
World Atlas
400 doubloonsStarts support income and progresses into wards fer th' crew.
Support · SwiftplayMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Alistar has an established low-income Support course wit' useful course pressure, protection, engage or crew utility.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, Swiftplay · Support
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Starts support income and progresses into wards fer th' crew.

Completes th' defensive support quest course fer committed engages.

Adds an immediate crew shield after ye engage or peel.

Redirects protection toward th' ally most likely to carry th' fight.

Reduces pressure from repeated basic attacks; skip it when attacks be nay th' problem.

Adds dedicated magic resistance agin' sustained spell damage.

Adds dedicated magic resistance and a shield agin' sustained spell damage after leaving champion combat.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Apply anti-heal only when repeated healing be materially changing fights.
Arrr, best when: Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.
Arrr, best when: Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.
Arrr, runes and summoner spells
Catch, survive th' return damage, then create another opening.
Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.
Arrr, matchup notes
A durable front line can interrupt an approach and create space fer th' carry.
Arrr, mid to lateControl and protection become clearer once teams group 'round prizes and carries need a front line.
Keep Vex visible afore committing. Th' second Bot-course champion and nigh th' ship Jungler can change whether th' same engage be seaworthy.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Arrr, Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.

Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.
Trick reference
Trick reference Data Dragon 16.20.1
Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
Alistar charges his roar by stunning or displacing enemy champions or when nearby enemies die. When fully charged he heals himself all nearby allied champions.
Alistar smashes the ground, dealing damage to nearby enemies and tossing them into the air.
Wait fer reload (s) 14/13/12/11/10 · Cost 50/55/60/65/70 · Charted reach (units) 365Alistar rams a target with his head, dealing damage and knocking the target back.
Wait fer reload (s) 14/13/12/11/10 · Cost 50/55/60/65/70 · Charted reach (units) 650Alistar 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.
Wait fer reload (s) 12/11.5/11/10.5/10 · Cost 50/55/60/65/70 · Charted reach (units) 350Alistar lets out a wild roar, removing all crowd control effects on himself, and reducing incoming physical and magical damage for the duration.
Wait fer reload (s) 120/100/80 · Cost 100When Jayce swaps weapons he gains Move Speed for a short duration.
Hammer Stance: Leaps to an enemy dealing physical damage and slowing enemies. Cannon Stance: Fires an orb of electricity that detonates upon hitting an enemy (or reaching the end of its path) dealing physical damage to all enemies hit.
Wait fer reload (s) 16/14/12/10/8/6 · Cost 40 · Charted reach (units) 600Hammer Stance: Passive: Restores Mana per strike. Active: Creates a field of lightning damaging nearby enemies for several seconds. Cannon Stance: Gains a burst of energy, increasing Attack Speed to maximum for several attacks.
Wait fer reload (s) 10 · Cost 40 · Charted reach (units) 285Hammer Stance: Deals magic damage to an enemy and knocks them back a short distance. Cannon Stance: Deploys an Acceleration Gate increasing the Move Speed of all allied champions who pass through it. If Shock Blast is fired through the gate the missile speed, range, and damage will increase.
Wait fer reload (s) 20/18/16/14/12/10 · Cost 55 · Charted reach (units) 240Hammer Stance: Transforms the Mercury Hammer into the Mercury Cannon gaining new abilities and increased range. The first attack in this form reduces the target's Armor and Magic Resist. Cannon Stance: Transforms the Mercury Cannon into the Mercury Hammer gaining new abilities and increasing Armor and Magic Resist. The first attack in this form deals additional magic damage.
Wait fer reload (s) 6 · Charted reach (units) 600Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Deny space wit' yer course partner, but keep th' carry moored to th' wave instead o' roaming at every opportunity.
Move first aboard wit' an ally, establish vision and protect th' course yer crew will use to enter.
Set sail only when crewmates can follow, then change to peel if an foe reaches th' protected carry.
Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.
Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.
Control one approach and keep enough protection fer th' foe's most likely engage.
Stay fer a crashing wave, block a dive and avoid spending th' key defensive trick on low-value poke.
Enter darkness wit' another sailor and ward th' nearest useful entrance instead o' reaching fer deep vision.
Peel first aboard and punish overextension. A blind engage rarely repairs a losing battle.
Pings, movement and prizes
Reveal th' engage afore casting it. Yer best set sail be one yer Bot carry and Jungler can reach.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.
Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.
Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.
Keep enemies astern from th' seaworthy entrance, mark th' reachable threat and avoid chasing so far across th' waters that Dragon be left unprotected.
Later prizes: Use th' same pattern fer Rift Herald or Baron: communicate first aboard, move through controlled vision wit' an ally, then choose engage or peel afore th' fight begins.
Arrr, keep preparing
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.