Wild Rift Guides

Alistar Support Wild Rift Guide

Alistar support counters include Braum, Janna, and Lux. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.

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.

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.

Build Snapshot

Rune Setup

Summoner Spells

Alistar Support Counters

Who counters Alistar Support in Wild Rift (WR)? These champions beat Alistar in the support matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Braum: Braum can dash to your target and grant both of them resistances, then turn Unbreakable (3rd) toward Alistar's allies to intercept their follow-up damage. His passive stun and ultimate also punish the extended brawl after you commit.
  • Janna: Her tornado and monsoon cancel your combo outright, and you have no second engage to fall back on, so every all-in you start she ends with a knockback.
  • Lux: Lux pokes the walk-up your whole kit needs, and her binding holds you off the carry the moment you commit, so a snare mid headbutt (2nd) stops the combo and leaves you stranded in the open.

Champions Alistar Is Strong Against

Alistar's best matchups in Wild Rift. Alistar holds an edge against these picks in the support role, so look to press the advantage and contest objectives.

  • Sona: Sona is immobile, but she can stop an approach with Crescendo (Ult) or the stun from Power Chord (Passive). Unbreakable Will (Ult) can cleanse Crescendo (Ult) from Alistar himself, so engage when her passive chord is unprepared and use the cleanse after the stun lands.
  • Yuumi: Current Yuumi casts her main spells while attached, so waiting for a routine detach is not the lane plan; Alistar instead attacks the host she cannot body-block for. Headbutt (2nd) into Pulverize (1st) the host after Zoomies (3rd) is spent, then use Unbreakable Will (Ult) to ignore Final Chapter's (Ult) stacking slow while your carry finishes the all-in.
  • Veigar: His cage is his entire defense, and your ultimate lets you walk straight through it, leaving an immobile mage with no peel: exactly the target your combo kills.
  • Blitzcrank: You are the worst target his hook can catch: a tank who wanted to be close anyway. A grab onto you just starts your combo next to his own carry.

Alistar Support Synergies

The best duo partners for Alistar in the Wild Rift support role. The Dragon lane is a 2v2, so queue with one of these picks to make the lane and the mid game much easier.

  • Samira: Your Pulverize (1st) and Headbutt (2nd) keep enemies airborne for her passive to extend, and she converts your dives into style-stacked cleanups. The all-in lane at its purest.
  • Tristana: She follows your combo with a jump and full bomb burst, and tower dives become routine: you soak and stun, she executes and resets out.
  • Draven: His early damage turns every Pulverize (1st) into a kill threat from level one. Stun the target, let the axes do the rest, and snowball the lane through his bounty gold.

Early Game

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 Game

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

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

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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