Alistar Build Guide

Milkin' 'N' Junglin'

Uploader Brokenshard
Updated 4 years ago
192,202
95%
Runes
  • 9
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
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

Featured! Hell yeah FUCKING COW OUT OF NOWHERE Now that I've got that out of the way, Hey, my name is Brokenshard, I'm a 2139 elo competitive Jungle player who has been absolutely loving Jungle Alistar. Jungle Alistar is a very aggressive jungler. You focus more on ganking rather than farming, therefore, in order to be a successful Alistar, you need to know when it's smart to stop ganking hard and start farming. In this guide I hope to teach: [.]The basics of ganking vs. farming [.]Why pick Alistar over other support junglers [.]When is Alistar NOT a good pick [.]Best Friends, Worst Enemies [.]Standard routes and less standard match ups As well as basic item builds and rune set ups. Please enjoy the guide I have created for you! For those who enjoyed this guide please join me on EUW chat brokenshard.stream and like me on www.Facebook.com/BrokenshardStream

[highlight]Marks: 15% Attack Speed[/highlight] [.]Less clunky attack animation [.]Better jungle clear during jungle downtime [.]HITLIKESPEEDOFLIGHT SCARY COW! [highlight]Seals: 13 Armor[/highlight] [.]Standard physical mitigation [.]You're jungling [highlight]Glyphs: 24 MR @ level 18, 13 MR OR 9x AP glyphs[/highlight] [.]MR/lvl if against 1 AP or double AP that isn't so strong [.]Flat MR if against double AP that is very strong [.]Flat AP for more deeps in jungle and ganks [highlight]Quintessences: 4.5% Movement speed[/highlight] [.]Move faster [.]Eat faster [.]Gonk faster [.]Be fast faster

R whenever possible. Take 1 point in everything at level 3. Take W at level 2 if you plan on ganking. Take E at level 2 if you plan to just jungle normally. Taking E at 2 allows you to farm your jungle to level 3, however, you must be sure not to focus on farming too much. You really must make a play.

[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] Great passive for early clearing and added damage to ganks. Be sure to spread skill usage to make use of it better. [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] Amazing CC and early damage. You max this first for CDR and damage. [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] Good CC and moderate damage mid game. Maxed second for added burst and CDR. [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] Great for sustaining your jungle. this is how you can start with boots. Allows you to clear with little mana loss. Maxed last duo to poor scaling and mana cost. [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] This is what allows you to be tanky as hell without any tank items. Taken whenever possible.

Starting item: [item=boots-of-speed] + [item=health-potion3] The 3 potions are really a gift, you don't need them once you rank heal. The Boots are for mobile movement around the map, you should really abuse your early game status as a disgustingly strong ganker ASAP: [item=philosophers-stone] + [item=boots-of-mobility] Philo for gp10 and mregen, it also builds into a core item later. Boots of Mobility are by far my favorite boots on Jungle Alistar. It allows you to be super fast around the map, set up kills, ward and clear wards with the obvious Oracle you should and almost always will buy around this time. This is probably the unchanged items you'll be getting, I always get this in every game I play. Follow up: [item=heart-of-gold] HP GP10, DON'T GET IF YOU WANT TO END EARLY [item=glacial-shroud] CDR Armor Mana, good item if you need some armor and CDR [item=aegis-of-the-legion] AOE resistances, If you need one on your team, its inexpensive and grants you and your team everything you need. [item=shurelyas-reverie] CDR, mregen, amazing active. Core item. should get whenever you feel it is necessary. [item=sheen] Dem Deeps. Good for when you want to deal some more damage on the cow. Late Game: Armor/CDR ~ [img=items/frozen-heart.png] [img=items/locket-of-the-iron-solari.png] [img=items/randuins-omen.png] MR choices ~ [img=items/abyssal-scepter.png] (AOE deeps!) or [img=items/force-of-nature.png] Movespeed! Damage!! ~ [img=items/trinity-force.png] [img=items/rabadons-deathcap.png] [img=items/the-black-cleaver.png] (armor shred is good for your carries!) Beneficial Auras ~ [img=items/zekes-herald.png] [img=items/aegis-of-the-legion.png] [img=items/soul-shroud.png]

So, I bet by now you're wondering "IF alistar is a support jungler, what makes him more viable than maokai, nautilus or other support junglers?" [title]The Pro's of picking Alistar[/title] [highlight]The level 1 invade[/highlight] [.]Alistar's Q allows you to invade at level 1 with any team [.]Invading will not slow Alistar down, as he really doesn't require a good leash or jungle to actually jungle, you are a ganker [highlight]The Clear and Ganks[/highlight] [.]Alistar boasts a good clear, nice sustain and deadly ganks. The combination of two CC's + a decent chunk of damage can almost always assure a kill in any lane [highlight]What are items?[/highlight] [.]Alistar is very item independant, you really just need philo and boots to do your job, which is roam, gank, and clear wards [title]Alistar vs. Other Junglers[/title] Alistar is such a beast, that you don't need to worry about other junglers! If they try to fight you, you have 2 forms of CC to keep them in place and away long enough for your team to arrive. Yes, you can get countered, but those obvious counter junglers will counter you no matter what, the only thing you can do is gank them as they come in, or gank their weaker lanes. Of course, If any champion has benefits it also has drawbacks: [title]Why Alistar may not be the strongest pick[/title] [highlight]Lack of damage[/highlight] Alistar isn't particularly well known for dealing tons of damage. He is almost purely a support jungler. His AP scalings aren't so great anymore, so in order to get damage you have to BUILD damage. Wits end and Triforce are great for you to achieve this, but are both unrealistic in terms of cost and efficiency when you need to factor beneficial auras and achieving the 40% cap. You need to make sure to build your team around effective late game damage dealers, usually the AD and AP with the solo top being a good damage dealer. Some combinations of double AP are effective with Alistar jungle, such as Vlad Karthus or Kennen Vladimir. [highlight]Dragon Baron control[/highlight] Low damage and medium sustain translate into a fairly weak dragon control. Generally as an Alistar I don't aim to take dragon since it puts me dangerously low. Generally if we are in a favorable position where the jungler is top and enemy bot/mid are not present, it is a good time to take an uncontested dragon. Alistar has a hard time having his dragon contested as he is doing it, but is a great champion to have present during dragon and baron fights. [highlight]Numerous failed ganks put you behind[/highlight] Since Alistar is a particularly poor farmer, the majority of your income relies on steady successful ganks. Too many failed ganks will severely cut your money intake and put you in a less favorable position. Sometimes, you might not even be able to gank lanes at all since they are playing way too defensive. Hopefully in this situation your team will be able to make up for the defensive play by completely dominating their lane.

[title]Invading vs. Start clear[/title] If you invade, you should try to aim to KILL the enemy rather than take buffs. IF you have a good level 1 fight, flash + Q will set up so many easy kills. If you start jungling, you have three static routes: Wolves --> Blue --> Gank Wolves --> Blue --> farm to 3 --> gank Wraiths --> Red --> Gank I tend to use the Wolves --> Blue --> gank route quite often. [highlight]Early Ganking[/highlight] You absoloutely need to be able to land the W + Q combo. You need to practice it as much as possible. I smartcast it since i've played alistar since release, but some people might benefit from not smart casting. Sometimes, you don't need to combo it. W'ing someone BACK like approaching a lane from behind is just as effective if you can get to them in time to pulverize. Also, W'ing someone into a wall is like another 0.5-1 second stun, so to maximize CC, don't combo it. You can achieve CC lockdown of about 2.5-3.5 seconds if you combo your stuns correctly. From level 2 - 5, you should gank. Get your philo, your mobility, and keep gonking pressure.

[title]OVERVIEW ON GANKING THE LANE IN THE CENTER OF THE MAP[/title] [highlight]The Middle Lane[/highlight] If you didn't know, the middle lane will be occupied by high damage, high burst and relatively high kill potential. Ganking Middle will be the easiest and the hardest lane to gank. It will be easy in the sense that if you can get a stun off, usually, your mid lane should be able to capitalize and UNLEASH SOME HAVOC IN DAT BITCH. However, most good laners will ward BOTH sides, usually around the wraith ramps. Ganking Mid lane is usually achieved either by rushing up the bottom side brushes of the lane, coming from behind the turret, or coming from the wraith area. [highlight]THEY CAME FROM... BEHIND![/highlight] If attempting a gank from behind, you should always ALWAYS use your W. Open with W don't bother trying to combo. The ministun from W will be enough for you to get near enough to unleash your pulverize. This also applies from when ganking from any direction aside from head on. Its almost always better to let this happen, since you risk failing your Q if you can't combo, and allows your mid lane more time to react, as well as maximizing your potential CC. [center]ALISTARS HIGHEST POTENTIAL CC LEVEL[/center] Your potential CC level is a lot more than people think, if you W, wait for the stun to end (as if you pushed him into a wall) then Q, your CC time is GREATLY improved. You can achieve CC times of about 3 seconds which is disgusting huge. [highlight]Charge down the line[/highlight] If for some reason you aren't attempting to gank from the side or from behind, you're going to have to use your W + Q combo. Achieving this combo is not as hard as people think, but its also not simple. The only way to get it down is to PRACTICE. You will fail, you will mess up, you will make your mother cry, but you will eventually get it down. Its the only way, and knowing this combo will open up many MANY gank opportunities. [highlight]LETS REVIEW[/highlight] [.]Ganking Mid is rewarding [.]High Kill potential [.]Best ganking at level 2 when Ap's have least HP [.]Once an AP mid catches scent of you, he will try to back [.]After the first 5-6 minutes, there WILL be wards have an oracle ready [highlight]Best Friends in mid lane[/highlight] THE EARLY GANKS [imgsmall=champ/ryze.png] [imgsmall=champ/twistedfate.png] [imgsmall=champ/anivia.png] At levels 1/2 these champs posses a CC and decent damage, its almost a sure kill THE HIGH BURSTERS [imgsmall=champ/ahri.png][imgsmall=champ/akali.png][imgsmall=champ/anivia.png][imgsmall=champ/morgana.png][img=champ/viktor.png][img=champ/veigar.png][img=champ/xerath.png] Ryze and TF still fit into this, but they've already been listed. These champs, once they recieve their ultimate, can achieve a very high kill potential. Ganking these lanes (even from BEHIND the turret) should always result in a kill if executed properly. THE CHAMPS THAT NEED SHIT TO STAND STILL [img=champ/cassiopeia.png][img=champ/anivia.png][img=champ/karthus.png][img=champ/morgana.png] These champs benefit from your CC to be able to land their high damaging moves.

[title]OVERVIEW OF HOW TO GANK THAT LANE IN THE SKY[/title] [highlight]The top lane[/highlight] For those who didn't know, the top lane is the northern part of the map which is usually inhabited by a strong and tanky bruiser with either high sustain or high escape mechanism. The only way you can really ever achieve a kill is with a high burst champion or if you gank them early. ALTERNATIVELY, top might be inhabited by an AP carry, hence, the double AP format being a very widely accepted format and also recognized as strong. If there is an AP carry, the chances of a kill are much higher, both against one and with one. [highlight]THEY CAME FROM... BEHIND[/highlight] Ganking top lane from behind is much easier, since there are many directions which you can approach from. You can come from behind the turret, or through many of the bushes and river entrances located. Its a similar technique, you open with W to close the distance, then walk up and pulverize. Sometimes, if their pathing and yours permits, you'll be able to knock them directly into a wall, which would increase your stuns uptime. [highlight]The lane gank[/highlight] Since top lane is much bigger, alternatively, you can achieve great ganking potential through lane ganks. You sneak into a bush, wait for an oppurtunity, and this time you open up with your headbutt pulv. You could also walk up and Q them, but thats not always an option. Again, being able to master the headbutt pulv is necessary to achieve the best results. [highlight]LETS REVIEW[/highlight] [.]Ganking top with more entrance points [.]Introduction of the lane gank [.]W + Q emphasis [.]Against bruisers, your lack of damage will hurt [.]Top is very snowbally, ganking early achieves dominance [.]High burst, or high CC teammates are very appreciated. For the AP carries top, you can take any AP from the list and apply it to the top lane. As for bruisers, I'll create a new list HIGH CC OR BURST, GREAT FOR EARLY GANKS [imgsmall=champ/gangplank.png][imgsmall=champ/garen.png][imgsmall=champ/jarvaniv.png][imgsmall=champ/jax.png][imgsmall=champ/leesin.png][imgsmall=champ/nautilus.png][imgsmall=champ/udyr.png][imgsmall=champ/olaf.png] Of course, some of these champions lose damage against bruisers such as Nautilus. However, early game everything does a lot of damage, so ganking for these monsters are almost guaranteed a summoner blown or a kill if done properly. GP may not have a lot of CC or burst, but having the ability to Q + autohitx2/3 + ignite does alot of ticking damage that people seem to under-estimate a lot of the time.

[title]ITS LIKE GANKING AUSTRALIA BUT LESS KANGAROOS[/title] [highlight]The bot lane[/highlight] The bot lane has the support and AD carry. Usually, the support will have an array of defensive spells that make it hard to damage, and with the AD's low base damage early game, it will be difficult to score a kill unless you're running the proper setup. I won't go into detail about methods of ganking, as bot lane will always be warded, having an oracle is near neccessary. You can come from behind or go for a lane gank, come from the side or come from straight up the lane. Bot has a lot of open spots, so be creative. Instead of detailing ganking routes, i'll talk more about the ganking partners. AD CARRIES WITH GOOD EARLY DAMAGE: [imgsmall=champ/ezreal.png] has a shit load of early damage, and with ignite in his arsenal (if he takes it) he almost completely negates the heal. Also, a CC'd enemy is easier for him to hit, making him the ideal choice for an AD carry ganking partner. [imgsmall=champ/ashe.png] has her early crit and a lot of Cc. Her ARrow makes it easy to approach bot lane. Her lack of damage might be an issue, but she makes up for it with her CC. combo your CC to see an AD stay in place for long periods of time. [imgsmall=champ/graves.png] [imgsmall=champ/corki.png] [imgsmall=champ/missfortune.png] These champs have great burst damage in the early game, and I put them all together since their early laning phases are very good. If an Alistar can set up the positioning, each of these Ad carries can proceed to unload and destroy the enemy. Great over-all partners SUPPORTS WHO LOVE LE COW: [imgsmall=champ/alistar.png] DAFUQ DOUBLE COW? [imgsmall=champ/janna.png] can combo her knockup with yours, and her knockback with your array of CC. Good if the Janna knows what she's doing, also the shield will improve your AD's damage. [imgsmall=champ/leona.png] Probably the best combination with Alistar. Her array of combo CC and increased damage make it almost impossible for a kill to escape in bot lane. I'll put her alongside [imgsmall=champ/blitzcrank.png] for the top 2 best picks with an Ali jungle, as the ability to keep someone locked down and their high damage make for an easy kill in bot lane if done right.

By Mid game, IF everything has gone well you should have ganked lanes several times, bought an oracles, obtained both gold and map dominance and are on your way to winning the game. Alistar has the ability to snowball lanes with constant presence and pressure. There is a term called Shaco Pressure, which is the fear that a shaco is about to gank your lane. Alistar has the same presence. IF things did not go well, do not fret, shit happens. Make sure you can obtain as many buffs as you can, and play defensive. With flash, a flash + q can easily put you ahead on a good engage. Generally, you should be using your 2 CC's to engage, disengage, peel, or hard CC. Your E should be used to keep pushes going and heal off poke, and your R should be used WHEN YOU ARE TAKING DAMAGE, not when you're ABOUT TO TAKE DAMAGE.

Late Game Alistar functions as a support. You generally want to peel for your AD carry as they are doing the most damage, since it would be very difficult to get close to their AD if they're also at the same money. Alistar in late game isn't as good, but your R is not affected by LW, making you THE TANKIEST CHAMPION IN THE GAME with ult activated. Secure baron dragon and buffs. You're still a jungler after all.

As Alistar you have many ways you can contribute to a teamfight. With your 2 CC's you can act as both an initiate for your team and a protector/peeler for your carries. With your heal you can keep people topped off (its an inexpensive heal that makes a different in large teamfights) and with your ultimate you can be very tanky for its duration. [title]Alistar as an initiate: Q and W offensively[/title] As I said, Alistar's Q and W can be used offensively. What this means is that you are the initiator for the team, it is your job to start teamfights and you use your 2 mega CC/Displacement abilities to do it [highlight]W + Q combo[/highlight] [.]Basic initiate combo [.]Good CC [.]Puts you quite far away from your team [.]Easy to follow up This is one of the most basic combos for Alistar. You W + Q someone out of position for your team to folllow up on. This may put you in the middle of your team so be ready to use that ultimate [highlight]Flash + Q --> W into team[/highlight] [.]Best initiate combo [.]Highest amount of potential CC [.]Puts the CC'd enemy inside your team [.]Easy as HELL to follow up If you have flash available and can do this, this is what you should be doing. Flash + Q into a group of enemies, then headbutt the weakest one out into your hungry team. Again, you're now in the middle of the enemy team, so have that ultimate ready for when you take damage. [title]Alistar as a defense line: Q + W defensively[/title] I felt that only the offensive one needed to be explained, Alistar as a defensive support in teamfights is quite simple. Anyone that passes your tank line into your back line will be CC'd and punted around like a tennis ball in a 2 hour rally session. Your job is to make sure your AD can be free to auto attack and your AP can be free to unload. This tactic is known as "peeling" and is usually a good thing to do in the medium-late game (its always a good idea to do it, but its most rewarding) when your AD/AP are the highest source of damage. If you have an AD like [imgsmall=champ/ashe.png] in the late game, her arrow is a great initiate but she needs to be protected, so your defesne is absoloutely necessary to make sure she can deal damage. If you have an AD like [imgsmall=champ/urgot.png] he doesn't really need the protection, since he will be swapping into the enemy team. Your job shifts to an offensive support to follow up his initiation or to set up for it.

Jungle Matchups aren't important for Alistar. You spend less time jungling and more time ganking, but there are some champions that are simply going to beast your face if you aren't careful. [img=champ/leesin.png] Can kill you if you aren't careful, however, with your team you can do the same to him [img=champ/nautilus.png] Is a godly counter-ganker, make sure he isn't in the area if you plan to gank [img=champ/olaf.png] and his E will eat your HP away faster than you can say "Shrimp fried rice." He is unnafected by CC and he's very good at counter ganking as well. These are just basic champion outlines, Alistar has no REAL counter, its more about if you can get your ganks to work or not.

[title]Own3d.tv Videos[/title] [highlight]Soloq Cow OP[/highlight] soloq #1 [own3d]http://www.own3d.tv/Brokenshard/video/655882[/own3d] soloq #2 ganking top lane and tower dives [own3d]http://www.own3d.tv/Brokenshard/video/661282[/own3d] soloq #3 Early invades [own3d]http://www.own3d.tv/Brokenshard/video/662012[/own3d] [title]Youtube Videos[/title]

Alistar is a strong support jungler with godly ganks. If you have any questions find me on EU-W (IGN: Brokenshard) or write in the comment section below. Soon to come: Videos I plan to make more videos when I get my new computer... maybe in a week or so. Hope you learned something today, thank you for reading! <3 For those who enjoyed this guide please join me on EUW chat brokenshard.stream and like me on www.Facebook.com/BrokenshardStream

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