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All Guides Alistar Guides Jungle Alistar reborn (S4)
16
2
Updated
1 year ago
Views
415K
Comments
5

Alistar Statistics for diceypoo

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

Value
Average
Games Played
5
Win %
41
Kills
1.7
Assists
13.6
Deaths
6.2
KA:D Ratio
2.5
Gold Earned
8.9K
Creep Score
44.1
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Flash

Your main weapon is 4.png Flash. Other spells are not worth it, regardless of the situation on summoner's rift, even on the new Twisted Treeline. Why? Here's why:
  • Your ulti deals pretty nice damage. Use it on a carry by flashing near him or her in team fights (or near the 2nd one if first goes down to your W+Q+team). However if your support/team isn't CC heavy to keep your AD carry safe, stay behind instead.
  • Flash behind an enemy turret, but headbutt into your enemy to knock 'em out of there, giving you the big surprise bonus. Hope that it doesn't surprise your team mates as well (ping!). You can always just walk the distance while popping a health potion too, giving it away though and also allowing for your enemy to react or lock you down.
  • People being annoying and pressuring at your tower? Pick a low-HP squish-target, flash near them, Q (ult if needed), and immediately knock them under your tower. Bonus if your team is ready to engage with more CC.
  • If counter-jungled, Flash is your only escape against someone with very high speed, leap, slow or spell-shield (Eve, Hecarim, Jax, Lee, Noct and so on).
  • Without it you can't play as aggressive as the speedy bull raging about should be.

Their Flash

It works against you too: Opponents that have flash up are difficult to handle. Be ready to clearly disengage if you burned a target's flash and can't reach. Surprisingly often you can back out a lane and try again just 10sec after, as people know Ali is CC heavy and not a threat damage-wise. So swing by shortly after "failing the gank" and see what you can do (maybe they're even busy typing!) but don't overstay your welcome if you suspect the enemy jungler near.

Runes Back to Top

  • 9x
    +0.95 attack damage Greater Mark of Attack Damage
  • 9x
    +1.7% attack speed Greater Mark of Attack Speed
  • 9x
    +1 armor Greater Seal of Armor
  • 1x
    +1.5% movement speed Greater Quintessence of Movement Speed
  • 2x
    +4.95 ability power Greater Quintessence of Ability Power
  • 2x
    +1.79 Armor Penetration / +1.4 Magic Penetration Greater Quintessence of Hybrid Penetration
  • 4x
    +1.19 ability power Greater Glyph of Ability Power
  • 5x
    +0.17 ability power per level Greater Glyph of Scaling Ability Power
  • 6x
    +0.7 armor Greater Glyph of Armor
  • 3x
    +1.34 magic resist Greater Glyph of Magic Resist
  • 9x
    -0.83% cooldowns Greater Glyph of Cooldown Reduction

Why jungle Ali? 

Personally I took him to the jungle when using him as support became too boring, however whilst knowing he has so much potential as one of the champions that shove people around (Ali, Blitz, Naut, Orianna, Shyv, Thresh; Anivia and Trundle for walls). Not only can they control other player's position, but also zone very well -- more so for Ali and his huge CC threat. My suggestions in this guide are a summary of the experience with him, viewed in the new light of the fresh jungle redo and item update in S4.

Runes S4

Ali starts with very low base armor and magic resist and that is something you have to be careful about all game. An armor-heavy set of runes is what works regardless of how well you start off. A few tests in S4 now I've found CDR to be very useful again like rarely in S1/S2, mainly as blue buff was reduced to 10% CDR: more healing, better presence! I'll update as soon as I've tested this further in ranked play.

Movement speed Quints seem less important than before, Gauntlet and Phage are helping there. Other runes seem more important currently for S4 as even you have the speed to gank in the position you like, it's no fun going in and dying instantly. Armor seals should give you enough survivability against jungle creeps. 1039_32.png Machete gives you damage per hit, so an increased number of hits by the means of AS marks might be useful.

Other reds (marks) to consider: penetration or straight attack damage. Other Glyphs: while magic resistant or more armor would be my go to pick I am currently also trying a few flat AP for an early edge in the new jungle.

Masteries Back to Top

0/1
0/4
4/4
1/1
0/1
0/3
3/3
1/1
0/1
0/1
1/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1

Offense: 10

0/2
2/2
0/2
2/2
0/1
0/3
1/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1

Defense: 5

1/1
3/3
3/3
1/1
1/3
1/1
0/1
1/3
1/1
3/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1

Utility: 15

10 5 15

In earlier season I used 16 utility for are Awareness (XP increased). Together with the XP change in jungle, this is not available any more. Runic Affinity (longer buff duration), Fleet of Foot (movement speed) are useful, I also like the biscuit option.

After tests in S4 jungle, straight up AD or AP do not seem better choices. Instead of attack speed for offense it is also good to go CDR (as above) in order to pack more skills into your jungle AND being very active on the map.


Add a bit of defense (Recovery) and utility (Meditation +Strength of Spirit) for more HP regen as well. 

This is a pretty optimised (*GB spelling) for a strong early jungle Ali, with a shining presence throughout mid game. However, expect to fall off late(r) unless you can get an Iceborn Gauntlet 3025_32.png quickly.



Abilities Back to Top

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

Jungle Paths


Ideal situation to have would be a red steal, going on to your blue (with a few shots as help) and then red for level 3 and a gank. Be careful that the 2 buff monsters (elder golem and lizard) will not level you up to lvl. 3 any more!

Best regular start is likely Blue (smiteless if team helps out) -> wolves (if you have smite)/wraiths (if you do not have smite) -> Red (smite will be available while you fight).

Level E (Roar) 2nd if you don't want to gank until after reaching lvl 3 with headbutt and red (also assuming you have not been the victim of a red steal). Level W immediately after blue if you want to gank right there at lvl 2.

For the 7minute mark ask your mid-laner if you can take 2nd blue as well, as it is really helpful.

Prioritise Skills


Use E most often, Q only if you're good on mana. Try to cast E shortly before monsters die to benefit from the lower cooldown and watch the timer icon (don't spam skills instantly) to maximise your passive damage. Don't forget you're defenceless if you're in jungle with Q, W and flash on cooldown!

Learn to always pull the buff creeps into brush as losing them hurts your early potential a lot. Use your headbutt vs jungle creeps to put them against the wall, not over it (unless you want to play ball with a 40% HP blue towards your mid-laner). Little trick you can do is use little monsters of the buff monsters as free wards by knocking them over a wall but staying in range for them to hit you so you see the area around them.

Items Back to Top

Starting Items

    Standard

Core Items

    Standard tanky, CDR
    Full tank
    Off-tank 2
    Off tank

Situational Items

    Utility
    Fun build

What to be build S4? Slowing vs. movement speed

Based on a few dozens of jungle runs, the same boots into  3207_32.png Spirit of Ancient Golem, into Sheen for Iceborn Gauntlet 3025_32.png is the way to go: both damage-wise and for mana and tankiness. Versus a team with unreliable CC and kiting (stuff you can dodge, think Ahri, Lee, Lux, Leona, Thresh) rushing the new boots of mobility 3117_32.png is to be preferred. Against a team that can kite and deals AoE CC (i.e. stuff you can't just dodge, think Annie, Ashe, Cait, Elise (with red), Orianna, Renekton, Ryze, Vayne) you should consider boots of speed 3009_32.png.


Alternatively, to reach your target use a  3023_32.png twin shadows active if you're certain it's a good time to gank. Also the 3044_32.png Gauntlet speed boost is very nice for Ali, something I'll definitely suggest you should try!


 3174_32.png Grail seems still fine, but I am still debating whether it's good enough, early enough to be worth it (if you're ahead it's a great 2nd or 3rd item, to keep mana and your early advantage). Ohmwrecker3056_32.png always seemed an interesting choice seeing how it is right up Ali's lane, given his divey playstyle. Even after repeated changes to it, it seems too pricey to build early enough to make a difference.


Ali Stats: DIY

Always tempting out of a jungle build would be to go AD builds. AD-Alistar was never a really well-working pick though. He has a high base damage (plus ult) which could favour crit-heavy or high-armor pen builds, but he simply lacks too many of the core stats (any combination of damage, crit, armor pen, attack speed, AD skills, survivability and lifesteal as well as the ability to chase); stats without which a transition into a reliable mid-game bruiser-build, even when at an advantage, does not work well -- quite similar as to why Nunu AD wouldn't work.

However Ali excels at utility, meaning quite a number of items work well for him. The most important statistics for Alistar are probably:

  • Movement Speed
  • Cooldown Reduction
  • Mana
  • Armor/Magic Resist/HP
  • Items with beneficial support auras/passives/actives
As a jungler you'll also need a decent clear time; that's possible thanks to the S3/S4 jungle items (1080_32.png) and the huge advantage of having a 3057_32.png and Gauntlet later on . Also fastest boots 3273_32.png, 3284_32.png are viable thanks to the tenacity on 3207_32.png Spirit of Ancient Golem.

Don't dive towers, run past them!

As people have figured out the mechanics of most champions and know what to expect of them, a classic pick like Ali needs to have something "fresh", not just the common ability to pull the W+Q combo off (for beginners: tap Q quickly immediately after the W animation starts to interrupt knock-back into a knock-up). For mid-lane flash over enemy wraiths camp and under tower and knock the tower-hugger deep back into lane. Do the same by just running through tower from behind. For other lanes you can often just run through a ward (especially early when opponents are slower) and still reach a target, cutting his/her way off. Ask your team-mates not to push early and favour ganks where your team mate has a follow-up stun, snare or hook as a finisher.

In order to play more than just a standard game, you will need to surprise opponents to give you that (solo queue) edge everyone is longing for. Surprisingly, for Ali this doesn't come from a lot of damage like the all-but forgotten AP&lich-bane builds that players like Shushei became famous with, it comes from utility; which, as jungle Ali, comes down to ganks, ganks and more ganks while building items that are beneficial for your entire team. Give the Distortion boot enchantment a try, early in games, to use flash as often as possible 3273_32.png. Using this for a strong early game, plus the off-tank build detailed here, I had the most success, and fun, so far. 

The best items for champs that lack mid-game and late-game damage is, without doubt, Iceborn Gauntlet 3025_32.png. Try it on Ali and you'll figure out why!

If no lane is pushing and the game is a slow farm-fest, make sure to work earlier towards boots with enchantment (3273_32.png,3274_32.png) to gank deep (if your team-mates have follow-up CC or finisher), but don't forget to add at least some HP 3067_32.png. Try the remake for  2043_32.png pink wards to use the pretty long time it takes to destroy them to knock enemies where they do not want to be! Use your 3341_32.png trinket to make sure you're not waiting for a gank on an enemy ward.


Matchups Back to Top

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

  • Ashe
    Medium
  • Blitzcrank
    Easy
  • Cho'Gath
    Hard
  • Darius
    Medium
  • Diana
    Medium
  • Ezreal
    Easy
  • Fiddlesticks
    Medium
  • Fizz
    Medium
  • Gragas
    Easy
  • Graves
    Medium
  • Hecarim
    Medium
  • Irelia
    Medium
  • Kassadin
    Medium
  • Katarina
    Medium
  • Leona
    Medium

VS

Ashe

Medium

22_64.png Perma-slow cannot be cleansed, so late game Ashe is something particularly annoying.

VS

Blitzcrank

Easy

53_64.png Knock-up cannot be cleansed, however you can get pulled on purpose with your own ulti and use that to your team's advantage (waste opponent's cooldowns, single out a carry with headbutt).

VS

Cho'Gath

Hard

Knock-up can't be dodged or cleansed with ulti, follow up slow is very annoying, silence renders you useless, ult is true damage and bites right through your ult. 31_64.png is Ouch!

VS

Darius

Medium

122_64.png Hook can go both ways, however his ult is true damage, hurting even through Ali's ult.

VS

Diana

Medium

131_64.png Her ulti teleports, making her hard to target while jumping about.

VS

Ezreal

Easy

81_64.png Make sure you wait for him to blink before headbutting, else you and him might not land where you wished to be. Same for other champs with blinks or jumps (Graves, Jayce, Lee, Vayne etc.)

VS

Fiddlesticks

Medium

9_64.png CC and very high magic damage don't make fiddle the ideal opponent. Can be ganked easily when his abilities are on cooldown and you can knock him around to interrupt or saves team mates from his ulti (or kill them).

VS

Fizz

Medium

105_64.png Fizz is a very unusual champ -- to lock him down you need a good amount of crowd control and work with your team, something Ali excells at. Be mindful of when his abilities are on cooldown and don't waste your combo or Q when he's about to become untargetable.

VS

Gragas

Easy

79_64.png Make sure you wait for him to dash before headbutting, else you and him might not land where you wished to be.

VS

Graves

Medium

104_64.png You need to not only make sure that you wait for him to dash before headbutting, to avoid him (and you) landing where you didn't want to, you have to also get around his fog -- flash out for example if you're confident you and your mates can pull it off.

VS

Hecarim

Medium

120_64.png Is very fast both in getting away from you and chasing (counter-jungling) you. Be careful, try to gank earlier than him and help where he is ganking rather than getting your gank in lane destroyed by him.

VS

Irelia

Medium

39_64.png Her true damage will eat your soul. When playing against her don't play at maximum aggression, it's usually better to help protect your carries.

VS

Kassadin

Medium

38_64.png Match vs Kassadin can go both ways. Try to focus him with your team's follow up CC (especially silence) and gank before 6 and when his mana is low.

VS

Katarina

Medium

55_64.png When ganking Katarina she'll try to jump to you or a minion for safety. With recent changes to where she's positioned after her blink (E, Shunpo) it's very hard to Q in time when she's near you. Be careful, wait for that cooldown before ganking or flash after her if necessary: experience needed.

VS

Leona

Medium

89_64.png There are only that many stuns you can take. However making you a clear target is ok if your team engages with your rightaway, cleanse with ult and try to protect your team-mates!

Mindset Back to Top

  1. Using W+Q combo stuns targets less time than using W and afterwards, accounting for the full duration, using Q. This is why it's beneficial to headbutt people into thick terrain hit once and then use Q (do it a bit quicker if target has tenacity or a flash so as not to Q only thin air). 
  2. You are not a carry, regardless of farm or K/D ratio. You need your team mates to pull off a nice play. Ward and ping accordingly (i.e. excessively). 
  3. You have one of the best early and mid-games. Use your advantage and be very active early; try and get either of your carries fed. 
  4. Watch your mana. Without mana you're worse off than without a ready flash. 
  5. Addition to 4), blue buff is awesome, it's like having a crazy bull on speed (which you have at that point, quite literally). Try to get as many as possible but remember your job is CC and creating opportunities. Give your ap carry the blue (s)he deserves. Mana-less mids (Katarina, Kennen, Lee, Morde, Zed most commonly) work best because Ali really works best having a blue buff as often as possible. 
  6. Be very aware of who deals magic damage. For jungling and tower diving (regardless of ult) you'll be working on your armor, leaving you low on magic resistance. Avoid AP's (in 1v1, 2v2) or watch their cooldowns and target them first. This is also the reason why a lot of CC in the opposing team can render you useless with just a few skills (however, better you than your carry).
  7. If you're under 40% HP and ult is on cooldown, don't do it.
  8. You can use E and passive spell_94.jpg to get to where you need to be a smidge faster, ghosting through minions.
  9. E cooldown lowers with dying minions around you. Don't deplete your mana with it though if you're expecting a fight. If you have Sheen or Gauntlet procs, fighting between (dying) enemy minions gives you more chances to E+hit with bonus damage. 
  10. Darius, Irelia, Jax, Lee gosh damn it... Champions with pulls and leaps are annoying for poor Ali. Use your W after they use their skills. However, for careless pulls (especially Blitzcrank and Thresh) you can get a favourable engage off by being pulled into the enemies and surviving on ult: follow up with a Q and knock an enemy carry towards your team for "processing" with W). Don't get pulled under towers on purpose before lvl 2 ult. 
  11. True damage hits for "real", damaging 100% even through your ult. Make sure you know who deals true damage on the opposing team. If there's a lot of true damage go for more HP or pick another jungler!
  12. When ganking, most people will flash away as soon as you enter range for your W, denying you the stun and follow-up stun with Q. Cut their way off and wait for them to flash so you can reassess the situation. If ganks fail, retreat quickly as you cannot get out of being counter-ganked easily, even when at an advantage. 

Why would you listen to me? Back to Top

I've played over 350 ranked games as jungle Ali in the course of the last years, especially S2 and 3. I'm sure he can still be a strong jungler, even though he has become unpopular and a pick most people do not use at full potential.

Hope this helps and enjoy!

Video section (wip) Back to Top

Work in progress... 74_64.png

Here's a video of knocking people into your team. I don't agree with the critique of the Ali play there, as first it was a clutch timing by Wukong and Irelia plus the Lulu knock-up on Renekton that made that possible (the opponent playing good is not equal to your team playing bad). Also there is no correct way to handle a Karthus, as he always will deal damage, had renekton managed a stun on Wukong/Irelia the situation would have been VERY different as, the call itself was ok: Karthus was the only viable target without a GA. The timing not advantageous in a game that they had pretty much lost at that point anyway.




Here's a VOD of Shushei trying out AP Ali mid in S3 (patch 3.7 or 3.8):

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