Tristana Build Guide by NoobyPower
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
This Guide Has Expired!
WARNING: This guide has not been updated by the Author in a very long time. The information contained may no longer be valid. Depending on the guide and information contained you may prefer to find some more up to date guides on our browse guides page!
Champion Build: Tristana
| Health | 1971 |
| Health Regen | 16.8 |
| Mana | 769 |
| Mana Regen | 8.45 |
| Armor | 81.69 |
| Magic Resist | 130.72 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 421.08 |
| Attack Speed | 71.105 |
| Crit Chance | 55%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 22% |
| Spell Vamp | 0 |
| Armor Penetration | 35 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes + Notes
Starting Purchase 1
Starting Purchase 2
Example Full Build Order
Ability Sequence





Masteries
Introduction

This guide has not been fully updated for the changes of Season 3. If you would like a brief idea of how I play Tristana in S3, refer to the build above.
Welcome to my Tristana guide! ^_^
This is my first guide on MobaFire, I hope you enjoy it ^_^
I am primarily an AD carry player and have over 1000 games of experience with
Along the way, I met several people who said that
In order to do this, this build and guide will be focused on early game domination and heavy emphasis on performing your job well in late game. So what are you waiting for?
LET THE DESTRUCTION BEGIN
Pros and Cons

|
|
Masteries

This mastery tree is 21/9/0, focusing on those important stats that will help us win lanes in early game, as well as being capable of carrying effectively late game.
|
|
|
|
|
|
|
Runes

| Runes | |||||||||||||||
Greater Mark of Attack Damage 9 |
Greater Seal of Armor 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Attack Damage 3 |
||||||||||||
Main Rune Choices
This is the current standard rune choice for AD carries. They will give you a good amount of AD early on, which is highly beneficial for last-hitting as well as for early trades.
Again, we need extra resistances if we want to control the lane. These runes will allow you to soak up more magical damage, and is essential because a majority of champion abilities are based on magic damage (in this case, the enemy support). This will allow you to stay in lane and farm longer, as well as receiving reduced damage from general harassment.
These runes will add a nice early game boost to your AD and will make last hitting easier as well as letting your pokes hit considerably harder.
Alternative Rune Choices
Click to View:Summoner Spells

Recommended Picks
Ignite: This is an excellent summoner spell for AND
Flash:This is another excellent spell. OR
Barrier: This is a good summoner spell for an aggressive/defensive OR
Ghost: A good alternative if you think you don't need a double NOTE: I would never play a game without
Abilities


|
Draw a Bead: This innate ability is what gives |
Click to View:
|
Rapid Fire: This ability is one of the strongest steroids in the game. At max rank, it gives you an extra 90% attack speed for 7 seconds. That's 7 seconds of added destruction! This ability is also the reason why |
Click to View:
|
Rocket Jump: This is the ability that defines |
Click to View:
|
Explosive Shot: This is |
Click to View:
Click to View:Skill Sequence

This is the priority of which skills need to be maxed out first.
Buster Shot is maxed whenever we can for that invaluable burst and increased knock-back range.
Rocket Jump is second priority, and we max it out for your Burst Combo and the decreased cooldown.
Rapid Fire is the next priority as we need that extra attack speed to gun down those towers and whoever is foolish enough to cross paths with you alone.
Explosive Shot is maxed out last so we use up those points and get better pushing power.
FAQs
Click to View:Item Overview

| Item Sequence | |||||||||||||||
Berserker's Greaves 900 |
Infinity Edge 3800 |
Phantom Dancer 2800 |
Last Whisper 2300 |
Quicksilver Sash 1550 |
The Bloodthirster 3200 |
||||||||||
25% Attack Speed. UNIQUE Passive: Enhanced Movement 2. These are the standard boots for any AD carry. They are relatively cheap tier 2 boots. It is up to you whether or not you wish to complete
80 Attack Damage, 25% Critical Strike Chance. UNIQUE Passive: +50% critical strike damage. This is an absolute MUST on any AD Carry. The 80 attack damage and 25% critical strike chance are highly beneficial to your DPS. THIS is the backbone of your build. A good goal to set yourself is to get
55% Attack Speed, 30% Critical Strike Chance, 12% Movement Speed. Another standard item for an AD carry. It gives you all the stats you need to continue to wreck the opposition. It gives you the highest attack speed boost in the game, as well as more critical strike chance to synergize with
40 Attack Damage. UNIQUE Passive: +40% Armor Penetration. This is a great item on an AD carry. It will give you a decent amount of damage, but the main reason we buy it is for the armor penetration. This is the item you will want to get once the opposition starts building some armor.
48 Magic Resistance. UNIQUE Active: Removes all debuffs from your champion. 90 second cooldown. One of the best defensive items in the game. It's a very cheap and cost efficient item and it's great for escaping out of sticky situations. I have found this to be more useful than
60 Attack Damage, 12% Life Steal. Passive: Gain an additional 1 Physical Damage and 0.2% Lifesteal per kill. Maximum of +40 Damage and 8% Lifesteal. Bonuses are halved upon death. A great item for AD champions. This is a great asset for survivability and a great boost to your attack damage. The only negative thing is that you lose half your stacks upon death >.<
Items - General

Starting Items
First Recall
|
|
On your first recall, buy two |
Subsequent Purchases
|
|
On subsequent purchases, work towards these items, prioritizing |
Big Damage Items
|
|
These are your big items that you will need to maximize your DPS in fights as well as being able to survive long enough in team fights through your lifesteal. It is recommended that you at least have your |
Defense Items
|
|
As an AD carry, you may only be allowed one item slot for defensive purposes as your other items are too important to pass up. |
Elixirs
|
|
Grab these when you have finished you build and need those extra boosts without using extra item slots. Also, feel free to get these sometime in the game if you feel like you need those small temporary boosts without having too much of an impact on the completion of your core items. I personally grab an The order of importance should be: |
Gameplay

Tristana is a champion whose playstyle changes according to the tide of the game and/or the phase of the game. Early game,
Tristana is played like a caster, much like AP
Tristana, using her abilities to pump out as much damage as possible. Mid game is her weakest point. Here the damage on
Rocket Jump and
Buster Shot is less noticeable and she probably won't have enough attack damage and attack speed scaling to go with
Rapid Fire. Late game is when she can wreak havoc on the entire enemy team, becoming the little package of destruction that the enemy will come to fear >:D
Please note that
Tristana is meant to be played very aggressively early game, until you hit mid game, where she drops off without her items. Mid game, you have to play passively, since this is the weakest point of the game for you. If you have had a good to excellent early game, expect mid game to come and go like a breeze. Late game is when you shine. During late game, it is crucial that you do not die. Play cautiously during this part of the game, and don't forget that you can easily kill at least three of the champions on the opposing team.
tl;dr
- Early game: Play aggressively and use abilities for kills like AP
Tristana. - Mid game: Play passively and farm it out until you get the necessary items.
- Late game: Play cautiously and destroy the enemy team.

The most crucial part of the game. This is when teams will decide a majority of the outcomes in the game. This is why we want early game dominance. Early game, play smart, calculated and aggressively. There are also many things that you have to take into account while laning:
- DO NOT forget to farm.
- DO NOT overextend.
- Try to keep the minions in the middle of the lane.
- Call MIAs (I can't stress this enough). Ping them if necessary.
- Attempt to zone out the enemy along with your laning partner.
- Harass the enemy champions whenever possible, while maintaining the above.
- If you have money and you absolutely need them, buy
Sight Ward /
Vision Ward, though your support should be the one warding most of the time.
Some good tips to take into consideration:
- Pay attention to your own minions as well, and watch when the enemy AD carry goes to last hit one of them. Since they are "locked" in their attack animation, it is a prime opportunity to attack them once and they won't be able to retaliate.
This basically gives them three options:
a) take the last hit and receive harass
b) avoid harass but miss the last hit
c) retaliate and miss the last hit
Make sure that you don't trade last hits for this opportunity, as farming is still your priority. - Try do delay destroying the enemy tower as it will let you keep your advantage. When you destroy the enemy tower, you are more accessible to ganks, and you won't be able to farm if the minion waves has pushed to enemy territory. But if both your lane and another lane on your team are winning, then both lanes can destroy their towers to give the enemy jungler a hard time deciding which lane to gank.
- Don't get greedy! After an engagement, if an enemy gets away with low health, take the victory instead of chasing them and possibly dying to a gank or a towerdive. The experience and gold that they miss out on is almost worth the kill.
You have two choices of where to lane:
Bottom lane: If you are laning with a partner who does not have heals, start with
Middle lane: Looking forward to a challenge? Want to change the tide of the game single-handedly? Take mid lane. I feel like middle lane is where
For experienced
As an AD carry, you must know how to last hit minions, as minions will be your main source of income. 15-17 minion kills is equal to getting a champion kill, so get out there and farm like mad!

General Harassment
This is going to be your basic harass. It's a simple
Summary:
Explosive Shot- Auto-attack
Pre-Level 6 Kill Combo
The combo to go for grabbing early kills. It's just a simple
Summary:
Rocket Jump
Explosive Shot (midair)- If possible,
Ignite to grab the kill.
Burst Combo
(This is a video showing how to do the Burst Combo. Credit goes to the maker of this video.)
You're now level 6. You are now licensed to destroy and have
The best way to do this is if your support initiates onto their AD carry and locks them down so that you can follow up.
Firstly, land your
Summary:
Rocket Jump
Explosive Shot (in midair)
Ignite
Buster Shot- Auto-attacks
Note: NEVER use
Know what you are capable of
For those of you who have dedicated time into learning

The first few towers have been destroyed. This is where team fights start to break out. Though you still need dedicate some time to farming, help out your team here and there whenever a group of enemies appear and your team can't seem to cope with them. I suggest that if you had a ballsy early game that you devote more of your time farming than participating in team fights. Keep in mind that this is
By the 20 minute mark, you should have at least 120 last hits, regardless of how many kills you have or how badly you are doing. Since people are now leaving their lanes, avoid travelling alone.
Mid game priorities:
- 1. Farming
- 2. Dragon
- 3. Team fights
- 4. Towers
Remember, when pushing a lane, make sure that it is safe to do so. Pushing a tower when the enemy team is not visible is very unsafe. Make sure you have good map awareness, and know how many of the enemy team is visible. If you are pushing when the enemy team is absent, chances are that they are going to gank you.
A good thing to know is when you press Tab you can see whether or not enemies are visible on the map, and you can identify them faster. I've made a lot of good decisions on whether or not to backdoor the enemy team's towers this way.
Grab red buff whenever you can. It's basically a free

This is the part of the game where you will wreak havoc upon the enemy team. Your build by now should almost be complete and most of the towers are down. Continue farming and pushing lanes when you have free time, making sure you are safe. Once again, DO NOT travel alone. You are liable to run into a group and the next thing you know you end up back at base a minute later.
It is now essential to be in every teamfight. In a teamfight, do not forget your positioning. Positioning is one of the key aspects of playing an AD carry. Your ideal place in a teamfight should be behind the tank and other melee champions. Since this is late game, you will be able to snipe down enemies with your now immense range.
Late game is also when you have to make important decisions such as when to engage, when to back out and which enemies to take down. This is what separates good
This is the priority of the champions to take down in order of importance:
- AD or AP carries. Prioritise the larger threat and eliminate them, OR the champion who your team has called to focus upon.
- Supports. Take them down so that their team will no longer have the benefit of CC heals, shields, auras etc.
- Off-tanks. Take them down after the others to eliminate the damage threats.
- Tanks. Last priority. Take them down once their team has been downed.
One VERY COMMON mistake I see when people play AD carry is that they go straight for the intended focus targets instead of attacking whatever they can see. This is a very bad thing to do as a) you will likely give up some of your positioning and b) deal less damage in the long run. An AD carry that attacks whatever they see and values the focus targets when they can will carry harder than an AD carry that focuses solely on the priority targets. Remember, you are the sustained damage on the team and your team needs you to fulfill that role in order to succeed.
All in all, late game you just activate
Lane Partners

Supports

Top Picks
Leona
|
Taric |
_____ |
Alistar |

Good Picks
|
Nunu |
_____ |
Janna |
|
Sona |
_____ |
Blitzcrank |
Conclusion

Tristana is a relatively uncommon AD carry, and it's not everyday that you get to see her in-game. She is an easy champion to pick up and play for the first time, and is extremely fun to play and is easy to learn.
Using
Tristana to her maximum potential allows her to wreck her opponents and easily secure a game. Also, if used correctly, she can become one of the most dangerous champions in the game, easily being able to swing a match heavily in her team's favor.
But in order to achieve this, no build guide will be able to help in succeeding with
Tristana, as it requires dedication and experience to learn and to eventually master a champion. Hopefully this guide that I have written will point new
Tristanas and aspiring
Tristanas alike in the right direction.
If you liked this guide, I would appreciate it if you left a comment saying why it was good and possible improvements. Likewise, if you disliked this guide, please give a comment as to why you thought it was bad and tell me what you think would make it better.
I hope you have enjoyed reading this guide and I look forward to seeing the influence this guide has on its readers.

Thanks to jhoijhoi for the banners!
|
|
|
Latest on MOBAFire TV
More Mobafire Video
Scheduled Tournaments
|
MOBAFire Community Cup NA May
Registration Open
|
|
Dominate Dominion #58
Registration Open
|
|
Dominate TT #11
Registration Open
|
|
Dominate Dominion #57
Finished
|
Drop-in Games
![]() |
MOBAFire Inhouses
Registration Open
|






Build Guide
Discussion (344)





