Tristana Build Guide by DrunkenWookie
Not Updated For Current Season
Not Updated For Current Season
Hello guys and welcome to my Tristana semi guide.
credits to Darkpercy's Ad tristana guide as i have used a lot of hes explanations in this semi guide. I would also like to give credits to jhoijhoi for the line dividers/separators.
Anyway enjoy this Semi-Guide and don't forget to drink a RED BULL before you start using this Semi-Guide
Pros / Cons
- Very deadly early game burst
- Has a built-in Grievous Wounds (Reduces enemy healing and regeneration by 50%)
- Best consistent autoattack range at level 18
- Extremely high damage per second late game
- High Mobility (Built-in Flash and knockback)
- Very good pusher and farmer
- One of the best Champions late game
- Has a cannon
- Weak Mid game (if not fed)
- Will push a lane quite a lot by simply last hitting minions
- Some mana problems
- All damage spells scale with Ability Power and deal Magic damage
I think this is the best mastery setup for AD Tristana most of the time. The 21 points in offense are pretty much needed.
Why put the 9 left points into Defense rather than in Utility? Because the Defensive tree allows you to be dominant early game. The mana and mana regen that the Utility tree gives you is just not worth it.
Ps.. This Masteries Explanation is taken from DarkPercy and I thank him
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage
Pretty typical Ranged AD carry Runes.
Greater Mark of Attack Damage Reds. You may be wondering why I don't take Greater Mark of Desolation Reds so I'll explain.
Flat AD gives more damage on enemy champions early game, Tristana wants that. Flat AD also gives you a much easier time to last hit and gives you more sustain. Minions have 0 armor so Armor Penetration is worthless against them. With Flat AD, your amount of lifesteal, no matter how small may it be, will be more effective.
Pretty obviously, you will take Greater Seal of Armor. These are a MUST-HAVE when playing a Ranged AD Carry. As you probably already know, your enemies will deal mostly physical damage and minions too. This will help you a lot against them in the laning phase.
I suggest taking Greater Glyph of Scaling Magic Resist. Since you won't need Magic Resist until very late in the game, these runes will help against AP champions' strongest point: Mid Game burst.
Greater Quintessence of Attack Damage for the same reasons that I get Flat AD Reds.
Ps.. this Runes Explanation is taken from DarkPercy and I thank him
Flash: Just like on any other champion, Flash is always good. It's a good defensive AND offensive spell that is very useful through the whole game. Flash will save you if you are in a bad position even after using your Rocket Jump. It also al[/i]lows you to extend your abilites range with the Flash + Rocket Jump ultimate chasing/escaping combo ;P.
Heal: This bad boy is a very good spell for duo bot lane. Why is it good you say?:
+ Gives you sustain to stay longer in your lane to farm or defend your tower
+ Allows you to be very dominant early game
+ Allows you to bait enemies
Ability Sequence and Explanation
This is what makes Tristana, Tristana. Late game it will make Tristana have the highest permanent autoattack range in the whole game. It is one of the reasons why Tristana is so good late game, she can kill enemies from very far and stay safe.
This is one the best if not the best physical damage per second steroid in the whole game. Use this right before autoattacking because it takes about 0.5 second before it actually starts.
Don't spam this ability too much. Really, just use it when you will need it. Tristana has kind of low mana pool so yeah, save your mana.
I don't get this ability until level 8 because attack speed is nearly pointless early game. Your Attack damage, Crit chance and Armor Penetration are all very low and Rapid fire will not increase your damage per second so much. Also, 30% attack speed is not worth 80 mana early game.
As soon as I start getting big damage items, this ability become incredibly good though. Max it second.
Tristana's escape ability. That is your built-in Flash.
However, it SHOULD also be used offensively. Use it as a gap-closer. Even though it does not scale off Attack Damage, the base damage is nothing to laugh at. The base damage is so high that it makes Tristana a burst-y champion early and mid game no matter what you build.
The extra damage you get from every rank is really good and it is important that you lower the cooldown of this ability to get maximum mobility.
*Important Note*: Especially on AD Tristana, make sure you don't put yourself in trouble when you use this. If you see 5 people, don't jump in them. Try to initiate fights the least you can. Only jump on 1 or 2 enemies at a time and only if you know that you are going to kill them. Alright? Let your tank initiate...Be careful.
Once again, no AD ratio so the damage will suck a little late game but early it's just awesome. 110 damage at rank 1. That is insane. The active ability only gets +30 damage for each rank so it's not really worth it to rank it up. Use this to harass and reduce enemy's Health Potions Healing.
Another reason why this skill is great is because it reduces enemy healing by 50%. This is wonderful because in the current Metagame you will face a healing support 70% of the time. This ability will counter that really well. Use this ability when you are in mid-air while using Rocket Jump. That way you won't lose any time to autoattack.
Also, the passive on this ability should not be forgotten at all. Every time you kill a minion, the whole minion wave is also damaged. This means:
- You will push your lane a lot early (which is not good at all early because you will be open to ganks)
- You will push lanes a lot late game (which is a good thing)
- You will farm like a boss late game
So, if you max this ability first, you will push your lane even more, you get very little damage output increase and you are missing reduced cooldown on your built-in Flash. So max this last.
Tristana fires a massive cannonball at an enemy unit. This deals 300 / 400 / 500 (+150% of ability power) magic damage and knocks surrounding units back 600 / 800 / 1000 distance
Another spell that will make your burst very high. Look at the base damage. 300-500. Don't forget it! It's very deadly in lane.
You can use this to:
- Push away an enemy that is chasing you or your ally
- Push an enemy into your team (hard to do)
- Burst people down
- Kite an enemy (simply to create a gap between you and your enemy)
*Be careful* Don't use this spell to finish off an enemy unless you are really sure that it will kill him.
Item Explanation- AD
It is an overall great item as it provides you with Life-Steal to stay longer in lane. It gives a passive that helps you farm much better and also the active ward is useful when you are farming lanes on your own. The ward can also be used to watch Baron Nashor and Dragon
The Rabadon's Deathcap of AD. Adds a massive jump to your damage and also makes your critical hits deal more damage. Once you farm this up it will be extremely easy to farm all the other items up and also grab lots of kills.
Attack Speed, Attack Damage and 4% health per hit. Your damage is off the charts now and even tanky champions will be scared of you. Also with this, your team will be able to secure an early Baron Nashor thanks to you shredding it down quickly.
Supreme attack speed, extra movement speed and also extra citical chance. This is basically almost your end build. You will be destroying squishies and tanks alike.
By this point in the game your main problem should be people focusing you. This will take care of that and will mean you have two chances at destroying the enemy team. Gives your team a little while to distract the enemy team while you respawn. Also gives a nice amount of MR and Armor. RUSH THIS EARLY IF YOU ARE GETTING FOCUSED A LOT.
Sell your Wriggle's Lantern and buy this. Basically even more life-steal and damage to make you a walking nightmare. Just right click everything and everyone.
Situational Items- AD
Typical AD path, however I find going the Madred's Bloodrazor path much more useful late game and even mid game. If you like this then go the "Standard AD" build.
Great if you go the typical AD Build. It's a choice between this and Last Whisper and most of the time I prefer this as it benefits everyone else on your team too. It's also a better choice if you are focusing on killing squishies.
Awesome new item released recently. Sticking in and fighting no matter what will pay off big time with this item. Also the Magic Resist, Attack Damage and the shield is especially useful.
Was in an awkward situation where I didn't know if this counted as a defensive item or an offensive item :D. Great attack speed and an equally great passive.
A load of health and an in-built red buff. Very handy item to have if you just need a bit of tankiness. An alternative to Guardian Angel.
Great alternative to Guardian Angel but only if your main problem is an AP champion. Also provides some other decent stats.
The best active of any item in the game. Will rid you of all CC, especially good if the enemy are CC locking you down.
Attack Speed. Just oomph your damage while getting extra movement speed.
Tenacity is awesome. Means you won't be snared, stunned or cc'ed in general for too long. Get this against heavy CC teams. Usually if you are having problems with CC sell your Berserker's Greaves late game for these.