(Innate): Each time Alistar casts a spell, he gains the ability to move through units and will deal 6 + (1 x level) + (0.1 per ability power) magic damage per second to nearby enemy units and structures for about 3 seconds. Trample deals double damage to minions and monsters.
(Active): Alistar smashes the ground where he is standing, dealing magic damage to all surrounding enemies and knocking them over for 1 second, additionally stunning them upon landing for 0.5 seconds.
Tips :This is obviously Alistar's most important spell. It has a very interesting crowd control to engage in teamfights and paralyse your enemies. You can even use it quickly with his Headbutt for a more direct approach!
Cost: 70 / 80 / 90 / 100 / 110 mana
Cooldown: 17 / 16 / 15 / 14 / 13 seconds
Magic Damage: 60 / 105 / 150 / 195 / 240 (+0.5 per ability power)
(Active): Alistar dashes to an enemy's position and rams them, dealing magic damage and knocking them back a set distance over 1 second, also briefly immobilizing them.
Tips :Use Headbutt to push back your enemies in a chase and protect your allies. You can couple it with Pulverize to stun your target a while and profite from a quick engage.
Cost: 70 / 80 / 90 / 100 / 110 mana
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Magic Damage: 55 / 110 / 165 / 220 / 275 (+0.7 per ability power)
(Active): Alistar instantly restores health to himself, healing nearby friendly units for half of that amount. The cooldown of this ability is reduced by 2 seconds each time a nearby enemy unit dies.
Tips :You can cast your Triumphant Roar in lane to make your opponent miss his last hits. If you time it well you can make him nuts!
Cost: 40 / 50 / 60 / 70 / 80 mana
Self Heal: 60 / 90 / 120 / 150 / 180 (+0.2 per ability power)
(Active): Alistar instantly gains bonus attack damage and takes reduced physical and magic damage for 7 seconds. If he is under crowd control effects at the time of casting, they are also removed.
Tips :Try to use your ultimate to protect your allies in teamfights, especially if there is a lot of control.
Cooldown: 120 / 100 / 80 seconds
Bonus Attack Damage: 60 / 75 / 90
Damage Reduction: 50 / 60 / 70 %
Pros
Very good for protecting the carry
Good mobility
With flash, you will have a better engage
Can heal
Cons
Very sensitive to disengage type spells (Vayne's Condemn)
Physical damage is his weakness
Support melee