Why is Alistars win rate low?
I mean, the guy has THREE 1 second hard stuns/knockup. On paper it would seem his kit has high potential.
So, why isn't it panning out?
I mean, the guy has THREE 1 second hard stuns/knockup. On paper it would seem his kit has high potential.
So, why isn't it panning out?
He can't really chain CC someone for 3 seconds though. His W is more of a gapcloser for his combo and his E takes some time to set up.
Just to add, he can, but very situationally. You'd headbutt the enemy into a wall, and knock them up when they've landed. You can use your E empowered AA (which should be fully charged by now) to stun.
But it's definitely true that Q and W is just used as a dash-knockup combo.
Probably the pokey mage spam ruining his day. If you ask me he actually needs a bit more thought than a lot of tanks because of his cooldowns too.
Just for his WQ though. Cause it's really all he's good for.
His play rate is 3x above the average, so his winrate being below 50% just means he's balanced.
he only has a three percent playrate in a role with 29 champions played in it how is that above average, statistically that is right in the middle
Average playrate for support champions is 1.44%.
by what metric? the median is 3.72(galio currently) and the mean is 6.66%.
... that proves my point it shows he has a below average playrate 16th out of 29
There are more than 29 champions played as support though.
Well a lot of his cc is single target, hes mostly displacement and selfish tankiness , hes in the same boat as
because of how selfish his ult is. tahm has a selfish E and an out of combat ult
But he really can work out provided that you have a
ready to press R or a
with which you can knock enemy champions out of her ult...
He can also knock
out of her own ult and cause it to deactivate...
But those are all situational...what does he offer in general?....a single target disengage...some lane sustain...brief aoe knockup that usually requires more than one spell comboing in order to hit multiple enemies....a large % dmg reduction to himself...and a single target stun that normally takes awhile to charge up and warns the enemy when it will be up.
Maybe get an elixir of iron and sit on your adc so enemy assassins* and anyone with flash* will have trouble clutch hitting them with point and click spells
The Cooldowns are so long that the enemy "support"
is able to do more of EVERYTHING rather than me as a poor
I as
am able to knock people up at 20-ish second intervals. Able to push someone in a target direction in 18-ish second intervals. Able to stun someone after a very telegraphed possible 2 seconds plus basic attack in 15-ish second intervals. Use a heal that isn't consistant, only scales with level, and doesn't heal for very much in the laning phase...
Riot needs to lower
's cooldowns if they ever want him to be as common as the mage "supports" or even back in solo-Queue more often
He is getting a CD buff to his e (16 to 12 seconds) on the pbe.
and rightfully so. Ever since
came out,
hasn't ever been as strong on offense. Sure on peeling/defense
does fine but for anything remotely offense related
has ALWAYS been the better choice.
Until the buffs come, anyone who plays
will most likely hate themselves for being able to barely do anything
You do know that blitzcrank was released around 7 years ago, also alistar is much better at teamfighting even though most of what he does is a mini malphite ult, blitz is more for picking people off and a bit of disruption in teamfights. Also his heal is getting changed from one champ to every champ for what that is worth.
... the guy that can barely do damage when building full AP and takes a lot more time to CC someone for a successful pick/peel... and can mostly be ignored in terms of damage...
Is better at teamfighting than
who can pull an enemy ADC which forces them to lose the teamfight(lategame), can 0-100 squishies and be decently tanky going full AP, and can CC enemies at a much higher rate than
can with both being at 45% CDR...
yeah that seems weird to me...
I'll admit
was released 7 years ago but
was released earlier in that year.
's heal is so weak that it barely affects how a teamfight would turn out...
At level 18 in the lategame healing an ally for 271 health is only giving them enough health to live for another half-second...
Making an entire team live for another half-second isn't going to feel impactful.
You know what feels impactful?
When you land that hook as
and get the enemy
which allows your team to win the game because she was fed to hell...
THAT feels impactful.
If I tried to do that as
I would either have to burn
or build a
in order to get a similar effect.
That's a problem when one or more champions outclass another one at a very similar job.
has two major advantages against 
He's naturally tankier, and he can peel without putting himself at a lot of risk.
Whilst
has the edge on almost EVERYTHING that
can do...
will need buffs until he becomes as good as
at his job
Low waveclear so low early lane preasure, unless he flashes, one of those CCs has to be overidden by the other, and the last is delayed and meleeranged so people can use their escapes to avoid it after the intial combo. Oh, but mostly because his CDs are massive, so if he doesn't choose the right target at the right time for his skills, he screws up quite a alot, makeing him a pretty hard to play champ. Most people tend to blow their Q+W on the first target that gets in range at afight rather than just useing the potential threat of it for zoneing and getting in for a multiman Q later in the fight.
He can't really compete in the ranged support meta. You end up just getting slapped around and it's really hard if you go against a Jhin.
his E is kinda bad in this burst meta, standing around for 5 seconds doing nothing to charge your E isn't really practical.