Alistar
Mid Pure memeAP Alistar Mid
How to play this build
Farm with Q and punish every approach with the Headbutt→Pulverize combo (W into them, instant Q). With AP + DFG that combo blows up a squishy; being naturally tanky, you can engage first and survive.
Strengths
- The Headbutt → Pulverize combo chains two guaranteed knock-ups: total lockdown on a target.
- With AP + DFG that combo stops being just CC and starts deleting squishy mages.
- Your R (Unbreakable Will) gives huge damage reduction: you dive in, kill, and survive the focus.
- Tanky base stats: even going AP, you're hard to kill.
Weaknesses
- Melee: you need to stick to the target, and kiting hurts you.
- Mana-hungry early: if you spam the combo, you run dry.
- Without the combo up, your damage drops a lot.
- It's predictable: everyone knows the Headbutt → Pulverize is coming.
Key combos
- Standard combo: Headbutt (W) to knock the target toward you → Pulverize (Q) to knock them up → DFG + Ignite to finish.
- Flash engage: Flash → Pulverize (Q) for the surprise knock-up → Headbutt (W) to reposition them into your team.
Matchups
You beat
- Immobile mages (Veigar, Karthus) who can't escape your combo + burst.
- Dashless targets you lock down with the double knock-up.
Trouble vs
- Ranged poke that kites you before you land the combo.
- Comps with heavy peel/CC that stop you before you finish the chain.
Game plan
Roam and hunt picks: a Headbutt → Pulverize on someone out of position is usually a kill. In teamfights, pop R before diving, find the enemy carry and chain the knock-ups while your team cleans up. Watch your mana early and don't waste the combo unless you're going to kill.
Quick tips
- Buffer Pulverize (Q) the instant Headbutt (W) connects so the combo is unstoppable.
- Pop R before you jump: the damage reduction lets you survive the whole team's focus.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- On AP you max Pulverize (Q) and Headbutt (W), which scale with AP — the opposite of support Alistar who maxes E (heal).
Items and what they do
-
Deathfire Grasp The classic burst item: AP + active that deals % target-health damage and amplifies your next hit. One-shots. -
Rabadon's Deathcap The biggest AP item in the game: multiplies your total AP. -
Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything). -
Zhonya's Hourglass AP and armor; stasis active makes you invulnerable and untargetable for a couple seconds. -
Sorcerer's Shoes Boots with magic penetration.
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Magic pen, armor seals, AP quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 21/0/9 — Offense (Havoc + Archmage)
- Why this page
- 21/0/9 goes full damage so the WQ combo hits as real burst, not just CC.
Summoner spells
- Lane
- Mid
- Original role
- Support Tank