Alistar

Unkillable Alistar Top Top

For Alistar · By Technology APTankUtility · 2026-09-03

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Item Build

Total stats from Core Build
160 Ability Power170 Armor30% Cooldown Reduction850 Health4 Health Regen per 5 seconds100 Magic Resist950 Mana45 Movement Speed

Skill Level Order

18 Levels Planned
Ability 123456789101112131415161718
Pulverize Q
Pulverize
14579
Headbutt W
Headbutt
314151718
Triumphant Roar E
Triumphant Roar
28101213
Unbreakable Will R
Unbreakable Will
61116

Spells & Runes

30 / 30 Runes · 2 Spells

Summoner Spells

Ignite Flash

Rune Page

Marks

9 / 9 Sockets
  • Minor Mark of Ability Power +0.7 Ability Power (+6.3 total)

Seals

9 / 9 Sockets
  • Seal of Health +8 Health (+72 total)

Glyphs

9 / 9 Sockets
  • Glyph of Ability Power +1.2 Ability Power (+10.8 total)

Quintessences

3 / 3 Sockets
  • Quintessence of Ability Power +5 Ability Power (+15 total)

Total Rune Statistics

30 / 30
Ability Power +32.1
Health +72

Masteries

21 / 9 / 0

Offense

21
1/1

Summoner's Wrath

1 of 1 ranks taken
1: Improves the following Summoner Spells:

Exhaust Reduces target's Magic Resist and Armor by 10
Ignite Increases Ability Power and Attack Damage by 5 while on cooldown
Ghost Increases Movement Speed bonus to 35%
Garrison Allied Garrisoned turrets deal 50% splash damage.
3/4

Fury

3 of 4 ranks taken
1: +1% Attack Speed
2: +2% Attack Speed
3: +3% Attack Speed
4: +4% Attack Speed
0/4

Sorcery

Not taken · 4 max ranks

See it on the mastery tree →

0/2

Butcher

Not taken · 2 max ranks

See it on the mastery tree →

0/4

Deadliness

Not taken · 4 max ranks

See it on the mastery tree →

4/4

Blast

4 of 4 ranks taken
1: +0.25 Ability Power per level
(4.5 Ability Power at champion level 18)
2: +0.5 Ability Power per level
(9 Ability Power at champion level 18)
3: +0.75 Ability Power per level
(13.5 Ability Power at champion level 18)
4: +1 Ability Power per level
(18 Ability Power at champion level 18)
0/1

Destruction

Not taken · 1 max ranks

See it on the mastery tree →

3/3

Havoc

3 of 3 ranks taken
1: Increases damage dealt by 0.67%
2: Increases damage dealt by 1.33%
3: Increases damage dealt by 2%
0/1

Weapon Expertise

Not taken · 1 max ranks

See it on the mastery tree →

1/1

Arcane Knowledge

1 of 1 ranks taken
1: +8% Magic Penetration
0/2

Lethality

Not taken · 2 max ranks

See it on the mastery tree →

0/2

Brute Force

Not taken · 2 max ranks

See it on the mastery tree →

3/3

Mental Force

3 of 3 ranks taken
1: 2 Ability Power
2: 4 Ability Power
3: 6 Ability Power
1/1

Spellsword

1 of 1 ranks taken
1: Deals 5% of your Ability Power in magic damage to the target on each basic attack
0/1

Frenzy

Not taken · 1 max ranks

See it on the mastery tree →

0/3

Sunder

Not taken · 3 max ranks

See it on the mastery tree →

4/4

Archmage

4 of 4 ranks taken
1: Increases Ability Power by 1.25%
2: Increases Ability Power by 2.5%
3: Increases Ability Power by 3.75%
4: Increases Ability Power by 5%
1/1

Executioner

1 of 1 ranks taken
1: Increases damage dealt by 5% to targets below 50% Health

Defense

9
0/1

Summoner's Resolve

Not taken · 1 max ranks

See it on the mastery tree →

0/3

Perseverance

Not taken · 3 max ranks

See it on the mastery tree →

4/4

Durability

4 of 4 ranks taken
1: +1.5 Health per level
(+# Health at champion level 18)
2: +3 Health per level
(+# Health at champion level 18)
3: +4.5 Health per level
(+# Health at champion level 18)
4: +6 Health per level
(+# Health at champion level 18)
0/2

Tough Skin

Not taken · 2 max ranks

See it on the mastery tree →

2/3

Hardiness

2 of 3 ranks taken
1: +2 Armor
2: +4 Armor
3: +6 Armor
2/3

Resistance

2 of 3 ranks taken
1: +2 Magic Resist
2: +4 Magic Resist
3: +6 Magic Resist
0/1

Bladed Armor

Not taken · 1 max ranks

See it on the mastery tree →

Guide & Strategy Breakdown

This version of Alistar practically transitions from a pushing lane bully to a healing tank that still is a threat to champions unfortunate enough to not buy any Magic Resist items.

This version of Alistar practically transitions from a pushing lane bully to a healing tank that still is a threat to champions unfortunate enough to not buy any Magic Resist items.

Lane

In lane, your objective is to play around your strengths. In practice this means you should try to abuse your waveclearing power with your Pulverize and passive, and use that to reduce the cooldown of the heal on your E. A standard maneuver would be to walk up to the enemy caster minions, where occasionally the enemy champion will be as well, and press the following buttons E->Q->E. This usually wins you the trade, but watch out for people with enough MR in their runes. How this works is that you practically melt the caster minions, even one-shotting them with a few points in your Q, and the melee minions need time to get aggressive and walk to you to hit you (if you happened to have hit the enemy champion.) Furthermore, you can extend the trade by Headbutting your enemy champion into your minion wave. I have found that with the heavy AP runepage, the enemy often does not respect the damage Alistar can put out in a short period of time, and when spamming your E to keep your passive going. Going all in for a kill before level 6 can be risky, but as long as you know where the enemy jungler is, and you can overwhelm the enemy out of lane, or even into a kill, especially when the enemy laner does not run ignite.

If there is a very low amount of kill pressure from the enemy top/jungle combination, you can keep your lane pushed as long as you have vision, slowly chipping away at the enemy turret. Playing around with the heal also makes it a hell for the enemy to farm under his turret, especially early on, making them use up their manapool, allowing for a simple way to safely start building a lead by outfarming them.

Midgame

Once you manage to get your Rod of Ages, it's time to push. Now you will generally melt the minion wave, and have plenty of mana to do so, and if a gank or collapse comes, in a lot of situations pressing R is enough to get you out of there, but your kit gives you plenty of tools to deal with them. Don't be afraid to use your Headbutt on a minion to get out of there!

With the right communication, you're also a terrifying companion to your jungler for roams to midlane, or to claim the enemy's jungle as your own. Just keep the wave pushed (If the turret has survived this far), and use that pressure to your advantage.

Lategame

Later on, your damage does fall off, but your utility certainly doesn't. With your heal, you can siege very well in combination with your ranged teammates, usually making your minions tank one or two more turret shots than they do normally. You still have enough damage to easily push out waves when necessary, and can rejoin your team easily with the mobility boots.

In teamfights, you have two options, depending on the teamcompositions. It's possible you're the one who has to engage, when that is the case, go for it, your ult will protect you through most of what the enemy can throw at you. The other option is to peel for your carries, making sure that whoever jumps on them, gets knocked away, or knocked up, all the while healing any damage they're doing.

About Runes and Masteries

The runes I provided would be appropriate if you have only one rune page to spare on this build, and then you're going for health as an universal option against the varied enemies of the toplane. I personally have the space for two pages, running 16.2 Armor/25.8 Ability Power, and 13.75 Magic Resist/26.1 Ability Power.

The main idea with the runes is to get as much AP as early as possible, to surprise your enemy with your damage, and to boost your heals to keep you in lane for as long as possible. It might not sound like the most efficient setup, but you're here to use the AP scaling of Alistar.

For Teleport users: See the masteries below to get the most out of that:
Screenshot 1

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