100%
votes
3
Dislike

ALISTAR BUILD GUIDE: Season 4 - Mess With the Bull... by PicardyTheThird

by PicardyTheThird (last updated 11 months ago)

115,921 Views 0 Comments
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
9
Greater Seal of Armor(+12.69 armor)
5
Greater Glyph of Magic Resist(+6.7 magic resist)
4
Greater Glyph of Scaling Magic Resist(+0.6 magic resist per level (10.8 at champion level 18))
3
Greater Quintessence of Ability Power(+14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
21
0
9
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 3/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Trample
QPulverize
WHeadbutt
ETriumphant Roar
RUnbreakable Will
View Skill Order Details

Introduction

Having been reintroduced by none other than TSM Bjergsen, AP Alistar has a large number of benefits associated with him in a role other than the traditional support role. In this guide I will hope to expound upon some of those benefits.

Runes

Hybrid Penetration marks are superior to Magic Penetration marks when the champion is autoattacking regularly. As Alistar will be autoattacking to last hit and as part of his combo, Hybrid Penetration marks are the way to go.

Typically Armor seals are the best rune for the slot as they provide defense against both champion and minion harassment. However, against extremely safe mid-jungler opponents, taking Scaling Health seals is an option as they scale very well with .

Against AP lanes, take MR glyphs. I use a combination of flat and scaling MR in order to have a balance between early and mid game defense (scaling MR glyphs are superior to flat MR at level 7). Against AD mids and safe lanes, I take scaling AP glyphs because they provide a little bit extra damage in your combo as the game progresses.

AP quintessences are the best in slot for Alistar, as they provide a strong boost of power from level one.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 3/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
21/0/9 is my preferred page for almost all AP mids (9 poitns in defense is terrible in Season 4, the MS and summoner spell CDR in utility are far too valuable).

In the Offense tree, take Double-Edged Sword for additional burst potential; the increased taken damage is mitigated by . I personally prefer Dangerous Game over Butcher as Alistar likes to tower dive with , so the extra HP granted on kill can mean the difference between life and death.

In the Utility tree, take the MS mastery for obvious reasons, the summoner spell CDR for obvious reasons, and put three points in mana regen. The reason I do not take Runic Affinity is that I do not take blue buffs on Alistar; it is cumbersome to actually get the buff, and he does not really need either the mana regen or CDR if the player plays carefully. Essentially, the resource is better utilized on the jungler than Alistar. Some people put 1 point into Alchemist, but I prefer the mana regen, since Alistar has a built-in heal and is mildly mana-intensive anyway.

Summoner Sets

Ignite & Flash
Ignite gives a significant kill potential advantage in lane, and Flash is the best all-around utility summoner in the game. With the amount of CC that Alistar brings to the table, Flash allows for a variety of creative playmaking that other summoners do not.

There is no need to take Exhaust against anyone except assassins, and if they get the jump on you before you have kill potential in return, you have already lost. Best take Ignite and play safely until you have kill potential.
Unnecessary, Alistar's gives him enough tankiness to survive most engagements. Barrier does not improve Alistar's defense enough to compensate for the lost offensive potential from not taking Ignite.
You have .
Does not provide nearly as much flexibility or utility as Flash.
Teleport is always a possibility, and the sudden appearance of a CC tank bot in a lane can certainly swing a fight or gank. However, by taking Teleport over Ignite, Alistar loses a lot of lane pressure. If you do choose to use Teleport, be very judicious with your use of it; you are trading pressure in your lane for pressure in other lanes. Late game, combined with and , Alistar can become a formidable split pusher.
If you aren't taking Barrier, there's no reason to take Heal.

Are you jungling? I didn't think so.
No.
No.
These aren't even in the game anymore wtf

Item Builds

Starting Build(s)
All-Purpose
2
Sustain vs Harass
3
I almost always begin with the Doran's Ring-2 health pots start. You won't be using much mana early, and the mana you do use will be reinbursed when you last hit. More importantly, the AP and health from Doran's Ring give you early power and tankiness to survive level one harass until you hit level two, when you gain godlike gank pressure.

If you are in a lane where you believe you will be harassed often, but not bursted (e.g. Ziggs, Orianna). consider the flask-3 health pots-1 mana pot start (this necessitates basing at 1:22 in order to buy the 3rd health pot). This start gives a lot of sustain (mana for ), but very little burst survivability and no additional offensive stats. Consider the trade-off before choosing, but don't forget that it's an option.
Final Build(s)
Standard Final Items
Lich bane is your core item, and should be completed as soon as possible. Deathfire Grasp significantly improves your burst capabilities. Sorc boots, Void Staff, and Rabadon's Deathcap are the greatest possible damage combination of items. Zhonya's Hourglass gives a powerful defensive utility as well as a large amount of AP.
Build Order
2
Doran's Ring + 2 health pots start as detailed above. I typically like to go 2 Doran's Rings and Boots of Speed before starting my Lich Bane, and then finishing Lich Bane before completing Sorc boots. After Lich Bane, DFG, Void, Rabadon's, and Zhonya's in roughly that order; DFG is an immediate nuke and boost to burst, Void Staff will cut through any MR they will have bought at this point, Rabadon's will significantly increase your overall power, and Zhonya's for survivability and additional power.

ALWAYS BUY WARDS. They provide essential map information to both yourself and your team, and if you know that the enemy jungler is at a certain place on the map, it means that your team can be aggressive where the enemy jungler is not. For 75 gold you gain a large amount of information, use it to your advantage.

Situational Items

Abyssal Scepter
If the game has a very high amount of AP-based champions, take this item, as it will improve your own defensive stats while providing AoE MR shred for your entire team.
Enchantment: Homeguard
I almost always get the homeguard enchantment on my boots. The extra time saved from not having to wait to heal at fountain combined with the Ghost effect leaving base make it essentially a GP10 item, as you will be returning to lane faster and soaking more gold and EXP from minions. Additionally, homeguards give the utility to base from across the map and assist anywhere in your jungle. These have essentially the best utility of all the enchantments.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Trample
QPulverize
WHeadbutt
ETriumphant Roar
RUnbreakable Will
Take Headbutt at level one for mobility and disengage, unless you are invading as an organized team.

I prioritize Headbutt over Pulverize for the simple reason that the cooldowns on both abilities are immense. While both of them go down with level (and mana costs go up with level), Headbutt's overall lower cooldown allows Alistar to possibly have a last mobility/escape/execute spell available, where he wouldn't for another 3 seconds if you max Pulverize. Additionally, the damage scaling on Headbutt is greater than that of Pulverize.

I level up Triumphant Roar at level 3 for sustain and Trample, but otherwise leave it alone until level 14.

Always level up Unbreakable Will at 6, 11, and 16.

Skills

Trample
After casting a spell, for 3 seconds Alistar ignores unit collision and deals 6 + (1 × level) (+ 10% AP) magic damage to nearby enemy units and structures each second. Trample deals double damage to minions and monsters, dealing 12 + (2 × level) (+ 20% AP) damage per second.

Basically, Alistar gets a sunfire cape for three seconds whenever he uses a spell. THIS INCLUDES BOTH AND . This passive is very useful in teamfights, and also for farming; it takes some learning, but you can use Trample to farm under the tower, or to help clear waves.

Another aspect of Trample is that it provides a brief period of ignoring unit collision. This is not the most gamechanging effect, but it has its uses, particularly when trying to escape a gank, or chase an enemy through minions.
Pulverize
ACTIVE: Alistar smashes the ground beneath him, dealing 60 / 105 / 150 / 195 / 240 (+50% AP) magic damage to nearby enemies and knocking them up for 1 second. Upon landing, they are stunned for 0.5 seconds.

A very strong AoE knockup, grants 1.5s of lockup. It has a very long coodlown, so use it judiciously. At later levels, a single Pulverzie combined with Trample will clear a whole wave.
Headbutt
ACTIVE: Alistar dashes to an enemy, dealing 55 / 110 / 165 / 220 / 275 (+70% AP) magic damage and knocking it back 650 range over 1 second. The target is briefly rooted upon landing.

This spell provides a lot of utility. It can be combined with Flash to knock opponents into your team or tower, or it can shove a diver away from your carries (including you!). It can knock enemies over thin walls, which can be extremely useful, but be careful, because sometimes you may save an enemy by knocking them too far from your team. The same principle applies for farming jungle camps; don't accidentally knock a monster over a wall, and then either have to wait for it to walk back or have to walk to it the long way. If you have vision of an enemy over a wall, this spell can be used to cross the wall if you are in range.

Headbutt combined with Pulverize is an extremely strong and standard combo for any Alistar player. Press Q as soon as the animation for Headbutt starts, and the effect will be similar to a Malphite . It's slightly tricky to pull off, and beginners will likely save more enemies than they kill until they get the hang of the combo timing, but once you become consistent with this skill it becomes one of the scariest combos in the game.

Finally, by autottacking the targeted opponent during the Headbutt animation, even without Pulverize, Alistar will autoattack the them while they fly away. Because of this, it is easy to apply Sheen/Lich Bane-empowered autoattacks, even while Pulverize is on cooldown.
Triumphant Roar
ACTIVE: Alistar heals himself for 60 / 90 / 120 / 150 / 180 (+20% AP), with nearby allies healing for half that amount. Triumphant Roar's cooldown is reduced by 2 seconds whenever a nearby enemy unit dies.

AoE heal that is not to be underestimated. Triumphant Roar applies to both allied champions AND allied minions, meaning that it has a lot of potential for pushing waves and denying last hits. It also procs , so remember that it exists if you need another burst of damage to finish off your target.

Unbreakable Will
ACTIVE: Alistar roars, removing all crowd control effects on himself. For 7 seconds afterwards, he gains 60 / 75 / 90 bonus attack damage and takes 50 / 60 / 70% reduced physical and magic damage.

Absolutely the best tank spell in the game, it provides the equivalent of 100 / 150/ 233 Armor and Magic Reistance for seven seconds. Additionally, it provides nearly a fully-stacked Bloodthirster in AD. Basically, when this is on, you become a huge nuisance to the entire enemy team, and particularly so to the poor enemy that you choose to delete from the map.

Early Game

I've decided to forego a Champion Matchups section because nearly every matchup plays the same way, due to the champion you are playing.
-----
Alistar CANNOT PROVIDE A LEASH FOR THE JUNGLER. This is a crucial aspect of level one play, especially in solo queue, so be sure to communicate that to your jungler.

The most important thing for Alistar is hitting level two; before he has both Headbutt and Pulverize, he is not very useful. However, once he hits level 2, his kill pressure is immediately immense, and the jungler should gank immediately. Because Alistar is a melee champion, the lane should have been pushed slightly toward his tower; this is good, and you will use this to your advantage. When the jungle comes to gank (or beforehand, if your lane opponent does not have an built-in escapes), wait for the opponent to step slightly close, and Flash-Pulverize him. While he is knocked up/stunned (1.5s) walk behind him and Headbutt him into tower range (be sure that there are no minions tanking the tower). Because Headbutt very briefly snares the enemy when they land, they are guaranteed to take at least one tower shot depending on their reaction time. Even with Flash, they will be very low. In a 1-on-1 situation, this will often lead to first blood; with a jungler assisting, it is almost guaranteed. This tactic can be employed at any time you have Flash available.
-----
After your level two cheese, it's time to farm. The most important thing is now getting your Lich Bane, as you are essentially a CC bot until you do. Don't be afraid to use spells to clear waves. If your opposing mid laner roams, it is recommended that you do not follow, rather that you shove your lane to deny gold and experience; if you meet the enemy midlaner/jungler in the river or jungle, you are at a disadvantage in a duel until you get Lich Bane.

Mid Game

Mid Game begins as soon as you have your Lich Bane. Your combo now includes your autoattack, adding roughly 200 damage. Additionally, both and proc Lich Bane, so don't forget to use those in the middle of fights to get off an extra 200 damage per autoattack.

WIth the extra movement speed and damage from Lich Bane, you can now begin roaming to other lanes or invading the enemy jungle in tandem with your jungler. Additionally, Lich Bane is excellent at pushing down towers, so if your lane opponent roams, you can easily take their tower as punishment.

Late Game

Late Game for AP Alistar is similar to that of Leblanc or Zed, that is, single out a single target and blow them up. DFG has a higher range than Headbutt, so you can lead with DFG to get maximum damage off. Alistar also has the tool to be an extremely effective peeler for his AD carry; you can CC the enemy diver and do a huge amount of damage to them while your AD carry finishes them off. If you have chosen to play Alistar as a split pusher, be sure to keep an eye on the minimap and check in with your team often, your Teleport may be essential to winning or losing a fight.

Conclusion

Alistar was neglected for a long time, but thanks to TSM Bjergsen, he is beginning to see more play. His kit is a unique combination of high damage and high CC/utility, and it is up to the skill of the player to utilize his tools optimally in each situation. His full combo by endgame does upwards of 2000 damage before resistances, and his ultimate makes him extremely tanky. Play him to surprise enemies and provide assassination, peel, and disruption for your team.
Username
Don't have an account? Create One!