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General Information
TitleThe Minotaur
Release DateFebruary 21, 2009
Cost1350 BE 585 RP

600 (+ 106)

8.5 (+ 0.85)

350 (+ 40)

8.5 (+ 0.8)


62 (+ 3.75)

0.625 (+ 2.125%)


44 (+ 3.5)

32 (+ 1.25)
Developer Info
DDragon KeyAlistar
Integer Key12
External Links
Game Info Wikileagueoflegends.fandom.com

Alistar is a champion in League of Legends.


For outdated and now non-canon lore entries, click here.
  • Biography
Always a mighty warrior with a fearsome reputation, Alistar seeks revenge for the death of his clan at the hands of the Noxian empire. Though he was enslaved and forced into the life of a gladiator, his unbreakable will was what kept him from truly becoming a beast. Now, free of the chains of his former masters, he fights in the name of the downtrodden and the disadvantaged, his rage as much a weapon as his horns, hooves and fists.

Many civilizations have resisted Noxus, but none as long as the clans of the Great Barrier mountains. Though these fierce minotaurs had protected the overland trade routes to the ancient city of Zaun for centuries, they preferred to avoid Valoran’s wider conflicts.

The noble warrior Alistar was respected among all the clans. Out on the mountain peaks, his roar could scatter even the bravest trespassers, leaving only the foolhardy to face him in combat. Even so, in the moot halls he would always urge his kin to forge greater bonds with other mortal races. Many saw minotaurs as little more than beasts, which soured any interaction and kept them firmly as outsiders.

Then Noxus came, promising something better. Their emissary, the matriarch of House Tewain, proclaimed that the empire was poised to take Basilich, a coastal city to the east. However, she pledged that they would not do this without the support of the great clans of the mountains, and called for parley on neutral ground.

Many of the minotaurs were eager to accept her offer. This was a way to gain the power and recognition they sought, by joining with Noxus.

But Alistar remained skeptical—he had encountered many Noxian scouts in recent years, and knew them to be a duplicitous and cunning people. For this reason, his clan sent him to meet Tewain, along with fifty of their mightiest warriors, to reject any alliance. The other clans could do as they wished, but Alistar would not accept the rule of some distant “Grand General”.

Under the banners of truce, he and his kin were betrayed.

The larger clans had already pledged themselves to Noxus, and their representatives turned against him as soon as he made his position known. The battle was swift and bloody, and Alistar himself crushed Lady Tewain’s skull with his bare hands—but soon enough he and his surviving warriors found themselves bound in chains, headed for the distant Noxian capital, accused of inciting rebellion.

These unfortunate minotaurs found themselves cast into the Reckoning arenas of the capital, as part of a grim gladiatorial festival known as the Fleshing.

Alistar was appalled by the chanting of the bloodthirsty spectators. He implored his clanfolk not to fight back, not to give these Noxians the monstrous display they so craved…

When the festival ended twenty-one days later, Alistar was the only member of his tribe left. Pelted with pebbles and rotten fruit from the crowd, dragged out to face Reckoner after Reckoner, he was driven to fight like a beast—and think like one. He killed and killed until even his memories of home became stained with blood.

Alistar had fallen far by the time he met Ayelia, a servant girl in the arenas. At first he bellowed and charged the bars of his cage, expecting her to fear or goad him like the others, but Ayelia did neither.

She returned every day, and spoke to him with gentle respect, until eventually Alistar answered in kind. Ayelia’s homeland had also been claimed by Noxus, and seeing his suffering had convinced her they should leave this hateful city together. She whispered her plans through the bars, and for the first time in years Alistar found he could think of home without dwelling on the way it had been taken from him.

One night, Ayelia brought Alistar the key to his cell. She had sacrificed much to arrange this escape, and he swore he would repay her tenfold.

They hurried to the river, where a cargo barge awaited them. However, as they boarded, Noxian agents burst from the shadows. Alistar hurled himself into battle, his vision tunneled with rage, and although Ayelia called out to him again and again, he did not hear.

By the time Alistar had slain their attackers, the boat was gone—and Ayelia with it—so he fled south on foot instead. He searched everywhere for the servant girl, but found nothing. Had she been captured? Killed? It seemed there were no clues left to find.

Weeks later, a political coup shook the empire to its dark foundations, and the arena minotaur’s escape was quite forgotten.

Alistar now travels alone, as quietly and anonymously as he can, encouraging resistance in Noxian-held territories and fighting on behalf of the downtrodden and the abused. Only when he has cleared the shame from his heart, repaying every cruelty and every kindness, will Alistar return to the mountains and leave his rage behind.

And in every city he passes through, he asks after Ayelia.

"Nothing can hold me back!"

- AlistarSquare.pngAlistar


Triumphant Roar.png Triumphant Roar [Passive]
Area of Effect: 1000

Innate: Alistar gains a Triumph stack when he stuns or displaces enemy champions or when nearby enemies die. At 7 stacks Alistar roars, healing himself and all nearby allies for twice the amount.

Alistar cannot gain Triumph stacks while Triumphant Roar is on cooldown.

The death of enemy champions and epic monsters fully charges Alistar's roar.

Heal: 23 - 142 (based on level)
Pulverize.png Pulverize [Q]
Cost: 65 / 70 / 75 / 80 / 85 Mana Cooldown: 15 / 14 / 13 / 12 / 11 seconds Area of Effect: 365

Active: Alistar smashes the ground, dealing magic damage and tossing nearby enemy units into the air for 1 second. Magic Damage: 60 / 100 / 140 / 180 / 220 (+50%)
Headbutt.png Headbutt [W]
Cost: 65 / 70 / 75 / 80 / 85 Mana Cooldown: 14 / 13 / 12 / 11 / 10 seconds Range: 650

Active: Alistar rams into an enemy, dealing magic damage and knocking them back. Magic Damage: 55 / 110 / 165 / 220 / 275 (+70%)
Trample.png Trample [E]
Cost: 50 / 60 / 70 / 80 / 90 Mana Cooldown: 12 / 11.5 / 11 / 10.5 / 10 seconds Area of Effect: 350

Active: Alistar tramples the ground, ignoring unit collision and dealing magic damage over 5 seconds to nearby enemies. Each pulse that damages at least one enemy champion grants Alistar a Trample stack.

At 5 Trample stacks Alistar empowers his basic attack against an enemy champion to deal additional magic damage and stun for 1 second.

Magic Damage: 80 / 110 / 140 / 170 / 200 (+40%)
Empowered Damage: 20 - 275 (based on level)
Unbreakable Will.png Unbreakable Will [R]
Cost: 100 Mana Cooldown: 120 / 100 / 80 seconds

Active: Alistar lets out a wild roar, removing all crowd-control effects on himself, and reducing incoming damage for 7 seconds. Damage Reduction: 55 / 65 / 75%

Patch History[]

Patch 11.8

Trample.png E - Trample

BUGFIX : Alistar can now generate stacks against Morgana's E - Black Shield and Malzahar's Passive - Void Shift

Patch 11.7
Q base damage decreased later. E empowered basic attack bonus damage decreased.

Alistar has been thwacking his enemies (and his bell) in Pro and other levels of play. As one of the top three tank supports at the moment alongside Rell and Thresh, he's able to bring too much beef for his damage and threat potential. We're giving his damage a ding down to make his output more reasonable.

Pulverize.png Q - Pulverize

BASE DAMAGE : [60/105/150/195/240] 60/100/140/180/220

Trample.png E - Trample

EMPOWERED BASIC ATTACK : [35-290 (levels 1-18) bonus magic damage] 20-275 (levels 1-18) bonus magic damage

Patch 11.1
 Champion Base Stat Cleanup

We've cleaned up some champions' base stats over the years and are rounding out the remaining 99 champions.

AD / MR / ARMOR GROWTH : Rounded to the nearest 0.01. Except for Vel'Koz's AD growth, which is 3.142.

Patch 10.14
Q cooldown decreased.

Strengthening this mighty minotaur’s disruption in extended fights by giving him more opportunities to use his fearsome fists.

Pulverize.png Q - Pulverize

COOLDOWN : [17/16/15/14/13]

Patch 10.5
Base health increased. Passive stack gain no longer has a cooldown after alistar roars.

Moo cow needs more milk.

Base Stats

HEaLTH : [575] 600

Triumphant Roar.png Passive - Triumphant Roar

STaCK COOLDOWN : Once Triumph stacks are consumed, Alistar can gain new stacks [after a 3-second cooldown] immediately (Triumphant Roar still can't proc more than once every 3 seconds)

Patch 9.24b
Rounding up some base stats. Passive heal increased.

Alistar is feeling a bit weak right now, so doing the ol' rounding up of stats and giving him some more sustain in lane.

Base Stats

HEALTH : [573.36] 575
ATTACK DAMAGE : [61.1116] 62

Triumphant Roar.png Passive - Triumphant Roar

HEAL : [20-139 (doubled to 40-278 for allies)]
25-161 (doubled to 50-322 for allies)

Patch 9.14
Base mana and mana growth increased.

Giving Alistar a boost in average play without making him overbearing in pro. The increase in mana helps those who may struggle with managing their resources in lane.

Base Stats

MANA : [278.84] 350
MANA GROWTH : [38] 40

Health decreased.

Alistar's all-in threat is one of the main reasons to pick him, but enemies should be able to punish him for overly greedy dives. Increasing the cow's vulnerability to poke reduces the number of fights he should take, and he'll be generally more susceptible to enemy ganks and dying on the way out from a bad skirmish.

Base stats

HEALTH : [613] 573


BASE ARMOR : [24.38] 44

Damage reduction on R increased.

Alistar has always needed to get up close and personal, but these days he has to stay there a bit longer to access the full extent of his crowd control. As a result, the Minotaur needs to be a bit tankier when he commits to a fight.

Unbreakable Will.png R - Unbreakable Will

DAMAGE REDUCTION : [50/60/70%]
CLARITY Now displays how much damage Unbreakable Will is mitigating per damage instance (visible only to Alistar and his attacker)

Passive heals all nearby allies. E cooldown reduced; empowered attack deals more damage.

Back in pre-season we gave Alistar brand new tools - our goal was to give him more uptime during teamfights and take away the option to be a heal bot during laning phase. Looking back, Ali's got the added uptime we wanted, and his healing patterns are way healthier, but he could scale better into later phases of the game. The payoff for fully stacking Trample could be higher, given how long Alistar has to stay in the thick of battle to do so, and now that the mad cow can't spam his healing we’re comfortable restoring its potentially-team-wide effectiveness.

Triumphant Roar.png Passive - Triumphant Roar

COW CHARITY : Heals [the nearest ally] all nearby allies

Trample.png E - Trample

COOLDOWN : [16/15.5/15/14.5/14] 12/11.5/11/10.5/10 seconds
EMPOWERED ATTACK BONUS DAMAGE : [40 + 10 per level (max. 220 at level 18)] 40 + 15 per level (max. 310 at level 18)
BUGFIX : Minions affected by Trample now display the proper visual effects

Gameplay update for Alistar. Passive and E are conceptually swapping places.

Alistar’s been on our radar since our “support supports” work earlier in the season. He’s got powerful initiation and one of the best damage mitigation tools in the game, but also reliable healing opponents can’t really do anything about. It’s unclear how to win in lane against a tank that heals his team: poke damage doesn’t stick, burst damage isn’t enough to bring him down, and you can’t get past him to kill his carry instead. This means we’ve had to water down a lot of Alistar’s tools to keep him fair.
As a result, Alistar’s teamfight gameplay is marked by a lot of downtime. After initiating with W+Q, he doesn’t have much to do beyond pressing R and trying to block skillshots. Damage soaking is an important contribution, but as League’s mad cow, we think Alistar should do more to aggressively disrupt the enemy team once he dives into the fray. He’s losing some reliability in exchange (particularly in terms of his healing), but a greater risk of failure lets us give him greater rewards for success.

Triumphant Roar.png Passive - Triumphant Roar

STACKS : Alistar gains Triumph stacks when applying hard crowd control to enemy champions and when nearby units die, healing himself and the closest ally when he reaches 7 stacks
HEAL : Triumphant Roar heals Alistar for 13 (+7 per level) and the nearest allied champion for twice the amount
COOLDOWN : Alistar can’t gain Triumph stacks for 3 seconds after Triumphant Roar procs
BYPASS : Triumphant Roar instantly procs whenever an epic monster or enemy champion dies

Pulverize.png Q - Pulverize

BYE : No longer stuns targets for 0.5 seconds after the knock-up ends

Trample.png E - Trample

TRAMPLING : Alistar tramples the ground for 5 seconds, damaging nearby units every 0.5 seconds
DAMAGING : 100/125/150/175/200 (+0.4 ability power) over 5 seconds
CHARGING : Every Trample pulse that hits at least one enemy champion grants Alistar 1 Trample stack, capped at 5
PUNCHING : At 5 Trample stacks, Alistar's next basic attack against a champion deals 40 (+10 per level) additional magic damage and stuns the target for 1 second
COST : ING50/60/70/80/90 mana
COOLDOWN...ING : 16/15.5/15/14.4/14 seconds

Unbreakable Will.png R - Unbreakable Will

IT BROKE : No longer grants 60/75/95 attack damage while active

R damage reduction down.

Alistar's the definition of a professional staple, bringing consistent peel, initiation, and diving potential. We're not looking to change that, but when Alistar becomes too reliable he suffocates the rest of the support landscape. We've always been happy with Alistar breaking up the attrition of an all-ranged lane through the threat of tower-dives, but at present he's got too much of a good thing. We're toning back Ali's early-game ability to tank turret shots (and everything else) so opponents have a chance to play around his window of strength rather than just flee for its duration.

Unbreakable Will.png R - Unbreakable Will

DAMAGE REDUCTION : [70% at all ranks] 50/60/70%

E's healing on allies down.

Oh, Alistar. Your amazing peel and engage are rivaled only by your sustain, yet one of these things does not belong. While it’s important to Alistar to be able to regenerate health between trades (he puts the Ali in All in), his high mana regeneration paired with the effectiveness of his Headbutt/Pulverize combo make him the optimal choice in pro play, no matter what your team needs. We’re focusing these changes around a single decision point - which does he value more? Engage potential, or sustain? Constraining the efficiency at which Alistar can heal his allies means that his lane buddies will have to carefully consider what the situation calls for, or risk not having enough health to engage when he does.

Triumphant Roar.png Passive - Triumphant Roar


AlistarSquare.png   Alistar
E cost and cooldown up. Q-W combo is finally consistent.

Alistar's got two very different things going on here, so let's tackle 'em separately.

First, Alistar's lane sustain is pretty out of line. For a champion who's supposed to be weak to poke and attrition, the strength of the Meditation mastery and the mana regeneration available to supports just means Alistar outlasts and then all-ins once you've exhausted your resources. Temporarily Ignoring towers and initiating are cool things we like the cow doing, given that he's not guaranteed to be at full health all the time.

Next, the combo. Alistar's Heabutt + Pulverize combo is one of the strongest interactions in the game, but also makes the champion incredibly tricky to balance. It's not the easiest thing to pull off 100% of the time (even in pro play), which means that whenever we have to buff or nerf Alistar, it disproportionately affects players that can hit the combo or not. Not anymore. After 6.3, It's now just a thing Alistar can do with regularity. Now your decisions should be around 'Do I want to use the combo in this situation?' instead of 'Can I do the combo?'

It's a scary world, I know - but we'll be there to hold your hand. Under the tower. While Alistar's diving us. (help)

Headbutt.png W - Headbutt

TRUE COMBO : Alistar now can buffer his Q - Pulverize and will automatically cast it upon reaching his target

Triumphant Roar.png Passive - Triumphant Roar

COST : [40/50/60/70/80 mana] 50/60/70/80/90 mana
COOLDOWN : [12 seconds] 16 seconds


In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary.
Mana Regen

The following champs have +2.5 base mana regen per 5 seconds:

Headbutt has a slower travel time.

Alistar’s been a must-pick in the professional scene for good while thanks to his ability to shine as a primary initiator with his signature Headbutt - > Pulverize combo, which is as time-sensitive to execute as it is to evade. To help even out the playing field for Alistar’s opponents, we’re giving more time to react with any flashes, dashes or other methods of disrupting his Ali-Oop slam-dunk into your entire team.

Headbutt.png W - Headbutt

TRAVEL SPEED : [1500] 1200

All of the following champions have had their armor or health per level increased.

As part of patch 5.16's item changes, the efficiency of some popular defensive items have been decreased. However, many 'low-income' tanks and team-disruptors relied pretty heavily on the strength of these items to maintain the right level of bulk for their gold stream - you can read more on the why further down, but each of the below champions are picking up some stat adjustments so they'll hit similar breakpoints when it comes to being unbreakable.


ARMOR GROWTH : [3.5] 4


ARMOR GROWTH : [4] 4.5


ARMOR GROWTH : [3.1] 3.6


ARMOR GROWTH : [3.25] 3.75


ARMOR GROWTH : [3.2] 3.7


ARMOR GROWTH : [3.8] 4.3


ARMOR GROWTH : [3.1] 3.6

Tahm KenchSquare.pngTahm Kench

ARMOR GROWTH : [3] 3.5


HEALTH GROWTH : [102] 106






"Alistar has been updated! Check out the article if you want the full story, or below if you just want the specifics."
  • General
    • VISUALS : Updated model, textures and VFX for base and all skins
    • ICONS : New ability icons
    • SPLASH : New base splash!


"When we buffed Alistar back in 4.12, our big concern for competitive play was that he would be too strong in the jungle, where his terrifying level 2 ganks would obliterate all semblance of lane safety on the map. Didn't happen! He just went to terrorize top lane instead.
Jokes aside, it's not a bad thing when a champion finds a new position to play on the map, but often times we'll see their strength being used in inhibitive ways (hello Soraka, hello Lulu). We're not taking large steps against Alistar for now, but we did identify one very obnoxious aspect of his strength where he could get a free high-damage trade by Headbutting his opponent while also sneaking in a basic attack. When combined with next-attack items like Sheen, it's easy to see how uninteractive Alistar can get, especially when he puts the opponent in a position where they can't retaliate in a meaningful way. We still think Alistar's in a very strong place after his buffs, but will continue to monitor him for the future."
  • Headbutt.png W - Headbutt
    • SUCKER PUNCH Alistar can no longer land an additional basic attack on his Headbutted target as they fly away

v4.12 Ali's mana costs are lower, and his ult now reduces tons of damage, even at lower levels. In exchange, Ali's jungling is weaker.

"We really want to bring Alistar back up as a support, but our challenge has been to make sure he doesn't also take up his crown of jungling cow king from the days of old. Access to a 'mini' Malphite Unstoppable Force at level 2 (via his Headbutt + Pulverize combo), combined with guaranteed tower dives and the ability to punt people away from safety makes for a pretty oppressive gank-train from the jungle. We want to give Ali the things he needs to succeed but, like we did with Maokai, we also want to make sure he's in a healthy position to do so. There's a little concern that having 70% damage reduction at level 1 Unbreakable Will might make Alistar a little too good at tower diving (even as a support), but we'll see how these changes affect him first."

  • Trample.png Passive - Trample
    • REMOVED JUNGLE COW: No longer deals double damage to monsters
  • Pulverize.png Q - Pulverize
    • STUNNING LANDING: Pulverize now correctly matches its visuals by applying a 1.5 second knockup ⇒ 1 second knockup followed by a 0.5 second stun (functionally should remain the same)
    • COST: 70/80/90/100/110 mana ⇒ 65/70/75/80/85 mana
  • Headbutt.png W - Headbutt
    • COST: 70/80/90/100/110 mana ⇒ 65/70/75/80/85 mana
  • Unbreakable Will.png R - Unbreakable Will
    • NEW YOU CAN'T MILK THOSE: Damage reduction now applies instantly, rather than after the spell animation
    • DAMAGE REDUCTION: 50/60/70% ⇒ 70/70/70%


  • Base movement speed increased to 330 from 325
  • Headbutt
    • Range increased to 650 from 600


  • Base Movement Speed increased by 25.


  • Base movement speed reduced to 300 from 305
  • Headbutt cast range reduced to 600 from 650

August 7th Hotfix

  • Headbutt damage adjusted to 55 / 110 / 165 / 220 / 275 from 85 / 130 / 175 / 220 / 265


  • Trample damage reduced to 7-24 from 10-27
  • Triumphant Roar mana cost increased at earlier ranked to 40 / 50 / 60 / 70 / 80 from 28 / 41 / 54 / 67 / 80


  • Now gains 1.25 Magic Resist per level


  • Triumphant Roar mana cost increased to 28 / 41 / 54 / 67 / 80 from 20 / 35 / 50 / 65 / 80
  • Unbreakable Will mana cost reduced to 100 from 150
  • Trample damage increased to 10-27 per second from 10-23


  • Pulverize mana cost reduced to 70 / 80 / 90 / 100 / 110 from 80 / 90 / 100 / 110 / 120
  • Headbutt mana cost reduced to 70 / 80 / 90 / 100 / 110 from 70 / 85 / 100 / 115 / 130
  • Triumphant Roar mana cost increased at later ranks to 20 / 35 / 50 / 65 / 80 from 20 / 30 / 40 / 50 / 60


  • Fixed a bug where Triumphant Roar was not granting assists


  • Unbreakable Will
    • Duration adjusted to 7 seconds at all levels from 6 / 7 / 8
    • Physical and magic damage reduction reduced to 50 / 60 / 70% from 75% at all ranks


  • Headbutt ability power ratio reduced to 0.7 from 0.8
  • Pulverize ability power ratio reduced to 0.5 from 0.6
  • Triumphant Roar ability power ratio reduced to 0.2 from 0.4


  • Health per level reduced to 102 from 110
  • Pulverize
    • Ability power ratio reduced to 0.6 from 0.8
    • Reduced the chance of failed knockups near terrain
  • Headbutt
    • Base damage reduced to 85 / 130 / 175 / 220 / 265 from 85 / 135 / 185 / 235 / 285
    • Ability power ratio reduced to 0.8 from 1.0

v1.0.0.116 REMAKE

  • Base movement speed increased to 305 from 300
  • Base health reduced to 552 from 582
  • Health per level reduced to 110 from 114
  • Damage per level increased to 3.62 from 3.375
  • Base damage reduced to 58.65 from 62.9
  • Base mana increased to 253 from 225
  • Mana per level increased to 38 from 33
  • Trample (New Passive)
    • Whenever Alistar casts a spell, he gains Trample for 3 seconds ignoring unit collision and dealing 10-23 (+10% ability power) area damage per second (doubling damage to minions and monsters)
    • Added new animations and particles for Trample
  • Pulverize
    • Damage reduced to 60 / 105 / 150 / 195 / 240 from 80 / 125 / 170 / 220 / 270
    • Ability power ratio reduced to 0.8 from 1.0
    • Cooldown changed to 17 / 16 / 15 / 14 / 13 seconds from 15 at all levels
    • Range increased to 365 from 330
    • Stun duration reduced to 0.5 seconds from 1.0 (1 second knockup remains unchanged)
  • Headbutt
    • Improved targeting/direction against moving targets
    • Can now target minions
    • Damage reduced to 85 / 135 / 185 / 235 / 285 from 90 / 140 / 190 / 245 / 300
    • Cooldown changed to 14 / 13 / 12 / 11 / 10 seconds from 12 at all levels


  • Fixed a bug with Pulverize where the stun particle would show over units that don't get stunned


  • Headbutt can no longer be cast while rooted
  • Unbreakable Will tooltip corrected to state that it removes all crowd control but not all debuffs
  • Pulverize tooltip corrected to not imply that enemies do not take damage until the end
  • Base attack speed and attack speed per level increased to be approximately at the level of Rammus


  • Fixed an issue where Alistar's attack timing was too fast


  • Fixed a bug that prevented Alistar form casting spells immediately after using Headbutt


  • Pulverize now deals damage when the target is knocked into the air, rather than when they hit the ground


  • Triumphant Roar
    • Self heal increased to 60 / 90 / 120 / 150 180 from 50 75 / 100 / 125 / 150
    • Now heals surrounding units for half of the self heal amount
  • Headbutt is no longer castable while immobilized


  • Triumphant Roar cooldown reduction by nearby death reduced to 2 seconds from 4
  • Unbreakable Will
    • Duration reduced to 6 / 7 / 8 seconds from 6 / 8 / 10
    • Damage bonus increased to 60 / 75 / 90 from 60 at all levels


  • Pulverize stun duration reduced to 2 seconds from 2.2


  • Pulverize stun duration lowered to 2.2 seconds from 2.5
  • Headbutt animation improved


  • Triumphant Roar
    • Cooldown increased from 4 seconds to 12
    • Whenever a nearby enemy dies its cooldown is reduced by 4 seconds (increased health/cost/ability power ratio)


  • Colossal Strength bonus damage to turrets increased from 20 / 30 / 40 / 50% to 20 / 40 / 60%


  • Colossal Strength no longer reduces damage taken by turrets (still increases damage to turrets)
  • Headbutt
    • Can no longer target minions
    • Increased damage from 80 / 135 / 190 / 245 / 300 to 90 / 140 / 190 / 245 / 300
  • Increased movement speed from 290 / to 300
  • Pulverize damage increased from 70 / 120 / 170 / 220 / 270 to 80 / 125 / 170 / 220 / 270


  • Triumphant Roar healing reduced from 50 / 70 / 90 / 110 / 130 to 40 / 65 / 90 / 110 / 130


  • Pulverize area of effect increased from 300 to 330
  • Unbreakable Will
    • Increased damage reduction from 70% to 75%
    • Now removes all debuffs on him when cast


  • Pulverize stun duration upon hitting the ground increased from 1.0 to 1.5

June 6, 2009 Patch

  • Updated tooltips: Unbreakable Will

May 29, 2009 Patch

  • Unbreakable Will REMAKE
    • New functionality: Alistar Gains 60 damage, and takes x% reduced physical and magical damage for the duration

May 23, 2009 Patch

  • Pulverize stun duration reduced from ~2.7 to 2.2 seconds

May 15, 2009 Patch

  • Unbreakable Will bonus damage reduced from 80 to 60
  • Headbutt
    • Reduced stun duration from 1.25 to 1.0
    • Increased the speed the target gets pushed back from 1,000 to 1,200

May 1, 2009 Patch

  • Unbreakable Will duration reduced from 10 / 15 / 20 to 8 / 12 / 16

April 25, 2009 Patch

  • Updated recommended items

April 18, 2009 Patch

  • Unbreakable Will
    • Increased duration from 5 / 10 / 15 to 10 / 15 / 20
    • Added +80 damage
  • Added a charging component to Headbutt, incresaing its range from 200 to 650

Alpha Week 7

  • AlistarSquare.pngAlistar's Unbreakable Will can now be properly cast when stunned, silenced, etc

Alpha Week 6

  • Triumphant Roar
    • Cooldown decreased to 4 seconds from 5 seconds
    • Heal increased to 50 / 75 / 100 / 125 / 150 from 50 / 70 / 90 / 110 / 130
    • Is now improved with ability power

Alpha Week 4

  • AlistarSquare.pngAlistar's Headbutt - Fixed tooltip to explain that headbutt deals magic damage
  • AlistarSquare.pngAlistar's Ferocious Howl - Fixed tooltip to explain that the health increase given is temporary. Renamed Ferocious Howl to Unbreakable Will.

Alpha Week 2

  • Fixed tooltip typos for Ferocious Howl and Triumphant Roar


Additional Content[]

Champion Information[]

Related Lore[]

Journal of Justice

Skin Release[]



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