Alistar

The Minotaur

How this differs from the live game

  • Trample (P) and Triumphant Roar (E) have swapped
  • Can build Ability Power
  • Can solo lane

Build

Support
Summoners
FlashExhaust
Start885g
Philosopher's StoneSight Ward2Health PotionYellow Trinket
Core6,125g
Philosopher's Stone1Sightstone2Boots of Mobility3Shurelya's Reverie4Locket of the Iron Solari5
Full build13,100g
Boots of MobilityRuby SightstoneShurelya's ReverieLocket of the Iron SolariRunic BulwarkRanduin's Omen
Situational
Mercury's TreadsNinja TabiMikael's CrucibleFrozen HeartAegis of the LegionTwin Shadows

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Movement SpeedQuint
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60
  • Move Speed +4.50%

Magic penetration marks are for Pulverize and Headbutt, which both deal magic damage; AD and armor penetration do not improve those spells. Armor seals and MR glyphs cover bot-lane trading, while movement speed quints help Alistar find Flash-Q, W-Q, and warding angles.

Rune page

Support

Statistics

  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
  • Move Speed+4.50%
Masteries30 points0 / 21 / 9
Offense0
0/1
0/4
0/4
0/2
0/4
0/4
0/1
0/3
0/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense21
0/1
0/3
4/4
0/2
3/3
3/3
0/1
2/2
0/2
1/1
0/1
1/1
3/3
3/3
0/1
0/3
0/1
0/1
1/1
Utility9
1/1
0/3
3/3
0/1
0/1
3/3
0/3
1/2
0/4
0/1
0/3
1/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

Run 21/9/0 as 21 Defense and 9 Utility: Alistar needs to survive after starting fights, then uses Utility for Flash cooldown, mana sustain, item actives, and Biscuit. Offense is skipped because support Alistar’s damage is secondary to engage and peel.

Skill order

ultimate at 6, 11 and 16

Trample

PulverizeQ
HeadbuttW
Triumphant RoarE
Unbreakable WillR
  • Pulverize (Q) takes points at levels 1, 4, 5, 7, 9.
  • Headbutt (W) takes points at levels 2, 8, 10, 12, 13.
  • Triumphant Roar (E) takes points at levels 3, 14, 15, 17, 18.
  • Unbreakable Will (R) takes points at levels 6, 11, 16.

Max Q first for the lower cooldown and stronger AoE knock-up damage, then W for combo damage and cooldown, with one early E point for lane sustain. Start Q for invade/peel control, then take W at level 2 to unlock the combo.

Alternative — Maxing E before W was also played into heavy poke lanes where keeping the marksman healthy mattered more than extra Headbutt damage.

Why these items

Openingsall within the 475 starting gold

  • Philosopher's StoneSight Ward2Health PotionYellow Trinket

    Ward-heavy support startDefault start when you want Philosopher’s Stone income immediately plus enough early river and lane-brush coverage.

  • Philosopher's StoneVision WardHealth Potion2Yellow Trinket

    Pink control startUse this when controlling one brush or protecting against early jungle pressure is worth one fewer green ward.

  • Faerie CharmSight Ward2Health Potion3Yellow Trinket

    Faerie ward startUse this when you want a cheaper path toward Philosopher’s Stone while still leaving base with multiple wards and sustain.

Corein buy order

  • 1

    Philosopher's Stone700gPhilosopher’s Stone gives the gold-per-10 and sustain support Alistar needs while spending income on wards.

  • 2

    Sightstone800gSightstone is the vision economy item that lets Alistar keep the map covered without sinking every recall into wards.

  • 3

    Boots of Mobility1,000gMobility Boots let him roam, ward safely, and threaten W-Q or Flash-Q engages from fog.

  • 4

    Shurelya's Reverie2,100gShurelya’s Reverie upgrades Philosopher’s Stone into the active that starts fights, disengages, and helps carries reposition.

  • 5

    Locket of the Iron Solari2,225gLocket of the Iron Solari gives cheap teamfight durability and a shield active for the clustered fights Alistar creates.

Situationalonly when the game asks for it

  • Mercury's Treads1,200gBuy Mercury’s Treads instead of Mobility Boots when crowd control prevents you from engaging or peeling.

  • Ninja Tabi1,000gBuy Ninja Tabi when the enemy marksman and other physical attackers are the main threat.

  • Mikael's Crucible2,500gBuy Mikael’s Crucible when one allied carry is being decided by stuns, roots, or slows.

  • Frozen Heart2,900gBuy Frozen Heart against attack-speed-heavy or double physical-damage teams.

  • Aegis of the Legion2,150gStop on Aegis of the Legion when the team needs the aura early and you cannot afford Runic Bulwark yet.

  • Twin Shadows1,900gBuy Twin Shadows when your team needs extra pick tools before Alistar can safely walk into combo range.

Build

Top lane
Summoners
FlashTeleport
Start400g
Doran's RingYellow Trinket
Core9,800g
Rod of Ages1Ionian Boots of Lucidity2Iceborn Gauntlet3Spirit Visage4
Full build15,485g
Rod of AgesIonian Boots of LucidityIceborn GauntletSpirit VisageRanduin's OmenAbyssal Scepter
Situational
Ninja TabiMercury's TreadsZhonya's HourglassFrozen HeartBanshee's VeilRabadon's Deathcap

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Movement SpeedQuint
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60
  • Move Speed +4.50%

Magic penetration marks are for Pulverize and Headbutt, which both deal magic damage and have AP ratios; armor seals and MR glyphs keep the lane stable. Movement speed quints help Alistar find W-Q angles and avoid being kited in top lane.

Rune page

Top lane

Statistics

  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
  • Move Speed+4.50%
Masteries30 points9 / 21 / 0
Offense9
0/1
0/4
4/4
0/2
0/4
4/4
0/1
0/3
0/1
1/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense21
0/1
0/3
4/4
0/2
3/3
2/3
0/1
2/2
0/2
1/1
0/1
1/1
0/3
3/3
1/1
3/3
0/1
0/1
1/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is the same 9/21/0 shell with one extra point placed into Resistance, making the page exactly 30 points and unlocking every defense row legally. Offense gives CDR, AP per level, and Arcane Knowledge for Q/W damage; defense supplies the top-lane durability Alistar needs.

Skill order

ultimate at 6, 11 and 16

Trample

PulverizeQ
HeadbuttW
Triumphant RoarE
Unbreakable WillR
  • Pulverize (Q) takes points at levels 1, 8, 10, 12, 13.
  • Headbutt (W) takes points at levels 3, 14, 15, 17, 18.
  • Triumphant Roar (E) takes points at levels 2, 4, 5, 7, 9.
  • Unbreakable Will (R) takes points at levels 6, 11, 16.

Max E first for sustain in a solo lane, then Q for lower cooldown and stronger wave/trade damage, with W maxed last. The first three points give you lane healing plus the W-Q combo threat by level 3.

Alternative — Max Q before E when you are not under sustain pressure and need stronger shove or gank setup damage.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingYellow Trinket

    Doran's Ring startDefault into lanes where you can last-hit often enough to use the mana return and want stronger Q/W trades.

  • Doran's ShieldHealth PotionYellow Trinket

    Doran's Shield startUse into ranged harass or auto-attack bruisers where the block and health regen matter more than AP.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startUse into poke or mana-taxing lanes where repeated health and mana refills beat one stronger starting item.

Corein buy order

  • 1

    Rod of Ages2,800gRod of Ages gives the health, mana, and AP top Alistar wants early, and it scales best when bought quickly.

  • 2

    Ionian Boots of Lucidity1,000gIonian Boots of Lucidity shorten Pulverize, Headbutt, and Triumphant Roar so Alistar can trade and peel more often.

  • 3

    Iceborn Gauntlet3,250gIceborn Gauntlet converts Alistar's frequent spell casts into Spellblade hits, armor, mana, cooldown reduction, and a slow field for sticking to targets.

  • 4

    Spirit Visage2,750gSpirit Visage adds magic resistance, cooldown reduction, and amplifies Triumphant Roar's self-healing.

Situationalonly when the game asks for it

  • Ninja Tabi1,000gBuy Ninja Tabi instead of Ionian Boots when the enemy top and main threats are basic-attack physical champions.

  • Mercury's Treads1,200gBuy Mercury's Treads instead of Ionian Boots when crowd control or double AP pressure will decide fights.

  • Zhonya's Hourglass3,260gBuy Zhonya's Hourglass when you need high AP plus armor and a stasis button after engaging.

  • Frozen Heart2,900gBuy Frozen Heart instead of Randuin's when enemy attack speed is the problem and your team benefits from the aura.

  • Banshee's Veil2,750gBuy Banshee's Veil against pick compositions or single crucial spells that stop your engage.

  • Rabadon's Deathcap3,300gBuy Rabadon's Deathcap when ahead and the game needs AP burst from Q/W rather than another defensive slot.

Build

Mid lane
Summoners
FlashIgnite
Start470g
Doran's RingHealth Potion2Yellow Trinket
Core10,500g
Deathfire Grasp1Sorcerer's Shoes2Rabadon's Deathcap3Lich Bane4
Full build16,055g
Deathfire GraspSorcerer's ShoesRabadon's DeathcapLich BaneZhonya's HourglassVoid Staff
Situational
Abyssal ScepterRod of AgesRylai's Crystal ScepterMorellonomiconMercury's Treads

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Ability PowerGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +25.80
  • Magic Penetration +9.00
  • Armor +9.00

Magic penetration marks are for Pulverize and Headbutt, because both deal magic damage and scale with AP. The AP glyphs and quints maximize burst, but this costs the safer mana, scaling MR, and durability runes an ordinary tank/support Alistar page would use.

Rune page

Mid lane

Statistics

  • Ability Power+25.80
  • Magic Penetration+9.00
  • Armor+9.00
Masteries30 points21 / 0 / 9
Offense21
1/1
0/4
4/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
3/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
0/1
0/1
3/3
1/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is 21/0/9 for AP burst: magic penetration, AP, cooldown reduction, damage amplification, and Executioner all serve the Q+W kill pattern. Compared to normal Alistar pages it gives up defense and support utility, but mid Alistar is deep enough in Utility to take Runic Affinity for longer blue buff.

Skill order

ultimate at 6, 11 and 16

Trample

PulverizeQ
HeadbuttW
Triumphant RoarE
Unbreakable WillR
  • Pulverize (Q) takes points at levels 1, 4, 5, 7, 9.
  • Headbutt (W) takes points at levels 2, 8, 10, 12, 13.
  • Triumphant Roar (E) takes points at levels 3, 14, 15, 17, 18.
  • Unbreakable Will (R) takes points at levels 6, 11, 16.

Max Q first for the stronger area burst and lower cooldown, then W second for the combo's single-target damage. Take one early E so you can trade and recover in lane, but it is not the damage spell.

Alternative — Max W before Q when you are playing a pick-heavy lane where Headbutt range is your only reliable way to start fights, but Q max was the cleaner wave and burst route.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingHealth Potion2Yellow Trinket

    Doran's Ring startDefault into lanes where you can last-hit and trade; the AP, health, mana regen, and mana-on-kill all fit mid Alistar's spell costs.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startUse into poke or farm lanes where you expect repeated short trades and need refillable health and mana more than early AP.

  • Boots of SpeedHealth Potion3Mana Potion2Yellow Trinket

    Boots control startUse when dodging skillshots or setting up early Flashless Headbutt angles matters more than lane stats.

Corein buy order

  • 1

    Deathfire Grasp3,100gDeathfire Grasp is the burst engine: active first, then Q+W to exploit the amplified magic damage window.

  • 2

    Sorcerer's Shoes1,100gSorcerer's Shoes stack with magic penetration marks to make the combo hurt before enemies have heavy MR.

  • 3

    Rabadon's Deathcap3,300gRabadon's Deathcap turns Alistar's high AP ratios on Q and W into real one-combo kill threat.

  • 4

    Lich Bane3,000gLich Bane adds AP, mana, movement speed, and a Spellblade hit after casting, giving the combo a strong follow-up auto.

Situationalonly when the game asks for it

  • Abyssal Scepter2,560gBuy Abyssal Scepter when the enemy mid or team has meaningful magic damage and you can fight inside its MR-reduction aura.

  • Rod of Ages2,800gBuy Rod of Ages early when the lane is slower and you need health and mana before committing to pure burst.

  • Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when fights last longer and you need health plus stickiness after the initial combo.

  • Morellonomicon2,200gBuy Morellonomicon when the enemy team relies on healing and you still want AP, mana regen, and cooldown reduction.

  • Mercury's Treads1,200gSwap from Sorcerer's Shoes to Mercury's Treads only when crowd control or magic burst prevents you from entering or escaping fights.

One build, written by a player. Newest first.

Write a Alistar build
Top Cowby FlowpokeWritten by a player, not generated · its own page

Build

Top lane
Summoners
FlashTeleport
Start470g
Doran's RingHealth Potion2
Core2,000g
Doran's Ring1Doran's Ring2Sheen3
Full build9,695g
Sorcerer's ShoesLich BaneRabadon's DeathcapVoid Staff
Situational
Rod of AgesAbyssal ScepterZhonya's Hourglass

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Ability PowerGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +25.80
  • Magic Penetration +9.00
  • Armor +9.00

Rune page

Top lane

Statistics

  • Ability Power+25.80
  • Magic Penetration+9.00
  • Armor+9.00
Masteries30 points21 / 0 / 9
Offense21
0/1
0/4
4/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
4/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
1/1
0/1
3/3
0/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

Skill order

ultimate at 6, 11 and 16

Trample

PulverizeQ
HeadbuttW
Triumphant RoarE
Unbreakable WillR
  • Pulverize (Q) takes points at levels 2, 8, 10, 12, 14.
  • Headbutt (W) takes points at levels 1, 4, 5, 7, 9.
  • Triumphant Roar (E) takes points at levels 3, 13, 15, 17, 18.
  • Unbreakable Will (R) takes points at levels 6, 11, 16.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingHealth Potion2

    Starting itemsThe opening as the guide publishes it.

Corein buy order

  • 1

    Doran's Ring400g

  • 2

    Doran's Ring400g

  • 3

    Sheen1,200g

Situationalonly when the game asks for it

  • Rod of Ages2,800g

  • Abyssal Scepter2,560g

  • Zhonya's Hourglass3,260g

Notes

the author's own words

Alistar's main trade pattern in lane is incredibly hard to interact with. During the cast of W an autoattack can be buffered. The WQ combo can be used to lock an enemy into place, but this should only be done if you can win an extended trade or are setting up a gank for your jungler, as Alistar's damage is very frontloaded.

Build by Flowpoke, transcribed from the League Classic Wiki archive.

Abilities

per rank
P

Trample

Each time Alistar casts a spell, he Tramples nearby units and turrets for a few seconds, dealing damage to units he walks over.

Q

Pulverize5 ranks

Alistar smashes the ground, dealing damage to all nearby enemies and tossing them into the air. On landing, enemies are stunned.

Damage
60 / 105 / 150 / 195 / 240 + 80% AP
Cooldown
17 / 16 / 15 / 14 / 13s
Cost
70 / 80 / 90 / 100 / 110 Mana
Range
365
W

Headbutt5 ranks

Alistar rams a target with his head, dealing damage and knocking the target back.

Damage
55 / 110 / 165 / 220 / 275 + 100% AP
Cooldown
14 / 13 / 12 / 11 / 10s
Cost
70 / 80 / 90 / 100 / 110 Mana
Range
650
E

Triumphant Roar5 ranks

Alistar lets out a commanding war cry, restoring health to himself and nearby allies. Nearby enemy deaths reduce the cooldown.

Heal
60 / 90 / 120 / 150 / 180 + 25% AP
Ally Heal
45 / 67.5 / 90 / 112.5 / 135 + 18.8% AP
Cooldown
12s
Cost
40 / 50 / 60 / 70 / 80 Mana
Range
575
R

Unbreakable Will3 ranks

Alistar lets out a wild roar, gaining bonus damage, removing all crowd-control effects on himself, and reducing incoming physical and magical damage for the duration.

Cooldown
120 / 100 / 80s
Cost
100 Mana
Range
1

Matchup against

62 champions, one-on-one
  • Ahri

    AhriUnfavoured

    Ahri wins the open-space duel because Charm and Spirit Rush let her punish Alistar's engage and then kite outside Pulverize range.

    Watch for Charm stops your Headbutt-Pulverize approach and gives her a clean Orb of Deception pass-through.

    How to beat

    Hold brush or wall angles so Headbutt can either pin her or force Spirit Rush before you spend Pulverize. Do not walk straight through minions into Charm; wait for it to miss, then W-Q immediately and leave before the second Orb pass hits. If she has all three Spirit Rush charges, your goal is to trade health and cooldowns, not finish her.

    Later Ahri still wins side-lane space unless Alistar catches her with Flash or a wall pin, but Alistar is more valuable in teamfights when he peels her dive and uses Unbreakable Will after Charm. Force her to spend Spirit Rush defensively before your carries commit.

    • Stand off-center from minion waves so Orb of Deception cannot hit both directions for free.
    • Headbutt her toward a wall only after Charm is down; knocking her away in open ground gives her the fight.
    • Unbreakable Will can clear Charm, but using it after she has already dashed away wastes your only real all-in window.
    BuyBanshee's VeilMercury's TreadsSpirit Visage
  • Akali

    AkaliEven

    Alistar can interrupt Akali's burst windows, but Akali wins if she marks him, waits out his combo, and repeatedly re-enters with Shadow Dance.

    Watch for Twilight Shroud denies your target access after you spend Pulverize, letting Akali reset the duel around Mark of the Assassin.

    How to beat

    Do not burn Q just because she dashes in; let Mark of the Assassin threaten, then Pulverize the Shadow Dance follow-up and Headbutt her out of Shroud if she placed it aggressively. Fight near the edge of Twilight Shroud so Trample and Sunfire-style damage still punish her while she hides. Commit only when her Shadow Dance charges are low or she used Shroud to disengage.

    Later Akali outduels Alistar in long side-lane chases, while Alistar is far better in grouped fights where he can peel her off carries with Q and W. Save crowd control for her second dash, not her first entrance.

    • Stand on the edge of Twilight Shroud, not in the center, so she cannot choose every re-engage angle.
    • If she marks you with Q and waits, step back until the mark is close to expiring before trading.
    • Headbutt can remove her from her Shroud radius if you catch her as she appears.
    BuyBanshee's VeilSpirit VisageTwin Shadows
  • Amumu

    AmumuEven

    Neither tank kills the other quickly, and the duel is decided by whether Alistar can disengage from Despair after Amumu lands Bandage Toss.

    Watch for Despair turns extended melee range into percent-health damage that Alistar cannot outheal forever.

    How to beat

    Keep the trade short: let Amumu Bandage Toss in, Pulverize to stop his follow-up, then Headbutt him away and walk out of Despair. If Curse of the Sad Mummy is available, do not stack your cooldowns before he uses it, because he wants one long stuck-together fight. You win by denying duration, not by standing still and brawling.

    Later Finished builds make the side lane mostly a stalemate, with Amumu slightly happier if he can force long contact. In teamfights, track his Flash or Bandage Toss engage and use Alistar's displacement to split him from his backline after Curse is spent.

    • Headbutt is best used after Bandage Toss connects, not before, because Amumu wants to be dragged into you.
    • Walk out of Despair immediately after your Q-W trade; every extra second favors him.
    • Unbreakable Will reduces his damage but does not stop Despair from winning a dragged-out fight.
    BuySpirit VisageForce of NatureRunic Bulwark
  • Anivia

    AniviaUnfavoured

    Anivia controls too much space for Alistar to force a clean duel, and Rebirth makes his first kill attempt rarely enough.

    Watch for Crystallize cuts off your retreat after Flash Frost or Glacial Storm, forcing you to take the full Frostbite trade.

    How to beat

    Hold outside Flash Frost range until she uses Q or places Glacial Storm poorly, then use Headbutt-Pulverize as a short punish rather than a chase. If you pop Rebirth, keep a cooldown ready for the egg zone; otherwise she respawns and walls your exit. Avoid fighting in narrow jungle paths where Crystallize guarantees her spacing.

    Later Anivia wins side-lane control and wave space, but Alistar can still decide teamfights by forcing her away from carries or interrupting her setup before Glacial Storm takes over. Treat her as a zone mage to displace, not a target to chase through walls.

    • Do not Headbutt her away unless it moves her out of Glacial Storm or into your team; it usually helps her kite.
    • If Flash Frost is traveling past you, sidestep before engaging so she cannot detonate it during your combo path.
    • Rebirth means you need damage nearby; alone, killing the egg is often the second fight.
    BuyBanshee's VeilMercury's TreadsSpirit Visage
  • Annie

    AnnieUnfavoured

    Annie's stun-loaded burst wins the duel unless Alistar absorbs it with Unbreakable Will and catches her before Tibbers zones him out.

    Watch for Pyromania on Summon: Tibbers locks you down and front-loads enough damage to break your engage window.

    How to beat

    Watch her stun count and do not enter her 625 range when Pyromania is ready unless Unbreakable Will is available. Bait the stun with a fake approach, then Flash or W-Q after she spends it on a minion or misses an Incinerate angle. Once Tibbers is out, either all-in immediately under R damage reduction or disengage; slowly walking through Tibbers burns loses.

    Later Annie remains dangerous to Alistar's carries, while Alistar becomes the better frontline if he can cleanse her stun with Unbreakable Will and scatter her follow-up. In side lane she can still burst him, but grouped fights reward patient peel over diving her first.

    • Count Pyromania; the matchup changes completely when her next spell stuns.
    • Unbreakable Will after the stun lands is stronger than using it before she commits Tibbers.
    • Headbutt can push Annie out of Tibbers follow-up range if you cannot kill her.
    BuyBanshee's VeilMercury's TreadsRunic Bulwark
  • Ashe

    AsheEven

    Ashe wins if she keeps Frost Shot uptime, but Alistar wins any short-range catch where Enchanted Crystal Arrow is unavailable or cleansed by Unbreakable Will.

    Watch for Frost Shot turns every auto attack into spacing control, preventing Alistar from reaching Q range after Headbutt is down.

    How to beat

    Do not chase her in a straight lane with Frost Shot active; approach through brush, from fog, or with Flash so she cannot stack slows before your combo. If she fires Enchanted Crystal Arrow at close range, use Unbreakable Will after it hits and continue the engage. Once you connect, hold Headbutt until she tries to kite away instead of knocking her to safety at the start.

    Later Ashe outscales the pure side-lane duel if she has room, but Alistar is a major teamfight problem for her because one Flash-Pulverize or flank removes her damage window. Your job is to deny her free front-to-back autos, not to walk at her from vision.

    • Boots of Swiftness are unusually valuable because Frost Shot is the whole duel.
    • Save W for after Pulverize when possible; early Headbutt often creates the distance Ashe wants.
    • If Arrow is down, she has no hard stop for a fog-of-war engage.
    BuyBoots of SwiftnessNinja TabiRanduin's Omen
  • Blitzcrank

    BlitzcrankEven

    This is a low-damage tank duel where whoever wastes their displacement first gives the other a better trade, but neither kills cleanly without help.

    Watch for Rocket Grab changes the fight location and can pull Alistar away from the wall or minion position he needs for a proper combo.

    How to beat

    Stand behind minions until Blitzcrank uses Rocket Grab, then step in and trade with Pulverize before his cooldowns cycle back. If he pulls you, avoid panic-casting Headbutt immediately; sometimes being pulled gives you the Q range you wanted. Watch Mana Barrier and do not overcommit into the shield unless you have enough damage to finish through it.

    Later Side lane remains mostly a stalemate, while teamfights are about counter-engage and displacement priority. Alistar should punish Blitzcrank when he misses hook or peel the target he hooks before Power Fist chains the catch.

    • Getting hooked is not always bad; it can deliver you into Pulverize range.
    • Do not spend your full combo into Mana Barrier unless his team cannot follow.
    • Headbutt can cancel the advantage Blitz gets from Overdrive by knocking him out after Power Fist.
  • Brand

    BrandUnfavoured

    Brand's percent-health burn and layered spell damage punish Alistar's large hitbox before he can force repeated melee trades.

    Watch for Blaze adds max-health burn to every spell, making even short trades costly for a tank Alistar.

    How to beat

    Do not walk predictably through minions into Pillar of Flame and Sear; make him cast W first, then enter during its downtime. Your winning pattern is one decisive W-Q trade after Sear is unavailable, followed by immediate retreat before Pyroclasm can bounce multiple times. If he ults near minions, do not stay close enough to feed extra bounces.

    Later Brand keeps winning isolated damage checks, but Alistar's teamfight value spikes if he separates Brand from bounce targets and forces him to cast defensively. Build magic resistance and engage from fog instead of front-lining through repeated Blaze applications.

    • Avoid fighting beside your minion wave when Pyroclasm is ready; the bounces make the duel worse.
    • Sear is the cooldown that lets him stop your walk-up, especially after Blaze is applied.
    • Unbreakable Will should cover Brand's full combo, not just the first poke spell.
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  • Cho'Gath

    Cho'GathUnfavoured

    Cho'Gath's silence, sustain, and Feast true damage make him stronger in a long melee duel than Alistar.

    Watch for Feral Scream silences you before Pulverize or Unbreakable Will, letting Cho'Gath force Rupture and Feast on his timing.

    How to beat

    Do not start trades from directly in front of Cho'Gath; angle around Feral Scream so he cannot silence your whole engage. Bait Rupture first, then step in for a quick Pulverize and Headbutt him away before Vorpal Spikes and Feast range decide the fight. Keep enough health that Feast is not an execute threat before you commit.

    Later Cho'Gath wins the side lane once he is stacked and tanky, while Alistar contributes more reliable peel and displacement in teamfights if he avoids being silenced first. Use W to remove Cho'Gath from your carries after Rupture rather than trying to solo-kill him.

    • Never hold Unbreakable Will too long near Feast range; true damage ignores the reduction, but the timing still matters for the rest of his combo.
    • Side-step Rupture before casting Q; being knocked up first lets him silence your answer.
    • Headbutting Cho'Gath away after his silence ends is usually better than extending the trade.
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  • Corki

    CorkiUnfavoured

    Corki's mixed ranged damage and Valkyrie make it difficult for Alistar to both reach him and keep him there.

    Watch for Valkyrie breaks your engage and leaves a damage trail that punishes chasing after Headbutt-Pulverize.

    How to beat

    Approach from fog or brush and force Valkyrie before using Flash; if you combo first, he simply flies out and wins the cooldown trade. Avoid standing in Gatling Gun's cone during extended trades because the armor reduction makes his follow-up autos hurt more. Commit only when Valkyrie is down or when a wall angle lets Headbutt pin him instead of pushing him to safety.

    Later Corki wins isolated side-lane kiting, but Alistar can still decide grouped fights by forcing Valkyrie defensively and peeling his mixed damage off carries. Build broad defenses rather than only armor because his damage profile is split.

    • Do not chase through Valkyrie's fire trail after your combo ends.
    • If Gatling Gun is active, move sideways out of the cone before re-engaging.
    • Headbutt toward terrain matters; open-lane Headbutt usually gives Corki the reset he wants.
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  • Dr. Mundo

    Dr. MundoUnfavoured

    Dr. Mundo outlasts Alistar with regeneration and repeated Cleavers, while Alistar lacks the damage to finish through Sadism.

    Watch for Sadism restores enough health during the all-in that Alistar's crowd control window rarely converts into a kill.

    How to beat

    Stay behind minions to block Infected Cleaver and do not let him start every trade with a free slow. Save Pulverize or Headbutt to disengage when he activates Sadism rather than trying to burst through it. If you must fight, do it before he has ultimate or after it expires, and keep the trade short enough that Burning Agony does not grind you down.

    Later Mundo wins the side lane hard once tank items are finished, while Alistar's value is in teamfights where he can peel Mundo away and help allies apply Grievous Wounds. Alone, your best play is to deny chase angles and refuse extended contact.

    • Minions are your best defense against Infected Cleaver; open-river duels are much worse.
    • Do not use your full combo at the start of Sadism unless teammates can finish him.
    • Headbutt him away when he turns on Burning Agony and walks past you toward carries.
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  • Evelynn

    EvelynnEven

    Evelynn can choose the first hit from camouflage, but Alistar's instant knockup and ultimate can break her burst if he reacts cleanly.

    Watch for Shadow Walk gives Evelynn the opener, letting her start Ravage and Agony's Embrace before Alistar controls spacing.

    How to beat

    Keep fights near wards, turrets, or minion waves so she cannot freely approach from behind. Hold Pulverize for her actual commit instead of guessing at camouflage; once she appears, Q into Headbutt creates enough distance to reset the duel. Use Unbreakable Will after Agony's Embrace lands if she is committing to finish, not for early Hate Spike poke.

    Later Evelynn is better at side-lane picks and flanks, while Alistar is stronger when grouped because he can reveal her commit by absorbing it and peeling immediately. Buy vision tools and stand where she must pass through your detection before reaching carries.

    • Do not waste Pulverize trying to predict her camouflage path; punish the Ravage range instead.
    • Twin Shadows and wards matter more than raw stats in this matchup.
    • If she opens with ultimate, she is usually committing; that is your cue to R and turn.
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  • Ezreal

    EzrealUnfavoured

    Ezreal's Arcane Shift and low-cooldown Mystic Shot let him kite Alistar indefinitely unless he is caught from fog or against terrain.

    Watch for Arcane Shift removes him from Pulverize range after your engage and turns the fight into a chase Alistar cannot win.

    How to beat

    Stand behind minions to deny free Mystic Shot cooldown refunds, and approach only when Arcane Shift is down or when you can Flash-Q first. If you use Headbutt before he shifts, you usually lose the chase; hold displacement until after he blinks or use it to pin him into a wall. Avoid long, straight retreats where he can stack Rising Spell Force safely.

    Later Ezreal wins most isolated lanes because he chooses range, but Alistar is excellent in teamfights when he forces Arcane Shift defensively and then re-engages before it returns. Your team needs to threaten from multiple angles so he cannot kite one direction forever.

    • Minions blocking Mystic Shot slow his cooldown loop and reduce his passive uptime.
    • Do not Headbutt him away in open ground; it gives him both range and time for Mystic Shot.
    • Flash-Pulverize is the reliable catch because walking at Arcane Shift is not.
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  • Fiddlesticks

    FiddlesticksEven

    Fiddlesticks wins if Drain channels, but Alistar can interrupt it and survive his fear-burst window with Unbreakable Will.

    Watch for Drain heals Fiddlesticks while damaging you, flipping any trade where Alistar cannot interrupt the channel.

    How to beat

    Hold Pulverize or Headbutt specifically for Drain; if both are down, back away instead of letting him channel for free. When he uses Terrify first, activate Unbreakable Will after the fear if he follows with Crowstorm or Drain. Fight away from tight fog-of-war corners where Crowstorm starts on top of you.

    Later Side-lane duels remain interrupt-dependent, while teamfights heavily favor whoever controls Crowstorm's first seconds. Alistar should ward flank angles, interrupt Drain, and knock Fiddlesticks out of his ultimate radius when possible.

    • Do not spend both Q and W before Drain starts; one interrupt must be saved.
    • If Crowstorm appears from fog, Headbutt him away after your fear ends to cut its damage duration.
    • Dark Wind silence can delay your interrupt, so do not stand beside minions when he wants a bounce.
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  • Gangplank

    GangplankUnfavoured

    Gangplank wins extended trades through Parrrley poke, Remove Scurvy cleansing Alistar's crowd control, and better sustained damage.

    Watch for Remove Scurvy clears Pulverize or Headbutt displacement control and heals him through your short engage window.

    How to beat

    Bait Remove Scurvy with a partial trade before committing your full combo, or force him to use it defensively after a Headbutt wall pin. Do not let him farm Parrrley poke for free; either engage decisively from brush or leave his range. If Cannon Barrage is used on your retreat path, use Unbreakable Will to cover the slow and damage while you exit.

    Later Gangplank wins the side lane unless caught without Remove Scurvy, while Alistar is more reliable as a teamfight disruptor if he saves control for after the cleanse. Peel him off carries once his orange is down instead of opening with your only knockup.

    • Track Remove Scurvy before using Flash-Pulverize; otherwise he can cleanse the payoff.
    • Cannon Barrage makes disengaging after a failed combo much harder, so keep a path out.
    • Parrrley poke matters because Triumphant Roar cannot match repeated crit-style trades forever.
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  • Garen

    GarenUnfavoured

    Garen's silence, sustained spin damage, passive regeneration, and execute make him stronger in a direct melee duel.

    Watch for Decisive Strike silences Alistar before he can Pulverize or cast Unbreakable Will, letting Garen start Judgment for free.

    How to beat

    Do not stand in Decisive Strike range without a reason; make him use the speed boost first, then disengage with Headbutt as Judgment begins. Short trades are acceptable only if you can interrupt his approach and then leave before Perseverance resets the health gap. Keep Unbreakable Will available before he can drop you into Demacian Justice range.

    Later Garen wins the side lane and forces Alistar off prolonged 1v1s, but Alistar is better at protecting carries and denying Garen access in teamfights. Knock him away after Decisive Strike rather than letting him sit on your backline with Judgment.

    • If Decisive Strike is ready, casting R late can fail because the silence delays it.
    • Damage him periodically if you are holding a lane; letting Perseverance run makes every trade meaningless.
    • Headbutt at the start of Judgment cuts most of his damage window.
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  • Gragas

    GragasEven

    Gragas can kite and reset with sustain, but Alistar can interrupt his Body Slam trades and survive his burst with Unbreakable Will.

    Watch for Explosive Cask: it knocks you out of combo range or throws you back into barrels before you can finish the trade.

    How to beat

    Stand just outside Body Slam range and make him start the fight into Pulverize instead of letting him poke freely with Barrel Roll. If he uses Body Slam first, knock him up, walk through him with Trample, then save Headbutt either to deny the retreat or to break his follow-up. Commit hardest after Explosive Cask is down, because that is his clean answer to your all-in.

    Later Gragas is more useful at starting or splitting fights with Explosive Cask, while Alistar is better as a peel and tower-dive tank. In side lane neither kills the other cleanly unless someone wastes ultimate, so group and use Unbreakable Will to absorb his engage rather than chasing him.

    • Pulverize can catch Body Slam if he dashes straight into you.
    • Do not Headbutt him away before Barrel Roll detonates unless you are using it to escape.
    • Unbreakable Will removes the slow from Barrel Roll or Body Slam, but it does not stop Explosive Cask displacement.
    • If he drinks with Drunken Rage in your face, that is your clean engage window.
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  • Heimerdinger

    HeimerdingerUnfavoured

    Heimerdinger wins most honest duels because his turrets punish Alistar's short range and make every engage happen inside prepared damage.

    Watch for H-28G Evolution Turret: it turns the ground around Heimerdinger into a losing fight before you ever reach him.

    How to beat

    Do not duel him inside stacked turrets; hover at the edge, clear one turret at a time with help from minions, and wait for him to misplace CH-1 Concussion Grenade. If he misses the grenade or stands away from his turrets, Headbutt into Pulverize and walk him out of his setup instead of brawling in it. Your goal is a displacement pick, not a slow 1v1.

    Later Heimerdinger controls fixed terrain better, but Alistar has much higher value in moving teamfights and dives. Avoid side-lane sieges into turrets; flank or force him to leave his nest, then soak the first spell rotation with Unbreakable Will.

    • Headbutting Heimerdinger away from his turrets is often better than full comboing him in place.
    • A direct CH-1 Concussion Grenade hit can stop your walk-up before Pulverize range.
    • His rockets hit nearby targets, so standing alone near him makes the poke more reliable.
    • Do not spend Unbreakable Will just to clear turrets unless the fight is already starting.
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  • Janna

    JannaEven

    Janna rarely kills Alistar, but her disengage can deny his combo unless he catches her without Howling Gale or Monsoon.

    Watch for Monsoon: it knocks you out after you commit and resets the fight before your Trample and follow-up matter.

    How to beat

    Walk her down patiently and do not burn Headbutt into a charged Howling Gale. Bait Eye Of The Storm or Zephyr first, then Flash or direct Pulverize when she has no instant spacing tool. If she holds Monsoon, use Headbutt to force it rather than expecting a full kill combo.

    Later Janna is stronger at protecting carries, while Alistar is stronger at starting dives and breaking formation. In side lane the duel is low-threat, so look for flanks where Monsoon is forced defensively and your team can re-engage after it ends.

    • A quick Pulverize before she charges Howling Gale is your best way to start.
    • Headbutt can push her away from a turret she is shielding with Eye Of The Storm.
    • Do not chase through Zephyr slow unless Unbreakable Will is ready.
    • If Monsoon is down, she has very little answer to Flash Pulverize.
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  • Jarvan IV

    Jarvan IVEven

    Jarvan has stronger sustained physical trading, but Alistar can disrupt his engage pattern and outlast burst windows with Unbreakable Will.

    Watch for Demacian Standard plus Dragon Strike: the knock-up and armor shred let Jarvan start the trade on his terms.

    How to beat

    Stay off the direct flag-to-lance line and punish him when Dragon Strike is unavailable. If he Cataclysms, you can often Pulverize immediately, then Headbutt him away or ult and fight inside the arena while his burst is reduced. Do not take repeated Martial Cadence hits without trading cooldowns back.

    Later Jarvan side-lanes better if built for damage, but Alistar is more reliable at neutralizing carries in grouped fights. Save Headbutt to peel Jarvan off your backline after Cataclysm or to knock a trapped target out of his arena.

    • You can interrupt his follow-up after the flag combo if you are not already knocked up.
    • Unbreakable Will heavily blunts Cataclysm burst, but the wall still controls space.
    • Do not Headbutt him away when his Dragon Strike is still ready unless you want to disengage.
    • Armor is more valuable here than damage because his passive rewards short trades.
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  • Jax

    JaxUnfavoured

    Jax outscales and outduels Alistar because Counter Strike denies basic-attack follow-up while Grandmaster's Might ramps through long fights.

    Watch for Counter Strike: it dodges your autos, reduces area damage, and stuns you if you stay in range after engaging.

    How to beat

    Do not start with Headbutt into his Counter Strike unless you are knocking him away. Bait Counter Strike, back out of the stun radius, then re-enter with Pulverize after it ends for a short trade. Keep trades brief; if he gets multiple Grandmaster's Might stacks, you lose the sustained fight.

    Later Jax wins the side lane decisively once finished, while Alistar is far more valuable grouping and denying his dives. Build armor and attack-speed reduction, then use Headbutt and Pulverize to stop him from sitting on your carry rather than trying to match him alone.

    • Pulverize after Counter Strike ends, not during it, unless you only need to stop his movement.
    • Headbutt is your best answer to Leap Strike when he commits onto you or an ally.
    • Do not let the fight continue after his ultimate attack-speed stacks build up.
    • Randuin's active is strongest after he Leaps in, not before.
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  • Karthus

    KarthusFavoured

    Alistar can survive Karthus's damage long enough to close distance, interrupt his positioning, and reduce his all-in with Unbreakable Will.

    Watch for Wall of Pain: it strips your movement and resistances, making Lay Waste and Defile much easier to land while you try to engage.

    How to beat

    Approach from angles that make single-target Lay Waste hard to chain, and do not walk straight through Wall of Pain unless you are ulting. Once you reach him, Pulverize first to stop movement, then Headbutt him out of his preferred Defile zone or into your side. Save Unbreakable Will for the committed Defile fight or to survive Requiem after disengaging.

    Later Karthus contributes more global damage and zone control, but Alistar is better at forcing him to die in bad positions. In side lane you can push him off if you reach him, while in teamfights you should displace him away from your carries and leave his Death Defied zone quickly.

    • Headbutting Karthus away after he dies can move your team out of Death Defied damage pressure.
    • Do not stand isolated in Lay Waste; single-target hits hurt much more.
    • Unbreakable Will can reduce Requiem if timed before the channel completes.
    • Wall of Pain is the cue to decide immediately: ult through or back out.
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  • Kassadin

    KassadinEven

    Kassadin can kite with silence and Riftwalk, but Alistar wins if he forces the fight when Kassadin has already spent mobility.

    Watch for Null Sphere: the silence stops your combo timing and lets Kassadin trade before you can cast Pulverize or Headbutt.

    How to beat

    Do not telegraph a walk-up while Null Sphere is ready; make him use it for poke, then close during the silence downtime. Hold Headbutt until after Riftwalk if possible, because knocking him before he blinks usually wastes your displacement. If he stacks Riftwalk aggressively into melee, ult and punish the mana-heavy commitment.

    Later Kassadin becomes much stronger in side lanes because Riftwalk controls every engage and escape. Alistar should group, force him to spend Riftwalk defensively, and peel his backline dives with instant knock-up after he arrives.

    • A preemptive Null Sphere can stop your Headbutt-Pulverize sequence entirely.
    • Do not chase repeated Riftwalks unless he is clearly low on mana.
    • Pulverize is best saved for where he lands, not where he started.
    • Magic resist and tenacity matter more than extra damage in this matchup.
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  • Katarina

    KatarinaFavoured

    Alistar's instant knock-up and knockback make Katarina's channel unreliable, and his ultimate lets him ignore much of her burst.

    Watch for Death Lotus: it is her kill window, but it collapses if you keep Pulverize or Headbutt available to interrupt it.

    How to beat

    Do not waste both crowd-control spells just because she Shunpos in. Use one spell to stop Death Lotus and the other to keep her from resetting or escaping after the channel is broken. Commit after Shunpo is used aggressively, because she has much less control over spacing then.

    Later Katarina is more dangerous in chaotic teamfights with resets, while Alistar is one of the cleanest champions for denying her first reset. Track her position, hold Pulverize for Death Lotus, and do not blow your full combo on a tank before she enters.

    • Either Pulverize or Headbutt can interrupt Death Lotus, so keep one ready.
    • If she Shunpos onto you, she has entered your best range.
    • Unbreakable Will can remove follow-up crowd control while you stay near her to interrupt.
    • Do not knock her away if that gives her a safer reset target.
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  • Kayle

    KayleUnfavoured

    Kayle outranges and out-sustains Alistar during Righteous Fury, and Intervention denies the burst window he needs to win.

    Watch for Intervention: it blanks your committed combo and lets Kayle keep attacking while you have no cooldowns left.

    How to beat

    Avoid long trades while Righteous Fury is active; make her spend it to farm or chase, then threaten when it fades. Try to force Intervention with Headbutt-Pulverize but do not stay for the full fight afterward unless she is already low. Use Unbreakable Will when Reckoning lands, because the slow is what lets her free-hit you.

    Later Kayle wins most side-lane duels once finished and brings strong carry protection in teamfights. Alistar should not mirror her alone; engage past her or Headbutt her away after Intervention is used so your team can re-target.

    • Reckoning into Righteous Fury is her real chase pattern; ult the slow if you must disengage.
    • Do not full combo into Intervention unless your team can wait it out.
    • Headbutt can push her out of attack range after she activates Righteous Fury.
    • Armor and attack-speed reduction are better than trying to race her damage.
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  • Kennen

    KennenUnfavoured

    Kennen's range, mobility, and repeated Mark of the Storm stuns make it difficult for Alistar to force a clean melee fight.

    Watch for Slicing Maelstrom: it stacks Mark of the Storm while damaging you, turning your engage into a stun lock if you stay beside him.

    How to beat

    Stay outside his auto and Electrical Surge poke pattern until Lightning Rush is down. If he uses Lightning Rush aggressively, Pulverize as he exits it and Headbutt him away before Slicing Maelstrom gets multiple strikes. Commit with Unbreakable Will only when you can finish the trade quickly or force his ultimate defensively.

    Later Kennen is more threatening in clustered teamfights, while Alistar's job is to break his entry and protect carries from the stun chain. In side lane he can kite you unless he wastes Lightning Rush, so group and save displacement for his ultimate flank.

    • Do not stand with one Mark already on you near his Electrical Surge window.
    • Headbutt can deny his Slicing Maelstrom value if you react before the stun lands.
    • Lightning Rush down is your only reliable chase window.
    • Mercury's Treads are especially valuable against repeated Mark stuns.
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  • Kog'Maw

    Kog'MawEven

    Alistar wins if he reaches Kog'Maw cleanly, but Bio-Arcane Barrage and Void Ooze punish every failed approach.

    Watch for Bio-Arcane Barrage: it extends Kog'Maw's range and burns your maximum health before you can enter combo range.

    How to beat

    Do not walk straight through Void Ooze; flank or wait until it is used for waveclear. Once Bio-Arcane Barrage is active, either fully disengage or hard commit with Flash, because hovering at mid range is losing. After you kill him, move away from Icathian Surprise instead of staying for extra damage.

    Later Kog'Maw outscales in protected teamfights and can shred even tanks, but he remains vulnerable to displacement. Alistar should flank, force him out of Bio-Arcane range with Headbutt, and use Unbreakable Will to survive the first damage window.

    • Void Ooze is the cooldown that decides whether you can actually reach him.
    • Headbutt can push him out of his own team's protection if you approach from the side.
    • Do not chase the corpse after Icathian Surprise starts ticking.
    • Frozen Heart and Randuin's both directly reduce his damage pattern.
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  • Lee Sin

    Lee SinEven

    Lee Sin has stronger early skirmish damage, but Alistar can deny his Q follow-up and outlast his burst with Unbreakable Will.

    Watch for Sonic Wave / Resonating Strike: if Sonic Wave lands, Lee gets to choose the second half timing and burst you when you cannot kite.

    How to beat

    Use minions and angles to deny Sonic Wave, then punish him when Q is down. If he takes Resonating Strike, Pulverize on arrival and Headbutt him away before he chains Tempest and Dragon's Rage. Save Unbreakable Will for the moment he commits all abilities, not for light poke.

    Later Lee Sin falls off as a duelist compared with true carries, while Alistar remains valuable as reliable engage and peel. In side lane the fight is still awkward for both, but in teamfights you should interrupt his dive or absorb Dragon's Rage setups with your ultimate.

    • Pulverize where Lee lands after Resonating Strike for a guaranteed punish.
    • Do not Headbutt him away while Sonic Wave is still attached unless you are breaking the engage.
    • Dragon's Rage can kick you out of peel range, so stand between Lee and your carry carefully.
    • Armor is strongest before he completes repeated short trades.
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  • Leona

    LeonaEven

    Leona and Alistar both have low solo damage and heavy crowd control, so the duel is mostly about who wastes cooldowns first.

    Watch for Shield of Daybreak: it gives Leona a point-blank stun that can stop your follow-up after she reaches melee range.

    How to beat

    Do not give her a free Zenith Blade into full rotation; sidestep it, then trade while Eclipse is not active. If she walks in with Shield of Daybreak ready, Pulverize before the empowered attack lands or Headbutt her away to deny the stun. Save Unbreakable Will for a real all-in, not for Sunlight marks that no ally can trigger in a 1v1.

    Later Neither support wants the side-lane duel, but both are excellent teamfight starters. Alistar has better displacement and anti-dive, while Leona has longer lockdown, so peel her engage apart with Headbutt instead of trying to out-stun her front to back.

    • Sunlight does not add much in a true 1v1 because no ally is there to consume it.
    • If Eclipse is active, wait out the resistances before committing damage.
    • Headbutt can break her Zenith Blade follow-up if timed after she arrives.
    • Solar Flare is more dangerous as setup for allies than as solo kill pressure.
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  • Lulu

    LuluUnfavoured

    Lulu's range, slow, shield, polymorph, and Wild Growth make it hard for Alistar to stick long enough to win alone.

    Watch for Whimsy: polymorph removes your ability to cast during the exact window you need for Headbutt and Pulverize.

    How to beat

    Stay out of Glitterlance poke range until Whimsy is down or used for movement speed. If she shields first with Help, Pix!, wait a beat before committing so your combo does not disappear into the shield. You need a fast engage after polymorph is unavailable; otherwise she kites and resets with Wild Growth.

    Later Lulu is stronger at protecting a carry, while Alistar is stronger at forcing initial contact and displacing threats. Do not chase her in side lane; in teamfights, bait Wild Growth or knock the enlarged target away from your backline.

    • Whimsy can stop your combo even after you have walked into range.
    • Wild Growth's knock-up can interrupt your follow-up if you stand too close to her target.
    • Headbutt is useful defensively against the ally she buffs, not just against Lulu herself.
    • Mercury's Treads help against Glitterlance slow and Whimsy control.
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  • Lux

    LuxEven

    Lux wins at range with binding and poke, but Alistar wins if he dodges Light Binding and reaches her before she can reset spacing.

    Watch for Light Binding: it roots you outside your engage range and lets Lux land Lucent Singularity into Finales Funkeln safely.

    How to beat

    Do not approach in a straight line through minions that let Light Binding clip you. Once Binding is down, close immediately and use Headbutt-Pulverize before she can slow the area with Lucent Singularity. If she holds Binding, threaten from fog or Flash range rather than walking at her openly.

    Later Lux is stronger at siege and pick setups, while Alistar is better once a fight breaks open. In side lane she cannot safely duel if Binding misses, but grouped fights are where you should absorb or dodge the first snare and then force onto her backline.

    • Light Binding can hit two targets, so hiding behind one minion is not always enough.
    • Headbutt can push Lux out of her Lucent Singularity slow zone.
    • Unbreakable Will reduces Finales Funkeln damage if you cast it before the beam lands.
    • Banshee's Veil is especially punishing for her because it can eat Binding.
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  • Malphite

    MalphiteEven

    Malphite is hard to kill through Granite Shield and armor scaling, but he also struggles to kill Alistar through healing and Unbreakable Will.

    Watch for Ground Slam: it reduces your attack speed and makes any extended melee trade even worse after Malphite's armor damage lands.

    How to beat

    Break Granite Shield with a light trade or Trample before using your full combo. Do not chase through repeated Seismic Shard steals; either disengage until the slow ends or ult if the fight is committed. Your best window is after he uses Ground Slam on the wave or misses value with Unstoppable Force.

    Later Malphite has the stronger single-button teamfight engage, while Alistar is better at peeling after the engage lands. Side-lane duels are slow and often pointless, so track Unstoppable Force and be ready to Headbutt priority targets away after he starts the fight.

    • Wait for Granite Shield to fall before judging your damage.
    • Unbreakable Will can remove Seismic Shard's slow, but it cannot stop Unstoppable Force's knock-up once it hits.
    • Do not rely on basic attacks after Ground Slam; use displacement and leave.
    • Both champions are tanks, so the matchup is usually decided by teamfight timing rather than solo kills.
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  • Malzahar

    MalzaharUnfavoured

    Malzahar can hold Alistar at range with damage-over-time pressure and wins hard if Nether Grasp catches Alistar after his engage tools are spent.

    Watch for Nether Grasp suppresses Alistar through his normal combo window and lets Null Zone and Malefic Visions finish the trade.

    How to beat

    Stay outside Malefic Visions range until you can force a short all-in, then use Headbutt and Pulverize to interrupt his spacing before he layers zones under you. Save Unbreakable Will for after Nether Grasp starts, since it removes the suppression and cuts the follow-up damage. Do not chase through Null Zone unless his ultimate is down.

    Later Malzahar is stronger in isolated side-lane picks because suppression punishes any failed engage, but Alistar is better at front-line disruption in teamfights once he can cleanse the ult. Mark Malzahar's Flash and R cooldowns, then peel or flank instead of walking straight into his range.

    • Unbreakable Will can break Nether Grasp; do not panic-cast it before he commits R.
    • Headbutt him out of Null Zone if he drops it under your feet before ulting.
    • Voidlings make long trades worse for you, so reset after your combo lands or misses.
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  • Master Yi

    Master YiUnfavoured

    Alistar can interrupt Master Yi once or twice, but Yi's sustained attacks, Highlander uptime, and Meditate make the duel favor him if he survives the first rotation.

    Watch for Highlander removes your ability to kite with slows and lets Yi run you down after Pulverize and Headbutt are on cooldown.

    How to beat

    Hold Pulverize until after Alpha Strike finishes, because casting into his untargetable window wastes your best stop. Use Headbutt defensively to create space during Highlander rather than opening with it. Commit only when Meditate is down or when you can interrupt it immediately with Q or W.

    Later Yi wins side-lane duels if he has room to stick, while Alistar contributes more reliable peel in grouped fights. Late, your job is to deny Yi resets by saving knockup or displacement for his dive onto a carry.

    • Do not Pulverize as Yi starts Alpha Strike; wait for him to reappear.
    • Headbutt can cancel Meditate if you saved it.
    • If Yi opens Highlander first, disengage rather than trading cooldowns into his strongest window.
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  • Miss Fortune

    Miss FortuneEven

    Miss Fortune wins extended ranged trades, but Alistar can beat her if he closes cleanly and interrupts Bullet Time.

    Watch for Bullet Time turns any Headbutt used too early into a losing trade because you no longer have displacement to stop the channel.

    How to beat

    Avoid standing behind minions where Double Up can bounce onto you, and approach from angles that make Make It Rain less useful as a peel tool. Hold Headbutt or Pulverize for Bullet Time unless you are certain the combo kills. Once Strut is broken, she is much easier to reach.

    Later Miss Fortune has the stronger teamfight damage, but Alistar has direct answers to her channel. In side lane she can kite if she has space; in grouped fights, save a hard CC for Bullet Time rather than spending everything on the initial engage.

    • A single Trample tick or auto breaks Strut and makes the next engage easier.
    • Headbutt her out of Bullet Time instead of knocking her away before she casts it.
    • Do not line up behind low-health minions for Double Up poke.
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  • Morgana

    MorganaUnfavoured

    Black Shield denies Alistar's engage pattern, and Morgana's binding plus spell vamp let her win if she controls the spacing.

    Watch for Black Shield blocks Pulverize and Headbutt crowd control, taking away the combo that makes Alistar threatening.

    How to beat

    Bait Black Shield with movement first, then wait it out rather than dumping both spells into it. If she misses Dark Binding or uses Black Shield early, close immediately and force a short trade before Tormented Soil does too much work. Save Unbreakable Will if Soul Shackles will stun you and you cannot exit the tether.

    Later Morgana is more useful at denying Alistar's engages than dueling him, while Alistar is stronger when he can find targets not covered by Black Shield. In teamfights, switch targets quickly when she shields your first engage target.

    • Do not W-Q into Black Shield unless the shield is already low enough to break.
    • Pulverize can stop her from staying close for Soul Shackles' second hit.
    • A missed Dark Binding is your cleanest walk-up window.
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  • Nasus

    NasusUnfavoured

    Nasus outscales the duel through Siphoning Strike, lifesteal, Wither, and Fury of the Sands, while Alistar lacks the damage to finish him cleanly.

    Watch for Wither removes your ability to disengage after a short combo and lets Nasus force the extended fight he wants.

    How to beat

    Trade only around short knockup-and-displace windows, then leave before Wither ramps. Keep him out of minion waves when possible so he cannot freely heal with Soul Eater and stack Q while you wait. Do not stand in Spirit Fire for a brawl, especially once his ultimate is active.

    Later Nasus wins the finished side lane decisively, and Alistar should not try to match him alone. In teamfights, use Headbutt to keep him off carries during Wither rather than trying to kill him yourself.

    • Headbutt him away after he casts Wither to waste part of its ramping duration.
    • Never fight inside Spirit Fire unless your combo immediately creates distance.
    • His Fury of the Sands beats your Unbreakable Will in a long stat-check.
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  • Nidalee

    NidaleeUnfavoured

    Nidalee can poke and reset endlessly, and Alistar only wins if he catches her after a missed spear or cougar commitment.

    Watch for Javelin Toss forces Alistar too low to engage if Nidalee keeps distance and lands it from long range.

    How to beat

    Use minions and side angles to deny long Javelin Toss lines, then pressure only after she misses Q or uses cougar Pounce forward. Avoid brush-heavy chases where Prowl gives her the spacing advantage. If you land Pulverize, use Headbutt to keep her from immediately resetting to human form and healing safely.

    Later Nidalee is better in side-lane poke and disengage, while Alistar is better when fights are forced in tight spaces. Grouped late game, absorb or dodge spears and look for her when she swaps into cougar too close to your backline.

    • Bushwhack's resist shred makes even short trades worse, so step around traps before engaging.
    • Do not chase Nidalee through brush unless Headbutt is available.
    • Her heal can undo weak poke, so save your combo for a real catch.
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  • Nunu & Willump

    Nunu & WillumpEven

    Neither tank kills the other quickly, but Nunu's Ice Blast and sustain can outlast Alistar unless Alistar interrupts Absolute Zero and avoids long chases.

    Watch for Absolute Zero punishes Alistar if Pulverize and Headbutt are down, forcing him to either burn Unbreakable Will or eat the full channel.

    How to beat

    Stay close enough that you can cancel Absolute Zero with Pulverize or Headbutt, but do not chase forever through Ice Blast slows. Force trades after Consume is irrelevant or away from minions, because his sustain is much weaker without targets. Your damage comes from repeated short rotations, not one all-in.

    Later The side-lane duel stays low-lethality, with Nunu usually able to disengage or stall. In teamfights, Alistar's displacement is more decisive if he saves it to cancel Absolute Zero or separate Blood Boiled carries.

    • Keep one hard CC ready for Absolute Zero whenever possible.
    • Fight away from minion waves so Consume cannot reset his health bar.
    • Boots of Swiftness are more valuable here than raw resist if Ice Blast is deciding the spacing.
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  • Olaf

    OlafUnfavoured

    Olaf is built to beat tanks in extended melee fights, and Ragnarok removes the crowd-control windows Alistar needs to survive.

    Watch for Ragnarok makes Olaf immune to Pulverize and Headbutt, letting him run through your peel and keep landing Undertow and Reckless Swing.

    How to beat

    Before Ragnarok, bait Undertow and punish only if he has to walk forward without the axe reset. Once he ults, do not spend Q or W into the immunity; move away, heal, and wait it out. Never accept the low-health duel, because Berserker Rage and Vicious Strikes make him stronger as the fight gets messier.

    Later Olaf wins the side lane and can ignore Alistar in a straight dive while Ragnarok is active. In teamfights, kite his ultimate duration, then re-engage or peel once your CC works again.

    • Do not Headbutt during Ragnarok; save it for the moment immunity ends.
    • Standing near his thrown axe lets him chain Undertow slows, so force him to choose between chasing and picking it up.
    • Reckless Swing ignores your armor, making health more important than stacking only resist.
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  • Pantheon

    PantheonEven

    Pantheon has stronger early burst and poke, but Alistar can win if he survives the first rotation and interrupts Heartseeker Strike.

    Watch for Heartseeker Strike deals heavy champion damage if Aegis of Zeonia locks you in front of him.

    How to beat

    Do not let repeated Spear Shot chip you into his execute-style all-in range before you engage. After he jumps with Aegis of Zeonia, use Pulverize or Headbutt to interrupt or deny the full Heartseeker Strike. Once his burst is spent, your heal and ultimate let you take the longer trade.

    Later Pantheon's side-lane threat falls off if he cannot burst you, while Alistar becomes more valuable as a teamfight disruptor. Track Grand Skyfall for map plays, then punish him when he lands without cooldowns.

    • Pantheon's passive can block an auto but not your Pulverize or Headbutt damage pattern.
    • Save a displacement for Heartseeker Strike instead of using both spells instantly after his stun.
    • Armor is strong early because his duel damage is mostly physical.
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  • Rammus

    RammusEven

    Rammus and Alistar struggle to kill each other, with the duel decided by whether Rammus gets value from taunt and Defensive Ball Curl or Alistar disengages cleanly.

    Watch for Puncturing Taunt forces Alistar to attack into Defensive Ball Curl and reflected damage, wasting his short-trade timing.

    How to beat

    Do not auto into Defensive Ball Curl more than necessary, and use Headbutt to disengage once the taunt ends. If Rammus Powerballs in, Pulverize after contact to stop his follow-up positioning. Fight away from your turret or structures when Tremors is running, because his damage there adds up quickly.

    Later Neither should be side-laning to kill the other; Rammus is better at single-target pick initiation, while Alistar is better at separating multiple divers. In teamfights, peel Rammus after taunt or knock him away before he reaches your carry.

    • Wait out Defensive Ball Curl instead of trading autos into it.
    • Pulverize after Powerball impact denies Rammus the clean taunt angle.
    • If Tremors is hitting a turret, move the fight away instead of brawling in place.
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  • Ryze

    RyzeUnfavoured

    Ryze's targeted root and low-cooldown spell rotation let him kite and drain Alistar before Alistar can force enough damage through.

    Watch for Rune Prison stops Alistar's engage or disengage and gives Ryze time to chain Overload and Spell Flux at reduced cooldowns.

    How to beat

    Stay outside Rune Prison range until you can commit with Flash or a clean flank, because walking straight in gives him the first rotation. Use Unbreakable Will after the root and burst begin, not before he has committed. If Desperate Power is active, disengage unless your combo will kill or force him away immediately.

    Later Ryze wins the side-lane duel once his mana and cooldowns are online, but Alistar can still decide teamfights by knocking him away from carries. Late, build magic resistance and engage from fog rather than front-walking into Rune Prison.

    • Rune Prison is targeted, so range discipline matters more than sidestepping.
    • Do not fight during Desperate Power if he has room to spell-vamp through you.
    • Headbutt can break his spell rhythm if used after he roots you and steps in.
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  • Shaco

    ShacoEven

    Shaco can win by setting up boxes and clone confusion, but Alistar's area knockup and ultimate make him hard to assassinate cleanly.

    Watch for Jack In The Box fear punishes blind engages and lets Shaco land Backstab while you lose control of the trade.

    How to beat

    Do not chase into fog or brush where boxes are likely placed; make Shaco come to you or fight in cleared space. Hold Pulverize for when he exits Deceive or when the real Shaco commits beside the clone. If Hallucinate is active, avoid blowing both spells into the clone unless it is about to explode on your team.

    Later Shaco is better at side-lane picks and split pressure, while Alistar is much more reliable in grouped fights. Late, deny his flank paths with vision and save instant CC for his Deceive exit.

    • Pulverize hits both Shaco and the clone if he fights too close to it.
    • A box-triggered fear often means the fight is already on Shaco's terms; back out first.
    • Watch facing and movement after Hallucinate to identify the real one before committing Headbutt.
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  • Shen

    ShenEven

    Shen and Alistar are low-damage tanks, so Shen's sustained shielding and taunt matter against Alistar's burst displacement and heal.

    Watch for Shadow Dash taunts Alistar after his combo and lets Shen control the return trade while Feint absorbs damage.

    How to beat

    Bait Feint before using both damaging spells, then trade briefly and reset before Vorpal Blade healing adds up. Keep Headbutt available if Shen channels Stand United nearby, because interrupting the channel is more valuable than winning the duel. Avoid fighting inside enemy minion waves where his sustained autos and healing are easier to use.

    Later Shen has the stronger side-lane map pressure because Stand United lets him join fights first. Alistar should either interrupt Shen's channel when present or force a hard engage elsewhere before Shen can arrive.

    • Headbutt or Pulverize can stop Stand United if you are in range during the channel.
    • Do not dump your combo into Feint unless you need the displacement, not the damage.
    • After Shadow Dash misses, Shen has little way to keep you in the fight.
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  • Singed

    SingedUnfavoured

    Singed wins by refusing a normal duel, dragging Alistar through Poison Trail and using Fling and Insanity Potion to outlast him.

    Watch for Fling puts Alistar behind Singed and forces him to walk through Poison Trail while losing his chosen engage angle.

    How to beat

    Do not chase directly behind Singed; cut him off from the side or let him leave. Save Headbutt to knock him away after Fling or to deny him the path he wants, and use Pulverize only when it prevents him from running through you. If Insanity Potion is active, disengage unless he is already low and out of space.

    Later Singed wins side-lane tempo because Alistar cannot pin him down or match his wave movement. In teamfights, ignore the bait chase and use displacement to keep him from flipping carries into his team.

    • Chasing Poison Trail is the losing condition, even when Singed looks low.
    • Headbutt him sideways or away, not behind your team where he wants to run anyway.
    • Mega Adhesive plus Fling makes your escape clumsy, so keep Unbreakable Will for the committed fight.
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  • Sion

    SionUnfavoured

    Sion's stun, shield burst, and Cannibalism sustain beat Alistar in a long melee duel unless Alistar times his crowd control to deny the lifesteal window.

    Watch for Cannibalism lets Sion heal through Alistar's low sustained damage if he is allowed to keep attacking.

    How to beat

    Trade around Death's Caress: either break distance before the shield detonates or commit after it is gone. Save Headbutt or Pulverize for Cannibalism so you can stop his attack uptime rather than letting him heal freely. Use Unbreakable Will to clear Cryptic Gaze when you need to escape or finish a short all-in.

    Later Sion wins most side-lane stat checks once his attack damage and lifesteal are online. In teamfights, Alistar should displace him during Cannibalism and prevent him from standing in the middle of clustered allies.

    • Do not stand near Sion waiting for Death's Caress to pop.
    • Unbreakable Will removes Cryptic Gaze's stun, but using it too early leaves you stuck in his lifesteal window.
    • Knock him away during Cannibalism rather than after he has already healed.
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  • Sivir

    SivirEven

    Sivir can block Alistar's key spell and kite with On The Hunt, but she is vulnerable if Spell Shield is baited before he commits.

    Watch for Spell Shield blocks either Pulverize or Headbutt, breaking Alistar's combo and giving Sivir the space to kite back.

    How to beat

    Walk up and threaten before casting, or use a low-commit spell timing to bait Spell Shield first. Once it is down, engage quickly before On The Hunt creates too much distance. Avoid taking both hits of Boomerang Blade while approaching, since that poke decides whether your all-in is real.

    Later Sivir outscales the side-lane damage check if she keeps Spell Shield and movement cooldowns for your engage. In teamfights, Alistar should force Spell Shield early, then re-engage or peel while her team speed boost is active.

    • Do not start with the spell you most need if Spell Shield is ready.
    • Sidestep the return path of Boomerang Blade after you close, not just the first throw.
    • Breaking her formation during On The Hunt is usually better than chasing Sivir herself.
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  • Skarner

    SkarnerEven

    Skarner wins extended autos if his shield stays up, but Alistar can break the duel open by denying Crystalline Exoskeleton uptime and using Unbreakable Will through Impale.

    Watch for Crystalline Exoskeleton: the shield gives Skarner the speed and attack speed he needs to stay on you and turn the fight into a long DPS check.

    How to beat

    Do not open with both Q and W while his shield is fresh; knock him away or disengage until Crystalline Exoskeleton is gone. Once it is down, commit with Pulverize, keep Trample ticking, and save Unbreakable Will for Impale or the moment he has stacked enough Crystal Slash damage to force the all-in.

    Later Skarner is the better side-lane duelist if he can chase through minions, while Alistar is more valuable in grouped fights as a peel and engage tank. Late, do not try to solo-check him in long lanes unless your ultimate is ready; force him to use Impale into your Unbreakable Will timing or protect your carries from it.

    • Headbutt him away after Crystalline Exoskeleton, not before it absorbs your burst.
    • Unbreakable Will removes the lockdown value of Impale if you can cast it before or after the grab window.
    • Short trades favor you; repeated Crystal Slash autos favor him.
    • Fight near your minion wave only if you can leave, because his cooldowns refresh quickly while attacking.
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  • Sona

    SonaFavoured

    Sona can poke Alistar before contact, but she is too fragile to survive a clean Pulverize and Headbutt all-in alone.

    Watch for Crescendo: it stops your engage or escape long enough for Sona to reset spacing and kite with aura movement speed.

    How to beat

    Stay outside her auto range until you are ready to spend the combo; drifting in and out only lets her stack Power Chord and chip you down. Bait Crescendo with a forward step, then commit after it misses or once Unbreakable Will can cut through the follow-up crowd control and damage.

    Later Sona should not side-lane into Alistar, but she outscales the duel question by making grouped fights much stronger for her team. Your job late is to force her Crescendo defensively, then separate her from her carries or peel the engage it enables.

    • Track Power Chord before walking up; the damage-reduction chord makes your short burst worse.
    • If she uses Song of Celerity to poke forward, that is the easiest timing to Headbutt her back into your side.
    • Do not waste Headbutt as poke, because it is the spell that keeps her from simply walking out after Crescendo.
    • Her sustain is annoying, but she cannot heal through repeated full combos alone.
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  • Soraka

    SorakaFavoured

    Soraka can stall with heals and silence, but she lacks the damage and mobility to beat Alistar in a committed 1v1.

    Watch for Infuse: the silence can deny Pulverize or Unbreakable Will at the exact moment you need to start or survive the trade.

    How to beat

    Walk her down patiently and do not cast your combo into an obvious Infuse timing. If she silences first, keep moving with her, then Pulverize into Headbutt once the silence ends and force her to spend Wish only on herself.

    Later Soraka almost never wants this duel; her value is in teamfights where Wish and Astral Blessing undo your team's first damage window. Late, Alistar should look past the duel and use displacement to push her away from the carry she wants to armor and heal.

    • Let Infuse expire before using Pulverize if you are already in melee range.
    • Headbutt can remove her from Astral Blessing range to an ally in real fights.
    • Do not judge the trade early if Wish is still available; you may need a second rotation.
    • Starcall matters only if you sit on top of her for too long without cooldowns.
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  • Taric

    TaricEven

    Both champions are durable melee supports with sustain and crowd control, so the duel is decided by whether Alistar avoids taking Taric's armor-backed trades on Taric's terms.

    Watch for Dazzle: the stun lets Taric land close-range damage and delay your Pulverize or Headbutt response.

    How to beat

    Do not stand still trading autos into Shatter aura and Gemcraft unless your cooldowns are coming back first. Bait Dazzle, absorb the short punish, then use Pulverize and Headbutt to create a short trade before his heal cycle catches up.

    Later Neither one is a meaningful finished-build split-push threat, but Taric's armor aura is stronger in front-to-back physical fights while Alistar has better displacement and tower-dive control. Late, play for engage angles and peel rather than trying to grind him down.

    • If Taric casts Dazzle from max range, the damage is lower and the punish window is smaller.
    • Do not Headbutt him away when Imbue is the only thing keeping him in the fight; make him heal before you disengage.
    • Shatter makes physical follow-up weaker, so your magic and crowd control value matter more than autos.
    • This matchup is often a stalemate unless one support overcommits near a tower or carry.
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  • Teemo

    TeemoUnfavoured

    Teemo's blind, poison, movement speed, and traps let him kite Alistar down unless Alistar gets a clean ambush combo.

    Watch for Noxious Trap: mushrooms break your approach path, slow you, and make it much harder to ever reach Teemo with Pulverize.

    How to beat

    Do not chase through unwarded paths; make him come close to last-hit or face-check before you commit. If Blinding Dart is down and Move Quick has been broken by any damage, use Headbutt-Pulverize or Pulverize first from brush and leave before poison ticks win the extended trade.

    Later Teemo wins side-lane control because mushrooms and range punish Alistar's slow engage, but Alistar is more reliable in 5v5s when he can ignore poke with Unbreakable Will and force on carries. Late, sweep paths with wards and fight through grouped objectives instead of following him through traps.

    • Trample can break Move Quick if you touch him after casting a spell.
    • Do not auto-trade during Blinding Dart; use that window to reposition instead.
    • Brush control matters more than raw durability, because Teemo loses if he starts inside Pulverize range.
    • A random mushroom can turn a winning chase into a lost duel.
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  • Tristana

    TristanaUnfavoured

    Tristana can disengage Alistar's combo with Rocket Jump and Buster Shot, then kill him through range and attack speed in the long fight.

    Watch for Buster Shot: it knocks Alistar out after he commits, removing his ability to stay in Tristana's range for the second rotation.

    How to beat

    Hold your engage until Rocket Jump is used or until you can force her into terrain or your turret side with Headbutt. If she still has Buster Shot, expect the first combo to fail and use it to burn cooldowns rather than chase blindly afterward.

    Later Tristana becomes a much stronger side-lane and teamfight damage threat as her range scales, while Alistar's job becomes denying her free firing time. Late, do not duel her in open space; flash-engage, peel her jump reset, or knock her away from your carries.

    • Headbutt after Rocket Jump starts can ruin her landing if you are already in range.
    • Do not chase after Buster Shot unless Pulverize is nearly back up.
    • Her slow on Rocket Jump makes your retreat awkward, so decide before engaging whether you are all-in or leaving.
    • Open lanes are bad for you; walls and towers make your displacement matter.
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  • Tryndamere

    TryndamereUnfavoured

    Alistar can stall Tryndamere for a long time, but Tryndamere's sustained crit damage and Undying Rage beat Alistar once the fight goes past the first crowd-control rotation.

    Watch for Undying Rage: it blanks your lethal window and lets Tryndamere keep hitting while your Q and W are on cooldown.

    How to beat

    Trade only in short bursts: Pulverize, Trample damage, Headbutt out, then wait. When he casts Undying Rage, stop trying to finish him and use Headbutt plus movement to waste the duration before re-engaging after it ends.

    Later Tryndamere wins the side lane and forces Alistar to answer waves rather than duel him straight up. In teamfights, Alistar is more useful if he saves crowd control to peel Tryndamere off carries during Undying Rage instead of starting the fight on him.

    • Never spend Headbutt early if Undying Rage is available; it is your best timer-waster.
    • Mocking Shout hurts less if you are facing him or already disengaging.
    • His Fury level changes the duel dramatically, so do not fight him for free after he has built it on minions.
    • Armor helps, but it does not solve the ultimate window by itself.
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  • Twisted Fate

    Twisted FateFavoured

    Twisted Fate can kite and stun, but in a pure duel he is fragile and has no real answer if Alistar reaches him with crowd control available.

    Watch for Gold Card from Pick A Card: the stun stops your engage timing and gives Twisted Fate the space to land Wild Cards or walk away.

    How to beat

    Do not walk straight at him while Gold Card is locked unless Unbreakable Will is ready. Let him throw the card or force it with a fake step forward, then close the distance and chain Pulverize into Headbutt before he can reset spacing.

    Later Twisted Fate is not trying to beat Alistar in a fair side-lane duel; he wins the map with Destiny and picks. Late, Alistar should stay near threatened carries or objectives, cancel his pick attempt with displacement, and punish him hard if he gates into melee range.

    • Destiny's slow reveal matters mostly because it prevents you from hiding an engage angle.
    • If Gold Card is down, Twisted Fate is one of the easiest ranged champions for you to punish.
    • Headbutt can interrupt his attempt to stand still and cast safely after Gate.
    • Do not let repeated Wild Cards soften you before the actual fight starts.
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  • Twitch

    TwitchUnfavoured

    Twitch's stealth opener, poison stacking, and Spray and Pray give him the damage to kill Alistar if he avoids the first combo.

    Watch for Ambush: Twitch chooses when the duel starts, often opening outside Pulverize range with enough time to stack Deadly Venom.

    How to beat

    Do not stand in open ground with no vision and call it a duel; control brush and wards so Ambush does not give him the first six stacks for free. If he appears close, immediately Pulverize and Headbutt him out of Spray and Pray's line or into your side before Expunge peaks.

    Later Twitch is a far stronger teamfight damage threat, but he is vulnerable to Alistar if caught before stealth or ultimate positioning. Late, buy vision, sit near your carries, and save displacement for the moment he reveals with Spray and Pray.

    • Expunge is most dangerous after several autos, so early crowd control is better than late panic.
    • Headbutt sideways out of Spray and Pray's firing line when killing him is unrealistic.
    • Pink-style vision from ward control matters more than another small stat purchase.
    • Do not chase into fog after he exits Ambush; he can re-open from a better angle.
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  • Vayne

    VayneUnfavoured

    Vayne is built to kill durable melee champions, and Condemn plus Final Hour make it hard for Alistar to stay on her long enough to win.

    Watch for Condemn: it knocks Alistar away and can stun him into terrain, ending his engage and letting Silver Bolts take over.

    How to beat

    Avoid fighting near walls, tower edges, or jungle corners where Condemn becomes a stun. Force Tumble first if possible, then engage from an angle that lets Headbutt push her toward your team or away from escape space rather than simply resetting her distance.

    Later Vayne wins the side-lane duel decisively once finished because Silver Bolts ignores your tank plan. In teamfights, Alistar still has a job: deny her angle, soak her first target choice with Unbreakable Will, and chain crowd control when Final Hour invisibility ends.

    • Wall positioning is the matchup; a short wall stun loses fights you otherwise survive.
    • Do not chase invisible Final Hour Tumbles in a straight line unless you know her exit angle.
    • Pulverize first is often better than Headbutt first because Headbutt can give her free distance.
    • Attack speed reduction items are much better than raw health against Silver Bolts pressure.
    BuyFrozen HeartRanduin's OmenNinja Tabi
  • Veigar

    VeigarEven

    Alistar can kill Veigar if he reaches him cleanly, but Event Horizon and Primordial Burst make failed engages very punishing.

    Watch for Event Horizon: the cage blocks your path or stuns you on the edge, stopping the combo before you can reach Veigar.

    How to beat

    Do not burn Headbutt into the cage edge; walk at him until he casts Event Horizon, then wait just outside or use Unbreakable Will if you must force through the follow-up. Once Event Horizon is down, Veigar has no mobility, so commit immediately and keep him displaced before Dark Matter lands.

    Later Veigar's burst is much more dangerous in grouped fights, especially against AP-heavy targets, but Alistar can still function through it with defensive MR and ultimate timing. Late, flank rather than front-walk through cages, and use your crowd control to interrupt his burst pattern on your carries.

    • Unbreakable Will can let you survive the burst, but it does not make walking into Event Horizon smart.
    • Dark Matter is easiest to dodge if you save Headbutt movement until after the cage appears.
    • Veigar is vulnerable after Event Horizon; that cooldown is the whole matchup.
    • Do not stack AP into Primordial Burst value if you are itemizing for the duel.
    BuyBanshee's VeilSpirit VisageMercury's Treads
  • Warwick

    WarwickUnfavoured

    Warwick's lifesteal pattern, Hungering Strike sustain, and suppression make him better in a sustained melee duel than Alistar.

    Watch for Infinite Duress: the suppression locks Alistar in place while Warwick heals and deals damage, often forcing Unbreakable Will defensively.

    How to beat

    Keep trades short and do not stand still trading autos after Hungering Strike lands. Save Unbreakable Will for Infinite Duress or the follow-up damage window, then Headbutt him away before he can resume healing through autos and Q.

    Later Warwick usually wins the isolated side-lane duel if he can stick, while Alistar brings stronger displacement in 5v5s. Late, protect your carry from Infinite Duress and use Headbutt to break Warwick's access rather than trying to drain-tank him alone.

    • If he uses Hungering Strike on a minion or another target, that is your short-trade window.
    • Do not let Blood Scent bait you into fighting while low; it helps him keep contact.
    • Unbreakable Will is more valuable into Infinite Duress than into his normal Q poke.
    • Healing reduction helps your team more than it helps Alistar personally in this duel.
    BuyThornmailFrozen HeartExecutioner's Calling
  • Wukong

    WukongEven

    Wukong has stronger damage trades, but Alistar can interrupt his engage pattern and survive Cyclone with Unbreakable Will.

    Watch for Cyclone: the knockup and sustained spin damage punish Alistar if he has already spent Headbutt and cannot leave the area.

    How to beat

    Do not blow Pulverize into Decoy; wait half a beat and confirm the real Wukong before committing. If he starts Cyclone, use Headbutt to push him away or activate Unbreakable Will and walk out, then re-engage after the spin ends.

    Later Wukong is a stronger backline dive threat, while Alistar is the better dedicated peel tank. Late, do not chase him into fog after Decoy; mark his flank and save Pulverize or Headbutt for the Cyclone entry onto your carries.

    • Decoy can waste your whole combo, so watch for his movement stopping suddenly.
    • Pulverize is strong after Nimbus Strike because he has delivered himself into melee range.
    • Headbutting him during Cyclone can deny much more damage than using it as opener.
    • Armor is efficient, but cooldown timing decides the fight more than stats.
    BuyFrozen HeartRanduin's OmenNinja Tabi
  • Zilean

    ZileanEven

    Zilean is hard for Alistar to finish because Time Warp and Chronoshift reset the fight, but he is fragile if caught without those tools.

    Watch for Chronoshift: it denies your kill combo and forces you to survive the bomb and slow cycle a second time.

    How to beat

    Hold enough health and cooldowns for the revive; killing him once with everything spent is not a win. Bait Time Warp by walking up, then engage after the slow or speed is used, and use Headbutt to keep him near you when Chronoshift is about to expire.

    Later Zilean avoids side-lane duels and becomes a teamfight reset champion, while Alistar remains the stronger hard engage and peel body. Late, force Chronoshift onto the wrong target or knock the revived target away from the fight instead of tunneling Zilean through bombs and slows.

    • Do not full-combo into an obvious Chronoshift unless your team can wait out the revive.
    • Time Bomb punishes minion waves around you, so avoid dueling him inside stacked waves.
    • Mercury's Treads reduce the slow and make the second engage more realistic.
    • If Rewind is giving him repeated bombs, leave and reset rather than bleeding health slowly.
    BuyMercury's TreadsBanshee's VeilSpirit Visage
18
Attack damage
120.19
Ability power
0
Armor
221.5
Magic resist
101.1
Attack speed
0.851
Cooldown reduction
10%
Critical strike chance
0%
Move speed
391.88
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
4,311.84
Health regen
32.55 / 5s
Mana
935
Resource regen
27.55 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
9
Magic pen, percent
0%

Ability damage

at this build's ranks
  • Q

    Pulverizerank 5/5

    Damage
    240
  • W

    Headbuttrank 5/5

    Damage
    275
  • E

    Triumphant Roarrank 5/5

    Heal
    180
    Ally Heal
    135

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second102.3
Attacks per second
0.851
Average hit
120.2
Normal hit
120.2
Critical hit
240.4
Armor after penetration
0
Magic resist after penetration
0
Time to kill
9.8s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
120.19
Ability power
178
Armor
245.8
Magic resist
176.1
Attack speed
0.851
Cooldown reduction
40%
Critical strike chance
0%
Move speed
391.88
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
3,916.64
Health regen
26.55 / 5s
Mana
1,885
Resource regen
14.55 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
9
Magic pen, percent
8%

Ability damage

at this build's ranks
  • Q

    Pulverizerank 5/5

    Damage
    382
  • W

    Headbuttrank 5/5

    Damage
    453
  • E

    Triumphant Roarrank 5/5

    Heal
    225
    Ally Heal
    168

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second102.3
Attacks per second
0.851
Average hit
120.2
Normal hit
120.2
Critical hit
240.4
Armor after penetration
0
Magic resist after penetration
0
Time to kill
9.8s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
120.19
Ability power
755.03
Armor
140.5
Magic resist
52.5
Attack speed
0.851
Cooldown reduction
14%
Critical strike chance
0%
Move speed
393.75
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,278
Health regen
22.55 / 5s
Mana
1,257
Resource regen
17.55 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    Pulverizerank 5/5

    Damage
    861
  • W

    Headbuttrank 5/5

    Damage
    1,051
  • E

    Triumphant Roarrank 5/5

    Heal
    369
    Ally Heal
    277

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second137.1
Attacks per second
0.851
Average hit
161.1
Normal hit
161.1
Critical hit
283.7
On-hit damage
38.5
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Time to kill
7.3s

On-hit

  • Spellsword38.5

    5% of ability power · magic damage

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
120.19
Ability power
0
Armor
81.5
Magic resist
52.5
Attack speed
0.851
Cooldown reduction
0%
Critical strike chance
0%
Move speed
330
18

Resources

Health
2,278
Health regen
22.55 / 5s
Mana
935
Resource regen
14.55 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at max rank
  • Q

    Pulverizerank 5/5

    Damage
    240
  • W

    Headbuttrank 5/5

    Damage
    275
  • E

    Triumphant Roarrank 5/5

    Heal
    180
    Ally Heal
    135

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second102.3
Attacks per second
0.851
Average hit
120.2
Normal hit
120.2
Critical hit
240.4
Armor after penetration
0
Magic resist after penetration
0
Time to kill
9.8s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
120.19
Ability power
436.53
Armor
90.5
Magic resist
52.5
Attack speed
0.851
Cooldown reduction
4%
Critical strike chance
0%
Move speed
393.75
18

Click an item to leave it out of the numbers.

Resources

Health
2,278
Health regen
22.55 / 5s
Mana
1,185
Resource regen
17.55 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    Pulverizerank 5/5

    Damage
    601
  • W

    Headbuttrank 5/5

    Damage
    726
  • E

    Triumphant Roarrank 5/5

    Heal
    289
    Ally Heal
    217

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second123.2
Attacks per second
0.851
Average hit
144.9
Normal hit
144.9
Critical hit
267.5
On-hit damage
22.3
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Time to kill
8.1s

On-hit

  • Spellsword22.3

    5% of ability power · magic damage

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.