(2.34 at level 18)
(9.72 at level 18)
(21.06 at level 18)
(1.8 at level 18)
(1.26 at level 18)
(1.08 at level 18)
(1.98 at level 18)
(1.8 at level 18)
(21.06 at level 18)
(1.8 at level 18)
(1.08 at level 18)
(2.7 at level 18)
(19.44 at level 18)
(1.08 at level 18)
(2.88 at level 18)
(0.72 at level 18)
(9.72 at level 18)
(1.08 at level 18)
(25.56 at level 18)
(2.7 at level 18)
(0.9 at level 18)
(3.06 at level 18)
(4.32 at level 18)
(5.04 at level 18)
(7.74 at level 18)
(75.06 at level 18)
(4.5 at level 18)
(6.84 at level 18)
(48.6 at level 18)
(6.66 at level 18)
(2.34 at level 18)
Exhaust: Reduces target's Magic Resist and Armor by 10
Ignite: Increases Ability Power and Attack Damage by 5 while on cooldown
Surge: Increases Attack Speed bonus to 40% and Ability Power gained by 10%
Ghost: Increases Movement Speed bonus to 35%
(+2.25/4.5/6.75/9 Attack Damage at champion level 18)
(4.5/9/13.5/18 Ability Power at champion level 18)
Revive: Grants a massive Movement Speed boost for a short duration upon reviving
Cleanse: Increases duration of disable reduction by 1 second
Heal: Increases Health restored by 10%
Smite: Grants 10 bonus gold on use
Garrison: Allied Garrisoned turrets deal 50% splash damage
(+27/54/81/108 Health at champion level 18)
(+2.7/5.4/8.1% Cooldown Reduction at champion level 18)
(50% reduced effect on the Crystal Scar).
Teleport: Reduces cast time by 1 second
Promote: Increases promoted minion's bonus defensive stats by 15%
Flash: Reduces cooldown by 15 seconds
Clarity: Increases Mana restored by 20%
Clairvoyance: Increases duration by 2 seconds
(+72/144/216 Mana at champion level 18)
or +4/7/10 Energy
(50% reduced effect on the Crystal Scar)

Summoners
Runes
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Masteries
0/1
0/3
0/4
0/2
0/4
0/4
0/1
0/4
0/1
0/1
0/3
0/1
0/3
0/4
0/3
0/4
0/1
1/1
0/3
3/3
2/2
4/4
3/3
2/2
1/1
0/3
1/1
0/1
3/3
0/3
0/3
0/3
1/1
0/1
0/3
3/3
1/1
1/4
3/3
0/1
0/4
0/3
1/1
0/2
0/4
0/1
0/3
0/3
0/1
Skill Order
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- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
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- 18
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Q 




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W 




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E 




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R 


Items
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Starting Items
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Core Items
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Endgame Items
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My usual route Fail all your ganks
If you wanna be a pain Always help your team
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My favorite build
Options to Frozen Heart Options to Force of Nature Good last items
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Summoners
because you are jungling.
because it is an absolute must on Alistar. Every skill he has works with Flash. More about Flash combos under Content>Flash Combos
is mandatory.
Masteries
0/1
0/3
0/4
0/2
0/4
0/4
0/1
0/4
0/1
0/1
0/3
0/1
0/3
0/4
0/3
0/4
0/1
1/1
0/3
3/3
2/2
4/4
3/3
2/2
1/1
0/3
1/1
0/1
3/3
0/3
0/3
0/3
1/1
0/1
0/3
3/3
1/1
1/4
3/3
0/1
0/4
0/3
1/1
0/2
0/4
0/1
0/3
0/3
0/1
Alistar benefits alot from these masteries as you get nice movement speed early on with
and MS Quints which results in fast roaming and great early ganks. I don't get
since it will usually only push my Cooldown Reduction over the 40% limit.
There's no need to get anything in the offensive tree as Alistar's jungle clear is fast enough without it and also because you want to be really tanky so that you can towerdive at level 2.
Runes
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You can switch out the Marks for attack speed if you so desire but the reason i prefer Greater Marks of Desolation is the fact that I usually do not build any armor penetration from items and also because they work so well with
/
and your auto-attacking in general.
Armor Seals are standard for jungling since you take less damage from creeps but they are just generally the best option for any melee champion.
Magic Resist per Level Glyphs since you want to be tanky and you usually won't buy any Magic Resist items before late game. This helps out a lot.
MS Quintessences because you want to gank alot and roam around the map a whole bunch, these runes help so much with all that kind of stuff. They are also great when initiating teamfights and positioning in general which is very important on Alistar.
NOTE: I changed my Glyphs from Flat MR to MR per Level because I realized you don't need the early MR because you're not going to die if you gank properly anyway. MR per Level basically gives you more in the end. However, it all depends on what you prefer.
-
-
3
Start boots for faster roaming and easier ganks.
Alistar's heal makes it so that you do not need to start regrowth pendant to stay healthy.
Rush Boots of Mobility and then get a Philostone.
Get Sheen>Zeal as soon as possible but make sure to get a Ruby Crystal if you need to tank more. I get Zeal before Phage because I'm just that manly.
Tri-Force gives you everything you need to hit like Muhammad Ali and if that's not what you came here for then you might as well get out.
Shurelya's is great for initiation/running/positioning and it builds out of a GP10 item that is already by itself strong on Alistar.
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9999
Aim for late game if you can't do stuff correctly early on.
Buy GP10 items and farm your jungle.
Buy an Oracle's Elixir to clear wards and apply pressure whilst warding wherever there aren't any wards.
Basically turn yourself into a jungle-clearing Support.
You should never really fail all your ganks but if you're having a really bad game this may bring it back a bit.
Do not buy this item if you don't have a solid gold-income (you're not getting successful ganks off and you don't have 2 or more GP10 items) as you will basically lose 400 gold if you die without removing several wards.
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9999
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1 -
1 -
I sell
for
since not much ganking or roaming will be going on when everyone in the game got six items.
I get
because it gives alot of Cooldown Reduction, Armor and Mana along with it's great passive which are all great for Alistar since you're a mana-hungry, cooldown-reliant, inyourface-tank.
I get
because of the Magic Resist and that the Movespeed is great on Alistar plus the HP Regen (which is stupidly good).
For your sixth item you can buy anything. It really depends on what your team needs or whatever you think is fun.
Don't look down on Phantom Dancers, they do way more than you would expect.
Anything that gives Armor/Health and/or Cooldown Reduction is a viable option to
.
is great if you hardly need any Magic Resist and just need damage.
is good if you don't feel like you need the Movespeed or HP Regen that
gives you and if someone keeps messing up your initiations with stuns or silences. Also gives a fair amount of HP and Mana which is always good on Alistar.
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5
Your last item depends on what you feel like getting. In most games I feel like getting a Phantom Dancer because you usually won't need any more tank items but also because Phantom Dancer is freaking fun on Alistar. However, you may buy whatever you want because Alistar is strong enough to not even get a sixth item.
You can even save a spot for
if you feel like that's what your team needs.
Skill Order
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- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
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Q 




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W 




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E 




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R 


I make sure to have all my abilities at level 3 and then I max Pulverize. I take Headbutt at level 8 just so that it will have the same cooldown as level 9 Pulverize if I ever need them both to be up at the same time after i have already Headbutt>Pulverized once.
I always max Triumphant Roar over Headbutt due to the mana cost changes to Triumphant Roar that came with the Jayce Patch. I used to max Triumphant Roar over Headbutt before as well but the latest changes has given me more reason to do so. The mana cost on Triumphant Roar got increased in the earlier levels making the skill worse at levels 1-4 but no change at level 5. So basically you get more for the amount of mana you spend when you put points into Triumphant Roar. Even though the change seems small it will affect how much you can spam the skill in the jungle.
Always put a point in Unbreakable Will when possible.
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I have played Alistar since I started playing this game as he was the second Champion I ever bought. He is my most played Champion in ranked games with a 70% win ratio, my win ratio when actually jungling with him is something like 90% or at least close to it. My ELO is nothing to brag about but it's also not very important as facts are facts no matter who it comes from.
I have tried playing Alistar in every way you could possibly imagine and this one is from my own experience the most efficient one and the way that is easiest to carry with.
I will go ahead and explain the reason behind building Alistar this way.
Moohammad Ali.
Enough said.
Contrary to the description, the passive is called Trample and besides what it says it also makes Alistar ignore unit collision.
This passive is the reason why Alistar's jungle clear aint slow as crap.
At level 1 this passive does 7 magic damage per second for 3 seconds, meaning it will deal 14 magic damage per second to monsters and minions. This adds up to 42 damage in total against one minion at level one + the 60 damage from Pulverize resulting in 102 damage to one minion. Since all this damage is aoe and since jungle creeps have 0 mr you will effectively deal 306 damage at wolfcamp and the same amount to blue buff just from your abilities which is pretty darn good.
This passive will probably pick up a few random kills now and then but the only real strength of it is when you're jungling or pushing lanes. There is howeveranother good way to use this ability which might save your life in stickysituations. If you are running away from enemy champions and you get blocked by a huge wave of minions you can just press E and start ignoring unit collision or you can W a creep and get even a better effect, but sometimes you only have mana for E.
When trying to clear the jungle as fast as possible you want to let the passive run for it's full duration after using an ability and then using an ability as soon as possible after the passive has stopped running.
NOTE: After the Jayce Patch Trample deals 7 damage per second as opposed to it's former 10 damage at level 1. This is not gonna affect you're jungle clear too much but it is a noticeable difference.
I'm not going to explain too much about how this ability works as most of it is pretty straight forward but also because I don't want to reveal all my secrets (huehue).
Always take this ability first when jungling and always max it first as it will make your jungle clear significantly faster than if you would max anything else. Plus the fact that knock-up is the best CC and if you have one that is aoe you're very special if you don't max it first.
In teamfights you should always try to knock up as many people as possible. Most of the time it is better to keep this skill off cooldown until you can knock up several targets than just instantly using it on some random enemy as it has quite a large mana cost and a relatively long cooldown.
Another thing regarding this ability that I very rarely see people even try is the fact that you can pulverize enemies through the small walls in the river (There are only a few situations when this will be possible or even the right choice). I have done this a few times when someone is trying to escape around the corner of one of these thin walls as i gain distance on them when they turn the corner, this has net me some pretty cool kills. (I'll try to get some pictures up but don't expect anything)
This is the ability that is hardest to master on Alistar.
One of the best uses of this ability is when you stun an enemy by knocking him into a wall, unless they traveled the full distance of the knockback in which case there is no "stun" effect. The way this works is that your target gets stunned in mid-air when they get knocked back so if the knockback gets stopped by a wall they stay stunned for the duration they otherwise would have been in the air. The best Alistar players know pretty much exactly how far this skill pushes the enemy which is very important to get the hang of since you will probably just knock people into safety when trying to push them into a medium-sized wall or not managing to push your target into turret-range when you thought you could do it.
DO NOT SPAM THIS SKILL WHEN CLEARING THE JUNGLE! It takes a lot of mana for very little damage compared to just using Q and E.
Basically an aoe heal. Can be used to activate your passive or activate Sheen/Tri-Force but the base heal of it is really good and helps you stay healthy in the jungle as long as you have the mana for it. I take this ability at level 3 and usually leave it at 1 until I feel like I want to heal more, basically.
Something to keep in mind is that the cooldown of this ability gets greatly decreased when enemy units closeby dies so if you are low on health you can use this ability and let your passive run at any given camp and then you Pulverize and kill the smaller creeps in that camp (they usually die from your passive and Pulverize so you most likely won't have to AA thesmall creeps) and alot of the cooldown, if not all of it, gets refreshed. You may also do this to clear the jungle faster but you always have to keep an eye on your mana bar so that you don't waste all your mana right before ganking.
NOTE: After the Jayce Patch you will want to spam this skill even less before it is maxed. It has the same mana cost as it did before they nerfed it when the ability is maxed but it's higher than before when it's level 1-4. Keep this in mind.
Use this ability for tanking stuff and removing annoying disables or when you want to crit 500+ with Tri-Force and kill their carry, pretty straight forward.
It's because of the Resistances this ability gives you that makes stacking health on Alistar a viable option. I get Armor and Magic Resist because I don't want to completely rely on this ability to tank for me. It's because of the AD boost you get from this ability that makes getting Crit Chance and Attack Speed very strong on Alistar.
This ability makes you a tank and a damage dealer at the same time and it also procs Sheen/Tri-Force and activates your passive. Make sure you never use this ability at the very last second when the enemy team has got true damage champions as you will just fall flat on the ground. Don't use this ability the last second if you know that you're going to have to tank for your team. It's better to tank damage for several seconds while hitting like Muhammad Ali than to tank damage for the same amount of time while running for your life.
If your team tower dives make sure you activate this ability as soon as you can if you are the one tanking the turret as the turret won't stop attacking you.
You may bait by taking a lot of damage (making the enemies waste cooldowns on you) and then activating this skill in the last second. This requires some mathematical calculations, similar to those you might learn after 20 years of intense math lessons at a level of difficulty known as IHDMPNORWTS or "Insanely Hard and Dumb Math-Problems No One Really Wants To Solve" which is also the name of the course that I took to master this, but as long as you did your homework you should be fine.
Put a point in this ability whenever you can.
Standard jungle path: Wolves>Blue>Gank>Red/Wraiths/Golems>Gank>Gank>Gank>Gank
What you want to do jungling Alistar is gank and gank again. You should not camp lanes too much before you have a
and not even at that point should you camp very much. Only if you have both a
and a
should you really consider camping lanes as you need to have a stable gold income if you're just gonna sit in brushes and wait for gank opportunities.
When clearing the jungle creeps you do not want to use heal too much before you get to the camps if you have HP Potions, instead just use the Potions since they don't drain your mana or put a passive-activating skill on cooldown. Yes, Alistar actually activates his passive.
I usually gank mid or top straight after getting blue as these are the lanes that snowball the hardest. Ganking bot lane early is not a bad choice as most players don't expect level 2 ganks in that lane, especially not if you gank through the lane brushes.
When ganking you usually want to get behind the enemy champion and push him towards your teammate with Headbutt and follow up with Pulverize but in some situations it's better to just Headbutt>Pulverize combo them. Let's say you are ganking midlane and your teammate is an Anivia, who relies heavily on her stun to deal damage early game, then it's better to make sure she cannot miss it by simply Headbutt>Pulverizing the enemy and keeping him/her in place. You should always Headbutt enemies into walls if possible as it locks them up for several seconds making them easy targets. This is very hard to do when ganking midlane as there aren't many walls to push the enemy against but if you see an opportunity, go for it.
Whenever you know that an enemy on a lane does not have
or any other abilities that may mess up a towerdive you are free to walk through enemy turrets to get good angles but only do this if you are healthy enough to survive several turretshots and if there is no other way to gank the enemy. You may always consider towerdiving when your ult is up but you need to make sure you use it at the right time. If you're towerdiving a Cassiopeia that has her ult up you should probably wait until she uses it before you press R, but if she decides not to use it right away when you come at her you should just ult straight away to take less damage. I usually would not recommend towerdiving a post-6 Cassiopeia as it is very dangerous but if you know you'll survive then go ahead.
An important thing to note is that since
got nerfed you can't
over Alistar to avoid his Pulverize unless you're standing on top of him. So, if you Headbutt someone towards your ally you just walk up to them and Pulverize as soon as you get in range and they will probably waste their
unless they have learned that you can
AWAY from Alistar in order to avoid getting knocked up. At IEM Hanover I saw Scarra make that stupid but oh-so-common mistake when he tried to
over Gosu Pepper's Alistar. He was dead either way since Diamondprox's Lee Sin was there as well but in the end it was a waste of a
.
Depending on how the game has gone up until this point and/or what champions are in each team you will want to do different things when teamfighting.
If all the damage on your team comes from your AD Carry and not much comes from any particular Champion on the enemy team peeling for your AD Carry is most likely the best option. When peeling you want to stay close to your Carry and Headbutt any threat away from him/her and Pulverize everything that you didnt Headbutt, you also want to stand in front of your Carry so that you can block any skillshots that are directed at him/her. Basically, protect your Carry. However if the only one on your team with damage is your AD Carry but it's somehow the same for the enemy team you might want to consider zoning their Carry or (if you are fed/farmed, aka got
and Armor) killing them 1v1 by simply Headbutt>Pulverizing them and then ulting and auto-attacking them to death. NEVER leave your AD Carry alone if there is no one else to protect him/her.
As mentioned earlier, if the enemy Carry is really fed but you are at the stage were you can 1v1 him/her or at least zone him/her then you might want to consider doing that, especially if your AP Carry or Bruiser have a hard time getting to their Carry because Alistar will never have a hard time getting way back into the enemy team. You may also want to
>Pulverize>Headbutt their Carry into your team if you know they can burst him/her down faster than you can say alistarcarrieduswithbestengageeverggwpali. If the enemy Bruiser is fed you should consider Headbutting them away from the fight, preferably over a wall, this is also a situation when you should protect your Carry.
If your team sucks and no one has any damage you might as well just dive for their Carries and try your best to kill them since there is no one on your team worthy of protection.
When all your team needs is CC you should wait until you get a good opportunity to Pulverize several enemies. if you manage to Pulverize 5 enemy Champions and you still lose the fight you might as well surrender. Also, do not spam your heal throughout fights if you have 3 or more points put in to it as it will make you run oom extremely fast, only spam it if you know the fight will be very short and/or that you wont need any mana for a while after the fight. You should obviously use the skill no matter what but if the teamfight is close to minions that die to aoe and you get the cooldown back consecutively it might be a better choice to hold on to that mana for a Pulverize or Headbutt.
When your team needs someone to initiate you can perform that job very well by Headbutt>Pulverizing 2+ enemies that are relatively easy to kill or
>Pulverizing 2+ enemies. Make sure not to
>Pulverize anyone if your team is not nearby as it is quite useless and only puts your dear
on cooldown, it's not even worth it if you kill the guy alone since you could just Headbutt>Pulverized him instead.
Never run away from your team unless you manage to zone both their carries by doing this. In SoloQ you should never trust in that your team will do anything correctly so it's usually better to just stay with your team.
If it's late game and you have a Vayne just protect her no matter what (unless she has proven to be the worst League of Legends player of all history), it's mostly 100% worth it.
NOTE: Always make sure to use
when your teammates are close and you're going to intiate. You cannot 1v1 the enemy Carry of you do not build a Trinity-Force or any other damage items, so if you plan on going full tank then there is no point in trying to 1v1 their Carry.
Before we get into the
-combos I should probably explain the most common combo on Alistar, the Headbutt>Pulverize combo. Most players know how to perform this combo and it is quite simple. You use Headbutt on an enemy when you are in range of them and then you mash Q, so basically something like this: W>QQQQQQQQ. I however only press Q once because I like to have a working Q button (It won't break, take it easy) and I'm not much of a QQer.
Everyone fails this combo from time to time and so do I but mostly when I fail it is not because I press Q too late. It's because I press Q too soon so that the Pulverize animation is completed before the Headbutt animation, making it so that I knock my target up and THEN I knock them back. Most games I land every single combo but I feel like I should never fail one at all, but we're all human, right?
>Pulverize (Used to initiate fights or catching someone when you don't have to mana for W or just to position yourself for a 2/3/4/5-man Pulverize)
>Headbutt (Used to push someone into a wall or into your team, make sure not to push an assassin into your carry T_T)
>Pulverize>Headbutt (Catch someone off-guard and pushing them into your team, don't use this if their tank is overextended, only use if you can catch one or more important targets)
>Headbutt>Pulverize (If you are just out of range for Headbutt on an enemy carry or the whole enemy team and you know that your team will follow up and win the fight. Or if you're fed as heck and will instagib someone by doing this)
>Triumphant Roar (Used to save people, I actually do this relatively often)
>Unbreakable Will (Used to block for example Caitlyn's ult while low on HP, you probably won't use this very often)
You can even Headbutt someone into his team from behind and then
>Pulverize everyone.
Don't forget that you can
away from danger!
I might get some pictures up but do not expect anything.
NOTE: These combos have nothing to do with if you are jungling or not, they are for Alistar in general.
In the YouTube-link below you can see how Chauster Pulverizes four people and ults right when he starts taking damage, tanking all the turret damage for his team. He waits with his
until he finds a good opportunity to use it instead of just randomly using
to get in range of someone as he could just walk up the enemy team and Pulverize almost all of them. Then he
>Headbutts Crumbzz' Udyr and Pulverizes Locust's Soraka, securing kills on both of them.
http://www.youtube.com/watch?v=tC9kLI6LHwc&lc=4pJBpKjTe0xKML7XOyw-LFXXW5fwsWEdYzBTAtj3fUY&feature=inbox
Chauster is one of the best Alistar players along with Reep, Lilballz and Xpecial. Check them out for inspiration and to learn more. One thing to think about though is that Chauster and Xpecial plays Alistar as support and not jungle but you may learn a lot about how to teamfight by watching gameplays by them. Watch Reep's stream if you want to see him wreck low ELO players with jungle Alistar while building similar to me, you can find him on own3d.tv/Reep. I don't know if Lilballz streams but just as an example of how good he is here's a YouTube-link, watch the Headbutt>Pulverize at the start.
http://www.youtube.com/watch?v=nTv3mlGC0k8
Here's a Youtube-link of the best Alistar bait ever by Xpecial.
http://www.youtube.com/watch?v=CZcwaJ3k2og
You can ask me anything regarding Alistar and/or this guide in the comment-section.
Constructive criticism is appreciated.
Keep in mind this is my first guide ever.
Have fun playing Moohammad Ali!
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