Alistar the Walking Bulwark [Updated]
Summoner Spells Back to Top
Runes Back to Top
+0.91 armor Greater Mark of Armor
+1.34 magic resist Greater Glyph of Magic Resist
+0.33 mana regen / 5 sec. Greater Glyph of Mana Regeneration
+8 health Greater Seal of Health
+4.26 armor Greater Quintessence of Armor
Masteries Back to Top
Abilities Back to Top
Items Back to Top
Matchups Back to Top
can easily sustain through the AA damage.
is often pretty squishy making her an easy target during laning phase can perfectly setup these ganks.
Her most reliable engage is a 's can easily disengage and save his marksman due to his strong CC and 's CC removal.
Another one of those Pokeish champions who can make laning phase hell.
actually has pretty strong laning his AA's + Passive hurt a lot over time.
's Q has pretty high base damage and can stun you and your Marksman if you're not careful.
is also capable of sustaining through a lot of damage with his which makes trading pretty hard.
himself, however has no reliable way of getting out of 's CC making him a perfect target for ganks just be careful to not sit next to your jungler if he throws out his .
Support is rarely picked but oh my does he hurt, I highly suggest that you ask your jungler for pressure as is an easy target.
's whole kit has little supportish abilities in it, it's all about dealing damage, dodging as best as you can is probably the way to deal with it.
During Laning phase there probably won't be happening anything besides of the usual poking which you should be capable of easily sustaining the damage done by janna and her carry.
In this matchup you may want to start with as it's gold generation is greater than and there probably isn't going to be happening anything as she will disengage every attempt of with a simple
Yet another poke type of support.
is just incredibly hard to deal with as .
will most likely outdamage the sustain you are capable of putting out.
Her has the possibility of holding you in place after a engage attempt resulting in you taking massive damage.
Her alone is just hard to deal with as it grants movement speed and a fair amount of shielding power.
Dodging a fair amount of her 's/ 's is probably the best you can do to keep the lane in a neutral position.
As simple as dealing with .
is quite tanky herself and possess of a few CC abilities.
the best way of dealing with is either 'ing her in time or 'ing her in her this will most likely end her engage pre 6.
After 6 it's almost the same you should be no option for them to engage, however if they do, you can easily get out of it with your , if she happens to ult ur Marksman just try your best again to interrupt her this will probably end the engage once more.
's level 1 is pretty strong, however her glitterlance can be easily dodged and a main portion of her damage is her .
's is a strong tool against you or your marksman transforming you into something completely useless but cute.
Her will block a fair portion of the damage you tried to apply to her or her marksman it can also be used as form of damage.
Her grants additional 300/450/600 health and knocks every person around the ulted one up making a burst or engage attempt pretty hard.
I'd suggest staying passive and trying to pull through it and waiting for the jungler.
This Matchup is very dependent on who's lane is playing it out better.
Everyone knows and hates it Morgana Q long ranged skillshot with a long root duration however easily dodged.
her W is whatever it's just for procing anyways.
Her E the Black shield here it get's interesting as we know Alistar's CC chain can be pretty strong and Morgana's shield is capable of blocking both the damage and CC of both abilities the question however is if she is capable of casting it in time it's Cooldown is also higher than your QW highy abusable.
Morganas Ultimate is pretty strong against any sort of engage attempts trying to burst her out before it procs the stun is pretty much the best option here.
Another lane depending on who's playing it out better.
Nami's Q is pretty slow easily predictable and dodgeable however, if it hits you can get ready to take a fair amount of damage.
Nami's W her heal her main tool to poke and keep her lane healthy the damage isn't that high and the mana cost is pretty high.
Nami's E applies a buff for the next 3 AA's of choosen ally to deal an extra 25/40/55/70/85 damage and slow for 15/20/25/30/35 % it's not as bad as it sounds pretty easy sustainable however that doesn't mean you should let her get free hits on you.
Nami's Ultimate is just a big slow moving wave if you're not right in front of her you can easily take a few steps to either the left or right and watch it go it's way.
the best way to deal with this lane is to let nami have her way with you if she's spamming her W you will find her to be out of mana soon and that will be the time for you to go in.
A Nautilus lane matchup just works as a Blitzcrank matchup the only differnce is that Nautilus offers more damage and by far more CC.
Dealing with him is fairly easy just as with Blitzcrank we take every Q our ADC would take ending in you both getting close to eachother the thing here is you can Q before he can AA ending in him not being able to apply his 's and CCing you.
Another thing is not get into long fights with his will hurt and outdamage your spell's by far as usual we want to wait for our jungler and pull off some plays.
Obnoxious is probably the best way to describe the matchup.
is way stronger in the early game when it comes down to DPS her CC however is based on if you're next to a wall so i'd be cautious and check if you're sitting next a wall because eating that level 2 really can hurt.
is also pretty hard to engage due to which is capable of blocking and thus stopping combo completly a is also not a good idea as poppy has to stop or her to remove you from her Marksman.
at last there's if you're ever going to get a combo through is likely to either insta-use it or channel it and send someone flying back thus nullifying the engage.
I'd recommend just sitting through the whole laning phase letting your marksman CS, if however goes on you with a combo without stunning you then you just have gotten a pass to turn on her with a .
As with once you've gotten a few Cooldown Reduction items you will outshine her in Teamfights just thanks to the whole AoE/Peeling Combo you've gotten in your kit.
Sona's Q will deal a little damage to either both or just one of you and buff the next AA with addtional magic damage. If Empowered by her passive it will deal alot more damage
Sona's W Heals herself and the ally with the lowest amount of health in % and grants a small shield. If Empowered by her passive it will reduce the damage dealt by the target by 20%
Sona's E is a AoE Speedup. If Empowered by her passive it will slow by 40 %
Her Ultimate is just a big AoE Stun.
What is probably going to happen is that Sona wants to be as annoying as she can be and bully both of you out with Q damage however her mana pool is pretty low so she won't be able to do this for long.
The easiest thing to do in this matchup is probably to ask for an early gank from ur jungler as sona is quite squishy and has nothing but her flash to escape an gank with it should be an easy setup to first blood.
Her Q is a long ranged missle that deals a fair amount of damage and is capable of slowing and healing Soraka dodge this as often as possible.
Her W is just her obnoxious 2 second heal spell.
Her E the silence is huge when playing as the silence alone will probably keep her marksman save
Her R another heal just this time for everyone on a pretty high cooldown.
I'd suggest getting something nice to eat during the lane phase and putting 3 early level's into E to stay neutral in the lane just stay passive and don't get frustated over nothing to do in the lane.
Roaming can be a pretty good option here just make sure before you do to keep your marksman save by getting down those wards.
Depending on how skilled the is he can pretty easily punish or lose the lane just by himself.
's Q is a long ranged hook with a huge 20 seconds cooldown if he hits anything it goes down by 3 seconds.
's W his Lantern is absolutetly amazing in saving allies and you have to be aware of his positioning Alistar's Flash Q W the enemy into allies may be fancy but his Lantern can undo this quite easily.
's E his Flay will buff his AA's with magic damage and gives him a slow knockup which can pull you to him or away from him also careful with this ability as it can interrupt your Headbutt it's hard to do but possible.
's R his Box is just as it says a box that slows by huge 99% but other than that its pretty harmless.
In this lane it depends on how well the does if he does mayor fuckups he will be quite easily abused by the as he isn't that tanky in the early usually when he gets a on you and 's you towards him you should be in range of a giving you the oppurtunity to engage on him.
In Comparison both have nearly the same level of Tankyness due to both champions ultimates however while has the higher DPS in prolonged fights will bring the hard CC chain.
As be extremly cautious of how you position yourself depending of where you currently are Trundle may be able to block you off entirely with his while the enemy Jungler is coming forcing you to either pop or thus be careful.
Also as i said above try your best to avoid fights as has extremly good fighting potentional in the early game thanks to & . However once level 9+ comes around will start becoming stronger then and your marksman shouldn't be that bothered by a anymore.
If your Jungler doesn't come it is best to play the lane passive if you think your marksman is a mechanical strong player you may go for the 2 vs 2 however do so before she reaches level 6 as her combo will tear ur marksman appart.
Sharin' is Carin' Summoner Spells. Back to Top
4M. 15S. 3M.24S. 2M.59S. 2M.59S. 2M.59S. 2M.59S. 4M.30S.
3M.S.45 3 Minutes 2M.28S 2M.28S 2M.28S 2M.28S 4M.15S.
Synergy with Marksmen Back to Top
Absolutely amazing synergy I consider & god tier
both champions can easily set up a fight for each other can just for the knockup while has his giving kalista more than enough time to deal damage.
While the Syngery is still amazing the meta just doesn't mean it well for Kalista prepare for a heavy Struggle once the game begins.
Consider those two a pretty good lane as Alistar can set up a pretty easy for Vayne however early game the is most likely going to struggle but as soon as hits or she should come out ahead.
What happens when an immobile hypercarry gets paired with an absolute peeling machine? damn right, she's never going to be touched during team fights if positioned properly, but just as struggles early.
and are probably pretty hard to deal with as corki offers a lot of burst damage combined with 's heavy CC you're probably going to come out ahead in many botlanes.
Pretty good lane for as he has to worry less of due to her spell shield after getting she will pack a mean punch and her ultimate is always nice for Team.
Just as and you will probably struggle early game, but once Tristana picks up an item or two you should be able to come out ahead in most matchups.
Considering what happened to the Mastery tree and AD items has become an absolute monster his damage is high, Clears waves fine and has at a certain point a pretty low cooldown on his making him mobile aswell. Along with these two can form a Deadly yet safe botlane.
Extremly strong ADC in the current meta and has low MS + no escapes so you're a godsend to this poor fellow.
Basicly Varus can soften them up with & before you can go in with ur & combo.
once Varus hits level 6 you can gurantee a kill by going on the enemy of choice him while giving enough time to follow up for a
Powerful champion that's just like Varus lacks escapes + low MS, does however have power in raw damage the only downside is that has no softening up potentional besides of his which has a huge cooldown and should rather be used as a root.
Very strong combo thanks to her slows & stun basicly you can both set up another with her and with his which will result in a massive stun duration on the target While seems to be lacking damage pre 6 it is best to remain passive once she hits 6 you're free to go all out on a squishy botlane target.
A pokeish and mobile marksman but pretty squishy if you're gonna end up with a on lane i suggest letting him softening up the enemies with his once enough poke has been dealt you're free to go on the enemy he has been softening u careful through, can't use his through minions which is basicly his entire damage so you'd do him an gigantic favour if you choose the engage timing very well.
Warding Spots a Supports second Job Back to Top
Now that we've gone through Matchups, Synergy and other stuff we will go ahead and take a look at Warding spots.
Pink Spots on the map will places for potential and Green ones for your .
During Laning Phase these can be some pretty good spots as they let you detect the enemy jungler very early and some also cover for your midlaner even through he doesn't say anything he will also appreciate the work you just did.
Alistar - Buffs & Nerfs Back to Top
Lost it's ADbuff (50/75/90)
Lost it's 0.5 second stun after sendin' em in the air. (Hard hit on as this set up his Combo)
has become his new E granting him AoE damage along with a little nuke AA & stun.
has become his Passive which now requires stacks in either killing enemies or minons to proc a level based Heal.
Alistar's Ultimate has been hit it now doesn't reduce the damage by 70% at all level anymore but rises by 10% every level so you start with a 50% Damage Reduction.
While i do not consider this a really hard change as 50% is still pretty good in the early game it may start becoming obvious the longer the game goes and the more damage the enemies get.
Alistar's healing on allied Champions has been reduced to 33% but still remains normal to yourself this is the very reason why im now running Thunderlord's as the 10% extra healing granted by Windspeaker's it basicly non existent.
Overall it has become slitghly harder for your Marksman to be kept at good health as a level 1 heal now gets him 20 health instead of the former 30.
Alistar's Healing has been hit with a slight mana cost increase and an additional 4 seconds Cooldown making it a 16 second cooldown for 50 Mana at level 1 healing you for 60 (66 Windspeakers) and your ally for 30 (33 Windspeakers)
this patch along with 6.6 is what makes Windspeakers less worth to take with you.
However with Patch 6.3 it is now easier then ever to land a Q W combo for any player out there.
Changes to the Guide. Back to Top
Some changes to the Item selection.
Changed 's skill descriptions.
added & Matchups.
Edited Masteries from 0/18/12 to 0/12/18.
Added Synergy updated & .
Edited the section - Buffs & Nerfs
Added to the "Matchups" list. (not finished)
Changed Masteries + In Depth.
Added a New section "Alistar - Buffs & Nerfs"
Added & in the Matchups list
Minor fixin' in the Masteries section.
Added a Warding spots Section (Still in work)
Fixed Abilities Pictures.
Minor work on the Item section
Added Sharin' is Carin' Summoner Spells Section.
Changed small things in the Item section.
Added to Synergy with Marksmen
Season 6 Mastery Updates
Just some Spellfixing & adding more pictures
Replaced words with pics.