Tristana Build Guide by Acid Reigns
Champion Build: Tristana
| Health | 1891 |
| Health Regen | 16.8 |
| Mana | 769 |
| Mana Regen | 14.93 |
| Armor | 131.69 |
| Magic Resist | 72.06 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 290.5 |
| Attack Speed | 71.105 |
| Crit Chance | 55%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 22% |
| Spell Vamp | 0 |
| Armor Penetration | 54.2 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction:
V 1.5 Changed masteries due to rework. Started enemies in lane section.
Still to come:
-Finish enemies in lane section
-Full Dominion Section
-Improved aesthetics
-Whatever is requested :P
Hello everyone, I've pretty much exclusively been playing
I am creating this because not only do I RARELY see another
This guide will be an in depth one, and will teach you everything you need to know about
Your position is very important,
If you're with a support, make sure they truely support you properly! Tell them not to interrupt your farm, and not to KS you. That's what they have GP/10 items for! Don't let them ruin you, by starving you of important gold.
Solo top isn't really recommended, as you really don't have much of a sustain, other than your slight lifesteal. Bot with support, or mid is much better.
THIS GUIDE IS STALE, I'VE UPDATED THE ITEM BUILD TO NOT BE STALE, BUT THE GUIDE ITSELF IS!
IT MAY STILL HOLD USEFUL INFORMATION, AND MAY HELP YOU OUT, BUT KNOW THAT I NO LONGER MAIN TRIST OR REALLY EVEN PLAY HER.
Pros/Cons:
Pros
-High Damage
-High AS
-Great escape/chase ability
-High range, and due to her passive, at lvl 11 highest in the game (except kog if his w is up)
-Great farmer
-Decent CC for a carry (No
-Abilities that are great through the entire game
-Her jump allows her to move through walls
-Usually not banned/picked in draft mode
-Underestimated/She's underplayed, and therefore people don't know her well
-Small and therefore sometimes hard to target (not a big advantage but still)
-Cute ^-^
Cons
-Low survivability
-Low mana pool
-Easy to make mistakes with (jumping poorly, ulting away instead of toward your team, etc)
-Easy to become over confident with
-High mobility due to her jump, but otherwise slow
-TOO good at farming/can sometimes starve allies
-No sustainability abilities (eg lifesteal, heals, drains etc)
-All her skins except her default are lame -_-
Skills:
One of the reasons I play Tristana, is because all her skills are good all game, minus
Rapid Fire early. They are as follows.
Draw a Bead This passive is what makes you so strong. Late game your range will be uncontested by anything that isn't
Kog'Maw's W.
Rapid Fire Isn't the best skill in the world early game, but late game it will tear your foes limb from limb! at level 5 it gives a 90% AS buff, which is too be honest, probably a bit OP. Basically lets you hit your cap very easily.
Rocket Jump Gives you great mobility, as well as a decent slow. Also the fact that it instantly cools down on a kill or assist means easy turret dives mid-late game.
Explosive Shot Early game is an amasing harass, and late game prevents healing, and regen effects! There is also an amasing passive on it that causes everything you kill to explode on death, causing damage to nearby enemies, which makes farming a breeze.
Buster Shot Is your ult, and is it ever useful! Like explosive shot, it will provide great damage when you get it, and then later give you amasing utility. The knockback on this has too many uses, and later I'll explain them to you.
Runes:
Ok so, for my runes, the Quints, and Marks are both max armor pen, with these you will crush almost anyone early game, due to your ridiculous damage output.
There are too many seals and glyphs you say? simple, Armor seals + Mp5 glyphs if you're bottom (usually the damage is physical down there) and vice versa for mid lane
The Mp5 is a must, the seals give more, but either is adequate
The sustainability is also needed. You are going to be squishy, that is a fact. You need some decent protection
Masteries:
With the rework, I haven't had much time to play around just yet, but this is what I'm assuming will work the best.
The things I'm questioning the most is whether to take
Havoc
, or
Vampirism
, and whether to take
Good Hands
level 3 or
Improved Recall
For now I'm guessing that the lifesteal will be great, as I don't usually get
The Bloodthirster til very late in the game, and often not at all, so that little bit will hopefully help me. I might change that later, if it proves inadequate.
For now I'm testing
Improved Recall
and how much of a difference it will make. If it isn't much, I'll go back to
Good Hands
Items:
You should never stick to one solid item build, you should adjust what you buy depending on how you're doing, and who you're playing against.
Doran's Stacking:
If you're having a bad early game, stacking
Boot Choice:
Your choice in boots is very important. Recently I find myself more, and more often running
Core:
Now that we've got all that figured out, it's time to learn your core. Your first damage dealing item will be the
After that, it gets to be the time when people begin fighting, and you really do need your
Finishing Items:
Now is the part where I stop being your guardian angel, and you make some decisions for yourself. I usually find myself getting the next items in the order of
Situational Items:
So the main guide wasn't enough for you eh? Alright, I'm here to help!
NOTE: For these items you will not want to get them in the same spot as the replaced item, as it may be too late! If you need a Banshees, do not wate until endgame to buy it, change up your purchase order a bit!
Banshee's Veil
If the enemy has a very powerful caster, GET THIS! If there is a fed Annie who can burst you down in one combo, all the damage in the world won't save you, this however will. This item has two options to replace. If you are durable enough with just this, then forget your
Frozen Mallet. If you need the mallet too, then forget about your
The Bloodthirster. You'll still do high damage without it, and the lifesteal doesn't help against nukes anyway.
Madred's Bloodrazor:
Get this for HP stackers (Cho, Vlad etc) OR armor stackers. For some reason people don't realise this does magic damage. Replace your thirster, or your cleaver. Honestly I've never needed this, but it could be useful...
Phantom Dancer
In some cases, you may sell you boots to get a second one of these after your build is done. They are the only viable option, because they give you MS, which you need. Even with two of these however, without boots you'll still be slow.
Quicksilver Sash:
Same as Banshees, but for when you are facing heavy CC.
Particularly useful against people like
Fiddlesticks, who rely heavily on CC to kill you.
Sword of the Divine:
For a good
Jax,
Sivir, or any other dodge champion. Replace your cleaver.
The Bloodthirster:
There's already one in the build! OUTRAGEOUS! If you don't feel very threatened, you can get a second one instead of your mallet. This'll put your damage over the edge, to the point where it's just ridiculous. Then again, it'll make you into a glass canon.
Thornmail:
For those games where their carry is stronger than you. Rare, but it happens. Replace your thirster or mallet
Tiamat:
For those silly teams who like to stand really close together. It's rare, but trust me I've gotten some really easy multi kills.
Warmog's Armor:
For when
Frozen Mallet just isn't enough. Replace the mallet. This thing is so easy to charge!
Skill Sequence and Usage:
Basically, you want to get
Explosive Shot to 5 ASAP! You need a level of
Rocket Jump at level 2 because it is your method of initiating, and escaping, you need not upgrade past level 1 until later, as it is fairly useless besides it's utility. You'll want a
Rapid Fire at level 4, not so that you can use it, as it isn't necessary at this stage, you simply want it, so that when it IS necessary, you will already have a rank in it, allowing you to get it better faster. Obviously you will want your ultimate
Buster Shot whenever it's available.
Now onto usage.
Rapid Fire should only ever be used in 3 situations. 1 is during a teamfight, or if you are fighting someone solo (especially early game). 2 is when you are taking a turret, or inhib. and 3 is when you are killing powerful creatures like Baron Nashor, or the Dragon.
Rocket Jump is an amazing skill used for initiating a fight (killing him) with your enemy at the start, Chasing an enemy, or due to the CD on a kill or assist, an entire team down, leapfrogging from one to the other, escaping, simply by jumping away, or to gank by either jumping out of bushes, or over a wall.
Explosive Shot as well as
Ignite are your keys to harassing, and killing enemy champs early game. Apart from that it has an amasing passive which allows you to literally destroy minion waves. Late game you should only be using this to prevent healing. It's range isn't enough, nor is the damage on it. The grievous wound however becomes extremely useful late game, and will shut down not only direct heals, but lifesteal as well.
Your ult
Buster Shot, has many, many uses, and even though it gets very weak late game, it still, like all your abilities, has a great utility. When you first get this, you can use it as a finisher, as it does large amounts of damage, but around mid-late game, you shouldn't be using this for damage, as your auto attack will do a lot more. Uses for this massive cannonball include:
-Early game nuking
-Escape from enemies
-Pushing enemies into crowds of allies, causing them very quick death
-Pushing enemies into your turret
-Seperating enemies
-Stopping an enemy from ulting, such as
Katarina, or Nunu, this will stop any such channel, and end their ult, rendering them useless
This can be used in conjunction with
Rocket Jump to really get people where you want them (eg jumping behind an enemy, and launching them into your turret, once you've done this,
Ignite, and
Explosive Shot them, and auto attack, and you're almost guaranteed a kill.
Summoner Spells:
Flash is mandatory considering your squishyness.
The other is a toss up between Exhaust, Ignite, Cleanse, and Heal.
Exhaust has become somewhat standard on carries, as no one else really has room to take it. If there arent any others on your team, you should probably have this,
Ignite helps a LOT with that eary game burst, and allows you a strong early game which can transition into a strong late game. Take this if you're going mid, or if you have a lot of exhaust already.
Cleanse, is for those matches where the other team insta-locks
Rammus,
Fiddlesticks, or someone else with annoyingly long cc, that you need to avoid. If this is the case though, I usually just pick up a QSS.
Given the fact that Heal is more effective for the person who casts it, it would make more sense for you to take it, and for the support to run exhaust. However, more often than not, your team will not be thinking like this, and you won't be able to run it. Also, even though it's technically an advantage in lane, I'd rather have exhaust for myself late game, in case I run into a bad situation, or I see a kill I'd be able to secure if I had it.
Early Game:
A very, very crucial part in being a successful carry, is early game farming. You should NOT be auto attacking, as this will murder your chances of farming properly. What you need to do is simply move around your minions, harassing your enemy, and whenever a minion is low enough to kill, shoot it, receive the gold, and continue with your harassment. This is the most important part of succeeding in lane, and keeping ahead of the game.
A guideline that is good to work toward is having roughly 100 minion kills within the first 15-17 minutes. Alongside this, you should constantly be working to keep your enemies CS (or creep score) far below yours via harassment. I've had games where I more than tripled their carries CS by denying him, and last hitting. A great way to deny an enemy further than just harassing him, is by making his turret get all the kills instead of him. This is done by mastering the passive of your
Explosive Shot (every time you kill a mini, it blows up, and does AoE damage).
This will let you kill his entire minion waves, while still last hitting effectively, because they will get more damaged, allowing your minis to get them lower faster. If the lane gets pushed towards him, just let the turret nom the minions, and maybe pick at his a little bit, do not worry about killing is tower yet...
Basically, just farm minis, harass, and deny the enemy, and in duo lane PROTECT YOUR SUPPORT!
A rule you should always follow when fighting skill shot champions (
Ezreal,
Lux,
Anivia, etc) is to constantly run perpendicular to your enemy. This will make it much easier to dodge their attacks, and will allow you to survive, while they simply waste their mana. Similarly to this, if an enemy has a skill that will hit minis instead of you (
Volley, or
Dark Binding) then you should be hiding behind your minions.
If you have room in your inventory, and the extra gold, it may be a good idea to buy
Sight Ward's for the bushes on the sides of the river, this will help prevent ganks. (In duo lane, this is supports job, ask them to do it)
If you find yourself against someone with a global ult (
Karthus,
Ashe,
Twisted Fate etc) make sure to tell you allies when they reach level 6, this may save their lives.
NOTE: If you decide it is appropriate to jump at an enemy champion, and go in for the kill, MAKE ABSOLUTE SURE you have enough mana! You can easily die because you jump in, and then don't have enough mana to actually win! Your
Rocket Jump is 80 mana, your
Buster Shot is 140, and your Explosive Shot] scales depending on level (50, 60, 70, 80, 90). This means that for a level 6 attack, you should have at least 290 mana, and your [[Ignite up. Your full nuke at this point should be to jump in,
Ignite,
Explosive Shot, auto attack a few times, and then
Buster Shot just as they're getting out of range. If this doesn't kill them, then it will basically force them to either recall, or die.
A nice trick to play if your enemy is pushing you is to jump behind him, and
Buster Shot him into your tower. Be careful though, this can easily backfire if you do not land behind them, or if they move fast enough.
Mid Game:
So by now you should probably have a few kills, and their 1st tower down, if so, help your allies by pushing another lane, and taking that turret as well.
If your allies need help defending, do that too, you've already got your lane handled, mid game is time to help your allies!
If you AREN'T up some kills, and haven't taken down a turret, keep up the push, until you are. If you're still behind, ask an ally for a gank, and farm for a bit.
If your team has any chance to kill the Dragon, take it, and keep an eye on the clock. Make a note of when you kill it, and remember that it takes 6 minutes for it to respawn. Try and time it so that your team is there and ready to kill it as soon as it respawns.
There really isn't much to say here other than that. Get your
Infinity Edge, and you'll see quite the increase in your damage output.
Late Game:
By now, your range is insane, and you can do large amounts of damage in very short amounts of time.
During teamfights, always focus the highest priority target (higest damage to survivabilty ratio) and assist your allies if they are dieing. If you win a fight, and the enemy is fleeing through the jungle, the last member of his team, remember YOU CAN JUMP THROUGH WALLS! Utilize this, and cut them off at every opportunity!
If a teamfight is occuring at the enemies tower, note that if you have minions there to aggro the turret, and you are quick, your range is big enough by now that you can shoot champions beside their turret, and move back before the turret can target you! By doing this, you can force them to either surrender their turret, or die. This is a very effective way of dealing with late game turret huggers. (Note, this cannot be done if the enemy is behind the turret, only in front of, or beside it)
And remember, though you are strong, you ARE NOT tough. Let your tank initiate every fight, if you are in a standoff, slowly pick at them, but do not try anything heroic, such as diving into all 5 of them for a penta, you can and WILL die.
Something you have to be very careful about is an enemy having
Thornmail. You do so much damage at this point, you could easily kill youself by attacking someone with this, and not even realise it. Try and let your allies who do magic damage deal with those who have this.
Similarly to the dragon, you should always be aware of the Baron late game. If you have either taken out enemy inhibs, and they are stuck in their base, defending themselves, or you have just killed most of their team, it may be a good time to go and kill this beast for some extra gold, and that amazing buff! It's initial spawn time is 15:00, and after it dies, it respawns after 7:00. Just like with the dragon, if you kill it, mark the time, and know it respawns 7 minutes from then.
Laning Partners:
These are champions that you should, and should not be in lane with. There are of course many champions who I have yet to lane with, so there may be some missing info in this section. These are not in order of best to worst, they are alphabetical. If someone is at the top, it does not mean they are the best/worst for you.
Great Partners:
Good Partners:
Bad Partners:
There are too many to list here. Most just don't have good synergy with you, they ks you, or interrupt your farm. Basically any carry, mage, assassin or off tank, is a bad choice to lane with for you.
Nasus, Sion, and Veigar
Stay away from both of these three, they WILL get your farm, and honestly, they need it. If you're in a lane with one of these, YOU are essentialy stealing THEIR farm. They don't just need it for the money, they need it to get strong.
Enemies in Lane:
This section will cover common champions you will see in lane, and how to deal with them.
Mid Lane Champs:
Duo Lane Champs:
I'll add this later, I can't really right now :/
I'll get on it soon though :D
Tips and Tricks
This section is kinda self explainatory :P
-If an enemy is extremely low on health, and hugging their tower, jump at them, and immediatley ult (or E R if you have to) and as soon as they die, jump away again. You'll get the kill and only take one or two tower shots.
-If a teamfight is happening near one of the first towers in mid, you can sit at wraith camp, and shoot people through the walls very easily. The same can be done through the walls at each base.
-If you time your ult perfectly, you can stop powerful spells such as
Infinite Duress, or
Nether Grasp. They will use it on you, and though you are supressed, your shot will still hit them, interupting them, and ending their channel. You'll probably get called a hacker though :/
-Watch for an enemy using his/her skills.
Morgana, is one example of a champion who has long cooldowns. In lane, watch for when she casts her skills, and try and harass her as much as possible before they come back up. Similarly, focus
Annie as soon as her
Pyromania is down.
-Watch how your enemy plays, if you quickly develop an understanding of what kind of player he/she is, you can easily counter it. Knowing how an enemy will react to a situation is a large advantage.
-If an enemy is standing near thier minions, make them pay by killing the minis, and causing the player damage from
Explosive Shot's passive.
-Your
Rocket Jump is an amazing ganking tool, do not fail to utilize this.
-Watch out for
Kog'Maw his range is higher than yours when
Bio-Arcane Barrage is up.
-If the enemy has a stealth champion, either you or your lane partner should get some
Vision Ward's, or an Oracles Elixer
-If an enemy is doing well, counter build them, and they will pose no threat anymore.
-When communicating with you team, ask them to do things, do not tell them. People respond better when approached with a positive attitude.
Dominion!
So far, I don't have too much to say on this...
A few things I've noticed however are that
Ignite isn't a very good summoner spell, because there is no laning phase, which is where you were using it the most. I've been trying different ones, and so far have been veering towards
Exhaust. You may also replace
Flash with
Ghost if you choose, as getting around the map is very important.
Keep to the same basic build, and skill order, it works just as well. Of course you will replace items with their replacements, such as
Sanguine Blade, and
Odyn's Veil
I'll add more to this as I play. As it stands I've only actually played a handful of games on Dominion, and even less as Tristana....
Conclusion
This is the build I have come up with after months of nearly exclusively playing her, and I find it is what works the best, you can always change some things up if you like, that's half the fun of playing a character. Remember, I started reading builds too, but experimenting is the key to developing your skill!
I'll be glad of any support you guys give me for this build, and I'll be glad to see some constructive criticism as well, I always like to improve things ^-^
However please do not just downvote for no reason. If you downvote, I'd like to know your explaination, and what you think could make it better.
Thank you all, and I hope I have helped you
-Acid
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