ATTENTION!!!!!!!
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.
Introduction
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!
Builds
Build 1
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.
Build 2
This build is focused on Dominion. I am currently in the process of going through the details of this build.
Masteries
| Masteries |
|
1/1
|
3/4
|
4/4
|
4/3
|
1/1
|
1/2
|
3/3
|
3/1
|
1/4
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1/1
|
3/3
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4/1
|
1/1
|
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 is
Offense. The second is
Utility.
Offense
Tier 1
In the first tier there are honestly only 2 options that prove viable with the summoner spells in this build. Those 2 would be
Brute Force
and
Summoner's Wrath
. So you max
Brute Force
first for the higher attack damage. Then put 1 point into
Summoner's Wrath
so you can gain access to the second row, it benefits
Ignite. If you prefer
Exhaust over
Ignite,
Summoner's Wrath
thankfully benefits both of these.
Tier 2
Start off by maxing
Alacrity
. The 6% increased attack speed helps maximize your DPS(Damage Per Second).
Sorcery
doesn't benefit
Tristana so there is no need to get this.
Demolitionist
isn't needed on
Tristana either. So the choice is obvious.
Tier 3
In tier 3 you want to grab
Weapon Expertise
for the armor penetration. Next you max
Deadliness
. This 4% from
Deadliness
boosts your end game Critical Strike chance to 89%.
Tier 4
Tier 4 is pretty self-explanatory. You can't access
Blast
so the only other options are
Vampirism
and
Lethality
. Both of these greatly benefit
Tristana, so max them both.
Lethality
boosts our critical strike damage to 260% with an
Infinity Edge.
Tier 5
Tier 5 is also self-explanatory.
Sunder
is by far the greater choice over
Archmage
.
Sunder
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.
Tier 6
Tier 6.
Executioner
. 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 Tree.
Utility
Tier 1
In the first tier we want 3 points into
Good Hands
. The 10% reduced time dead can really be a game changer. Put your next point into
Summoner's Insight
for the reduced cooldown on
Flash. 4 points down 5 to go.
Tier 2
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
Swiftness
to help
Tristana's slow movement speed and put your last point into
Runic Affinity
. Take advantage of this point and try and get the red and blue buff when you can.
Runes
Marks
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.
Optional Marks
Seals
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.
Optional Seals
Glyphs
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.
Optional Glyphs
Quintessences
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.
Optional Quintessences
Summoner Spells
The Good Choices
Flash 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.
Ignite 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,
Warwick,
Vladimir etc. Be wary that it can be removed by
Cleanse.
Exhaust 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
Ghost is a good replacement for
Flash.
Ghost is a good escape mechanism and a good closer. I find it less reliable then
Flash but
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.
Teleport 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.
Heal 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 or
Ignite yet.
Cleanse is a great defensive spell. While I wouldn't take it over
Flash or
Ignite, 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 and
Ignite.
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.
Tristana 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.
Probably
Tristana'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 just
Flash 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.
Tristana'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,
Nunu's
Absolute Zero, or
Fiddlesticks'
Crowstorm, 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.
| Ability Sequence |
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2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
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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.
Items
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
Vampirism
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.
Yellow: Vital to protect the jungler on your team
Blue: For protection depending on which lane you're in
Red: To guard Dragon and Baron
Orange: 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 in seconds.
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.
Optional/Situational Items
Offensive Items
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.
Last Whisper 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.
Frozen Mallet 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 Dancers for
Frozen Mallet.
Tiamat 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.
The Brutalizer 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.
Trinity Force is a great item, just very expensive for the stats that it gives you. All of the stats from
Trinity Force benefit
Tristana.
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.
Hexdrinker 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 negate
Karthus's ultimate,
Requiem, which, as we all know, is a serious pain in the 4$$.
Zeke's Herald 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.
Defensive Items
Just because
Thornmail is
Tristana'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.
Frozen Heart 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%.
Randuin's Omen 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.
Banshee's Veil gives you 375
health and
mana, 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's
mana problems.
Quicksilver Sash 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.
Wit's End 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.
Utility
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.
Mercury's Treads 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.
Ninja Tabi 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.
Lane Partners
Alistar is a good lane partner. He is naturally beefy (no pun intended LOL) and makes for a good meat shield.
Alistar's
Pulverize +
Headbutt 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.
Amumu 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.
Blitzcrank 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.
Cho'Gath 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.
Dr. Mundo 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.
Galio 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.
Garen 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!!!!
Gragas 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.
Janna 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.
Leona 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.
Malphite 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.
Maokai 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.
Mordekaiser 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.
Nunu 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.
Olaf 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.
Undertow is the only ability that really helps
Tristana but
Olaf still makes a good lane partner.
Rammus is a good lane partner although he can be fairly squishy early game.
Rammus is a tank. Period.
Puncturing Taunt and
Powerball 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.
Shen 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.
Singed 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.
Sion 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.
Sona 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.
Crescendo 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.
Soraka 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.
Fabulous
Taric 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.
Volibear is a good laning partner.
Volibear builds with a lot of
HP to take advantage of his passive,
Chosen of the Storm and
Frenzy. This is what makes him a good laning partner on top of his other 2 abilities;
Rolling Thunder and
Majestic Roar.
Yorick 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)
Early Game
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.
Mid Game
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.
Late Game
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.
Scores

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.
| Masteries |
|
1/1
|
3/4
|
4/4
|
4/3
|
1/1
|
3/2
|
1/2
|
3/3
|
3/1
|
1/4
|
3/3
|
3/4
|
The mastery set up for Dominion is much like the 5v5 set up. The only difference being the 3 points into
Havoc
for more damage and the 3 points into both
Hardiness
and
Resistance
. 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.
| Runes |
Greater Mark of Armor Penetration
9
|
Greater Seal of Armor
9
|
Greater Glyph of Scaling Magic Resist
9
|
Greater Quintessence of Armor Penetration
3
|
Summary
This is the end of my AD
Tristana guide. Remember that
Tristana is squishy all game unless you build more defensively. I would also like to thank you for taking the time to read this guide. Please vote if you liked the build and guide, and give me feedback. If you don't like the build or guide for any reason, please explain why or tell me what you think should be added in. I will gladly put in any screen shots or any suggestions into the build when the time permits. Thank you again.
