Tristana Build Guide by UberSkoobz

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 UberSkoobz

Tristana: GODLIKE (Lucian Era)

UberSkoobz Last updated on September 2, 2013
1,474,475 137
Build 1 (Cheat Sheet)

Champion Build: Tristana

Health 1971
Health Regen 22.8
Mana 769
Mana Regen 8.45
Armor 132
Magic Resist 124.38
Dodge 0
Tenacity 0
Movement Speed 395
Gold Bonus 0
Attack Damage 370.25
Attack Speed 111.105
Crit Chance 55.56%S
Crit Damage 50%
Ability Power 0
Life Steal 31.5%
Spell Vamp 0
Armor Penetration 40.12
Magic Penetration 0
Cooldown Reduction 0%

Recommended Runes + Notes

Ability Sequence + Notes

Ability Key Q
Ability Key W
Ability Key E
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 + Notes


Offense: 21

Honor Guard

Defense: 9


Utility: 0

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This is my build for Tristana. Lets get started.

This guide was old when I was bad back in Season 1, so I am now updating it for Season 3 (Lucian Patch)

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Pros / Cons

- Best ADC Damage Late Game. (Other than Kog'Maw)
- Strong Early game ability damage.
- Ability resets for cleaning up.
- Has a healing reduction.
- Very strong escape that can be used to help allies as well as herself to get away (Ultimate)
- At level 18 she out ranges every other champion except Kog'Maw with his Bio-Arcane Barrage or Twitch with Spray and Pray. She outranged averyone all the time, but it is most noticable late game.

- Mana Hungry.
- Requires decent farming skills and knowledge of the passive of her Explosive Shot.
- Her abilities have no Attack Damage scaling and are useless offensively later in the game.

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9 Greater Mark of Armor Penetration
9 Greater Mark of Attack Damage

I run a mix of both favoring 5 AD over 4 Armor Pen Marks. They both have their benefits, Damage giving you raw stats that are beneficial early on and help with famring, whilst armor pen helps to pierce through the armor your enemy buys.

9 Greater Seal of Armor

Standard to mitigate the almost guaranteed Physical damage from your lane opponent and also helps out late in the game too.

9 Greater Mark of Magic Resist

Standard to mitigate the almost guaranteed Magic damage from your lane opponent and also helps out late in the game too. These are just as important as armor and supports do a large amount of damage at the beginning of the game.

3 Greater Quintessence of Life Steal

Gives you great staying power in lane and is always beneficial to you throughout the game.

2 Greater Mark of Critical Chance

Try swapping our 2 of your glyphs for these runes for a 0.5% crit chance. Sometimes that random crit can win your lane in the long run.

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Summoner Spells

Bring Flash always.

Your next decision is whether to take Cleanse or Barrier. Just judge it depending on the enemy comp (if you are playing draft) or just pick on preference. Remember you can always buy Mercurial Scimitar for a cleanse if you can last that long into the game.

You might also consider Ignite but this isn't really necessary unless you really don't think you need the extra defense.

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That is all. That is literally all you need to know.