Wild Rift Guides

Alistar Support Wild Rift Guide

Who counters Alistar in Wild Rift? The toughest Alistar support counters are Braum, Janna, and Lux. Full Alistar Support counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.

Overview

Alistar is the support who grabs an enemy out of position and drops them into your team's range. His identity is the knockup into headbutt: Pulverize tosses everyone near him into the air, and Headbutt either flings a target away or, used after the knockup, knocks them backward into a spot they cannot survive. Most supports wait for the enemy to make a mistake. Alistar walks up and forces one. In the Dragon lane he is a pure all-in support. He has no poke and no waveclear, so the lane is a patience game: bait the enemy support forward, soak a trade with your sustain, then commit the combo the moment they step out of position. Triumphant Roar heals you and your carry through the damage you take walking in, and Unbreakable Will makes him nearly impossible to kill while removing the crowd control meant to stop him. The catch is that everything he does happens at melee range with no exit. Before his combo is up he is a slow body the enemy can poke freely, and once Headbutt is spent he has nothing left to start or escape a fight.

Strengths

  • His knockup into headbutt can pull a target out of position and drop them onto his ADC from across the lane.
  • 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 drain his roar and leave him with no sustain and no 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's shield blocks your headbutt follow-up, his passive stun locks you down first, and his ultimate knocks your whole team up before the dive lands, so the pattern that works on everyone else fails here.
  • 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 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: She is an immobile squishy with no escape and no way to peel herself, and your ultimate cleanses her Crescendo, so her one defensive button does nothing against your all-in.
  • Yuumi: Detached she is the squishiest target in the lane, and she has to detach to do anything, so she has no answer to an engage that closes before she can re-attach.
  • 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 and Headbutt 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 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. You have nothing to poke with, so do not try. Sit on the wave, keep your roar topped up for the damage you take walking in, and watch the enemy support's positioning instead of their health bar. The moment they step too far forward to poke or last hit, Pulverize and headbutt them straight into your carry. Track the enemy jungler before every commit, because a missed combo leaves you standing in melee range with no mana and no way out. Win this phase by making them afraid to walk up, then punish the one time they forget.

Mid Game

Mid game your engage threat matters across the map. Alistar roams better than almost any support: flinging an enemy mid laner or jungler out of position turns a simple roam into a free kill, so leave when your wave is shoved and look for the lane that is overextended. Around dragon and herald you are the engage that starts the fight on your terms. Ward the pit early, then headbutt the first enemy who walks toward your vision into the waiting collapse. Set the picks and the vision, then let your team convert the numbers advantage your fling creates.

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 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 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 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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