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Tristana Build Guide by polak12323

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author polak12323

"Is this a rocket in your pocket?" Ap Tristana

polak12323 Last updated on August 10, 2011
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Ability Sequence

13
14
15
17
18
Ability Key Q
2
4
7
9
12
Ability Key W
1
3
5
8
10
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 10

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 20


Guide Top

Chapter 1

Ignite
- Very good offensive pick, great for first blood, good for finishing runners (for example Tryndamere), and excellent against healers. I personally get this because I like strong early game presence, but it's rather useless for late-game as you already have Explosive Shot to counter healing. Still, if getting kills early on wins you the game, it's a solid choice. Ignite + Buster Shot will finish off everybody under ~30% HP.

Exhaust
- A very good spell, both offensive and defensive. After the change which allows it to reduce the damage of spellcasters it's practically a must-have for every single team. Combine it with the slow you already have to make it impossible for an enemy to get away even if they have flash. Also, the 10 reduced armor with Cripple make a significant difference in first blood scenarios.

Ghost
- Tristana is a very slow hero. Ghost counters this excellently, especially if you're playing a squishy build. Also, I've seemed to notice that the higher your Elo goes, the more people use ghost. It's practically a necessity to run Ghost + Anything right now, just so you won't fall behind your teammates and enemies.

Cleanse
- Great to break out of CC prematurely so you can Rocket Jump away. A real life-saver.

The first two are offensive, the second two are defensive. Mix and match them according to your playstyle. I personally roll with Ignite + Exhaust but any combination of the above are excellent picks.

Flash
- In my play way it's verry helpfull. We can dive turret jump over it and use flash accros the bushes to escape.

Bad choices

Fortify , Clairvoyance , Rally
- Leave these for your supporters.

Clarity
- You won't have mana problems with runes.

Revive , Smite
- Simply useless.


Guide Top

Chapter 2

Try and.... Have fun ^^


Guide Top

Chapter 3

1. Rocket Jump
- Ideally, you want to hit him with your blast for the extra damage + slow and come down somewhere behind him.

2. Ignite + Exhaust
- You can cast these while still in the air as well. He won't even know what hit him until he's suddenly double slowed.

3. Explosive Shot
- Do not underestimate how much damage the active on this deals, and it along with Ignite prevents the enemy from using Heal as well.

4. Rapid Fire
- For maximum effect, activate it just before you start auto-attacking

5. Buster Shot
- Cast this when the enemy is either nearly dead or nearly out of range. At level 1 it deals 300 magic damage, and your enemies never expect it coming. Don't be afraid to cast it while chasing somebody, but you have to be absolutely sure it will kill him. When done correctly, you can send another auto-attack flying behind it, often in mid game the buster shot itself will hit for ~500 immediately followed by another crit for ~400 in case they survive.

For killing somebody at your own tower

Rocket Jump + Exhaust + Buster Shot
- This will send your enemy flying towards your own tower, while double slowed. Rarely are enemies in such a bad position (good players will never be), so this combo isn't as useful as it sounds. But when you can pull it off, you can expect at least three tower hits to devastate your target.

Escaping ganks and bad situations or saving a team-mate

Rocket Jump + Buster Shot
- If an enemy is coming up from behind you, rocket jump over their head and send them flying in the opposite direction. You can use this skill in the air, it will knock them back when you land.

Finishing somebody off in a teamclash *RISKY*

Rocket Jump + Buster Shot + Rocket Jump .
Ideally, buster shot should kill them while you're still in the air, allowing you to immediately jump out again. This only works when you're ridiculously fed or the enemies very weak, otherwise you *WILL* die. I've ruined my 20/0 stat often this way, since I get too greedy when fed, ending games with 20/1 or even worse.

Harassment

Explosive Shot + Auto-Attack
- Standard harassment combo for when your enemy gets too close. At level 1, Explosive Shot deals significantly more damage than a regular auto-hit, so if possible you always cast it first. Plus, the enemy won't see the glow around you since it has no cast time and a fairly decent range. A skilled Tristana player however will *always* send another auto-attack along with it, which gets easier at higher levels since your auto-hits begin to have a larger range.

At around level 6 or so, you can stop using Explosive Shot since the range is too short to be effective compared to your auto attacks.


Guide Top

Chapter 4

1. Rocket Jump
- Ideally, you want to hit him with your blast for the extra damage + slow and come down somewhere behind him.

2. Ignite + Exhaust
- You can cast these while still in the air as well. He won't even know what hit him until he's suddenly double slowed.

3. Explosive Shot
- Do not underestimate how much damage the active on this deals, and it along with Ignite prevents the enemy from using Heal as well.

4. Rapid Fire
- For maximum effect, activate it just before you start auto-attacking

5. Buster Shot
- Cast this when the enemy is either nearly dead or nearly out of range. At level 1 it deals 300 magic damage, and your enemies never expect it coming. Don't be afraid to cast it while chasing somebody, but you have to be absolutely sure it will kill him. When done correctly, you can send another auto-attack flying behind it, often in mid game the buster shot itself will hit for ~500 immediately followed by another crit for ~400 in case they survive.

For killing somebody at your own tower

Rocket Jump + Exhaust + Buster Shot
- This will send your enemy flying towards your own tower, while double slowed. Rarely are enemies in such a bad position (good players will never be), so this combo isn't as useful as it sounds. But when you can pull it off, you can expect at least three tower hits to devastate your target.

Escaping ganks and bad situations or saving a team-mate

Rocket Jump + Buster Shot
- If an enemy is coming up from behind you, rocket jump over their head and send them flying in the opposite direction. You can use this skill in the air, it will knock them back when you land.

Finishing somebody off in a teamclash *RISKY*

Rocket Jump + Buster Shot + Rocket Jump .
Ideally, buster shot should kill them while you're still in the air, allowing you to immediately jump out again. This only works when you're ridiculously fed or the enemies very weak, otherwise you *WILL* die. I've ruined my 20/0 stat often this way, since I get too greedy when fed, ending games with 20/1 or even worse.

Harassment

Explosive Shot + Auto-Attack
- Standard harassment combo for when your enemy gets too close. At level 1, Explosive Shot deals significantly more damage than a regular auto-hit, so if possible you always cast it first. Plus, the enemy won't see the glow around you since it has no cast time and a fairly decent range. A skilled Tristana player however will *always* send another auto-attack along with it, which gets easier at higher levels since your auto-hits begin to have a larger range.

At around level 6 or so, you can stop using Explosive Shot since the range is too short to be effective compared to your auto attacks.