Alistar Wild Rift champion guide - Support

Support · Wild Rift Guide

Alistar Support

Alistar Support Guide

Updated for Patch 7.3E
A Tier

Alistar Support Wild Rift overview and best build snapshot

How to play

  • Wait until your teammate can follow Use your 2nd ability to dash into an enemy, then press your 1st ability before contact to knock them up instead of pushing them away.

  • Protect your damage dealers Use your 2nd ability to knock enemies away when they jump onto your damage dealer.

  • Use your ultimate when focused Break out of crowd control and absorb damage while your teammates fight.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Headbutt (2nd)-Pulverize (1st) closes the gap for a reliable knock-up, while Pulverize (1st) into Headbutt (2nd) can knock one target toward waiting allies when Alistar approaches from the correct side.
  • Self-sustain and a crowd control cleansing ultimate make him very hard to kill, so his all-ins finish where other engages get peeled.
  • Once his combo lands, he holds the target long enough for his carry to finish the kill.

Weaknesses

  • No poke and no waveclear, so a poke lane bullies him freely until his engage range comes online.
  • Everything happens at melee range with no escape, and with the combo on cooldown he is a slow body with nothing to do.
  • Mana hungry early: a few missed engages leave him without enough resources for a meaningful follow-up.
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Alistar Support Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Alistar Support, including items, runes, summoner spells, and skill order.

STARTING ITEM

Relic Shield

Turns minions he is not last-hitting into gold, and gives him the health to keep walking at the enemy duo.

BOOTS

Armored Advance

Armor and health let him survive the trade his own engage starts instead of backing out of it.

CORE BUILD

Bulwark of the Mountain

Support quest income. His gold turns directly into how long he survives inside the enemy team.

Zeke's Convergence

His ultimate is defensive, and this adds damage to it: a blizzard on the group he knocked up, plus a speed trail for his team.

Radiant Virtue

He casts his ultimate to survive the middle of a fight, and this turns that same cast into a heal for everyone near him.

Frozen Heart

Build this when the enemy team has several attack-speed carries. Headbutt (2nd)-Pulverize (1st) places Alistar close enough for Frozen Heart's aura to slow the enemies he is locking down.

Amaranth's Twinguard

Build this when you are fighting in the middle of the enemy team and need both armor and magic resist. Alistar's ultimate keeps him alive long enough to activate Twinguard, extending the engage after its damage reduction ends.

SITUATIONAL ITEMS

Yordle Trap

Pulverize (1st) and Headbutt (2nd) trigger Catcher as Alistar engages, giving nearby attackers an Attack Speed window to follow the displacement.

Thornmail

Build this against healing. The Grievous Wounds applies from your own damage as well as when they attack you, so it lands on whoever he has knocked up rather than only on whoever is hitting him.

Randuin's Omen

Build this when the enemy team has multiple crit champions. Headbutt (2nd)-Pulverize (1st) puts Alistar beside their carry, and the crit reduction keeps him alive there until his next crowd-control rotation.

Chainlaced Crushers

Boot swap against heavy magic damage and crowd control, which is what stops his engage before his ultimate is up.

Force of Nature

Build this when the enemy team has two or more AP champions. The move speed also helps him reach the backline through poke.

RUNES

KEYSTONE

Ice Overlord

Every engage he makes immobilizes, and his Q (1st) into W (2nd) gives two triggers in one combo.

PRIMARY

Courage of the Colossus

His knock-up triggers the shield, so it arrives on the same button he engages with.

Second Wind

He soaks poke for his carry all lane, and this pays that health back between engages.

Perseverance

Take this against teams whose crowd control prevents the champion's key follow-up. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable lets Alistar continue from Headbutt (2nd)-Pulverize (1st) into peel or activate his ultimate before the return burst.

SECONDARY

Hexflash

Flash into his knock-up is his main engage, and Hexflash keeps a version of it while Flash is down.

SITUATIONAL RUNES

Bone Plating

Take this over Second Wind when the enemy duo commits one big trade instead of poking, since his passive already heals steady chip damage.

Legend: Haste

Take this over Hexflash against teams that commit several divers to a prolonged fight. More frequent Headbutt (2nd) and Pulverize (1st) casts let Alistar peel again after using his opening combo.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Flash into headbutt (2nd) and pulverize (1st) is how he lands the combo before anyone can react to it.

Ignite

Ignite

Take this for early kill pressure on the enemy bot lane, since kills there snowball your carry faster than anything else you can do. The Grievous Wounds also makes it strong into champions with a lot of healing.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Alistar Support Wild Rift matchups and counters

Wild Rift matchup guide for Alistar Support, covering favorable lanes and difficult counters to prepare for in ranked, plus the duo partners that pair best with this pick.

Alistar Support Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Alistar Support, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Play the early lane patiently and wait for your engage window. Triumphant Roar (Passive) triggers automatically to heal Alistar and nearby allies when they are wounded, and displacing or stunning enemy champions reduces its cooldown, so there is no heal button to hold. When an enemy steps too far forward, cast Headbutt (2nd) and recast Pulverize (1st) during the dash to arrive with the knock-up. Use Pulverize (1st) first only when you are already in range and positioned so the following Headbutt (2nd) sends the target toward your carry. Track the enemy jungler before every commit, because a missed combo leaves you in melee range with no escape.

Mid / Late Game

Levels 9+
Mid game your engage threat matters across the map. Leave Dragon lane after your duo crashes the wave or your carry recalls, then look for an overextended mid laner or move with your jungler into river. Around dragon and Herald, establish vision before the contest and engage only when your team is close enough to follow the displacement. A successful pick creates a numbers advantage, but a roam without a safe wave can cost your carry farm and turret pressure. Late game your combo either starts the teamfight or peels for your carry, and you have to pick which before the fight begins. Against a poke or pick comp, hold the combo to peel: knock the diver off your carry and headbutt (2nd) them back where they came from. Against a grouped enemy, look for the flank that knocks their backline into your team before they can react. Your ultimate is the cooldown that matters. With Unbreakable Will (Ult) up you can walk into anything and live; without it you are a slow body waiting to be kited. Commit your engage where the most valuable target stands.

Teamfights

5v5 Combat
Pick a target and commit, because half-engages get you killed and do nothing. The best case is a knockup that catches two, or a headbutt (2nd) that knocks their carry into your team before the fight starts. If you are the only frontline, peel instead: body the diver, fling them off your ADC, and pop your ultimate as the crowd control comes in so it cleanses off you. You are not there for damage and should not want to be. Your fight ends with their carry out of position and yours untouched.
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