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Build Guide by Arekno

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 Arekno

Tristana Megling Gunner

Arekno Last updated on September 21, 2010

Ability Sequence

7
12
15
17
18
Ability Key Q
2
4
8
10
13
Ability Key W
1
3
5
9
14
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
 
 
 
 
 
 
 
 
 
 
3/
Brute Force
 
 
 
 
 
 
 
3/
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

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

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


Welcome to my build of Tristana, The Megling Gunner.

First of all, this is not so much a guide, but more of a way I see Tristana to work best. Alot of builds for her are good, but this one is what I like the best.

Summoner Spells:

Exhaust
Exhaust for me is like a forge to a blacksmith. Exhaust should never be swapped with any other summoner spell, simply because it works in any situation; 1v1 fights, ganks, grp fights or even escaping enemies in a tough situation.

Ghost
Ghost is for me a lovely skill to have at all times, but many people tend to disagree. I know that Tristana doesnt "need" it, because of her rocket jump, but having Ghost instead of any other skill showed to work for me many times.
It works at fast in/out kills in full lanes, ganks, catching up with people and escaping dangerous situations. All in all, a very versatile skill that combined with rocket jump and the Exhaust summoner spell, makes Tristana a nasty opponent in any situation.


Masteries:

Deadliness speaks for itself, the boost it gives in early and mid game is fantastic.

Cripple Adds up the armor penetration and reduced magic res that can turn the tide of a heated battle.

Sorcery is again self explanatory, since rocket jump and explode have a fairly long cooldown. Its not fun missing out on a kill if all you needed was ½ second more before a skill is ready.

Alacrity basic attack damage is the bread and butter of Tristanas damage, so attacking faster=more damage dealt.

Archaic Knowledge gives you a sweet boost in rocket jump, explode and buster shot in early game. Not much more to it than that...

Sunder armor penetration is a key factor in Tristanas damage, because of her main output being in basic attacks, armor penetration gives you that extra edge, even against the tanks.

Brute force is nothing special, but 1 damage is 1 damaga, add that to the buttload of cannonballs Tristana fires out of her cannon and its suddenly whole heap of bonus damage.

Lethality because of Tristanas ability to gain such a great critical strike chance its only smart to add that extra damage to these attacks, especially late game where you often need a serious damage output to knock down those nasty tanks.

Havoc, 5% nncrease of base and magic damage, speaks for itself and pays of nomatter how long you are in the match. A must have.

Haste is a decent boost given to your Ghost spell and can often mean the win of a battle, since alot of people are using ghost to escape from fights, you can now make sure that you can keep up and get ahead to make that kill shot.

Perseverence gives you a good boost in your regen and Tristana sure benefits from that mana regen, especially because her mana pool is quite small and there is nothing more sad, than when you cant get that kill, just because you need a bit more mana.

Awareness can mean the world to a good game. Tristana should be placed in a solo lane and with this mastery, you will get the edge on your opponents early on.

Meditation though its only 1 point, you still get a good bonus in your overall, much needed, mana regen.

Side note:
Haste versus Good Hands. If you find yourself dying alot, yeah sure, take a point in Good Hands, but other than that, there isnt much point in it. I tend to do as little dying as i can during my sessions.

Runes:

3xGreater Quintessence of Desolation
9xGreater Mark of Desolation
Both adding armor penetration, which you just cant enough of.

9xGreater Glyph of Furor
9xGreater Seal of Furor
Both adding additional critical strike damage, which will help alot on your damage output thoughout the entire game.

Play through:

I start out with buying Vampiric Scepter to ensure that I can stay in lane for as long as possible. With decent last hitting you should have the money for Malady and Berserker's Greaves pretty fast, so either port back and buy them or stay untill you are forced to port.
A good idea is to buy a few mana potions aswell, so you can use your abilities for ganks without worrying about your mana pool.
A good way to keep going with kills is to either team up with a stunner or any other CC champion, or if you wanna go solo, keep a constant Lizard buff on you, this will make sure that noone can get away from you, while the take a serious punishment.
Keep making passes through woods, killing neutral monsters and getting buffs on your way to a gank. Get the money for your first Phantom Dancer and start collecting for Infinity Edge.
With a constant Lizard buff, your team should be raping the opposition and you should be top of the food chain.
Completing Infinity Edge and starting out on your Frozen Mallet should render you unstopable and able to dish out enormous damage over very little time.

If the game for some reason isnt done yet, get The Black Cleaver and start saving up for a 2nd Phantom Dancer. When you have the money for the Phantom Dancer, sell your boots and buy it.



"Placeholder" Items not edited yet, will come soon.


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