My Alistar Changes [Becuz they keep nerfing him]

ExecutorDill··2 votes·441 views

Passive: Trample

Now gives 5 - 25% movement speed (Lvls 1-18) upon activating an ability for the Trample duration [1.18% per lvl]. Now deals 2% of his bonus health as magic damage per tick.

Q

Deals 60/95/130/165/200 +50% AP and 40% bonus AD. All of alistar's cooldowns are reduced by 1.5 seconds for every champion he displaces.

W

Unchanged.

New E: Meat Coat

(Passive):

Whenever alistar is dealt damage, he is enraged, tightening his muscles for a moment then healing some of the damage shortly after.

Alistar Heals himself for 20/45/70/95/120 +20/25/30/35/40% of the damage taken while enraged. Enrage lasts 4 seconds after being dealt damage.*

(Active): Alistar jumps on ally champion stopping thier movement but blocking all damage they would take for 1.25 seconds then pushes them 300 units into selected direction.

R

Alistar gains 45/55/65% Damage reduction for 8 seconds and doubles the movement speed gained from Trample.

Alistar gains 50/65/70% of his AD as bonus on-hit magic damage.

8 Comments

Valexfor1 votes

So you're giving him a better, stronger kit since they keep nerfing him because he's supposedly too strong?. Makes sense xD. That said this kit is far too strong. There is a reason why he scales off of ap and not health/ad, he would deal too much damage if he scaled on something else. Also his heal is supposedly the reason he keeps getting nerfed since they find it too strong for some reason (and really, why not just straight up remove it for something more fitting? he's a fucking giant minotaur, why does he heal things by yelling at them?).

ExecutorDill1 votes

{quoted}

So you're giving him a better, stronger kit since they keep nerfing him because he's supposedly too strong?. Makes sense xD. That said this kit is far too strong. There is a reason why he scales off of ap and not health/ad, he would deal too much damage if he scaled on something else. Also his heal is supposedly the reason he keeps getting nerfed since they find it too strong for some reason (and really, why not just straight up remove it for something more fitting? he's a fucking giant minotaur, why does he heal things by yelling at them?).

His heal is getting nerfed because of his duo lane, which is the only good role he has sadly. His Jungle and Top is trash and his mid lane... isn't that bad actually if you go AP Tank <.< Because midlaners generally are squishy, can't out sustain you and don't usually come with high sustain damage.

Anyways, he is a tank with long ass cooldowns, and terrible dps (even with ult... Like wtf is that AD even there :/) It'd be best to strengthen his bursty abilities. 2 rotations of his spells should atleast put someone below half health in not below 40%. And keep the power in items scalings so support Ali can't abuse it.

Valexfor2 votes

Problem is that riot pretty much decided that Alistar is a support. He will always be a support and will be balanced around it unless they fully rework him.

The passive you are suggesting would work wonders for a mid/top/jungler but it would give a support too much damage: alistar doesn't benefit too much from defenses so he prefers sheer HP so he would easily reach 3k health right? Then he would easily reach a free 60 damage per second at that point (even building ap tank he can easily reach the 3k hp). And he would also get free movespeed which is always good. I do love this (I always wanted Alistar's passive to be almost exactly like this, only scaling with health and ad) but it is too strong on his kit.

The Q while I do like it, making a skill scale on an opponent's stat (unless it's hp) it's never good, it's unhealthy and unfair so at this point they shoulod just change it into an AD scaling, would be far easier to balance and fair.

The e is problematic though:

Alistar Heals himself and nearby allies targets for 30/50/70/90/110 +9% of thier missing health and 6% of thier bonus health. Minions receive 200% of the base healing.

The problem is that it's a lot, also the healing shouln't be based on the ally, but on Alistar's bonus health to be more fair else he would heal tanks too much and squishies too less. The % missing health is good but should scale instead, else he wouldn't really have a reason to level it early and would get far too much power so something around 5-10 based on skill level would be better. I wouldn't make it more powerfull on minions though, it would be useless power. Would like it to be more spammable instead, it's better to use it more than to have it work better on minions, at least you can heal yourself and your allies more.

The R is cool, but the silence doesn't belong there, it's already a powefull tool on it's own that grants as much as 50% ms and 65% damage reduction. Instead I would give him double damage passive, makes more sense.

All in all I do like your idea and I do think it might become great if worked on but like I said, as long as Alistar is seen as a support, because he's got A LOT of gold in his own kit, they can never buff him, and these changes would be straight up buffs to Alistar in every role ^^'.

ExecutorDill2 votes

{quoted}

Problem is that riot pretty much decided that Alistar is a support. He will always be a support and will be balanced around it unless they fully rework him.

The passive you are suggesting would work wonders for a mid/top/jungler but it would give a support too much damage: alistar doesn't benefit too much from defenses so he prefers sheer HP so he would easily reach 3k health right? Then he would easily reach a free 60 damage per second at that point (even building ap tank he can easily reach the 3k hp). And he would also get free movespeed which is always good. I do love this (I always wanted Alistar's passive to be almost exactly like this, only scaling with health and ad) but it is too strong on his kit.

The Q while I do like it, making a skill scale on an opponent's stat (unless it's hp) it's never good, it's unhealthy and unfair so at this point they shoulod just change it into an AD scaling, would be far easier to balance and fair.

The e is problematic though:

The problem is that it's a lot, also the healing shouln't be based on the ally, but on Alistar's bonus health to be more fair else he would heal tanks too much and squishies too less. The % missing health is good but should scale instead, else he wouldn't really have a reason to level it early and would get far too much power so something around 5-10 based on skill level would be better. I wouldn't make it more powerfull on minions though, it would be useless power. Would like it to be more spammable instead, it's better to use it more than to have it work better on minions, at least you can heal yourself and your allies more.

The R is cool, but the silence doesn't belong there, it's already a powefull tool on it's own that grants as much as 50% ms and 65% damage reduction. Instead I would give him double damage passive, makes more sense.

All in all I do like your idea and I do think it might become great if worked on but like I said, as long as Alistar is seen as a support, because he's got A LOT of gold in his own kit, they can never buff him, and these changes would be straight up buffs to Alistar in every role ^^'.

Thank you, i'm glad you like it and you do highlight some smart points. I'd totally agree with you... Had it been before the Taric rework. But after seeing how strong Taric is allowed to be as a support.... I can't understand the reasoning behind alistar nerf.... On the pbe is like his 4th - 5th nerf ideation THIS SEASON. Alistar's primary role is a Tank and his kit does that beautifully and very thematically. I just think there are missing elements that he is currently missing (MS on trample) and I find he lacks meaningful damage to be played outside the support role. New Taric can rekt a great number of champs top lane and he also is a Support Tank.

Valexfor1 votes

Well, you are right, Taric is indeed strong, but not as people make him to behe's less tanky and less reliable than Alistar and his only CC is a 1-1.5 sec stun that can miss. Alistar on the other hand has a knockback and a knockup. The heal aren't really all that different, alistar is more spammable but is a little weaker than taric's with 3 stacks. The ultimates... well Taric's ult is not bad, but it's something you have to arrange beforehand and he has no way to force a fight so unless he's got soemone to do that for him, the enemy can just wait it out, while alistar can just force his presence on your team and ult into it, forcing the aggro on himself while his teammates can easily dispatch of the enemy. I do hope they will rework Alistar and give him some love (he doesn't rally need it, but he could use some), but we all know that when alistar is even remotely viable he's a must have, a pick or ban champion in competitive. The only reason you would pick someone over Alistar is that maybe he can do the same thing but better since alistar can do pretty much everything a tank should do.

ExecutorDill1 votes

{quoted}

Well, you are right, Taric is indeed strong, but not as people make him to behe's less tanky and less reliable than Alistar and his only CC is a 1-1.5 sec stun that can miss. Alistar on the other hand has a knockback and a knockup. The heal aren't really all that different, alistar is more spammable but is a little weaker than taric's with 3 stacks. The ultimates... well Taric's ult is not bad, but it's something you have to arrange beforehand and he has no way to force a fight so unless he's got soemone to do that for him, the enemy can just wait it out, while alistar can just force his presence on your team and ult into it, forcing the aggro on himself while his teammates can easily dispatch of the enemy. I do hope they will rework Alistar and give him some love (he doesn't rally need it, but he could use some), but we all know that when alistar is even remotely viable he's a must have, a pick or ban champion in competitive. The only reason you would pick someone over Alistar is that maybe he can do the same thing but better since alistar can do pretty much everything a tank should do.

I changed it up, check it out >.<

Valexfor1 votes

The new E is cool, but has a major flaw that I'll put in the list below. Also that passive wouldn't work out, it's more of an active than a passive. I would suggest some small changes instead (well not all of them at the same time xD):

  • Giving it a spectre's cowl passive effect instead of the one you have suggested: when you get hit, you receive a small base health regen boost;
  • Making it a stacking passive that, once activated, gives X% Missing Health Heal + Y * Stacks flat heal can be a way to work around the passive you wanted to give it;
  • The part that jump on allies is cool, but it would be better to make it just work like braum's unbreakable: he just intercepts projectiles and doesn't stop allies, like I was saying it has a strong troll aspect and also: even the slowest champ with no ms boosts (so not even boots) can move more than 300 units in a 1.25 sec so you are pretty much giving time to the enemy to catch up with you, The concept is cool, but I think the ally displacement should just be moved on the W;

For the ult the on-hit damage may be a bit too high and it would be counter-productive if you make his Q scale off of bonus ad, but it's not bad ^^.

1374341 votes

{quoted}

Now gives 5 - 25% movement speed (Lvls 1-18) upon activating an ability for the Trample duration [1.18% per lvl]. Now deals 2% of his bonus health as magic damage per tick.

He doesn't need the movement speed. He already has the ability to move through units with his passive and an engaging/disengaging tool. He doesn't need another means to help engaging/disengaging.

(Active): Alistar jumps on ally champion stopping thier movement but blocking all damage they would take for 1.25 seconds then pushes them 300 units into selected direction.

Alistar doesn't need another engaging (pushing an ally into enemies)/disengaging tool.

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