Arrr, good patterns
- Arrr, creates space through durability, control or a reliable front-line threat.
- Can create value through control, protection, setup or pressure that does nay depend only on personal doubloons.
Game patch, matey 26.21Data Dragon 16.21.1
Arrr, reference patch 16.20.1
the Minotaur
Alistar be a durable champion who creates space through control, protection or a committed front line. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Using Pulverize can allow ye to establish better positioning fer Headbutt.
Move Speed be very fit fer th' captain's eye on Alistar. Consider which boots to buy carefully.
Using Flash can allow ye catch yer target off guard to knock them back aboard into yer crewmates wit' Pulverize and Headbutt.
Alistar be very disruptive but very tough - try to target more booty fragile damage dealers.
Watch out fer th' Pulverize-Headbutt combo when 'round turrets.
When Alistar uses his ultimate, it's often better to move back aboard and wait until th' effect wears off afore attacking him.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.
Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
Th' kit be most often most valuable when it controls an entrance, protects a carry or begins a fight crewmates can actually reach. Durability does nay make an isolated engage seaworthy.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.
Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Alistar be normally played Support and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Alistar be normally played Support and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Alistar be normally played Support and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Alistar be normally played Support and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Alistar has an established low-income Support course wit' useful course pressure, protection, engage or crew utility.
Arrr, Situational AP purchase
Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.
Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.
Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.
Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.
Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.
Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.
Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.
Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishAlistar charges his roar by stunning or displacing enemy champions or when nearby enemies die. When fully charged he heals himself all nearby allied champions.

Arrr, what it doesEnglishAlistar smashes the ground, dealing damage to nearby enemies and tossing them into the air.

Arrr, what it doesEnglishAlistar rams a target with his head, dealing damage and knocking the target back.

Arrr, what it doesEnglishAlistar tramples nearby enemy units, ignoring unit collision and gaining stacks if he damages an enemy champion. At full stacks Alistar's next basic attack against an enemy champion deals additional magic damage and stuns them.

Arrr, what it doesEnglishAlistar lets out a wild roar, removing all crowd control effects on himself, and reducing incoming physical and magical damage for the duration.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Wait fer reload (s) Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 685 | 350 Mana, arr | Pick th' first aboard basic trick |
| 2 | 771 | 379 Mana, arr | Stow another basic trick or rank |
| 3 | 862 | 409 Mana, arr | Stow another basic trick or rank |
| 4 | 957 | 441 Mana, arr | Spend one trick point |
| 5 | 1,056 | 474 Mana, arr | Spend one trick point |
| 6 | 1,159 | 508 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,266 | 544 Mana, arr | Spend one trick point |
| 8 | 1,378 | 581 Mana, arr | Spend one trick point |
| 9 | 1,494 | 620 Mana, arr | Spend one trick point |
| 10 | 1,614 | 660 Mana, arr | Spend one trick point |
| 11 | 1,738 | 701 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,866 | 744 Mana, arr | Spend one trick point |
| 13 | 1,999 | 788 Mana, arr | Spend one trick point |
| 14 | 2,136 | 834 Mana, arr | Spend one trick point |
| 15 | 2,277 | 881 Mana, arr | Spend one trick point |
| 16 | 2,422 | 929 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,571 | 979 Mana, arr | Spend one trick point |
| 18 | 2,725 | 1,030 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.