff Alistar's combo+ MF's ultimate guarantees that a good number of opponents will take lots of damage from MF's ult Weaknesses: Her passive goes away when she is hit, even by a MINION No mobility move besides extra speed [img=champ/urgot.png]: Strengths: Guaranteed bottle after your combo --> 3 locked-on Q's Shreds armor Ultimate is amazing for ganks/ keeping 1 person CC'ed/ great Combo with your own CC Weaknesses: Very high mana costs early on Urgots who do not exploit his kit(i.e. his ultimate) simply do not offer as much as other carries late game due to low DPS. = [img=champ/kogmaw.png]: Strengths: Damaging/high range with W Slow from E great synergy with your kit A very close exchange resulting in Kog's death can still result in kills from Kog's passive Late game murderer Weaknesses: -No mobility in toolkit, thus often needs babysitting in teamfights AD [imgsmall=champ/kennen.png]: Strengths: Overall kit has strong synergy: Strong harass style w/ stuns Lightning Dash gap closer+ damage Ultimate stuns+high damage Weaknesses: Weaker DPS comparatively to most ADs Small range Q's can be dodged with creep blocking [imgsmall=champ/sivir.png]: I haven't laned with sivir in a while since her nerfs, will update when I do. [imgsmall=champ/twistedfate.png] BOT: Seems viable on paper but I have never laned with one yet. Here are my thoughts: Strengths: Good stun synergy Power of TF Amazing level 1 gank potential Weaknesses: Bad range Low range AD carry not the greatest to have on your team You can just have AP Twisted Fate mid ==

Dangerous OPPONENTS: [img=champ/janna.png]: Janna is the queen of cock blocking. She can tornado your W and make alistar much less effective in lane. Her ultimate is also not that fun either. This is only circumvented by Janna sucking really bad IMO. She counters your engages post-laning and in general just makes aggression miserable. [img=champ/lulu.png]: Nightmarish kit for alistar. Every spell just hurts alistar's engages in lane/ post-laning. She hasn't caught on yet as much compared to the other supports but she is very tough. [img=champ/caitlyn.png]: Difficult if she traps very defensively/ harasses your partner well. However she is done-for if she dies. She is also likely to be weaker overall if you manage a tie as well. Varus- it seems as if you can't [imgsmall=skills/alistar/r.png] out of his ult. I am not 100% positive yet however. GHEY OPPONENT: [imgsmall=champ/ezreal.png]- Ezrael is not as dangerous as caitlyn, but his built-in Flash can evade your [imgsmall=skills/alistar/w.png] as it is coming out. That is just plain lame. Not as bad: [imgsmall=champ/taric.png]: if you do not fight him early on he will provide a huge armor buff to himself and his partner and make the lane very difficult to kill. Most tend to waste their mana, however. [imgsmall=champ/soraka.png]: Very exploitable and weak early game but turns the lane unkillable later on. Very high incentive to rape them early if you do not want a boring game. [imgsmall=champ/nunu.png] Nunu is by far the easiest/ lamest support champ to play in the game. Being easy to play though doesn't equate to being lane dominant. However it can get very out of hand if you let them farm up and pop off a level 5 nunu buff on a kogmaw, for example. I recommend being aggressive early. One thing to keep in mind post-6 is to NOT blow both pulv and headbutt if you do a hard engage on them. Nunu will laugh and use his ultimate after your CC is gone and utterly decimate you and your carry. [imgsmall=champ/blitzcrank.png] Blitz is not too bad, whether you or your partner gets grabbed you can either [imgsmall=skills/alistar/q.png] use CC to knock opponents off your carry. Unless you get grabbed underneath their tower, this lane isn't that bad. The dangerous part is after laning phase IMO when someone getting grabbed can lose a game, but if you ward well and no one gets grabbed a support blitz makes the game almost a 5v4. Other Opponents: [imgsmall=champ/sona.png] has good pokes, but this is mitigated by using my runes/masteries. Otherwise she is ok, but somewhat dangerous post-6. I am usually very happy to see her [imgsmall=champ/leona.png] i like leona's style a lot, but alistar i believe counters her very well. She is not ranged like alistar and similarly prone to harass, but her toolkit is mostly blocked by alistar. If she goes in and stuns your carry you can counter by punting the other carry away. But I feel that you can easily choose to go aggressive on her early before she levels up her temporary tankiness spell as well. If she somehow ults you and your partner, you can pop your ultimate and also punt their carry away. = Things to keep in mind, even if you have an unfavorable 2v2 lane, Alistar is very strong in coordinating ganks with your jungler/mid. BAD matchups aren't as lame as you'd think.

[youtube]http://www.youtube.com/watch?v=lKxwffOYZl0&feature=youtube_gdata[/youtube] Not the best quality but you can still see what happens during laning phase. This case with Urgot and Alistar vs Soraka/ Ezrael.

Why is this guide only for Solo Q? Because I have not played top notch teams as support Alistar yet. But like I said earlier I think a good amount of what applies to Solo Q can also apply to competitive 5s. The world needs more [img=champ/alistar.png]! F&#K [imgsmall=champ/janna.png], F*#K [imgsmall=champ/soraka.png], FUCK BORING GAMEPLAY. MORE TOWER DIVES, MORE MOBILITY/SHURELYAS! I'm no Reep or Xpecial, but this is the winning formula i've used to get to 2.1K elo when I have to support. Hopefully when the carry players out there have to support you'll enjoy doing it as Alistar as much as me. If you disagree with any part of this guide, feel free to leave a comment and I will respond. You will find that most of my explanations are already there in the guide, however, so I may simply repeat myself. -if you have any suggestions for making this guide better, comment or PM me. I'll continue to upload it with vids, sick clips, and just tuning up the guide in general. And don't forget to play this song: [youtube]http://www.youtube.com/watch?v=OWw5i3x4Xlo[/youtube]

Comments coming soon!
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