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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)

ATier
49.0%
Win Rate
6.9%
Pick Rate
15.9%
Ban Rate

35,351

Games

High

Confidence

Matchup map (Support) — level 1–18

40%60%
≥ 60%
Nobody in this lane sits here.
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

16,261 games

49.4%Win Rate

FlashIgnite

Reliable build

11,666 games

48.1%Win Rate

FlashTeleport

High observed win rate

4,242 games

51.5%Win Rate

FlashExhaust

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

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

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

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Alistar

  • Build percentage damageflat penetration falls off against the stats it stacks

  • Track the roamit is strongest where the enemy jungler already is

  • Punish the cooldownAlistar is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 7/10, so a practised player gets more out of it than the average

ARAM performance

C
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.

  1. 26.16Live now+1.0
  2. 26.14Sample win rate across this patch-0.3
  3. 26.11Sample win rate across this patch-0.8
  4. 26.08Sample win rate across this patch+0.7
  5. 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.