Not Updated For Current Season
Okay so this is my first build. I know it's not going to be flawless but here goes! I'll point out the reasons why I chose my items and the order I chose them, even if it's terribly obvious.
Draw a Bead
Increases Tristana's attack range as she levels.
- One of the reasons I really enjoy Tristana is her range advantage. As you level you gain more and more of an advantage on your enemies. It's great fun seeing enemy heimerdingers get obliterated by your dominating range advantage.
Increases Tristana's attack speed by 30 / 45 / 60 / 75 / 90% for 7 seconds.
Cooldown 20 seconds | Cost 80 mana | Range 20
- A useful skill but in my opinion not tristana's most useful skill. It's great for ripping down enemy towers and tearing through creep waves. This skill does make tristana great for tower defending too (combined with her explosive shot passive, she's a devestating farmer).
Tristana fires at the ground to propel herself to target location, dealing 70 / 115 / 160 / 205 / 250 (+80% of ability power) magic damage and slowing surrounding units by 60% for 2.5 seconds when she lands.
On a champion kill or assist, Rocket Jump's cooldown resets.
Cooldown 22 / 20 / 18 / 16 / 14 seconds | Cost 80 mana | Range 900
-In my opinion this is tristana's real unique skill. A skill is great fun but takes practice to really master. Rocket jump can be used both offensively and defensively making tristana useful for ganking and fleeing fights.
-Tip: Be careful when hopping walls when fleeing. I forgot the damage radius of this skill and got wasted by dragon in early game, not fun!
Also remember this skill has a long cooldown until you level it up (in comparison to the length of a fight). Use it wisely. If you initiate with it, you're probably not going to get a chance to flee with it!
Passive: Enemies explode when slain by Tristana's attacks, dealing 50 / 75 / 100 / 125 / 150 magic damage to nearby enemies.
Active: Explosive Shot rends target enemy, reducing healing and health regeneration by 50% and dealing 25 (+10% of ability power) Magic Damage per second.
Lasts 4 / 5 / 6 / 7 / 8 seconds.
Cooldown 16 seconds | Cost 50 / 60 / 70 / 80 / 90 mana | Range 600
-Fantastic harassing skill. This is great if you find yourself in TT laning against a melee dps. Just keep popping creeps and watch your enemy's health get eaten up.
This skill is pretty cheap, so I would use it as much as possible to give yourself the biggest advantage you can in laning phase. The more you use it the more you'll find your enemy backing away from their creep kills.
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.
Cooldown 60 seconds | Cost 140 mana | Range 700
-Tristana's second iconic skill. This skill is great for initiating ganks, fleeing and for saving allies from being last hitted by a chasing enemy.
Using rocket jump to jump ahead of an enemy and buster shot to fire them into your tower/allies can ensure a fast kill. It's cooldown is low too. Once at level 6 you'll find you'll be able to save your own skin as well as your allies pretty effectively.
This is a 3v3 build, thus the boots and 3 potions. I use more mana potions than health due to tristana's lack of mana in early game.
Why boots? In early game we will be going bottom for first blood. Our aim will be to catch an enemy at low hp and slap ignite + explosive shot on them (Always make a mental note of your enemies summoner spells! Cleanse and heal can make your skill and spell wasted.)
Depending on how your game is going I would either go straight for B.F Sword or take zeal before completing your boots but this is purely situational.
I don't really see any point in getting life steal before increasing your damage output. If you position yourself correctly and lane properly you shouldn't need it until mid/late game.
In early game I would also consider getting a philosopher's stone for the bonus gold but again, this is situational.
When I play I always go for the cheaper items before making my expensive item. Sometimes I don't even complete any of my expensive items before endgame.
I would usually get my boots, then zeal, bf sword then complete my phantom dancer.
If your team lacks CC it might be a wise idea to go for phage then frozen mallet early instead of BF sword. The boosted survivability gives you a nice laning advantage too.
For this build I chose armour penetration marks & quints for a damage advantage in early game.
I chose dodge seals to combine with my 21/9/0 mastery build with Ninja tabi to give a nice bonus.
Cooldown glyphs to combine with my offensive mastery build, to harass with explosive shot.
I've considered using attack speed marks and quints but I'm not sure how effective it would be. If anyone has any comments on that, go ahead.
A fairly obvious 21/9/0 mastery build (to me anyway.)
I choose critical strike/armour penetration/magic penetration/critical damage etc and the bonus 4% damage on the offense tree.
I use improved ignite too because once used the AP boost is nice for explosive shot. Especially when combined on the same target.
As previously mentioned I use defensive masteries for a little resistance, dodge chance + swiftness for the speed boost upon dodging (it's saved my butt many times :D)
To be very honest I struggle to decide with champions like tristana.
I love combining ignite with explosive shot. It's very effective.
Ghost is great for fleeing and chasing down weakened enemies.
Alternative spells I would choose would be:
Rally- combined with Q skill can tear down towers in seconds
Exhaust- I would swap out for ignite depending how I'm feeling. It's one of the most useful spells in the game in my opinion.
I'm not trying to be a pro, just showing how I play, looking for comments and criticism to improve my gameplay.