Alistar Rework to make him into a more modern support (Long!)

SleepyLionCub··1 votes·521 views

As it is right now, Alistar Is kind of weird to use. His heal is great, and his knockup is very powerful. But His dash is pretty awkward. In most cases its actually bad to use, since it pushes enemies way back and into safety. I would like to change some of the ways he CC's his enemies, as well as clean up a few other awkward problems in his kit.

Passive: Old Passive - REMOVED

New Passive - Hitting an enemy champion with a spell will increase Alistar's Armor and Magic resist by (1 X Champion Level ), for 5 Seconds (Does not Stack)

Why: _The old Passive felt weird for a support. It did high damage to minions, but didnt do very much at all to enemy champions, and most of the time it felt like the damage aspect of this passive didnt do anything at all. However this new passive Makes him feel better as a Tank support, and Encorages more aggressive behavior, which makes sense from a lore perspective. _

Q: Base damage lowered to 60/ 100 / 140 / 180 / 220 from 60 / 105 / 150 / 195 / 240 Bonus Armor ratio added: 25% Bonus Armor as Magic damage Alistar gains 10% Movespeed for every enemy champion knocked up for 3 seconds.

Why: This again modernizes him as a tank support. Many tank supports have Armor in their ratio's and he should get rewarded for building in such a way. The movespeed boost will allow him to position himself better, or run out of the enemy team. So using Headbutt wont be as endangering

W: Mana Cost Changed to 70 From 65 / 70 / 75 / 80 / 85

Enemy champions hit are also slowed by 25 / 30 / 35 / 40 / 45 % for 2 seconds afterwards.

Why Most champions have been changed so at least one of their abilities has a flat mana cost, instead of a scaling one. This has to do with how abilities in general have changed, and how maxing 1 ability first has become the typical thing to do. The slow is to help prevent Alistar from helping an enemy too much. The slow will help keep headbutt from becoming a free escape for the enemy.

E: Visual effects changed to more easily see who was healed

Why: Might just be personal preference, but it kinda seems hard to see who was hit, and who wasnt hit.

R: Duration Lowered to 5 seconds from 7 seconds Damage Reduction lowered to 50% from 70% Attack damage increased to 60 / 85 / 110 Now Gives 35% Tenacity Now Gives 25% Bonus move speed while moving toward enemy champions

Why: A lot of supports have Ult's that give their team a lot of additional CC, Utility, or Attack power. Alistar does not do any of these things. However, I feel his ult is a bit of a trademark ability for him, so I didnt want to take away from what it does currently. However, 70% damage reduction is a ton of power, to buff it's other features, i had to lower this number. I feel like this is much better for a support champion's ult, simply because it allows him to absorb more CC for the team, and chase more effectively.

So, what do you guys think? Is it too much? Is it not enough? Leave feedback below, and I will be willing to possibly change idea's based on your feedback.

4 Comments

ZACKandATTACK1 votes

W isn't his heal

SleepyLionCub1 votes

{quoted}

W isn't his heal

Lol, oops. Fixed

Modmar1 votes

Don't think the damage on his ulti should be increased if you're going for pure support. Personally I see a lot of Ali going a dmg/tank lane or jungle instead of support. Mostly for the headbutt and it feels a lot more effective. And more fun imo

LifeCyclesTWA1 votes

You misunderstand the use of his W.

The slow will help keep headbutt from becoming a free escape for the enemy.

You've played with some shitty Alistars. The headbutt is meant to be used as a disengage to get someone off your carry. You can also, with timing, use it as a mini-Malphite ult with combined with his Q.

https://www.youtube.com/watch?v=e8s1WvAYpgs

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