By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Alistar
the Minotaur
TankSupport
League of LegendsPatch 26.16SupportRanked Solo/DuoEmerald+NA35,351 gamesSample data
Role snapshot (Support)
- 49.0%
- Win Rate
- 6.9%
- Pick Rate
- 15.9%
- Ban Rate
35,351
Games
High
Confidence
Matchup map (Support) — level 1–18
Conditional build matrix
| vs AP Burst | vs AD Assassins | vs Tanks | vs Sustain | |
|---|---|---|---|---|
| Mythic / Core | ||||
| Core 2 | ||||
| Core 3 | ||||
| Boots | ||||
| Situational |
Popular build
16,261 games49.4%Win Rate
Reliable build
11,666 games48.1%Win Rate
High observed win rate
4,242 games51.5%Win Rate
Runes
Primary: Domination
Dark Harvest
Cheap Shot
Deep Ward
Ultimate Hunter
Secondary: Precision
Triumph
Legend: Alacrity
Shards
+9 Adaptive Force
+9 Adaptive Force
+10-180 Health (based on level)
Skill order
| Q | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| W | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| E | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| R | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
Ability details

Triumphant Roar
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.
Passive — never cast

Pulverize
Alistar smashes the ground, dealing damage to nearby enemies and tossing them into the air.
Cost 50/55/60/65/70 ManaCooldown 14/13/12/11/10sRange 365

Headbutt
Alistar rams a target with his head, dealing damage and knocking the target back.
Cost 50/55/60/65/70 ManaCooldown 14/13/12/11/10sRange 650

Trample
Alistar 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.
Cost 50/55/60/65/70 ManaCooldown 12/11.5/11/10.5/10sRange 350

Unbreakable Will
Alistar lets out a wild roar, removing all crowd control effects on himself, and reducing incoming physical and magical damage for the duration.
Cost 100 ManaCooldown 120/100/80sRange 1
Scaling — level 1–18
AlistarSupport average
1918
1918
1918
Counter plan — how to beat Alistar
Build percentage damage — flat penetration falls off against the stats it stacks
Track the roam — it is strongest where the enemy jungler already is
Punish the cooldown — Alistar is exposed while its rotation is down
Ward the flank — vision is what turns its best opening into a worse one
Respect the spike — Riot rates the kit 7/10, so a practised player gets more out of it than the average
ARAM performance
- 48.5%
- Win Rate ▼ 0.6%
- 1.8%
- Pick Rate ▲ 0.0%
- 2.9%
- Ban Rate ▼ 2.0%
- Damage dealt
- 101.9%
- Damage taken
- 97.1%
- Healing
- 109.1%
- Shielding
- 105.1%
- Ability Haste
- +19
Best ARAM build
Patch timeline
We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.
- 26.16Live now+1.0
- 26.14Sample win rate across this patch-0.3
- 26.11Sample win rate across this patch-0.8
- 26.08Sample win rate across this patch+0.7
- 26.05Sample win rate across this patch+1.0
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Methodology
- Data window
- 512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
- Rank aggregation
- Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
- Role assignment
- A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
- Counters
- A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
- Minimum sample
- The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
- Why a build is not a cause
- The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
- Where the numbers come from
- Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.
