A spicy allistar rework

Homeshake·7/21/2018, 11:47:42 AM·1 votes·1,319 views

So today I want to bring to light some problems that I have with "The Minotaur" and different ways that I address those problems. Also I would like to add that I personally don't think ali is broken beyond belief or anything just that his kit could be improved to provide a healthier and more rewarding playstyle. Firstly Allistar has a very similar kit as his release kit with much being the same. Things like his AOE knock up, or his point and click headbutt which knocks you back or can be combined with his Q to make it un-dodgeable, while being very difficult to out manuever for most melee champs anyways. this can garuntee his auto attack applied stun for the most part. What I'm getting at here is that he has a lot of very difficult to avoid Hard-CC. Secondly he has a heal which for an engage support can have negative effects on balance health as it is, yet this costs 0 mana. The reason is because in order to prevent engage supports or "kill lanes" from "engaging" most will pick poke/peel supports to counter yet if their engage fails bc of a well timed black shield or whatever the case, the ali lane can easily wait and heal for no mana cost. If alistar is losing lane, normally tank supports would be significantly easier to kill when behind yet alistars ability to remove cc and block a large percent of incoming damage can avoid this. Meaning if you're winning lane or even trades vs an ali it can be very difficult to abuse your lead. That being said if Ali is winning lane, then they can snowball easily with tons of hard cc and the ability to easily tower dive with his ulti. We've discussed some of the issues that I personally believe he has, that being said lets jump into some kit rework ideas.

Passive - Triumphant Roar. effect radius 1000. Alistar gains a stack of Triumph every time he cc's an enemy champion, and every time a minion or small monster dies. at max triumph stacks ali's next dmging attack or ability against an enemy champion grants 10/15/20/25 ad {at lvls 1/6/11/16} to him and half to nearby allies for 6 seconds. stacks fall off 1 at a time every 2 seconds. If enemy structures or epic jungle creatures are slain allistar is granted max stacks and the stack limit is increased to 15 for 10 seconds. Basically this removed his free aoe heal and replaces it with something requiring him to engage to utilize. Counterplay to this could be not engaging/getting engaged on while his stacks are high/max.

Q - Stampede - CD 24 / 22 / 20 / 18 / 16. Alistar gets down on all fours for 0.5 seconds before charging in a straight line for up to 3 seconds during which he is pacified and immune to cc gaining up to 950 movement speed and can can adjust his trajectory over the duration at a highly reduced capacity. gaining up to 50% initial damage based on distance. Leaving a trail in his wake for 3 seconds. enemy minions or monsters hit are knocked aside and take initial damage. re-activating the ability cancels the effect putting it on a 50% CD. upon colliding with an enemy champion they are impaled on his horns taking 50/90/140/190/240+60% AD +30% AP Physical dmg as initial damage and applying on-hit effects then bleed for 3 seconds slowing movement speed by 40% and dealing 60/90/120/150/180+60%ad over the duration. allies moving in ali's trail gain 50 movement speed.

This replaces his current un-dodgeable gap closer with an line skill shot travel ability. This can obviously be dodged yet can feel extremely rewarding if landed on the proper target and potentially can help his allies follow up as well.

W - Heavy Blows - Every time Alistar attacks or damages an enemy champion with ability's hes granted a stack of heavy blows. At 3 stacks alistar's allistar can activate the ability to cause hit next basic attack to sweep his arm in an arc damaging and briefly knocking enemies back within 125 range of his primary target on either side dealing 30/60/90/120/150 bonus physical damage + 40AP and grants his allies 5% increased bonus damage on all enemies hit for 3 seconds. If alistar attacks with heavy blows while triumphant roar is active the range of the attack is increased to 300. and the range on either side of the primary target is increased to 200.

This would replace His current auto applied stun with an auto applied (slight) knock back. and while not having a cd, requires you to attack or dmg champions multiple times before the effect can take place unlike currently where he just needs to be near them to gain a stack. counters to this could be kiting alistar.

E - Trample - CD 17 / 16 / 15 / 14 / 13. Alistar gets down on all fours and begins kicking and bucking while rotating over 3 seconds. being hit by alistars horns or hooves stun enemies for 1 seconds and deals 60 / 105 / 150 / 195 / 240 +50 AD + 70AP. enemies can be hit by his hooves and horns once each but if they've already been stunned, the second hit deals 50% less dmg and slow the enemies movement speed for 40% for 2 seconds instead. After 1 second alistar can re-activate the ability to cancel it immediately. being displaced interrupts this ability.

This would replace alistar's instant aoe knock up with an aoe zoning tool, that can be used to disrupt an enemy team still and zone for multiple seconds. counterplay could be avoiding the horns or hooves by remaining on the side of him as he rotates, avoiding the zone entirely or displacing him to cancel it. If He lands his Stampede this could allow his trample to be significantly easier to land on the bleeding enemies allowing for potential follow up of his engages.

R - Rampage - CD 120/100/80 secs. Alistar becomes enraged gaining an addition recource bar of rage { 0-100 } and gains 250 / 500 / 750 bonus health and increased size for 15 seconds. dealing dmg with an attack or ability to enemy champions, being hit with enemy CC, or taking 10% of his maximum health from enemy champions grant 10 rage. Alistar automatically consumes 30 rage to make his next attack apply "heavy Blows".

This would replace his current dmg reduction ulti / cc removal to a rampaging minotaur who can repeatedly (slightly) knock enemies back to peel and disrupt, consistenly re-applying the dmg amp for his allies and finally having increased size and health to soak dmg and cc for his allies.

I tried to keep his kit thematically intact while providing useful supportive qualities to his kit yet giving players more options to potentially play him in the top lane or maybe even jungle as well as just support. I believe with this kit he would fit more of a juggernaut role rather than a tank role, which would be unique as the only juggernaut support. I gave his abilites AD ratios because thematically its never sat well with me that a minotaur pulverizing you is dealing mainly magic dmg however I didn't want to take away his ability to build ap altogether so I tried to keep his AP ratios on spells intact.

Overall I feel like this re-work idea was a success improving the thematic qualities of his kit giving plays a closer feeling to actually being a rampaging minotaur with a similar playstyle aswell. While simultaneously fixing many problems I feel he has and giving more opportunities for him and his opponents to take advantage of. If you have any thought or ideas, please let me know in the comments below. If you like this rework please feel free to check out some of the other rework ideas I've posted as well.

kayle rework idea - https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/k6aweNpo-a-fancy-kayle-rework-concept teemo rework idea - https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/r8nu5Y1U-teemo-rework

3 Comments

FrostedSands7/21/2018, 4:05:56 PM1 votes

I like it.

J4K ShadyBacon7/25/2018, 4:22:00 AM1 votes

I am going to start by saying that I really do not think Alistar needs a rework as his kit is by no means overpowered and has plenty of counterplay. Much of Alistar's engage is very telegraphed and relatively short ranged (outside of flash engages) so in the lane, I do not think he is as oppressive as you think he is. Additionally, Alistar's headbutt pulverize is one of the most iconic combos in the game and if not properly executed can turn a good engage sours real fast. Also, while the passive heal seems crazy to have on an engage heavy support it does not heal for all that much. I will agree though that it should be changed to something that feels more appropriate for an engaging support, such as the passive in your rework. The ideas for the Q and W, however, are definitely overcrowded with ideas, the Q especially. I also feel like this new Q is even more telegraphed than his current one as he has a 0.5-second charge animation and then travels in a straight line relatively slow in comparison to most skill shots. I really do not see this ability ever hitting anyone. As for the E, if Alistar cannot move while using this ability then again I do not see anyone getting hit by this ability and if feels less clean than his current E. Lastly, his old ultimate was unique cause it granted him flat damage reduction (an ability I do not think anyone else in the game has) and allowed for diversity in its use. One could use it to tank, or use it to survive after engaging (since he cannot do anything after he has expanded his engage), or use it to stay in a fight and apply the last cc he has on his W.

So, in conclusion, Alistar is a full on engage support, his entire purpose in the game is to give a team reliable engage and a solid tank to take the abuse from all of the damage he will take from engaging. While he is very basic I believe he is meant to be this way as an intro support champ for new players that has a relatively simple skill climb with the headbutt pulverize combo that feels good to master and an ultimate that helps players get used to figuring out what a good engage is without always punishing them with death if they fail. Your rework removes most if not all of this and actually make Alistar a much weaker champ in my opinion. Also, the reason there are no juggernaut supports is that juggernauts would not be good supports since in Riot's definition of them juggernauts are "powerful, durable, immobile and melee." The two words in here that do not make juggernauts good supports are powerful and immobile since if you are a durable support you normally want to be able to have some type of good engage which directly contradicts with the concept of immobility and if they are powerful they really are not going to be played as a normal support since they will need a good amount of gold for items so they can be "late game damage machines."

I can definitely agree with the idea of Alistar being unhealthy as a champ since his only real purpose is to take damage and engage cc enemies, but isn't that the purpose of most tanks/tank supports.