The LolKing.net site will be shut down completely on October 15, 2018 and become read-only as of Septmber 28th. More Info Here!
All Guides Alistar Guides Alistar: Carrying with the cow [Patch 8.14]
3
0
Updated
2 months ago
Views
3K
Comments
2

Alistar Statistics for Mutatie

Author's performance with Alistar compared to the ranked average.

Value
Average
Games Played
16
6
Win %
63
44
Kills
2.2
2.0
Assists
13.3
11.8
Deaths
3.8
5.8
KA:D Ratio
4.1
2.4
Gold Earned
8.5K
8.1K
Creep Score
40.1
47.5
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Disclaimer: This is not a standard easy to read guide for quick understanding on how to play Alistar. This is a very in-depth guide meant for a greater understanding of how this champion works. Much of the information given will make you better at the Support role in general, and the warding tips are usable for all roles.

 

 

Feel free to join me while I am streaming at www.twitch.tv/mutatie if you have any questions!

 

I also check the new comments in my guides on a regular basis, so feel free to leave a question!

 

 

Choosing your summoner spells depends on a few different factors.


The Summoner Spells:

4.png

Flash

Teleports your champion a short distance toward your cursor’s location.

Cooldown 300 seconds/5 minutes.


Flash should always be chosen on Supports. This spell will enable you to flash over walls, dodge skillshots and in a few cases chase/engage. Its main goal however is increasing your survivability. Accordingly you should play more passive when you or your ADC doesn’t have Flash up. This also means that you should play more aggressive if you have Flash and the enemy botlane doesn’t.

 

3.png

Exhaust

Exhausts target enemy champion, reducing their Movement Speed by 30%, and their damage dealt by 40% for 2.5 seconds.

Cooldown 210 seconds/3.5 minutes.


Due to the Damage reduction, this spell is most effective against champions that deal burst damage like 202.png and 134.png. It is best used when the target is about to use their damage combo like 202.png his fourth auto attack + jhinq.png. The timing of this is something you learn through playing a lot of games and recognizing the combos. 

Important: Exhaust does not decrease True damage, meaning that exhausting 2.png to decrease his olafrecklessstrike.png damage will not work.


14.png

Ignite

Ignite does between 80 and 505 True damage, depending on the level of your champion. Ignite grants you vision over the target (Stealth not included) and reduces all Heals on the target with 50%. The vision granted does work for Fog of War (bushes), but not on enemy units entering stealth. Ignite also doesn't interrupt recalls (B) which means that if you ignite a target that's recalling, that you just wasted your ignite.

Cooldown 210 seconds/3.5 minutes.

 

This means that if you use ignite in a level 1 fight and the enemy uses heal during the 5 seconds that Ignite lasts, you will be doing 80 True damage + reducing the healing effect from 90 to 45 HP.

 

Thus the effective damage done is 80 + 45 True damage.

 

It is therefore important to use Ignite before the enemy uses heal, and not as a finisher at the end of the fight. This is also because you want to grab as few possible kills while being support.

 


14.png Versus 3.png

In general I would pick 14.png on Alistar due to his aggressive nature. I would describe Alistar as an earlygame aggressive tank, which strong roaming and solid engage. This means that you want to snowball as much as possible as Alistar in the earlygame, in which Ignite is the perfect pick. Especially in the current meta in which there is high laning pressure I would almost always go 14.png, since more often than not the enemy support will have it as well.



When to pick 3.png

Exhaust is better suited for passive team comps when you want to focus on keeping your ADC alive, and Ignite is better suited for players who want to snowball their ADC in lane.

 When picking Exhaust on Alistar, you will want to focus on peeling for your team. This is mainly in situations where you have a good scaling ADC like 222.png18.png and when playing against high burst damage champions like 238.png121.png. However I personally believe it is better to pick peeling Supports like 40.png117.png in these situations. So I would only go Exhaust on Alistar in the unfavorable situation in which you have to early pick Support, and end up playing against Assassins.

 

I would personally consider pick Exhaust when I have to defend my ADC against:

  

1) High Burst champions.

Keep in mind when picking Exhaust is that you have to be in range to cast it. Picking Exhaust against a Syndra might seem like a good idea, since she has a lot of burst. You will however most of the time not be able to get close enough to Syndra to actually Exhaust her. Champions like Zed and Le Blanc have to get close to you to burst you, allowing you to Exhaust them.

 

2) High Damage bruisers.

 

Irelia is one of the hardest champions to peel in League of Legends due to the CC duration reduction from her passive. Exhaust is your best chance on keeping your ADC alive long enough against Irelia.

 

 

Side note: Unsealed spellbook and Ionian Boots of Lucidity lucidity boots


Summoner%20Specialist.png?width=64 

When playing against Unsealed Spellbook keep in mind that this reduces summoner spell cooldowns with 15%, meaning that 4.png will have a 255 seconds cooldown instead of 300 seconds while 14.png and 3.png will have a 178.5 seconds cooldown. Keep this in mind when timing enemy summoners ingame.


3158.png 

The same accounts for Ionian Boots of Lucidity, which gives a 10% cooldown reduction on summoners. Keep this in mind when timing enemy summoners. You can hover your mouse over the enemy summoner icons to see the cooldown of their spells when you aren't sure what the cooldown is. Make sure to time summoners correctly.

New Runes Back to Top

 

 Grasp%20of%20the%20Undying.png?width=64vsAftershock.png?width=64vsGuardian.png?width=64


We pick Aftershock.png?width=32because:

Aftershock grants you a 70-120 (Based on level) armor and mres buff for 2.5 seconds after immobilizing an enemy champion. After 2.5 seconds you release a shockwave dealing between 10-120 (+3% of max health, +0.15 Bonus AD, +0.10 AP) magic damage depending on your level to enemy champions and monsters.

Cooldown 35 seconds

This keystone is perfect for champions that have an engaging tool in the form of crowd control (CC). For Alistar this means that both his headbutt.png and pulverize.png trigger this keystone, together with the stun from his alistare.png. This gives Alistar 3 tools to trigger this keystone effect. Together with the armor and mres buff given by this keystone, makes it a great pick on Alistar. The armor and mres buff allows Alistar to become a lot more tanky after his initial engage. The CC from your W+Q combo, together with E allows you to reliably apply the aftershock damage effect. Make sure to however play around the 20 seconds cooldown effect, since especially the armor and magic resist buff can make a huge difference between winning or losing the trade.



We do not pick Grasp%20of%20the%20Undying.png?width=32 because:

You will not often find yourself in a situation in which you can trigger the effect of this keystone. This is due to the fact that you need to be 4s in combat before you can trigger it. You will rarely have such a long fight as Alistar, since you prefer to go for either short trades or an all-in fight. 


We do not pick Guardian.png?width=32 because:

Aftershock is currently far superior than Guardian due to the shorter cooldown, armor and mres buff and the damage dealt by Aftershock. The only reason why some tanky supports go for Guardian instead of Aftershock is due to a lack of steady CC to trigger Aftershock. 201.png is a good example for this. His CC is way to situational making it hard to trigger Aftershock on him, making Guardian a better pick on Braum.

 

 Demolish.png?width=64vsFont%20of%20Life.png?width=64vsBone%20Plating.png?width=64



We pick Bone%20Plating.png?width=32because:

After taking damage from an enemy champion the next 3 spells or auto attacks you receive from the same champion that triggered this passive will deal 15 - 40 (based on level) less damage. The duration of this keystone is 5 seconds, and it has a 45 second cooldown. The initial attack that triggers this keystone will not have it's damage reduced.

This keystone increases your survivability and tankiness. Since Alistar is more of an all-in champion, this means that you need to make your few engages count. Increasing your survivability during these engages will often mean the difference between dying to get the kill, or getting away with barely 100 hp. Keep in mind however that this skill has a high cooldown, and only decreases the damage taken from the enemy champion that triggers this skill. Meaning that if Soraka triggers it with her sorakaq.png, then you will only get a damage reduction from her auto attacks and skills.



We do not pick Demolish.png?width=32 because:

I have tested the effect of this keystone during multiple games and found it lacking. You will rarely be able to safely stay close to the enemy turret to trigger it, without getting poked heavily. You will never be pushing turrets on your own, meaning that you will always have an ally helping you do damage on the turret. This keystone will allow you to push a turret around 300-400 damage faster, meaning 5 auto attacks in general. This is not impactful enough to justify picking this keystone.


We do not pick Font%20of%20Life.png?width=32 because:

This keystone is perfect for champions that have an engaging tool in the form of crowd control (CC). For Alistar this means that both his W and Q trigger this keystone, together with the stun from his E. This gives Alistar 3 tools to trigger this keystone effect. For example landing a W+Q combo of Alistar on 5 enemies, will apply this keystone on all 5 enemies. Meaning that whichever enemy your team decides to focus, they will receive the healing effect. This healing effect triggers secondary effects as well, like 3504.png


 

Conditioning.png?width=64vsSecond%20Wind.png?width=64vs8472.png?width=64



We pick 8472.png?width=32because:

Start the game with an extra 50 health. At 4 takedowns, consume that health to gain an adaptive bonus of 9 AD or 15 AP.


We choose this keystone because the added 50 health is especially strong for the early game. Since Alistar is mainly an early game champion, this will greatly benefit him. 


We do not pick Mirror%20Shell.png?width=32 because:

The only situation in which I would pick this keystone is when facing a heavy magic damage botlane like 42.png25.png. Even then taking Second%20Wind.png?width=32 is worth considering since your main focus will be keeping your HP high enough to not get forced out of lane.



We do not pick Conditioning.png?width=32 because:

Alistar mainly focuses on snowballing in the early game. Gaining this effect after 10 minutes is often too late, since you want to snowball before this time mark. It is possible to pick Conditioning.png?width=32 when you are in the unfavorable situation in which you had to pick 3.png. This is because you will be playing passive in the early game and should focus on mid- to lategame.


We do not pick Second%20Wind.png?width=32because:

This keystone is perfect for tanky champions that have to soak up a lot of damage. For Alistar this means that he will be able to regain some health after engaging, or when being poked. This increased his sustainability considerably in lane, especially against heavy poking botlanes. 

 

Overgrowth.png?width=64vsRevitalize.png?width=64vsPerseverance.png?width=64



We pick Perseverance.png?width=32because:

Gain 10% Tenacity for each summoner spell on cooldown. After casting a Summoner Spell, gain 15% Tenacity and Slow resistance for 10 seconds. The current ingame description is incorrect when it says that you get 10% slow resistance for each summoner spell on cooldown. The 15% tenacity increase after using a summoner spell is also multiplicative, meaning that your total tenacity is 23.5% or 32% depending on whether you just used 1 or 2 summoner spells.

You will not often find yourself in a situation in which the effect of this keystone will make a big difference. In teamfights you will have your ultimate to remove CC to escape after engaging. In any other scenario in which you don't have your ferocioushowl.png up you won't want to force a fight. This skill is however still the best pick, mainly because the other keystones are bad. The CC reduction will increase your survivability, because your ultimate only removes current CC. This means that any follow-up CC that the enemy team saves for after your ultimate will still CC you, but this keystone will reduce that CC.



We do not pick Overgrowth.png?width=32 because:
I have tried this keystone on different tanky supports. In theory you should benefit greatly from this keystone, because you gain max health for the minions killed by your ADC. I however find the total added health not considerable enough to make this keystone worth picking. This is because you will want to roam a lot on Alistar, meaning that you won't be close to minions dying for a big part of the game. 

We do not pick Revitalize.png?width=32 because:

Please don't pick this. It only increases the healing effect of alistarpassive.png, and only with a small amount.

 



 

Hextech%20Flashtraption.png?width=64vsMagical%20Footwear.png?width=64vsPerfect%20Timing.png?width=64



We pick Hextech%20Flashtraption.png?width=32 because:

This is a situational pick, which is mainly made based on personal preference. Hextech Flashtraption allows you to flash after channeling it between 1-2.5 seconds. When you channel it for 2.5 seconds you will be able to travel the same maximum distance of 4.png. This means that you can use this to flash over walls to walk around enemy vision, or to flank. It usability is however very situational, since if the enemy wards properly they will just see you start the channel. 




We do not pick Magical%20Footwear.png?width=32 because:

You want to build 3117.png as fast as possible on Alistar to roam, often getting these boots before 3097.png. This keystone prevents you from buying any boots before the 10:00 minute mark (decreased by 0:30 for each assist/kill), which is way too late. You want to get mobility boots as early as possible to roam towards mid and with your jungler. You want to roam as soon as possible because the enemy team will not have access to a lot of vision yet, because the cooldown on trinkets are high in the early game and the enemy won't have 2049.png yet from their support item.


We do not pick Perfect%20Timing.png?width=32 because:

This keystone could also be considered depending on the players' playstyle. Hextech%20Flashtraption.png?width=32 is superior since it allows for multiple uses in terms of flanking and pathing. Stopwatch is a one-time use which can be used to survive a bad situation or to set up for a dive. This item can be used to build 3157.png3026.png or 3193.png which are all currently not viable to build on supports. 

It can be sold for 20 gold after being used, meaning that the gold value is lower than that of Biscuit%20Delivery.png?width=32. The consideration is between getting a one-time use zhonyas +20g, or 160 mana (worth around 224g based on 1027.png) +120g, or getting Hextech%20Flashtraption.png?width=32 for playmaking.   


 

Cosmic%20Insight.png?width=64vsApproach%20Velocity.png?width=64vsTime%20Warp%20Tonic.png?width=64




We do not pick Cosmic%20Insight.png?width=32 because:

This keystone is currently way to weak, and I have not found it viable on any support thus far. 


We do not pick Approach%20Velocity.png?width=32 because:

You will already be building 3117.png on Alistar, giving you more than enough movement speed.

We do not pick Time%20Warp%20Tonic.png?width=32 because:

No, just no.

 

Why we don't pick 

Futures%20Market.png?width=64vsMinion%20Dematerializer.png?width=64vsBiscuit%20Delivery.png?width=64



We pick Biscuit%20Delivery.png?width=32 because:

You will not often find yourself in a situation in which you need the healing effect since your 2003.png or 2031.png together with 3302.png and alistarpassive.png AND Second%20Wind.png?width=32 will provide you with enough sustainability. 

The main reason to consider getting this keystone is for the permanent increase of your maximum mana by 40 for each biscuit used or sold. You will gain a total of 4 biscuits at the 3:00, 6:00, 9:00 and 12:00 minute mark, meaning that you will gain an additional 160 mana. This may not sound like a lot, but Alistar does not have a big mana pool. Selling the biscuits will also provide you with the mana buff, meaning that you do not have to use them and can sell them for 30 gold each.  




We do not pick Futures%20Market.png?width=32 because:

This keystone is good for early game supports, since it allows you to rush core items like 3117.png3097.png and 3190.png faster. I personally prefer getting Hextech%20Flashtraption.png?width=32, but I would advise getting Futures%20Market.png?width=32 if you do not want to play with Hextech%20Flashtraption.png?width=32


We do not pick Minion%20Dematerializer.png?width=32 because:

Has no use for the support role, since you get the gold unless you have a stack on 3302.png. In theory this keystone could be useful to get an early push on botlane to get the level 2 advantage, but you already achieve the same with the execution effect of relic shield. 


Abilities Back to Top

Q
W
E
Q
Q
R
Q
W
Q
E
R
E
E
E
W
R
W
W
Passive
Q
1
4
5
7
9
W
2
8
15
17
18
E
3
10
12
13
14
R
6
11
16

Detailed overview skills: 

 

alistarpassive.png

Triumphant Roar (Passive):

Alistar gains a Triumph stack when he stuns or displaces enemy champions or nearby enemies (including minions and small jungle creeps) die. At 7 stacks Alistar roars, healing himself for 20-139 based on his level and all nearby allied champions for double the amount. This effect has a 3 seconds cooldown, and Alistar cannot gain Triumph stacks while Triumphant Roar is on cooldown. The death of enemy champions and large jungle creeps fully charges Alistar's roar.

 


 This passive is quite useful, since it gives a decent amount of sustain for both you and your ADC in lane. Enemy minion waves consist of 6-7 minions, depending on it being a cannon minion wave or a normal wave. This means that each wave you will be able to trigger your passive. Make sure to be in range of the enemy minions dying to gain Triumph stacks, and to stand close enough to your ADC to give him the healing effect as well.


  

 pulverize.png

Pulverize (Q):


Alistar smashes the ground, dealing 60/105/150/195/240 (+ 50% AP) magic damage, and tossing nearby enemy units into the air for 1 second.

 


You will be maxing Q first, mainly to reduce its cooldown. At level 1 pulverize.png has a cooldown of 17 seconds, while your headbutt.png has a cooldown of 14 seconds. Since Alistar his core kit revolves around his headbutt.png+pulverize.png combo, you will be wanting to have these up at the same time. At level 5 Q has a cooldown of 13 seconds, while your W will have a cooldown of 14 seconds. This is why you will put a second point in W, to bring the cooldown of both your Q and W to 13 seconds. Remember that your Q has quite a big AoE knockup, meaning that using your W on a minion close to the enemy and then using your Q will allow you to knock up the enemy. 

 

   

headbutt.png

Headbutt (W): 

 

Alistar rams into an enemy, dealing 55/110/165/220/275 (+70% AP) magic damage and knocking them back.

 


This skill is quite straightforward. It is mainly used in combination with your pulverize.png to engage, or used without Q to disengage. The most important things to note about this skill is that it can be interrupted, meaning that a skill like 40.png her howlinggale.png can interrupt your dash and deny your headbutt.png+pulverize.png combo. 


It is also important to note that trying to use this skill to interrupt enemy AoE CC like 62.png his monkeykingspintowin.png will fail. Wukong his ultimate will knock you up before you reach him, denying your CC. 


It is also important to know that the CC from headbutt continues, even when knocking someone into a wall. This means that if you use your W on an enemy close to the wall that the enemy will get stuck in the wall for the full duration of the normal knockback, which is 1 second. 


This is very important to make use of, since this will allow you to chain your CC more efficient. When you manage to W someone into a wall do not instantly use your Q. Start your E first, allowing you to get 1-2 stacks on your E, then use your Q  to knock the enemy up. This will allow you to get a guaranteed 5 stacks on your E, allowing you to chain CC the enemy for 3 full seconds. Be however careful with headbutting enemies into walls, because if the wall is to small they will just fly through and get a free escape.



  

 alistare.png

Trample (E):

 

Alistar tramples the ground, ignoring unit collision and dealing 100/125/150/175/200 (+4% AP) magic damage over 5 seconds to nearby enemies. Each pulse that damages at least one enemy champion grants Alistar a Trample stack. At 5 Trample stacks Alistar empowers his next basic attack against an enemy champion to deal an additional 55-310 magic damage based on your level and stun for 1 second.

 


The important thing about this skill is to keep in mind that you have 10 pulses in total. Every 0.5 second you will cast a pulse dealing 10/12.5/15/17.5/20 magic damage, and adding a Trample stack if you hit an enemy champion. You need a total of 5 stacks to gain your empowered attack and stun, meaning that if you missed 6 pulses that you won't be able to get the stun anymore. 


The ignoring unit collision is a small part of this skill, but can have a high impact. Being able to walk through minion will increase your chance of escaping when being changed, since the minions will block the pathing of the enemy champions chasing you. It will also allow you to walk up to the enemy easier when going for an engage, since you can just walk straight through the enemy wave.


The damage from your empowered auto attack increases based on your champion level, and not based on the level of the skill. This means that even though you are maxing your pulverize.png first on Alistar, that the damage from your alistare.png will increase as well due to you leveling up.

 

   

ferocioushowl.png

Unbreakable Will (R):


Removes all disables from Alistar. For 7 seconds Alistar takes 55/65/75% reduced physical and magic damage.

 


Another straightforward skill. This ultimate allows you to soak up a lot of damage, and survive the fight after you engage with your headbutt.png+pulverize.png combo. 


The most important things to note about this skill are the timing, and the damage decrease. For the timing you will always want to wait with using this skill after engaging. This is because it only removes disables currently affecting you, and will not remove any disables cast on you for the rest of the duration of your ultimate. This means that you only have one shot to remove CC and to manage to get away. This is why you will want to use this skill after you notice that the enemy used their most important CC, and does not have a lot of follow-up CC left. 


People also often overestimate the tankiness gained by this skill. It does not make you immortal, meaning that you are still very likely to die if you engage into a 5 man team. If the enemy however uses all their damage to try to kill you during your ultimate, then this provides your own team with a window of opportunity to win the fight. It is also important to note that your ultimate does not remove the duration of any knock-ups or the stasis from bardr.png.




General notes:


Mana:

For every champion it is crucial to be aware of your mana, and if you have enough mana for your full combo. I always advise people to check the mana cost of their spells before forcing a fight, since 10 mana can make the difference between winning or losing the fight. When you are low on mana you will also be unable to put pressure on the lane, since the enemy will know that you can't use any of your skills. I therefor always advise people to keep around 40% of their mana up, and not use their skills to often. This will result in you having enough mana to engage, disengage or to just stand close to the enemy and put pressure through the threat of your skills.


This especially true for 12.png, since he has a very low mana pool in combination with skills that cost quite a lot of mana. When Alistar has one point in both his pulverize.png and headbutt.png, his combo will cost 130 mana. Add another 50 mana for the mana cost of his alistare.png, and this will result in 180 mana for his main combo. Alistar starts with only a mana pool of 279 at level one, meaning that using your combination will use up a huge chunk of your mana pool. Make sure to have enough mana for at least your headbutt.png+pulverize.png combo, because else you will just be useless in lane.

 

Knock-ups:

Keep in mind that both Alistar his Q and W count as a knock up, meaning that they can be used to trigger 157.png his ultimate. Knock ups are also the strongest form of CC in the game, since the duration does not get reduced by tenacity. This also means that ferocioushowl.png will not remove the duration of any knock-ups.

 

Magic damage:

All Alistar his skills deal magic damage. This means that most of your damage will be blocked when facing a 25.png if she uses her blackshield correctly.


True damage:

Alistar his ultimate does not decrease the damage taken from true damage like olafrecklessstrike.png. This is important to keep in mind, since you might be expecting to survive the fight with your ultimate just to get killed by true damage.


Items Back to Top

Starting Items

    Starting items against poke botlane.
    Starting items against non-poke botlanes. Allows you to sell refillable potion for gold efficiency.

Core Items

    These should be rushed as soon as possible. They will allow you to roam towards midlane and with your jungler. Will also put pressure on the enemy botlane, because you can engage them with ease.
    Should be rushed after mobility boots. Allows you to get (deep) vision control while roaming.
    Rush this after Mobility Boots and Targon's Brace if you are winning the early-game and want to snowball. The active will allow you to engage on the enemy team, which is beneficial when you have the early advantage.
    Rush this after Mobility Boots and Targon's Brace if you are losing the early-gamel. The active will allow you to keep your team alive longer in the hopes of turning the teamfight. If timed correctly it can absorb the full damage of an Orianna ultimate for example.
    Always try to have at least one of these in your inventory for vision control. Will also allow you to check if the enemy has vision on you when roaming, or when you want to do Baron/Drake.

Situational Items

    Most standard build after you have your Core items. The armor, cdr and HP are all good. The active will increase both your own survivability and of your target. Make sure to bind this to someone new if your first target dies in a teamfight.
    Could be gotten as 5th or 6th item. The main disadvantage is the range you need to be within to activate the passive of this item. You will often find yourself out of range of your ADC after you engage, so you might want to choose an allied frontliner to use the active on. The active is also horrible for ADC's like Jhin, who don't focus on attack speed.
    Very situational. You will only get this if you have a hypercarry ADC like Kog'maw in your team, and the enemy team has hard CC like Ashe Arrow.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Bard
    Medium
  • Blitzcrank
    Easy
  • Braum
    Easy
  • Draven
    Medium
  • Ezreal
    Hard
  • Janna
    Medium
  • Leona
    Easy
  • Lulu
    Medium
  • Morgana
    Hard
  • Nami
    Medium
  • Rakan
    Easy
  • Sivir
    Easy
  • Soraka
    Medium
  • Thresh
    Hard
  • Vayne
    Medium

VS

Bard

Medium


Trading:

 

Medium, the key factor to win a trade against Bard is to avoid the long stun from bardq.png. Therefor you should never position yourself in a straight line between Bard and a wall/champion/minion. If you can avoid the stun you will most often win the trade. The key element in winning this matchup is health management. When playing any melee vs ranged support matchup, health is the most important thing. Melee supports are tanky and often have a lot of CC, while ranged supports are often squishy and have a lot of poking mechanics. The way to win this lane is to hard engage with your CC advantage. Personally I always look at it in terms of health:

70%+ HP = You can try to force an engage

50-70% HP = You can try to force an engage with help of jungler, or enemy misplays, or when the enemy support has his skills on cooldown.

50%- HP = Do not engage, since you are too low on HP and it will be very risky

 

Be careful of:

 

Don't position yourself between Bard and a wall/champion/minion. If both you and your ADC get stunned by Bard his bardq.png you will very likely make a very bad trade or die. When Bard is on Red side it is easy for him to walk towards the tribush behind turret and use barde.png to gank with the Jungler. So if you see Bard walking towards tribush back off, since you will very likely get ganked. You should also warn your team when you don't have vision on Bard, since he is a very strong roamer due to his mobility from barde.png3117.png and long range bardr.png.


Level 6:


The most important thing to remember about this matchup is that Alistar his ferocioushowl.png will not remove Bard his bardr.png. You will however be able to use your ultimate to remove the stun from Bard his Q if he tries to insta-stun you when you come out of stasis. If Bard uses his R to only stun your ADC< then it is important to use your W to keep Bard away from your ADC. This will deny Bard from stunning your ADC when he gets out of stasis. Bard his ultimate is also an excellent tool to dive with, since he can use it on your turret to reset turret agro, or to deny the turret from doing any damage at all.


VS

Blitzcrank

Easy

Trading:

 

Easy, just position yourself between Blitz and your own ADC. This will force Blitz to hook you instead of your ADC, which is a free gap closer for you. This will allow you to pulverize.png Blitz and headbutt.png him towards your turret, or to just use your headbutt.png+pulverize.png combo on the enemy ADC. 
Blitzcrank his rocketgrab.png has a long Cooldown however and costs a lot of mana so you can abuse the windows when he has no Mana or his rocketgrab.png is on cooldown. Always make sure that you are standing behind minions, and in front of your ADC. Don't think that you are safe under your own turret, since you can still be grabbed and killed. Being under turret will however give you the opportunity to headbutt.png Blitz into your turret if he grabs you.

 

 

Be careful of:

 

Getting pulled when pushing under enemy turret. A good Blitzcrank will wait for a minion to be killed by his ADC to use rocketgrab.png on the spot where the minion just stood. Blitzcrank can also just use  to walk towards you and then use powerfist.png and rocketgrab.png. You should always keep minions and distance between yourself and Blitz. In general you will want to start roaming when you push the wave under enemy turret, since it's too risky to do damage on the turret. Make sure your ADC backs off when you start roaming.

 

 

Level 6:

 

At level 6 Blitz can use staticfield.png on a minion wave to clear low HP minions to make room for his rocketgrab.png to hit. Again, keep your distance. Sometimes when a Blitz tries to dive you the passive of staticfield.png will hit either you or your ADC early. This will result in the tower focusing on Blitz and can be used to turn the tides of the dive.

VS

Braum

Easy

Trading:

 

Easy, try to trade when braumq.png or braume.png is on cooldown and don't fight to long since the cooldown is low. The stun caused by Braum his passive is so strong that you will lose most trades if he manages to proc the stun before you do your combo. Alistar his CC is however way more reliable and applied instantly, meaning that if you start the fight that the odds are heavily in your favor for the first few seconds. Try to make short trades, and then disengage. The best engage against a Braum is by standing next to him and start casting your alistare.png. This means that for Braum to get away he will have to use braumw.png, and most likely on his own ADC. This will put both braum and the enemy adc on the same spot, making it a perfect opportunity to engage with headbutt.png+pulverize.png to knock them both up. If Braum does not jump away you can just use your alistare.png stun+pulverize.png to trade, and then headbutt.png to disengage.

 

 

Be careful of:

 

Braum can use braumw.png on a minion that is standing close to you as a gap closer. This will result in him being able to auto attack you + braumq.png + another auto attack. If the enemy ADC pays a small amount of attention this will result in the stun being applied and you getting a bad trade. 

 

 

Level 6:

 

At level 6 Braum can easily engage when he hits a braumq.png on your botlane. He can use braumq.png+braumrwrapper.png at the same time to engage on either you or your ADC. You will be able to use ferocioushowl.png to get rid of the passive stun from Braum, but it won't remove the knockup and AoE slow from braumrwrapper.pngAt this point the matchup becomes Medium, since Braum can start casting his ultimate as soon as you try to engage with headbutt.png+pulverize.png. The animation from Braum braumrwrapper.png cannot be interrupted, so he will continue to cast it while being in knock-up. 

VS

Draven

Medium

Trading:

 

Medium, this is mainly a skill matchup. A good draven player will always interrupt your headbutt.png with his dravendoubleshot.png, denying your combo. When you notice that you are playing against a good draven player then you have to either use 4.png to engage, or wait till his dravendoubleshot.png is on cooldown. His dravendoubleshot.png has a 18s cooldown, meaning that when he just used his E to interrupt your combo that you will have a 4s window to engage him. When you successfully get onto draven, then you are at a good advantage. The CC from Alistar will deny draven from catching his axes, which are the main damage source for draven.

  


VS

Ezreal

Hard

Trading:

 

Hard, this is mainly due to 81.png his ezrealarcaneshift.png. This skill will fully deny your combo, meaning that you can't engage on Ezreal unless he just wasted his ezrealarcaneshift.png. The cooldown of his E is a bit longer than the cooldown on your combo, but due to Ezreal his passive this cooldown gets reduced quite easily. This means that you will never be able to engage on Ezreal unless he makes a mistake. This together with the long range poke from Ezreal his ezrealmysticshot.png means that you will not have a lot of pressure on Ezreal. Try to focus the enemy support and early roams to snowball through that.


VS

Janna

Medium

Trading:

 

Medium, Janna will nowadays max her sowthewind.png first giving her a lot of poke damage which can't be countered. It is also important to note whether the 40.png player is good on Janna or not. A good Janna player will be able to interrupt your headbutt.png with her howlinggale.png, denying your combo. This requires quite some skill though, so you will often be able to just engage on Janna at some point. When playing any melee vs ranged support matchup, health is the most important thing. Melee supports are tanky and often have a lot of CC, while ranged supports are often squishy and have a lot of poking mechanics. The way to win this lane is to hard engage with your CC advantage. Personally I always look at it in terms of health:

70%+ HP = You can try to force an engage

50-70% HP = You can try to force an engage with help of jungler, or enemy misplays, or when the enemy support has his skills on cooldown.

50%- HP = Do not engage, since you are too low on HP and it will be very risky  

 

 

Be careful of:

 

Overextending, Janna is extremely good in stalling fights with her skills. If your initial engage did not work as you expected, then try to disengage. Also be careful of being poked to low HP.   

 

Level 6:

 

At level 6 you have to be careful of diving a 40.png when she has her Summoner Spells up. 12.png is extremely good at diving enemy squishies, but if she 4.png your combo then you will most likely die. This is because Janna will be able to keep you in turret agro by knocking you back with her reapthewhirlwind.png. This will often result in you dying. Therefor if you want to dive a Janna who has Flash up, walk up to her and just use your alistare.png. Keep your headbutt.png+pulverize.png combo for when she flashes away.

VS

Leona

Easy

Trading:

 

Easy, you will win all trades pre-level 6. Try to position yourself close to your ADC. By doing this then you have a lot of options to react when Leona engages on your ADC. If you are close to your turret you can just use your pulverize.png on Leona, walk behind her and headbutt.png her into your turret. This together with your alistare.png stun will often result in a kill. If you are in the middle of the lane you can use your Q on 89.png and use your W on the enemy ADC, resulting in Leona being zoned. This will allow you to get a good trade on Leona. Leona needs to go all in and has burst damage, use this to bait the enemy Leona when your jungler is botlane. 

 

 

Be careful of:


Leona has a lot of burst damage with her skills and passive, and has a shorter cooldown on her leonazenithblade.pngleonashieldofdaybreak.png combo than your headbutt.pngpulverize.png. If the enemy botlane is pre-made then they can just let Leona 4.png onto your ADC to kill him. In general you will however win most trades if you react fast enough. Also keep in mind when warding that Leona can auto+leonashieldofdaybreak.png+auto to kill your ward. You should place your wards when Leona isn't close enough to kill them. 

 

 

 

Level 6:

 

Be really careful after level 6 when playing against Leona. She has a lot of picking potential to set up ganks with her jungler and her leonasolarflare.png. If Leona focuses you, then you can just use your ferocioushowl.png to remove her CC. Leona will most likely focus your ADC. Stay close to your ADC, but not close enough to be hit by leonasolarflare.png. This way you can just use your headbutt.png to throw Leona away when she tries to ult your ADC. Leona her ult cooldown is a lot lower than yours as well, so keep that in mind.

VS

Lulu

Medium

Trading:

 

Medium, Lulu has a lot of tools to poke you with to bring you to low HP. She also has her luluw.png to polymorph you as soon as you try to engage to deny your combo. This takes quite some skill however, since a lot of players react to slow or using the buff from luluw.png instead of polymorphing. When playing any melee vs ranged support matchup, health is the most important thing. Melee supports are tanky and often have a lot of CC, while ranged supports are often squishy and have a lot of poking mechanics. The way to win this lane is to hard engage with your CC advantage. Personally I always look at it in terms of health:

70%+ HP = You can try to force an engage

50-70% HP = You can try to force an engage with help of jungler, or enemy misplays, or when the enemy support has his skills on cooldown.

50%- HP = Do not engage, since you are too low on HP and it will be very risky  

 

 

Be careful of:

 

Overextending, Lulu is extremely good in stalling fights with her skills. If your initial engage did not work as you expected, then try to disengage. Also be careful of being poked to low HP.   

 

 

Level 6:

 

At level 6 you have to be careful of diving a 117.png when she has her Summoner Spells up. Alistar is extremely good at diving enemy squishies, but if she 4.png your combo then you will most likely die. Lulu can also interrupt your headbutt.png mid-air with her lulur.png, so keep that in mind. The best way to dive a lulu with summoners is to walk up to her, start your alistare.png, and follow her with headbutt.png+pulverize.png if she flashes away. 

VS

Morgana

Hard

Trading:

 

Hard, the key factor to win a trade against Morgana is to bait her blackshield.png. If the Morgana has a good reaction speed, she will use blackshield on the target that you are trying to engage on. This means that when you use your pulverize.png that the knockup will be denied. You can try to play around this by only using your headbutt.png and keeping your pulverize.png and alistare.png till the blackshield has disappeared, but 25.png will most likely just use her binding on you to keep you away in that situation. This makes it almost impossible for Alistar to find a decent engaging opportunity, unless the Morgana fails her blackshield.png somehow. Using the 4.png+pulverize.png+headbutt.png engage is also not a good option, since she has more than enough time to blackshield her ADC before you can headbutt.png him. 

 

 

Be careful of:

 

Being baited. If Morgana manages to deny your headbutt.png+pulverize.png combo with her blackshield.png, then she can just use her darkbindingmissile.png on you to trade back. This means that you will be forced to tank quite a lot of auto attacks, meaning that you will be too low to have any pressure in lane anymore.

 

 

Level 6:

 

At level 6 Morgana can use blackshield.png on herself and 4.png+soulshackles.png both you and your ADC. You will not be able to headbutt.png her away, so you will have to use your ferocioushowl.png to get rid of soulshackles.png. Your ADC will however most likely be forced to flash away.

VS

Nami

Medium

Trading:

 

Medium, Nami will be maxing her namiw.png first giving her poke damage and sustain. She is also able to use her namiq.png to deny you from hitting your alistare.png on the enemy target. When playing any melee vs ranged support matchup, health is the most important thing. Melee supports are tanky and often have a lot of CC, while ranged supports are often squishy and have a lot of poking mechanics. The way to win this lane is to hard engage with your CC advantage. Personally I always look at it in terms of health:

70%+ HP = You can try to force an engage

50-70% HP = You can try to force an engage with help of jungler, or enemy misplays, or when the enemy support has his skills on cooldown.

50%- HP = Do not engage, since you are too low on HP and it will be very risky  

 

 

Be careful of:

 

Overextending, 267.png is good at stalling fights using the CC from her namiq.png and namie.png to peel you. This together with the movement speed boost from her passive gives her a good chance to disengage.   

 

 

Level 6:

 

At level 6 you have to be careful of Nami using her namir.png with her namiq.png to get a guaranteed bubble hit. Alistar is able to remove this CC with his ferocioushowl.png, but your ADC might be killed by this. The namir.png of Nami also gives any allies hit by the wave a double movement speed buff, so keep in mind that the enemy will be able to get close to you quite fast. 

VS

Rakan

Easy

Trading:

 

Easy, try to trade when rakanw.png or rakane.png is on cooldown. The cooldown of these skills is quite long, so this gives you a window of opportunity to engage. Alistar his CC is however very reliable and applied instantly, meaning that you will be able to win short fights in which you are the engager. Try to make short trades, and then disengage. The best engage against a 497.png is by standing next to him and start casting your alistare.png. This means that for Rakan to get away he will have to use either E or W, most likely he will use rakane.png on his own ADC. This will put both Rakan and the enemy adc on the same spot, making it a perfect opportunity to engage with headbutt.png+pulverize.png to knock them both up. If Rakan does not jump away you can just use your alistare.png stun+pulverize.png to trade, and then headbutt.png to disengage.

 

 

Be careful of:

 

The early levels. Rakan has an extremely strong level 1-3, especially if he has a 498.png ADC. Do not try to fight a 498.png/497.png botlane early, and always focus Xayah when you try to engage due to her feathers. 

 

 

Level 6:

 

At level 6 Rakan can easily engage with his rakanr.png+rakanw.png combo. Your ferocioushowl.png will remove the charm from rakanr.png, but not the knockup of rakanw.png. At this point the matchup becomes Medium, since Rakan can engage really fast with only a small window of opportunity for Alistar to react. Try to keep the enemy ADC away with your headbutt.png, since you won't be able to interrupt Rakan his combo.

VS

Sivir

Easy

Trading:

 

Easy, this is a very easy matchup for Alistar. 15.png her core strength is her sivire.png, which allows her to deny a lot of enemy support engages. 12.png is an exception however, because he uses 2 skills for his engage. Sivir her sivire.png will almost always block the damage from headbutt.png, allowing you to hit the knockup of your pulverize.png. This allows you to very easily engage on 15.png, since she doesn't have any dashes to get away. Keep however in mind that using headbutt.png to knock her into a wall and combo this with alistare.png and pulverize.png will not work. Since she will block your headbutt.png.

VS

Soraka

Medium

Trading:

 

Medium, Soraka will start with putting a few points in her sorakaq.png for the extra healing and poking. This will allow her to outsustain you and poke you down quite safely due to the range of her sorakaq.png. The best way to win this lane is to go all-in early to force the enemy Soraka 4.png. This means that she won't have any escaping tools left and will allow you to engage on her and kill her. You will want to focus 16.png in this lane, and not the enemy ADC. This is because Soraka can heal her ADC with her sorakaw.png, but not herself. She needs to hit her sorakaq.png to heal herself, forcing her to play aggressive. Soraka is also very squishy, meaning that you will be able to burst her. Be careful of her sorakae.png though, since if she reacts fast enough she can screw up your combo by silencing before you can cast your pulverize.png or alistare.png. When playing any melee vs ranged support matchup, health is the most important thing. Melee supports are tanky and often have a lot of CC, while ranged supports are often squishy and have a lot of poking mechanics. The way to win this lane is to hard engage with your CC advantage. Personally I always look at it in terms of health:

70%+ HP = You can try to force an engage

50-70% HP = You can try to force an engage with help of jungler, or enemy misplays, or when the enemy support has his skills on cooldown.

50%- HP = Do not engage, since you are too low on HP and it will be very risky  

 

 

Be careful of:

 

There is not much to be careful of when playing against 16.png. The only thing she can do is outsustain you, but she doesn't have any kill pressure. This means that if you do not get poked to low that you will have a good chance at winning the lane. Soraka is extremely strong lategame though, so you have to win the early game.

 

 

Level 6:

 

You will need to warn your whole team as soon as Soraka is level 6. With her sorakar.png she can turn a fight on toplane, while staying botlane. Her ultimate has a long cooldown however, and if she used it for toplane then you should be able to win a fight on botlane.

VS

Thresh

Hard

Trading:

 

Hard, a good Thresh player will be able to counter Alistar quite hard. This is because Thresh his threshe.png interrupts Alistar his headbutt.png, meaning that you can't engage on Thresh. When you decide to focus the enemy ADC, then Thresh can just use his threshw.png to save his ADC. This makes it quite hard to get kill pressure on botlane. The cooldown on his threshe.png is also lower than the cooldown on your headbutt.png+pulverize.png combo, meaning that he will always be able to interrupt you if he has a decent reaction time. You will want to wait for Thresh to waste one of his skills before engaging. The main thing you have to keep in mind is that Thresh is a hard champion to play and needs to hit his skills to be able to do anything. You however only have to press headbutt.png+pulverize.png on the enemy to be able to land your skills.

 

 

Be careful of:

 

Being ganked. Thresh can set up ganks quite easily with his threshw.png, and even use his threshw.png+4.png to get the enemy jungler closer to you. This means that you have to pay attention to Thresh his positioning. As soon as you see him position himself to threshw.png his Jungler, then you have to back off.

 

 

Level 6:


Thresh his threshrpenta.png only does damage and slows when you move through the walls. This is often achieved by Thresh using his threshe.png to throw you into the wall. In the rare situation that this doesn't happen, then you can choose to stay within the walls and try to fight there. If both your ADC and you are within the walls, then you can walk as Alistar through one of the walls so that your ADC can escape. If you use your ferocioushowl.png instantly after moving through the wall, then you can just remove the slow as well. Thresh his threshrpenta.png is more of a zoning tool than a damaging tool, while your own ultimate opens up the possibility to dive. You should be stronger than Thresh at this point, but due to Thresh his kit it will always stay a difficult matchup.

VS

Vayne

Medium

Trading:

 

Medium, this is mainly a skill matchup. A good Vayne player will always interrupt your headbutt.png with her vaynecondemn.png, denying your combo. When you notice that you are playing against a good vayne player then you have to either use 4.png to engage, or wait till her vaynecondemn.png is on cooldown. Her vaynecondemn.png has a 20s cooldown, meaning that when she just used her E to interrupt your combo that you will have a 6s window to engage her. When you successfully get onto vayne, then you are at a good advantage. The CC from 12.png will deny 67.png from auto attacking and using tumble. Be careful after level 6 though, because then this matchup turns into a Hard one because of the stealth granted from her vayneinquisition.png together with her vaynetumble.png. She will be able to kite you if you do not kill her at once after you used your combo. Together with the True Damage from her vaynesilveredbolts.png, she will be able to easily kill you even when you use ferocioushowl.png.    

  

About me. Back to Top

Hello and thank you for reading my guide! I hope you find it helpful in getting a better understanding of the Support role and League of Legends in general. It might be a huge wall of text to read, but if you take the time to read everything it should be really helpful. I have already gotten a lot of good feedback from people that started climbing with my guides and also started enjoying the game more. I hope it is also helpful for you!

 

About me:

 

Hi, my name is Maurits and I am from the Netherlands. My League of Legends account is Mutatie which was ranked S1 Bronze, S2 Gold, S3 Diamond 1, S4 Diamond 1 and S5 Diamond 2. My highest achieved elo was promos to Challenger in S3. I have recently started writing guides for LoLking, because I was getting a lot of question in my stream from viewers. When I started looking at the most popular guides for my favorite champions, I was disappointed by the depth of them and them not being up to date. That's why I came to the conclusion to just start writing them myself. My guides take up a lot of time to write, so I hope you guys enjoy them!

 

I have been playing League of Legends since S1, and started maining the Support role towards the ending of Season 2. I really wanted to become Gold in S2, so I started maining the most unpopular role in League of Legends, the Support role. This resulted in me suddenly climbing really fast towards Gold, and when S3 started I was D1 within a month after the start. The great benefit of the Support role is that not a lot of people play it. This means that if you like playing Support you will be able to play your main role in 9/10 games. 

 

A good Support player can have a huge impact on botlane and the game, so don't underestimate the role. You will however have to accept the fact that you will rarely get any credits for carrying as Support (#NoSupportCredits). People will in general tell your ADC how hard he is carrying and how good he is. This is something you have to accept and live with, don't get annoyed by it. The nice thing is that the higher ELO you get, the more people respect the Support role. I have had enough games that both my own team and the enemy team told me that my plays/calls/vision control carried the game. Enjoy these small rare moments, and don't get annoyed when you don't get any credits.

 

My all-time favorite champions is Janna and this was also the first guide that I wrote. Shortly after I started streaming my games and I started getting quite a few requests for other guides. So I am currently making more and more guides in the hopes of helping everyone. 

 

My currently featured guides:

 

Alistar: Carrying with the cow. -  Live and updated
Janna: Carrying with the wind. -  Being updated
Sona: Let the music carry you. -   Being updated
Nami: Let the waves carry you. - Being updated
 
Any nice comments/feedback in the guides will be appreciated and will keep me motivated to write more guides!
Also feel free to visit me when I am streaming, or to leave a donation! The guides that I am writing take up a lot of time and are comparable to pay-to-read guides. I however wanted everyone to be able to benefit from my guides, so I decided to make them publicly available for everyone.
 
Feel free to join me at my stream!
www.twitch.tv/mutatie

When to pick Alistar. Back to Top

Position in Champion Select:

 

When I am first or second pick in ranked I will often pick either 25.png12.png201.png or 412.png since these supports don't have any real counterpicks. When I am third pick or higher I will start looking at the enemy team comp to base my support pick on. Even if your 12.png pick gets countered by a 25.png, you can still carry the game through heavy roaming.
 
There are no OP supports that can increase your winrate to 100%. It depends on your playstyle, experience with the champion and the enemy teamcomp to decide which support would be best to pick.


Allied team composition:

 

You should always consider picking tanky supports when your own team is lacking a frontline. This is most often the case when you have a squishy toplaner in combination with a squishy jungler. I will then start looking at 201.png12.png48.png89.png to base my pick on.
I will mostly pick 12.png in combination with the following champions, when I want to roam a lot during the game, or when I need to be the engager for my team.

 157.png202.png429.png498.png

 

Enemy botlane matchup:


When considering pick 12.png, you will want to pay attention to the enemy botlane. If you are facing a heavy bully botlane like 81.png267.png, then you shouldn’t pick 12.png. This is because then you will be forced in a losing botlane matchup. It is always best to try to get a winning botlane matchup, since winning laning phase can have a huge impact on your winning chances for the game.

12.png is good against for example:

15.png201.png 

12.png is bad against for example:

81.png267.png



Skill combinations. Back to Top

 

(4.png) + headbutt.png + pulverize.png

 

This is the standard combo of Alistar, and is really hard to fail. The two main things to remember about this combo are the mana cost and the AoE knockup of pulverize.png. Make sure that you have at least the 130 mana needed for this combo (when both pulverize.png and headbutt.png are level 1), and keep in mind that this will use up most of your mana pool. The AoE knockup of pulverize.png will mean that you can get a 5 man knockup in a teamfight if you time it correct, or that you can knockup an enemy player by using headbutt.png on a minion standing close to him + your pulverize.png.

 

 

 

4.png + pulverize.png + headbutt.png + alistare.png + Auto Attack

 

This combo can be used to surprise the enemy in multiple situations. You should consider this combo when the enemy is either low, close to your turret, you are confident that you win the 2v2 or when your jungler is setting up a gank. The most important thing to remember about this combo is that being in 4.png range is not enough. You need to be a bit closer, since you also need to be able to get behind the enemy to headbutt.png him towards your team or into your turret. So don’t risk this combo if you are just barely in range to hit the enemy with your pulverize.png.

You will want to start casting your alistare.png as soon as you cast pulverize.png on the enemy to start gathering stacks. The chances are big that as soon as you headbutt the enemy to your team that he will try to 4.png back towards his own team. This will put him close to you again, so that you can gather the remaining alistare.png stacks.

 

 

headbutt.png into a wall + alistare.png + Wait + pulverize.png + Auto Attack

 

This combo starts by the enemy positioning themselves next to a thick wall. This will give you the opportunity to start this combo. You will start by using your headbutt.png to throw the enemy into the wall. Knockbacks work in a special way. Normally your headbutt.png would throw the enemy champion through the air for a distance of 650 units, lasting for 1 second. When you use this skill into a wall, the skill will try to move the enemy for a distance of 650 units but be blocked by the wall. This will result in the enemy getting stuck in the wall for the full duration of the knockback, resulting in a 1 second stun. As soon as you manage to do this start casting your  to gain stacks. Do not use your  at once. Wait 0.75-1s till the full stun duration of your headbutt.png has passed, and then use your pulverize.png. This will result in a CC chain, and will allow you to get the full stacks on your alistare.png. By using your auto attack after your pulverize.png you will be able to CC chain the enemy for 3 seconds, which is long enough to win a fight most often.

 

alistare.png + Wait + headbutt.png + pulverize.png

 

This combo is mainly used for the matchup against 201.png and 497.png. This is because these champions have a dash to jump on an allied champion/minion, allowing them to get out of range of your alistare.png stun. Your E stun will often decide whether you win the fight against these champions, so it is key to land it on them. You can achieve this by walking up to 201.png/497.png, and just start collecting alistare.png stacks by walking next to them. This will force them to use their dash to get away from you, but you will still have your headbutt.png pulverize.png combo available. If they dash towards their allied champion, then you will get a free knockup on both of them which will most often win you the fight with ease. If they dash towards a minion then you can either chase 201.png/497.png, or full engage on the enemy ADC. You will most likely already have 2-3 stacks on your alistare.png, so you need to be able to get the last few stacks quickly before the skill ends.

Early/Mid/Late Game. Back to Top

Early game

 

12.png is a very strong early game support. Due to his tankiness and reliable CC you will be able to force early fights and try to snowball the game.


Your level 2 is rather strong, since you deal a good chunk of damage and are able to CC the enemy. By CC’ing the enemy you will be able to keep them stationary, making it easier for your ADC to deal damage by hitting skillshots. It will also deny the enemy from doing any damage to you, so for the duration of your CC you have the advantage. Your skills however have a long cooldown, so either go for an all-in and try to burst the enemy or try to burn their 
. If you manage to burn their 4.png then you should look for a 4.png + pulverize.png + headbutt.png combo, since this will most likely result in a kill.


Your level 3 is even stronger, due to the extra CC and damage from your 
alistare.png. Try to force a fight on level 2 if you manage to get to level 2 before the enemy botlane. Else wait for your level 3 to force a fight, since you will most often have the advantage due to how strong 12.png is in the early game. Check the matchups section for specific advice on how to play against certain champions on botlane.


You should always try to get 900 gold before recalling, even if you have to steal 1 or 2 minions from your ADC. This is because you need 900 gold to get 
3117.png. When you manage to get 3117.png do not walk towards botlane. You should move towards midlane and try to gank mid. The enemy midlaner will most often not have any vision around mid, which will give you a good chance to burn the enemy 4.png or get a kill for your midlaner. You can also use your mobility boots to invade with your own jungler, but this will happen less often.

 

Mid game

 

The mid game starts as soon as laning phase is over. This will mean that you either managed to get the enemy botlane turret, or that you lost your own turret. At this point of the game you will want to swap lanes from botlane to toplane most of the time. You will also have wards from 3097.png + 3117.png at this point, allowing you to roam between toplane and midlane and place wards. Try to either place your wards in the river to gain full river control, or go for deep vision on the enemy jungler. At this point of the game you will not want to place defensive wards in your own jungle, unless you are heavily losing the game. The deep vision in enemy jungler will allow you to keep vision over the enemy jungler and set up for either a countergank, or allow you to make a pick on the enemy jungler.


As soon as you manage to get the toplane turret you will be wanting to get 
3513.png. This is because at this point in the game you will have toplane turret and botlane turret, but midlane turret will most likely still be up. The midlane turret is most often the hardest to get due to midlaners having strong waveclear like 34.png. You will want to use Herald on the midlane turret to get this turret. This will open up the map and allow you to get vision control in the enemy jungle. At this point in the game vision control is the most important thing, and it will allow you to make picks on enemy champions. Making a pick on an enemy champion will allow you to pressure on of the other turrets, or get drake.

 

Late game

 

Alistar becomes weaker in the lategame in comparison to the early game. This is because the enemy team will have more damage, resulting in your dying faster even though you get more damage reduction from your ferocioushowl.png. You should be careful with engaging, and only engage if your team can follow you. If you die at this point in the game, then you will most likely lose an inhibitor or Baron.


Maintaining drake and baron control at this point in the game is important. Always try to keep one ward on baron at all times, since the enemy team will otherwise be able to sneak a baron. Read the 
“Baron Pit" section for more tips regarding this.


You should also look at your team composition. If you are the only engager/tank in your team, then you will most likely be forced to engage for your team. This will mean that you are the one deciding when to start a team fight, and it is important to keep track of your own team when doing so. Keep track of the Summoner Spells and ultimate’s available within your team before engaging. If your team has multiple tanks/engagers then you can focus on peeling for your carries. Use your 
headbutt.png to keep enemy champions away from your midlaner and ADC, so that they can focus on dealing damage.

General tips. Back to Top

This will be a section containing general tips that work for every role. It mainly contains general knowledge and tips about the game that can help you. You might already know quite as few of the tips, but I will try to teach you something new. The order of the tips is random and based on what I can think of.

The list:

 

- Don't flame people if they make mistakes. Try to keep team moral high with saying that you can still win and that the enemy can still make mistakes.
 
- Don't respond to flamers, put them on ignore and focus on your own game.
 
- Always double check your runes before the game starts, they might bug.
 
- Don't go AFK during champ select/loading screen. Your team might want to invade.
 
- Remind your team to buy blue trinkets when they're level 9 even if you have to tell them 10 times.
 
- Focus on dying less in games, if you die less than 4 times on average per game you will notice an increase in your winrate
 
- Fun and all if you see a perfect 5 man ufslash.png opportunity, but if your team can't follow up then you’re just going 1 v 5. Don't look at enemy positioning, look at your own team's positioning. If your team can follow, then you should start looking at the enemy team.
 
- When recalling always keep watching your champion. Don't go into shop till you're safe in base.
 
- You can bind keys to selfcast on yourself. This is handy for supports since most support have shields/buffs on E. I bind my Spell 3 (E) to T, so I can keep my mouse above my ADC. This allows me to shield him when needed and to press T when I need to shield myself. This also works well with Morgana blackshield.png.

General tips 1.png

 
- CS is more important than kills. If you get the choice between taking a chance to chase a kill, or to grab 20-30 CS then you should go for the CS. The CS is a sure thing and every 20 CS advantage can be seen as 1 kill advantage.
 
- When wanting to fight/trade with an enemy look at your own CS wave and the enemy CS wave. If the enemy CS wave is big, you will take a lot of damage from CS when fighting. If your own wave is big then you can fight since you have the CS damage advantage.
 
- Push the wave into the turret when you see the enemy go back to base. This allows you to recall yourself after your wave hits enemy turret, resulting in you losing less CS/Exp than the enemy.
 
- Freeze the wave if you can zone the enemy. Freezing is boring but can lead to huge exp and gold advantages.
 
- Let the wave push towards you if the enemy is ahead. Don't push the wave back because then they can freeze and deny you a lot of gold and exp.
 
- When your jungler is coming to gank you bot, don't change your playstyle. If you have been playing passive for 5 minutes and suddenly start poking then they will know that they are about to be ganked.
 
- Trading flashes with the enemy ADC is almost always worth it.
 
- Walking towards baron/drake takes around 30 seconds. Make sure to go back to base at around 50s if you want to shop.
 
- When to take mobility boots and when to take other boots. Mobility boots are good on roaming champions like 412.png and 53.png. If you aren't planning on roaming a lot, or when you have a champion that is weak at roaming then you should buy other boots.
 
- Place your active items on the same slots every game. This allows you to get used to using active items. I always have sightstone on 1, single target active on 2 and potions on 3 for example.
 
- If you have a mouse with keybindings, then bind your item slots to your mouse. This may take some time to take used to but will allow you to use your actives better.
 
- Play with smart cast this allows you to react way faster.
 
- Apply pressure with your positioning, as a blitz you can win lane without using a single grab just by standing between the enemy and their CS.
 
- Always use a potion/cookie at the start of a fight for optimal survivability.
 
- Wait with leveling your skill at level 1 till around the 1:40 mark. Then you are sure you won't be invaded. You don't want to be the tristana that could've leveled W instead of Flashing.
 
- Always look at the enemy items before fighting. If you notice that they have better items than you, then the chance is quite big that you will lose the fight. If you are ahead in items then you can play more aggressive.
 
- Drake does Area of Effect damage, so if you get targeted by his breath make sure to keep clear of your teammates.
 
- When playing against a 81.png or any champion with a skillshot, positioning is key. When fighting against an Ezreal it is important to position yourself between your ADC and Ezreal, to body block any ezrealmysticshot.png that Ezreal throws. This will allow your ADC to survive longer and will most likely win you the fight.

Warding. Back to Top

This section will not only help Support players, but every player in general. Warding is a really important factor in the game and I can’t believe how many people just randomly place their wards in bushes. It is really important to think about the following things when warding.

 

Is it safe to ward?


The biggest difference between a high ELO support main and a low ELO support main is the amount of times that they die needlessly. One thing that I've noticed is that low ELO supports just walk into an enemy jungle without having any clue where the enemy team is. This will often result in them walking into an enemy player and dying. Always keep an eye on the mini map when warding. 

 

- If you see midlane heading in your direction, back off.

- If you don’t know where the enemy jungler is, back off.

- If you don’t know where the enemy bot lane is, back off.

- If you don’t know where the enemy toplaner is, back off.

 

All of these factors can easily be solved by keeping an eye on the mini map. If you just saw an enemy die, then you know that he will be around enemy base. If you just saw mid go gank top, then you know that he will be around top side. If you just saw the enemy jungler around top, then you know that the enemy jungler is around top. If you just saw the enemy botlane recall, you know that the enemy botlane is around enemy base. By paying attention to all these factors it allows you to safely place (deep) wards and give your team vision control. It is however important to ping your team regarding these things, since they will often not pay attention to the mini map. A thing to keep in mind is that moving from enemy base to the Drake pit it takes around 30-40 seconds.

 

Which locations are key to keep sight on?


In most games it is the toplaner his job to keep sight on Baron Pit till around the 22min mark. After this mark enemy teams are able to do Baron without it taking too long and they will often attempt to force/sneak baron. At this point in the game it is the Support his job to keep at least 1 ward around Baron Pit at all times. You will however also need to pay attention to Drake. If you see that Drake will spawn within 1 minute, then you should already start warding Dragon Pit. Your wards will last for 2.5 minutes which is long enough to keep control over Drake. If you ward drake at the 1min mark it also gives you time to recall back to base to get new wards and walk back towards dragon pit. This will give you the edge over the enemy support, since you already have vision control over dragon pit + have 3 wards left in your inventory. The same accounts for Baron if it is respawning.

 

Where do I see my team in the next 1-3 minutes?


It is key for any player to think ahead during the match. If you expect your team to go push bot lane, then get control over the jungle close to bot lane. If you want to go push top lane, get control over enemy top lane jungle. If you are being pushed by the enemy you have to predict which lane they will most likely push and get control over your own jungle there. It is also key to remind your teammates to get 3363.png for vision control. This is currently the best trinket for roles beside support since the wards last till destroyed. Due to the low cooldown this allows your teammates to spam this trinket in all bushes on the map for maximum vision control. Try to keep this item on cooldown at all times by spamming it every time that its up.

 

How to place your ward.


It is really important to pay attention to how you place a ward. As seen in the image below the vision given by a ward in a bush differs greatly depending on how you place it in the bush. Never use smart cast to place your wards unless you know exactly how the bush works. Place the ward as far as possible to the outer point of bushes for maximum vision. As shown in the images below the difference in vision can be huge.

 

1.png

 

The same accounts for Control wards. As shown below the vision given can differ greatly. The left ward will allow you to clear Raptor Pit (popular place to ward) of wards. The right ward is how most people place their wards, which doesn't cover Raptor Pit.


2.png

3.png

4.png 

Dragon pit. Back to Top


Making a drake call as Support

 

Read the comments at the "Objectives" section for more information. In general the same things apply to drake. A few extra comments for drake since these can be applied quite often. Clearing vision around drake is the same as placing vision. Just keep in mind which spots are good to ward and use your sweeper here.

 

A good opportunity to make a drake call is when you notice the enemy botlane recalling. This will often happen if they are low HP or if the enemy managed to push out lane. If you jungler is close to botside you can do a relatively safe drake if you aren't too low HP. It takes the enemy around 30 seconds to walk back to drake after a recall, giving you quite a big window to rush drake. Keep an eye out for the enemy midlaner though and a TP from toplane.

Warding drake before starting it

 

You should always ward drake around the 1:30 mark left for it to respawn. This will allow you to place your 3 wards, recall to base and walk back to drake. You will then already have 3 wards around the drake area and still have 3 wards left in your inventory. These extra wards will allow you to shift vision away from drake after doing it, or to replace wards being removed by the enemy team.

 

Red side (Top right)

You will notice a different position of the pink ward for Red side. This is due to the fact that placing the pink ward just in front of Drake will sometimes bug and bounce too far away. When this happens you think that you have full coverage of Dragon pit, while the enemy can still place wards at the edges of Dragon pit which won't be spotted by your Pink. Because the edges are the most important spot to have coverage at, I advise new support players to just place the Pink as shown below.

 

d3c50aed020b854df25365e695c3968d.png

 6.png

Other spots you would want vision:

 7.png8.png

Blue side (Bottom left)

9.png

10.png

11.png

Other spots you would want vision:

12.png


Baron pit. Back to Top

 

Baron pit a place where games that you are already winning can be lost, or games that you are losing can be won. There are people that just call it Baron pit, I personally always think it's a pit of regret. Even though it's often a bad idea to go do Baron, I will try to explain to you how to ward Baron and when to go Baron.

It is important to always have vision at the Baron area. However when you suspect that the enemy will attempt Baron soon, or that your own team wants to do Baron then it is important to get full control over the area. 

Clearing vision around Baron is the same as placing vision. Just keep in mind which spots are good to ward and use your sweeper here.


When to do Herald/Baron

 

There are a few things to pay attention to when doing baron. Make sure to check all points before doing Baron, since you need them all to do Baron without risk.

 

Baron pit a place where games that you are already winning can be lost, or games that you are losing can be won. There are people that just call it Baron pit, I personally always think it's a pit of regret. Even though it's often a bad idea to go do Baron, I will try to explain to you how to ward Baron and when to go Baron.

It is important to always have vision at the Baron area. However when you suspect that the enemy will attempt Baron soon, or that your own team wants to do Baron then it is important to get full control over the area.

Clearing vision around Baron is the same as placing vision. Just keep in mind which spots are good to ward and use your sweeper here.

 

Positioning of the enemy:

 

The most important thing to do before doing Baron is to check where the enemy team is positioned and what summoners they have.

 

- If the enemy Jungler has been spotted around botside of the map, you should look at the possibilities of doing a Baron rush after checking the other attention points.

 

- If you see one or two other enemies around botside, that aren't the jungler, you can maybe start Baron. You need to check first if the enemies don't have teleport or a global distance skill like Twisted Fate. Even the Support being botlane will increase your chances of successfully doing Baron.

 

- What sort of Jungler does the enemy have? A 64.png can easily steal Baron with his blindmonkqone.png 11.png and then jump out of baron pit with blindmonkwone.png. Even if Lee Sin dies while stealing Baron it is still worth it for the enemy team.

 

- If the enemy Jungler is higher level than your own Jungler then his smite will do more damage than your own Jungler, increasing the chances of Baron being stolen.

  

Positioning of your own team:

 

- It doesn't matter if you see the enemy Jungler botlane if your own team isn't close to Baron. If you do not have the chance to rush Baron as soon as you see the enemy Jungler botside, you will probably not be able to do Baron before the enemy Jungler walks towards Baron.

 

- Ask your own Jungler if he has smite before starting Baron, it is sad to say so but I have lost enough Barons just because my Jungler "forgot" that he didn't have smite up.

 

- What sort of damage does your team have? A 24.png and 19.png are most of the time able to Baron fast or even duo it. If your team can just duo baron, it might be worth sneaking baron. Just show 3 of your own team around midlane and keep pressure (be careful not to be engaged) while the other 2 sneak baron.

  

Amount of vision control the enemy has:

 

- You should always have a control ward in Baron pit before starting Baron. This will allow you to be sure that they have no vision inside of Baron pit and will allow you to remove wards the enemy places in the pit while you are doing it. Vision is key when doing Baron and if the enemy doesn’t know how low Baron already is, they won’t know when to jump in.

 

- Always make sure you have atleast the vision as shown in the images below. If you notice a spot already being warded by a teammates, just find another bush to ward. You will want to have 0 wards in inventory while doing Baron, because most of the time you will either die or go back to base instantly.

 

- Pay attention to skills like Twisted Fate his ultimate. These will allow vision over you while doing Baron.

 

- Always use a 3364.png in the river and the bushes where wards could be. Look at the images shown below to know which parts to sweep.

 

- The enemy doesn’t need wards to know you are doing baron. If they notice that your whole team has been gone for a while, they will probably facecheck Baron. Either use this to trap them, or disengage if Baron is still too high HP to finish him.

 

Health of your team:

 

It often happens that you want to rush Baron after making an Ace on the enemy team. You will most likely have 3 teammates left alive if the fight went well and this can be an opportunity to get a free Baron. If the enemy Jungler survived and yours died, don't do Baron. The risk is to high that he will steal it.

 

- First you need to check the HP your team has left and if there are any heals left. If you still have mana for a skill like reapthewhirlwind.png or sonaw.png, then you should spam it. If they are to low HP you shouldn't do Baron and just try to get a turret out of the fight.

 

- Secondly you need to check who is still alive. If you have no damage dealers left and only tanks/burst champions then you will probably not be able to do Baron before the enemy respawns. Just try to get a turret or go back to base and use the time to get full Baron control.

 

- Third keep an eye on the enemy respawn times. If you get an Ace but 2 of the enemies will already respawn in 10 seconds, you will probably not be able to do Baron. It takes between 20-30 seconds to walk towards Baron pit from base, so keep these extra 20-30 seconds in mind as well.

 

Sort of damage from enemies:

 

Pay attention to the sort of damage done by the enemies that are nearby Baron pit. If the enemy jungler is botlane, but there is a 54.png61.png wombo combo nearby then you shouldn't do Baron. Baron pit is the perfect place for AoE damage to be used to destroy your team.

 

Also keep an eye out for high single target damage dealers. A 7.png combo can outdamage your Jungler when he tries to smite baron. Your toplane or midlane should zone high burst damage dealers while you are doing Baron.

 

Crowd control during Baron:

 

Alistar is decent for zoning enemies from Baron pit with his W. If you notice a Lee hitting his Q on Baron and wanting to jump in and smite, then you should just use W to headbutt Lee Sin away so you can finish Baron yourself.

 

The same can be done against any enemy that will try to steal your Baron like Orianna. When Baron is about to die use your skills to stun/remove any potential buff stealers to make sure you get Baron yourself. Make sure to go back to base with your team afterwards though. Don't fight the enemy and just make use of the buff to get turrets. Just don't get burst by enemy champions and only go to the sides if Baron is about to die, so you can zone enemy champions away when Baron dies. Standing close to the sides while Baron is full HP is just suicide and asking to get poked.

 

Do not fight after Baron:

 

1) You will probably be low HP

2) You are close to each other making you the perfect target for AoE damage.

3) You just got a freaking Baron buff, be happy and use it to get turrets

4) The risk of losing the fight after Baron is too big. Just go back to base, regroup and siege towers. Chances are big you will get an inhibitor.

 

Time ingame:

 

Doing Baron at the 20 minute mark is riskier than at the 30 minute mark. You will probably be low level and have only a few items at 20 minutes ingame, allowing Baron to do a lot of damage on your team. At the 30 minute mark you will be strong enough to do Baron in an acceptable time without losing to much HP.

 

Red Side (Top right)

 

13.png14.png15.png

Other spots you would want vision:

 

16.png17.png

Blue side (Bottom left)

 18.png19.png

 

Other spots you would want vision:

 

20.png21.png

 

Update log. Back to Top

18-1-2018: Alistar guide written and published

23-1-2018: Updated guide for keystone changes patch 8.2, summary: More early-game tankiness from Aftershock, together with a small damage nerf.

02-2-2018: Split the objectives section into Dragon Pit and Baron pit for a clearer overview. Also fixed some formatting issues.

26-2-2018: Updated for patch 8.4

07-3-2018: Updated for patch 8.5

13-5-2018: Updated for patch 8.6-8.9

Send Feedback