
Champion guide
Patch 26.16Alistar
The Minotaur
- Tank
- Support
- Mana
Two targeted lockdowns nobody dodges, and an ultimate that keeps him standing while he takes the enemy formation apart. Alistar doesn't win trades, he decides where they happen.
Where these numbers come from
They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.
Base stats
- Health
- 544+102
- HP regen (per 5s)
- 8.1+0.85
- Mana
- 255+40
- Mana regen (per 5s)
- 6.9+0.45
- Attack damage
- 58.65+3.62
- Attack speed
- 0.625+2.125 %
- Armor
- 22+3.5
- Magic resist
- 31.25+1.25
- Attack range
- 125
- Move speed
- 330
Abilities
Passive
Trample
Each time Alistar casts a spell, he Tramples nearby units and turrets for a few seconds, dealing damage to units he walks over.
QPulverize
5 ranks- Cooldown
- 17/16/15/14/13 s
- Cost
- 70/80/90/100/110 Mana
- Range
- 365
- Damage
- 60/105/150/195/240 (+80 % AP)
Alistar smashes the ground, Knocking Up enemies for 1.5 second and dealing 60/105/150/195/240 (+80 % AP) magic damage.
WHeadbutt
5 ranks- Cooldown
- 14/13/12/11/10 s
- Cost
- 70/80/90/100/110 Mana
- Range
- 650
- Damage
- 55/110/165/220/275 (+100 % AP)
Alistar rams into an enemy, Knocking them Back and dealing 55/110/165/220/275 (+100 % AP) magic damage.
ETriumphant Roar
5 ranks- Cooldown
- 12 s
- Cost
- 40/50/60/70/80 Mana
- Range
- 575
- Healing
- 60/90/120/150/180 (+25 % AP)
Alistar lets out a commanding war cry, restoring health to himself and nearby allies. Nearby enemy deaths reduce the cooldown.
RUnbreakable Will
3 ranks- Cooldown
- 120/100/80 s
- Cost
- 100 Mana
- Range
- 1
Alistar immediately cleanses all Disabling effects, gains 60/75/90 Attack Damage and takes 50/60/70% reduced damage for 7 seconds.
In short
Alistar isn't trying to win a trade, he's deciding where the fight takes place. Headbutt and Pulverize are cast on a designated target, with no skillshot to land: nobody sidesteps them. Chain the two in the right order and you drag anyone back under your turret, airborne, without their feet touching the ground in between.
The price is steep. His mana bar melts, and two abilities are enough to empty it early. Past the first few levels he deals almost nothing: what he brings is control and a body that refuses to fall, thanks to Unbreakable Will. If you want kills on your own name, pick a different support.
Strengths and weaknesses
Both of his lockdowns are targeted, so both are guaranteed. No support on this roster can cancel an Alistar engage by simply walking sideways, which makes him the most reliable threat in the bottom lane. Unbreakable Will clears the crowd control on him and cuts the damage he takes: it's the game's best answer to a team that planned to chain him down. And Trample, triggered by any ability, also hits turrets, which often turns a successful dive into a plate.
Against that, his mana cost forces him to pick his moments, and a failed engage leaves him alone among five enemies. Headbutt can also rescue your victim by shoving them out of your carry's range if you cast it out of sequence. And a spell shield on the target cancels your whole chain.
Laning phase
Level two is the real moment of the lane. As soon as you have both Headbutt and Pulverize you can commit: get behind your opponent, charge them toward your carry, and cast Pulverize while the charge is still travelling so they land straight into the second lockdown. Without that execution you've handed your target a free repositioning.
The rest of the time you hold the lane with Triumphant Roar: it heals the area around you and its cooldown shortens when enemies die nearby, so stand close to the wave during trades rather than behind it. Never auto attack for fun. Mana is your only engage resource, and a lane without mana is a lane without Alistar.
Power spikes
Level two, then level six. The first gives you the full sequence, the second gives you Unbreakable Will, and that ability changes what the champion is: you go from a support who engages to a support who dives under a turret and walks back out. A two-man dive at level six onto a damaged botlane is the pattern that wins the most games with him.
His second spike comes from items rather than levels. Once you stack health and resistances, the time you survive inside the enemy formation exceeds the duration of your own crowd control, and that's exactly the threshold to reach. Alistar has no reason to buy ability power: he buys time spent standing in the wrong place for the enemy.
Teamfights and positioning
You engage, or you peel, never both. Decide before the fight starts: either you go extract a priority target from their formation, or you stay on your carry. Your sequence spends both lockdowns at once, so trying to do both means doing neither.
Peeling reads completely differently: Headbutt pushes away whoever jumps your carry, and Pulverize only comes out when several enemies have bunched around you. Activate Unbreakable Will before you enter, not once you're already in trouble: it frees you from whatever is holding you and lets you walk through a whole front line. Throughout, Trample keeps hitting everything around you, structures included.