I am now a United States Sailor. I graduated from boot camp March 2nd. I know that in my absence the game has made some drastic changes and I will do my best to get my guide updated when I have the time to do so.
Hello, my name is Wenvarien. This is my first build on mobafire. Please be courteous and don't troll or down vote my build for no solid reason. I encourage you to at least give the build a play-through before you give positive or negative votes or feedback. Having said that this is simply my take on
and how I like to build her. This build may not be for everyone but it suits my play style and I find it very addictive.
I would also like to point out that this guide is very in depth and requires A LOT of reading. So if you don't want to read through what I have to say simply copy the build and wing it :D.
If you like my build or want to give me some pointers/suggestions please do so below and give me the thumbs up if you like it.
I would also like to give everyone a thanks in advance for first taking the time to look at and read through my guide and another thanks for any positive votes. If this guide works for you, post screen shots in your comments and I will gladly put them up.
Another thanks goes out to JhoiJhoi for the line dividers and all of her hard work on her Karthus Guide. Thanks again Jai!
The first build is a Summoner's Rift build. The guide focuses on this build but much of the information is relevant to whatever map you play on.
This build is focused on Dominion. I am currently in the process of going through the details of this build.
Here I'm going to walk you through each tier and explain why I picked the masteries I did. The first tree we shall delve down isOffense
. The second is Utility
In the first tier there are honestly only 2 options that prove viable with the summoner spells in this build. Those 2 would be
. So you max
first for the higher attack damage. Then put 1 point into
so you can gain access to the second row, it benefits Ignite
. If you prefer Exhaust
thankfully benefits both of these.
Start off by maxing
. The 6% increased attack speed helps maximize your DPS(Damage Per Second).
doesn't benefit Tristana
so there is no need to get this.
isn't needed on Tristana
either. So the choice is obvious.
In tier 3 you want to grab
for the armor penetration. Next you max
. This 4% from
boosts your end game Critical Strike chance to 89%.
Tier 4 is pretty self-explanatory. You can't access
so the only other options are
. Both of these greatly benefit Tristana
, so max them both.
boosts our critical strike damage to 260% with an Infinity Edge
Tier 5 is also self-explanatory.
is by far the greater choice over
gives you 6 points of armor penetration which, coupled with the 9x Greater Marks of Desolation
, and the 3x Greater Quintessence of Desolation
brings your armor penetration to a whopping 30.93. This much armor penetration can turn your early game damage into true damage against any champion, with the exception of item selection and masteries/runes.
. 6% extra damage to champions below 40% health is impossible not to love. That's our 21 points into Offense
. Next comes the last 9 points in the Utility
In the first tier we want 3 points into
. The 10% reduced time dead can really be a game changer. Put your next point into
for the reduced cooldown on Flash
. 4 points down 5 to go.
This tier should be a no brainer. You can only access 2 of the 3 masteries. So you're going to want to put the 4 points into
to help Tristana
's slow movement speed and put your last point into
. Take advantage of this point and try and get the red and blue buff when you can.
9x Greater Mark of Desolation
9 of these helps you rip through enemy champs early game and is the best mark for
. Simply put armor penetration = more damage. Who doesn't want that?? 9 of these give you 15 armor penetration. This is enough armor penetration to get through almost all of the champions' base armor. If you couple this with the Offensive
masteries and the Greater Quintessence of Desolation
you will be doing true damage to any champion early game with the exception of runes and item selection. The Greater Mark of Desolation
help you throughout the whole game. Early, mid and late.
9x Greater Seal of Armor
9 of these gives you early game armor and better survivability through the game. I know that 9x Greater Seal of Defense
has a better turnout at level 10 but I personally
prefer the early game armor. Both are good choices for survival.
9x Greater Glyph of Magic Resist
. You can't have armor without magic resistance if you want that survivability. 9 of these help your early game magic resistance and just like the armor seals the turnout on the Greater Glyph of Scaling Magic Resist
comes at level 10. Again I prefer the early game magic resistance, but it is up to you.
3x Greater Quintessence of Desolation
or 3x Greater Quintessence of Health
. These 2 would be my personal top 2 picks for quints, but to me, the Greater Quintessence of Desolation
is the best choice. More armor penetration again = more damage. But more health
early game makes you that much harder to kill and lets you lane a little longer. This is always a plus.
The Good Choices
is arguably one of the best summoner spells. Although it went through a pretty heavy nerf, Flash
still has many uses. You can Flash
over walls, trees, etc. Flash
is also a great chaser or closer as well as a good escape mechanism.
is a very powerful summoner spell. Ignite
makes it very easy to pick up first blood or a kill in the first few minutes of the match. Ignite
is also very useful in countering any champion who has life steal or spell vamp, such as Dr. Mundo
etc. Be wary that it can be removed by Cleanse
is another great summoner spell. Exhaust
can very easily turn a 1v1 in your favor. It's not only a offensive spell but can be used defensively if need be. Exhaust
is a great way to stop enemy champions in their tracks so use it wisely. Crowstorm
, Absolute Zero
, Death Lotus
etc. are all easily mitigated with the use of [Exhaust. Be wary Exhaust
can be removed by Cleanse
The Alternative Choices
is a good replacement for Flash
is a good escape mechanism and a good closer. I find it less reliable then Flash
is not always easily used and can get you killed. If you have difficulty using Flash
pick up Ghost
instead. Be wary of slows or stuns because you can still be affected by them under the effects of Ghost
requires a lot of map awareness to be really useful. It has many uses from switching lanes quickly to save a tower, set up a gank, or even return to your lane after a recall for minimal time lost. While Teleport
has its uses it doesn't mean that you will always get a chance to take the full benefit from it.
is the face roll summoner spell. While it is considered a "noob" ability it has its uses BUT is a better choice for a tank or support. This is a very good option for lower level summoners who haven't accessed Flash
is a great defensive spell. While I wouldn't take it over Flash
, if you are facing a heavy CC team then it might be worth the investment to grab it. Remember Cleanse
removes all CC effects with the exception of suppresion. It also removes Exhaust
The Ugly Choices
- Smite is not a good choice. Period. You are not jungling as Tristana so don't take this spell.
- Revive is a bad choice. You are aiming to stay alive and shouldn't have to rely on Revive to get you back in the game. If you are dying enough to need Revive you are doing something wrong.
- Clairvoyance is better left to the supports. Try and avoid taking Clairvoyance while it does have its uses you are the CARRY and as such you shouldn't be the one to take Clairvoyance.
- Surge only has one use for AD Tristana.....the extra attack speed but why waste a valuable summoner spell pick when you can simply take advantage of Rapid Fire. Surge is not a good pick. Avoid it if possible.
- Promote.......to put it simply......don't take Promote. You should have no need of a giant cannon minion.
Ability Explanations, Level Up Sequence, and A Few Tips Mixed in.
In this section I will explain Tristana's abilities and the order I prefer to level them up.
This is Tristana
's passive. Tristana
starts off with a small 550 range. While this outdistances some champions, she falls around the middle of the pack when all the ranged champions are lined up. Every level that you earn, you're range goes up by 9. Caitlyn
has the highest starting range of ALL
champions. BY level 13, Tristana
out ranges Caitlyn
. By level 18 your range is 703. There are only 2 champions that can get more range than this: Kog'Maw
has a range of 750 when he maxes Bio-Arcane Barrage
, and Twitch
, whose range is 875 when he uses Spray and Pray
has the highest auto attack range end game, thanks to her passive. This makes chasing down enemy champions that much easier. Use this range to your advantage.
This ability pushes Tristana
's attack speed to the cap of 2.5 late game. It also helps you win those close battles and overall simply increases the max damage you're able to dish out. This is a great way to burn through multiple squishies or through that pesky tank. Rapid Fire
is also a very good way to destroy turrets, inhibitors, or even the enemy's nexus very quickly. BUT
be wary of Thornmail
. DO NOT
use this ability on anyone that has Thornmail
. Even with The Bloodthirster
maxed out you WILL
kill yourself faster than you are able to steal your life back.
's most useful ability. As mentioned before, this ability can function much like Flash
. You can Rocket Jump
over walls, trees, and most obstacles in your path. It can also give you that little boost ahead of anyone chasing you to allow you to make it safely away. Use it to clear harmful abilities from enemy champions. For example, if Nunu
caught you in his Absolute Zero
, Rocket Jump
out of there and move those little legs as fast as you can. So it can be used defensively, but it also can be used offensively. Rocket Jump
after someone if they are running away. Rocket Jump
onto a squishy and blow them up before they can get away. Did Ashe
through some trees to get away? Rocket Jump
after her and possibly hit her or even pick up a kill in the fog of war. Rocket Jump
has many uses. Simply be smart in its usage. Don't Rocket Jump
into the middle of a team fight. Use your range to your advantage and save Rocket Jump
to pick up a kill or get out of dodge.
PsiGuard said "It's definitely worth noting that Rocket Jump's cooldown is reset on champion kill or assist. It's what makes a fed Tristana such a deadly teamfighter."
I had previously forgot to mention this. This is very true.
This ability is how Tristana
is so effective at clearing minion waves. The passive rips through minion waves in mere seconds at high levels. Take advantage of the passive. If there is an enemy champion standing near low health
minions, attack the minions so that enemy champion takes the exploding magic damage from it. The active on this ability is a good way to pick up a kill if you think the champion can get away from you. Simply drop it on them at low health
and watch their life tick away. One of the best times to use it is when Tryndamere
uses Undying Rage
; both last for 5 seconds. So once he activates it, simply wait a second or two and then drop Explosive Shot
on him and walk away. 9 times out of 10 this will kill him. This is also your early game harassment ability.
PsiGuard said " Explosive Shot reduces healing for several seconds when cast on an enemy. This is an incredibly useful and important effect, especially against regenerators, healers (like most supports) and anyone using a Health Potion. It really hurts the sustain of your target and can reduce the effectiveness of enemy clutch-heals when you're going for a kill."
Another good point I had forgot to mention. Use this to your advantage.
's ultimate. Very fun ultimate to throw around, and the cooldown isn't horrible. It's not only fun, but can be used both offensively and defensively. BUT be mindful that while Buster Shot
can help you, it can also very easily hurt you. If you're chasing an enemy champion, DO NOT use Buster Shot
unless you are 110% positive it will pick up the kill. The reason behind this is after Buster Shot
does its damage, your target gets knocked back a distance of 600 at level 6, which is farther than your auto attack, 800 at level 11, which is higher than your auto attack even at level 18, and a HUGE 1000 distance maxed out. So unless you're positive you can pick up the kill, do not use this in a chase. It will blow your target well out of your range and cost you a kill and possibly a few remarks from your teammates. The proper way to use Buster Shot
is to get in front of your target by either surprise, or simply Rocket Jump
on top of them, hustle over in front of them, then Buster Shot
. This is a good way to knock back fleeing champions into your teammates or simply push them farther back so you can pick them off as they run towards you. It's also possible to hit multiple champions into your team or separate their team. Just aim for clumped targets and let her rip. Defensively, Buster Shot
shines just as much as offensively. Instead of maneuvering around the enemy to blow them backwards, all you have to do is turn around, shoot, watch them fly off, then turn back around and high tail it. Buster Shot
is a great way to get the enemy off your back or your allies back. If Rocket Jump
is on cooldown or you just can't get out of dodge, a carefully aimed Buster Shot
can make getting away simple. Another great defensive mechanism of Buster Shot
is being able to interrupt an enemy champion's channel. Katarina
's Death Lotus
's Absolute Zero
, or Fiddlesticks
, along with any other enemy champion's channeling ability. So remember the multitude of ways you can use your ultimate and make sure you use it right.
PsiGuard said " Buster Shot can knock away dangerous enemies with CC or high DPS. Sometimes ulting a tank will give your allies an opportunity to focus their carries. Buster Shot can be used safely in chases and ganks if you position yourself so that the enemy will hit a thick wall (like the side of the map, not thin jungle walls). I use this a lot with Headbutt when I play Alistar, and it's very effective if you want to disable an enemy without knocking them too far away."
On to the leveling up sequence.
Put a point into Explosive Shot
first. This is your early game harassment ability, and also you're farming tool. So first, we want to max Rocket Jump
, which is your initiator in most fights early game. It's not only your chaser, but your number one escape method if Flash
is on cooldown. Add the lower cooldown into the mix and it makes Rocket Jump
better than Flash
. So level 2 and 3, we put points into Rocket Jump
. At level 4 you can do 1 of 2 things: put your second point into Explosive Shot
which gives you a little more early harassment and a better farming capability. OR
you can put your first point into Rapid Fire
. I prefer to shy away from this because of the long cooldown, and it's still early game. It might help you to get some early game kills, but it's not guaranteed seeing as the enemy can still easily escape at this level. I feel that Explosive Shot
gives you more options and can very easily give you early game kills as well. Level 5, you should put another point into Rocket Jump
for less cooldown and more damage. Level 6 is an obvious choice. Buster Shot
. At this point in the game, you can very easily burst down the squishier targets. So you max Rocket Jump
first for low cooldown and good damage on your initiator. Next, max Explosive Shot
so you can farm minions as quickly as possible. Max Rapid Fire
last and make sure to only use it in 1v1 situations, team fights, on baron, dragon, or red/blue buff at lower levels and when bringing down turrets, inhibitors or the enemy nexus. Make sure you grab Buster Shot
at level 6, 11 and 16.
YAY!!!!! ITEMS!!!!! :D
An all-around great starter item for Tristana
. The extra AD is always an added bonus. Gotta have damage to pick up kills after all. The 100 HP is also a blessing, seeing as Tristana
is extremely squishy throughout the game, so a little early game survivability never hurt. The 3% life steal, while a very small percentage, is just icing on the cake. It might only be 3%, but that 3% helps you get your health
back just a little bit faster. As you progress later into the game and the build starts to come together, sell this when you need the room.
On your first trip back to base, you should buy these if you have the money at the time. Unfortunately, Tristana
's base move speed is only 300, which is extremely slow. The boots help fix that. That little bit of extra speed makes a difference in trying to get away from the enemy or hunt that enemy down.
On your next trip back to base, make sure you have at least 450 gold to buy the Vampiric Scepter
needed for Wriggles Lantern
. If you have enough to buy either the Cloth Armor
or Long Sword
, pick one or both of those up, or even Madred's Razors
if you can afford it. Then finally put your Wriggle's Lantern
together A.S.A.P. The added damage from this helps pick up those kills and helps you last hit minions. The 30 armor is a great benefit simply for more survivability. More armor = less damage. The 15% life steal coupled with the 3% from Doran's Blade
and the 3% from
gives you 21%, which makes it much easier for you to keep your health
up and lane even longer. Do not forget to use your free Sight Ward
from Wriggle's Lantern
This is where you should ward with your Wriggle's Lantern
: Vital to protect the jungler on your team
: For protection depending on which lane you're in
: To guard Dragon and Baron
: In order to Counter-Jungle
After you obtain your Wriggle's Lantern
, work up to getting enough gold to buy the Berserker's Greaves
. These increase your movement speed greatly on Tristana
, seeing as she is still slow with the Boots of Speed
, and it increases your attack speed, which means more DPS(Damage Per Second).
Work your way to getting the Infinity Edge
as fast as you can. This is your big boost in power. The damage it provides is essential and it gives you a higher critical strike chance which we want. It also increases your critical strike damage up to 250%, which, on top of your masteries puts your critical strike damage at 260%. This is one of Tristana
's most important items.
Now that you have boosted your damage to nice levels, you need to get your attack speed higher and your critical strike chance even higher. The perfect item to do that with is the Phantom Dancer
. The extra movement speed that the Phantom Dancer
also grants is just more icing on the cake. Put your Phantom Dancer
together piece by piece. Each piece will affect you positively.
By this time, you're gonna want to get more life steal to help sustain yourself better. The Bloodthirster
is the best way to get the life steal you so desperately need by now. If you need any extra room to pick this item up, sell Doran's Blade
. Make sure you farm The Bloodthirster
up before trying to throw yourself at enemies.
Now for that extra armor penetration, pick up The Black Cleaver
when money permits. This is also the point where you need to sell your Wriggle's Lantern
to make room. The attack speed from The Black Cleaver
boosts your DPS as well as the added damage, and you will now be able to land all 3 stacks from The Black Cleaver
You're going to want to get a Guardian Angel
to boost both your armor and magic resistance to help your survivability. When you do this is up to you. You can do it earlier if you are having a hard time surviving and need the extra armor and magic resistance or do it later in the game.
After you obtain Guardian Angel
, you're gonna need to pick up another Phantom Dancer
. You're grabbing the second one for the same reasons as the first. Besides, good things come in twos. More attack speed and critical strike chance mean a higher DPS. The movement speed is just the cherry on a sundae. You are going to have to sell your Berserker's Greaves
to make room for this but the trade off is worth it. Chances are you won't get to this point of the game but if you do this is the item to get.
The first item I would like to cover is Madred's Bloodrazor
. This would be an item I would very easily make room for no matter what. It gives you 30 more attack damage, which is what you want; 40% increased attack speed, which increases your DPS; 25 extra armor for a little better survivability. But the real draw to this item that makes it shine so much is it's passive. On hit, you deal Magic Damage equal to 4% of your target's MAXIMUM health
. Let's take Cho'Gath
for example, and give him 3245 health
(random number). Not figuring in Magic Resistance and Magic Penetration, just 1 shot from Madred's Bloodrazor
will take 130 damage, on top of your attack damage. If your attack speed is 2.5, then you will do 260 damage in just the first second from this item. A total of 650 damage in two seconds, not including your auto attack damage or critical strikes. This is a very viable item on ANY
AD build. It is very suitable on Tristana
, and I would take this item if the enemy team has several high health
champions. In my opinion, it should replace the spot of The Black Cleaver
in this build.
is an anti-tank item. It penetrates 40% of your target's armor. While it is good against tanks or anyone who stacks armor, it is only good against those 2. For example, a mage who only has 40 armor end game compared to a tank that has 200. Last Whisper
is only going to penetrate 16 of that mage's armor. But on that tank with 200 armor, it will penetrate 80 of that. The Black Cleaver
is the better all-around choice if the team you are facing is balanced, but if you are facing a team that's stacking armor, get the Last Whisper
is a very good item on Tristana
. The 700 health
improves survivability and the 20 damage is nice. It's not a lot of damage, but it's the passive on this item that makes it so great on Tristana
. The 30% slow, along with Tristana
's massive attack range at level 18, makes it very difficult for anyone to get away from you. I would replace one of the Phantom Dancer
s for Frozen Mallet
can do numerous things for Tristana
. The 15 health
regen per 5 seconds helps any and all champs. The 5 mana
regen per 5 seconds is also nice on Tristana
, seeing as she has a small
mana pool. 50 damage is always good, even though there are higher damage items available. The passive adds even more AoE (Area of Effect) damage on top of the passive from Explosive Shot
. Good item to help you farm minions even faster than Tristana
already does, and a good way to deal extra damage on your auto attacks if the enemy team likes to clump together.
is a good early game item to grab on Tristana
. The 25 damage early game is very helpful along with the 15% cooldown reduction. But the biggest draw to this item would be the 15 armor penetration. After you get this item, if you followed the rune selection, your armor penetration will be 39.93. This greatly increases your damage and can even penetrate all of a targets armor.
is a great item, just very expensive for the stats that it gives you. All of the stats from Trinity Force
. Trinity Force
's first passive isn't a very good reason to get it. You are much better off grabbing Frozen Mallet
, because Frozen Mallet
slows EVERY attack, not just 25% of the time, like Trinity Force
. The second passive is much more lucrative. Even though you don't spam your abilities very much, the added damage after using an ability never hurt anyone....except maybe your target.
is one of those situational items. It gives more attack damage, which is definitely a plus; Magic Resistance to help survivability; but the big reason to get this item is the passive. I would only get this item if you are going up against Karthus
and you don't wanna grab Banshee's Veil
. The passive on both Hexdrinker
and Banshee's Veil
's ultimate, Requiem
, which, as we all know, is a serious pain in the 4$$.
would be the replacement for The Bloodthirster
, but you lose a good chunk of attack damage from doing this. The bonus attack speed is nice, along with the health
regen. The only reason I would go for this item rather than The Bloodthirster
is the aura that drops the enemy champion's armor down 20. The life steal is also good because, it's a guaranteed 20%, unlike The Bloodthirster
, which is only 15%, and then depends on your kills from there.
Just because Thornmail
's bane doesn't mean you can't turn the tables and use it on your enemy. If you don't want to go full AD, and want some survivability in your build, grab this if the enemy team is AD heavy.
is another suitable item if you're facing an AD heavy team. Not only does Frozen Heart
give you that armor you need against any AD champion, but you get the added bonuses of 500 mana
, 20% cooldown reduction, and a nice aura that drops any nearby champions' attack speed by 20%.
is a good item to grab against an AD heavy team. It provides you with a good amount of armor, 350 health
, and 25 HP regen per 5 seconds. All of this helps your survivability. The 5% cooldown reduction helps as well. Randuin's Omen
's second passive can be a life saver if you are running away. The 20% chance to slow an enemy can very easily help you escape. The active on Randuin's Omen
is pretty much useless on Tristana
seeing as you will be in the back of the fight. The active is more geared to a tank or melee that is going to be in the thick of battle.
gives you 375 health
, which helps, because Tristana
has little health
in this build, and a small mana
pool as well. It also gives you 50 magic resistance which is a good thing to have if the team is AP dominant. The passive on Banshee's Veil
is the huge draw to this item. Being able to block ANY champion ability every 45 seconds can change the outcome of a battle very quickly. This is also a great way to block Karthus
's ultimate Requiem
, or Ashe
's ultimate Enchanted Crystal Arrow
, along with other numerous abilities.
Force of Nature
gives you the most magic resistance of any item in the game. This is the best item to grab, in my opinion, if you really want that magic resistance. The 40 health
regen per 5 seconds, coupled with the passive from Force of Nature
, can very
easily get you back to full health very
quickly. I shouldn't need to tell anyone this, but grab this if the enemy team is AP heavy.
Chalice of Harmony
is both cheap and efficient, although it doesn't build into anything else. It gives you 30 magic resistance, which is pretty good for its price. 7.5% mana
regen per 5 seconds and a nice passive that increases your mana
regen beyond this. Chalice of Harmony
is a good buy for an AP heavy team, and it should solve all of Tristana
is a cheap way to get a good deal of magic resistance. 56 magic resistance for only 1440 gold is pretty good, seeing as the highest magic resistance item, Force of Nature
, only gives you 76 magic resistance and costs 2610 gold. The passive is also very nice. Being able to remove all debuffs from yourself every 90 seconds can save your life. Quicksilver Sash
is a good buy if you need that magic resistance.
is a little more on the expensive side if you're just going for the magic resistance, BUT this is a very good offensive and defensive item. It increases Tristana
's attack speed, which in turn increases your damage output. The 30 magic resistance helps if you need it. The passives on Wit's End
are also very nice. Your basic attacks deal 42 more magic damage, which is good, of course. Remember, this is before magic resistance and everything else is factored in. The other passive, coupled with the high attack speed Tristana
can attain, boosts up your magic resistance very quickly in a fight.
Boots of Swiftness
is a good option for Tristana
. Her movement speed is horrible starting game, which is only 300. If you want a little more speed, this is the best choice.
Boots of Mobility
are a good option as well, if you plan on doing a lot of ganking and running from one end of the map to the other. If you do buy these, it's a good idea to sell them later in the game for another set of boots.
Ionian Boots of Lucidity
are decent boots for Tristana
. But this build focuses more on her auto attacks rather than her abilities. This can help you spam your abilities a bit more.
are a good choice if you need magic resistance against an AP heavy team or a team with a lot of CC (Crowd Control). Pick these if the situation warrants it.
is a good choice against an AD heavy team. Ninja Tabi
is the opposite of Mercury's Treads
. If you want more defense, these are the boots to get. Pick these if the situation warrants it.
Who should I lane with?
Sometimes you don't always get a choice of who you want to lane with, but sometimes you do get a choice. There are certain champions as Tristana that you should really want to lane with over others, and I'm going to tell you about those certain champions.
is a good lane partner. He is naturally beefy (no pun intended LOL) and makes for a good meat shield. Alistar
combo can make for some very easy kills for both of you. Not only that, but Triumphant Roar
makes it very easy to stay in lane as long as possible.
is a good choice as a lane partner. The stun from Bandage Toss
makes it easy to pick up kills and Curse of the Sad Mummy
coupled with your Rapid Fire
can be devastating to your target. Unfortunately Amumu
is not the best meat shield during early game so be mindful of that.
isn't naturally beefy but he makes a good lane partner. While he isn't the best meat shield if Rocket Grab
and Power Fist
are used properly it can be nigh impossible to escape from the both of you. Make sure to exploit this if you do lane with him.
is a natural meat shield no matter how he decides to build. He has a very large amount of HP so take advantage of this and hide behind him. Try and take advantage of the knock up from Rupture
as this is an easy way to do a lot of damage rather quickly. Feral Scream
can also make it difficult to lane against the both of you.
is a good meat shield seeing as he is built with a lot of hp. He makes a good laning partner if you need someone to hide behind. Take advantage of Dr. Mundo
's slow from Infected Cleaver
if you lane with him.
is a very nice champion to lane against. All of his abilities benefit you and make getting kills much easier. Galio
is also built tanky making him a good meat shield. Do not be afraid to go out of your way to lane with a Galio
if you get the chance.
is a good lane partner as well. While he doesn't have any abilities that benefit Tristana
greatly he has very high hit points and can take a beating. Garen
makes a good lane partner because of this. He is very hard to bring down and can lane for a very long time. Take advantage of this. DEMACIA!!!!
is not the best laning partner but I chose to put him up here because he is sometimes played as a tank. He is naturally beefy and thanks to Drunken Rage
can take a beating. If you do lane with Gragas
make sure he is going tank. You DO NOT want to lane with AP Gragas
because he can clear minion waves very quickly and will hog a lot of the minions. So tank Gragas
is good and AP Gragas
is bad, remember this.
while not a meat shield is a very good lane partner, in that she can babysit you the whole time. Eye Of The Storm
is what makes Janna
a good lane partner. Make sure you ask whoever it is that is playing her to keep this shield on you as much as possible. Also take advantage of the nice slow from Zephyr
DEMACIA!!!! Jarvan IV
makes a good lane partner. While he is not always centered on being a tank even an off tank Jarvan IV
makes a good lane partner. He is naturally beefy and can take quite a beating. Demacian Standard
is just awesome and boosts your AD quite nicely. Dragon Strike
plus Demacian Standard
provides a nice knock up allowing you to get a few shots in. On top of that the slow from Golden Aegis
can make it very difficult for anyone to escape and Cataclysm
clinches that chance even more. Jarvan IV
has lots of advantages he can provide make sure you exploit these.
is a decent lane partner. While she is not naturally beefy she is a tank and eventually reaches the beefiness that tanks require. Shield of Daybreak
has a nice stun that can make getting kills easy as well as Leona
's ultimate Solar Flare
. While she is not the best lane partner, neither should you shy away from laning with her.
is a "rock solid" lane partner. Malphite
is the perfect harasser with use of Seismic Shard
. The slow from this also is very beneficial to getting those kills. Malphite
is naturally beefy and is very tough to bring down. Seismic Shard
is not the only ability that makes getting kills easy. Upon hitting level 6 Unstoppable Force
can make getting away very difficult for your opponents.
can be a good lane partner or a bad lane partner. If you do lane with Maokai
come to an agreement with him about not hogging minion waves with the use of Sapling Toss
. If an agreement is reached Maokai
can become a great partner to lane with thanks to his natural tankyness and the use of both Twisted Advance
and Arcane Smash
. Use these to net a couple of kills if possible.
is a good champion to lane with. While none of his abilities have a CC effect that benefits you he is normally built tanky with a lot of hit points because of this Mordekaiser
makes a good meat shield and can be a good person to hide behind in lane.
is a good choice for a lane partner. He is naturally beefy and can sustain himself in lane for a very long time. Nunu
is generally built like an off-tank so he makes a very good lane partner to hide behind. Blood Boil
if used properly can allow you both to dominate a lane as well. Ice Blast
is another reason why Nunu
becomes a good lane partner. The strength and duration on the slow from Ice Blast
can make it very difficult to get away from the both of you and should be able to net you some early game kills nicely.
is a good choice to lane with if he is not jungling. Olaf
is built with a lot if hit points most of the time to make up for Reckless Swings
is the only ability that really helps Tristana
still makes a good lane partner.
is a good lane partner although he can be fairly squishy early game. Rammus
is a tank. Period. Puncturing Taunt
can make it very difficult to get away from the both of you if used properly. With good communication Rammus
can be a great lane partner. Just remember that he can be squishy early game.
is arguably one of the best tanks in the game. Shen
has several abilities that can be useful these being Vorpal Blade
, Shadow Dash
, and Stand United
. Make sure you take advantage of the taunt from Shadow Dash
and the healing effects from Vorpal Blade
can be a great lane partner or a very horrible one. The use of Fling
and Mega Adhesive
can make Singed
a great lane partner by making it almost impossible to escape from both of you. On the other hand, Poison Trail
can very easily make Singed
a bad lane partner if he uses it in excess and takes all the minions. Make sure you come to an agreement about this if you lane with Singed
while not as beefy as some of the other choices for a lane partner still makes a good one. The major reason behind that is Cryptic Gaze
. The 1.5 second stun from this can decimate your enemy if you focus fire the stunned target. This is the biggest reason why Sion is a good lane partner and with good communication it should be fairly easy to pick up kills.
is a good babysitter. She is very squishy so she can't be a meat shield for you, but she can sustain you and help you stay in lane as long as possible with Aria of Perseverance
can also help you net some kills if used properly. Just be mindful that Sona
is very squishy and you are both very prone to ganks. So keep your eye on that map when laning with Sona
much like Sona
makes a good babysitter. Also like Sona
she is very squishy. Soraka
has the ability to keep you in lane for extended amounts of time with Infuse
and Astral Blessing
. ON the other hand, Soraka
while a good babysitter, puts most of the pressure on you to pick up the kills.
can easily be the perfect lane partner. Taric
can be rather tanky and still do good amounts of damage and still be able to support you as well. The stun from Dazzle
can make it easy to pick up kills and the extra armor from Shatter
makes you both much more durable against any AD champ. Imbue
is a nice heal and can make both of you stay in lane longer than your counterparts. The aura from Radiance
is also very handy in a fight and can make a difference in a battle. Taric
is a great lane partner overall.
is a good laning partner. Volibear
builds with a lot of HP
to take advantage of his passive, Chosen of the Storm
. This is what makes him a good laning partner on top of his other 2 abilities; Rolling Thunder
and Majestic Roar
is a beefy champion that can make a decent lane partner. While he only has one ability that really helps you he is a decent meat shield. Omen of Pestilence
is that ability. The slow while not the most reliable is a slow none the less and can help you both.
So overall the best lane partners for Tristana
are someone with a good amount of crowd control effects, someone beefy that can take some punishment, or someone who can babysit her. Remember this and try and stick with the right people. Having said that this is certainly not set in stone. While these are all good lane partners this doesn't mean that you and Veigar
laning together is automatically going to be bad.
Game Play (open for suggestions)
No matter what lane you're in focus on last hitting minions. Plain and simple you need to farm as much as possible so that you can afford the build. Focus more on farming then harassing but if the opportunity presents itself to harass your lane opponent use Explosive Shot
and auto-attacks when they get in range. Don't go out of your way to land Explosive Shot
at lower levels because Tristana
is very squishy. NEVER FACE CHECK. Bad things happen when squishy champions face check.
Continue to last hit minions and farm up more and more gold. By this point you should have acquired some items and you can be more aggressive but don't be over aggressive. If your lane is doing well consider ganking other lanes. Make sure you communicate with whoever's lane you are ganking and synergize your timing. Use Rocket Jump
to get behind your target and quickly use Buster Shot
after that to push them back into your ally. If your team doesn't have a jungler and no one is taking advantage of the red and blue buff grab them when you have the time to do so.
Continue farming and pushing lanes when it is safe to do so. Also continue to grab the blue and red buff if they are open. But most importantly try to be there for the team fights that will happen. As Tristana
, your positioning and target in team fights is paramount.
Whom you should focus in a team fight in order of importance:
- Any AD or AP carry within range. Pick the deadliest champion first, or whoever your team called the focus fire on.
- Any Support champion that is in your range. I.e., Sona, Soraka, and Janna.
- Any AP/AD melee champion that is within range.
- Any AP/AD ranged champion that is withing range.
- The teams tank. This should always be your last target in a team fight.
As for positioning you want to stay where any ranged AD carry should, behind your tank and any melee champions that you have. Remeber Tristana
has massive range late game and now is the time to take advantage of that. Try and position yourself away from the main mass of bodies but behind your melees and use your range to try and pick off the supports, and any AP/AD carries that are in range. Do not use Rocket Jump
into the middle of the fight. This is a very quick way to wind up back in your base after a long wait. For the most part all you want to do in a team fight is pick a target and auto-attack. Save your abilities for the end of the team fight and use them to clean up the stragglers or use them to get out of dodge if you lost the battle.
I'm not sure what else needs to be said. If anyone has any suggestions or ideas that they think should be added into the section please leave me a comment.
Dominion Guide (under construction)
Seeing as this guides main focus is playing Tristana in a 5v5 situation, and not Dominion, I will be brief in this section.
The mastery set up for Dominion is much like the 5v5 set up. The only difference being the 3 points into
for more damage and the 3 points into both
. You want to take as much from the Offensive mastery tree as you can to benefit your damage and the defense tree for more survivability. The reasoning behind this is because Dominion games are very short and you want to be able to stay alive and deal as much damage as you can so you can keep and cap points.
Greater Mark of Armor Penetration
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Armor Penetration