- Tier
- T3
- Rang
- #88
- Taux de victoire
- 50.31%
- Taux de sélection
- 0.47%
Illaoi est actuellement classé T3 dans les données ARAM Mayhem. Voir le guide du champion

Alistar est actuellement classé T3 dans les données ARAM Mayhem.
Alistar the Minotaur
He is both, but you should choose one job before each fight starts. If your carries are safe and the enemy backline is exposed, go in and force chaos; if assassins or divers are already threatening your damage dealers, stay near them and punish the dive instead. The tradeoff is simple: every hard engage spends your body as a resource, so a bad entry can leave your team with no protection.
Start when an enemy steps past their frontline, misses key crowd control, or gets trapped near terrain. Move first only if your team can immediately follow, because Alistar creates windows but does not finish fights alone unless he is heavily ahead. If your damage dealers are clearing a wave or retreating, hold the engage and threaten instead.
Before using your displacement, check where the target will land and who can hit them afterward. If the angle sends a carry back behind their tanks, wait, reposition, or use your knock-up first to hold them in place. The punish window is brutal: one bad knockback can save the enemy carry and strand you in the middle of five players.
Yes, but only when the second cast puts you into a winning angle. Snowball is best when it bypasses poke, reaches a priority target, or lets you appear behind someone for a cleaner displacement. If you take it into five ready enemies without follow-up, you usually become a damage sponge with no escape plan.
His biggest strength is breaking the enemy formation. If opponents stack tightly, step in and disrupt multiple champions so your team can unload damage while they are unable to freely kite. The tradeoff is that spread-out enemies are much harder to control, so do not chase one low-value target while the rest of their team kills yours.
He can be kited or ignored if he engages from too far away or without backup. When the enemy has strong disengage, use fog, minions, Snowball pressure, or counter-engage instead of walking straight at them. If you miss the first engage, back out and reset your threat rather than drifting forward and eating free poke.
Tank is the safest default when your team needs someone to absorb the first wave of damage. If you already have a durable frontline and your augments push a different direction, you can consider more aggressive utility or damage choices, but only if you can still survive your own engages. A fragile Alistar may look exciting for one combo, then offers nothing when the fight lasts longer.
Do not force every time you see a target. Stand forward, deny enemy engage angles, and let your poke champions soften people up before you commit. If you dive too early, you may drag the fight into melee range and remove the advantage your team was building.
Look for synchronized entries rather than solo hero plays. If your diver is ready, lock down the target they can actually reach and use your body to block retaliation. The risk is overcommitting onto the enemy backline while your assassin is still waiting, which turns your engage into a rescue mission for the other team.
Save it if the enemy team is clearly holding burst or crowd control for your entry. Use it once you are committed and taking real focus, or when cleansing control lets you finish a key disruption. If you press it too early while enemies are still backing away, they can wait it out and punish you after your strongest defensive tool is gone.
Yes, and he is often better at peeling than chasing. If an assassin commits onto your carry, interrupt their path, knock them away from the target, and stand between them and the follow-up damage. The tradeoff is giving up your own engage, but saving a fed teammate usually wins more fights than diving a backline alone.
Stop starting low-percentage fights and play for counter-engage. Let the enemy step into your team, then punish the first champion who overextends instead of trying to reach their carry through a stronger frontline. When behind, your job is to create one clean pick or stall the fight long enough for your damage dealers to work.
Use side angles, brush control, and minion waves to reduce the amount of free damage you take before the fight. If you are too low before engaging, wait for sustain, a better wave, or an enemy mistake instead of forcing from desperation. Alistar can absorb damage during a fight, but eating poke for no reason removes your ability to choose when the fight begins.
Prioritize augments that make your engage safer, improve durability, reward crowd control, or help you reach targets. If an augment only adds damage but leaves you dying before your team arrives, it needs a very specific team setup to be worth it. Pick power that supports your actual job in the match: start fights, peel threats, and survive long enough to do both.
They engage because they can, not because the fight is ready. Before going in, check ally range, enemy cooldowns, your escape path, and whether the target is actually worth locking down. Good Alistar play is not constant aggression; it is controlled pressure that makes the enemy scared to step forward.