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Tristana Build Guide by undeadsoldiers

[8.24] Sometimes outnumbered; never outgunned [IN-DEPTH TRIS

[8.24] Sometimes outnumbered; never outgunned [IN-DEPTH TRIS

Updated on December 8, 2018
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League of Legends Build Guide Author undeadsoldiers Build Guide By undeadsoldiers 7 0 15,392 Views 6 Comments
7 0 15,392 Views 6 Comments League of Legends Build Guide Author undeadsoldiers Tristana Build Guide By undeadsoldiers Updated on December 8, 2018
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Press the Attack
Legend: Alacrity
Coup de Grace

Taste of Blood
Ravenous Hunter

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Hello ! I'm undeadsoldiers and this is my Tristana guide. As per usual I'm going to show you how I prefer playing Tristana. I have an 83% win rate on her and I win lane in almost every matchup. I've learned that Tristana is actually so much fun with her range, damage and scaling. There are so many possible come backs with her, and I have a feeling that they will be even better with the season 9 changes coming in 2019, where come backs are somewhat more achievable and more rewarding.

Disclaimer: This guide considers that the player has basic laning, CS and wave managament knowledge. If you wish for a guide on that, simply comment, requesting it and I will make it.

Make sure to check out my other guides :
-In-Depth Veigar Guide
-In-Depth MF Guide
-In-Depth Ekko Guide
-In-Depth Morgana Guide
-In-Depth Ahri Guide


Health: 559(+88 per level)
Attack Damage: 61(+3.11 per level)
Attack Speed: NaN(+1.5% per level)
Movement Speed: 325
Health Regen: 3.75(0.65 per level)
Armour: 26(+3 per level)
Magic Resist: 30(+0.5 per level)

While many other yordles channel their energy into discovery, invention, or just plain mischief-making, Tristana was always inspired by the adventures of great warriors. She had heard much about Runeterra, its factions, and its wars, and believed her kind could become worthy of legend too. Setting foot in the world for the first time, she took up her trusty cannon Boomer, and now leaps into battle with steadfast courage and optimism.

+ Very High Range
+ Decent Disengage
+ Good Poke in Lane
+ Great Wave Clear
+ High Damage

As you know Tristana's range increases during the game, so much so that she can auto attack turrets without being in tuuret aggro range. This is great for poking in 3v3s or other skrims. With her W, you can easily disengage, if you haven't used it previously to engage. You can get quite some poke in lane with your E, I prefer using it on supports thet think they can just walk up, so I punish them, and make sure to sneak in an auto attack or two to proc the E damage more. I've found CSing with her fair and she can clear pretty fast with only auto attacks, so you can stay safe with no cooldowns on your abilities.

- Squishy
- Weak early laning pre lvl 6
- Passive, doesn't all in
- Tricky positioning
- Can make a lot of missplays

As per all champions she does have her cons too. She is squishy for mid-late game, unless you build her tankier (which isn't really as effective still). This ultimately means that you need good positioning. Oh how many times I've seen a Tristana jump into 4 people with her W and just get instakilled. You are the back line. Do not put yourself in danger. Let the tanks be in front. Your laning phase pre 6 relies on your support and their all-in. Matchups where the all-in of the enemy is greater, like in Xayah- Nautilus or Draven- Zyra, it's better to stay out of it and wait for a gank, or a 4 man bot dive. Do NOT use your ulti unless you're 100% sure of the outcome of it.

This is my most used keystone on Tristana. I prefer it and it is simply a standard for me, however, Lethal Tempo is good if you plan on building attack speed on Q first and throughout the game. I don't find Fleet Footwork and Conqueror enjoyable. They're not bad, but when you have a better option, why would you take them.

I don't usually ever take this, unless I have a support that will constantly heal me, unlike, say, Zyra or Brand. This is rare to use for me, when other options are simply better.

Triumph is good at all times for me. When I get someone low under tower, I can just aa, E, aa2x to get the job done in style. This is my go-to and I always use it.

Presence of Mind is only for ability dependant marksmen, say like, if you build AP Varus or something; but on a marksman like Tristana it isn't the best option simply because Triumph outclasses it in the sense that you probably won't be using you abilities enough to waste all of your mana since trades should be pretty straight forward and short. The CD on your ult isn't too big, you can survive without the reduction.

This is my go-to rune. It goes really well with Q and siegeing turrets is really fast with it. Depending on the objectives and kills you take, the time that it takes to complete ten Legend stacks will vary.

I never use Legend: Tenacity. It isn't so prominant in laning phase, so hard CC matchups can't be saved with it, and on Tristana the other two options simply outclass this one.

For this row, and every other one I make a game plan as you always should. If I feel like it would be good for me to build let's say, a Death's Dance and other lifesteal items, for the maximum use of it I would take this rune. It really all depends on what you want to do that game.

This is what I always take, except in the secial mathcups mentioned below. It's just a great rune for normal mathcups and it's pretty standard on Tristana.

I only use this if there are 2+ tanks on the enemy team, and it works pretty okay, since as Tristana you are pretty squishy mid-late game.

If I know that I'm gonna get poked hard in a lane, let's say if a support is playing somethind weird like Vel'Koz or any hard poke champion.

This is what I always take on Tristana. It just heals me so much and I find it really helpful, especially when I take Doran's Shield first item.

I don't really know anyone who uses this on Tristana. I tried it to see how it would be, and it was okay, but I just think that other options are more optimal.

If I know that I'm gonna get a hard CC champion as a support like Morgana or Leona I would take this for more damage.

Heal is a standard adc spell. Teleport is not reliable enough and it's just better to have your support taking Exhaust or Ignite rather than the Heal that you should've taken.

Flash is also the standard. It blinks you a short distance towards your cursor and it is pretty helful either to run away from danger or to chase an enemy.

INNATE: The range of Tristana's basic attacks, Explosive Charge and Buster Shot is increased by 0 − 136 (based on level) for a total of 525 − 661 (based on level) range.

DAMAGE: 50/65/80/95/110% AS for 7 seconds

Tristana fires her weapon rapidly, increasing her Attack Speed for a short time.
Active: Increases Tristana's Attack Speed by 50/65/80/95/110% for 7 seconds.
I use this for procing even more damage from E, and sieging turrets also after I E them. When I clear waves I like this for faster clear.

COST: 60
DAMAGE: 85/135/185/235/285(+ 50% AP)

Tristana fires at the ground to propel her to a distant location, dealing damage and slowing surrounding units for a brief period where she lands.
Kills, Assists, and max stack Explosive Charge detonations on Champions reset Rocket Jump's cooldown.
I use this to either go in, or go out, that's basically all.

RANGE: 550
PASSIVE DMG: 55/80/105/130/155(+25% Ability Power)MD
ACTIVE DMG: 60/70/80/90/100(+50% AP)PD

When Tristana kills a unit, her cannonballs burst into shrapnel, dealing damage to surrounding enemies. Can be activated to place a bomb on a target enemy that explodes after a short duration dealing damage to surrounding units. Each attack and ability charges the bomb's damage by +30%.At 4 charges, the bomb explodes immediately. The detonation radius is twice as large if used on a turret.

COST: 100
RANGE: 550
DAMAGE: 300/400/500 (+ 100% AP)

Tristana loads a massive cannonball into her weapon and fires it at an enemy unit. This deals Magic Damage and knocks the target back. If the target is carrying the Explosive Charge bomb, the bomb detonation radius is doubled. Pretty self explanatory. You need good positioning for this so keep in mind where you are in a teamfight/where you should be.

> > >




















I typically never opt for Doran's Blade, simply because of a longer laning phase and more sustain and not having to back too fast, so I can literally get my item on my first back, which is what usually happens for me. I just have a lot of sustain as an ADC, because I never put myself in danger.

Since the update on Stormrazor I've always been taking it as a first item and it has worked so well for me, as it helps me farm more and get to my second item much quicker. The new damage is also better. I used to never take it since the cost was too high for the usefulness, but now it is good for the cost it has.

I take this as a second item and it works amazing for me. Not gonna lie, the thing I like most is the ring around it, since it is almost the same as Tristana's attack range. I find it even more helpful than my attack-move click, but the stats on it are also great.

Oh god. This is my huge power spike. I can't imagine Tristana without it. It just gives me so much damage and from then on I just stomp the game. Combined with the crit strike chances of the previous items it works really well, because the unique passive doubles the crit strike chance.

I take these two when I'm planning a 'lifesteal' type of game. Bloodthirster can also be taken casually and both of these items are really good on Tristana.

If we somehow manage to get to late game I like taking a Guardian Angel for safety, especially if I'm carrying, because my team needs me.

I take this if I know that there will be a lot of magic damage coming my way, and this blocks at least some of it, but even that little bit can be just enough to save you.

I ALWAYS take this on Tristana. You really have no other way than to face-check brushes on her and that is oh so bad. Even though the support should do most of the warding, when you need a ward yourself it is too dangerous to face-check so you're always better of warding it from afar.

I've watched many low-elo plays where players only wanted kills and they were so greedy. Don't be like that. If you just can't get a kill don't force it. Aim more for objectives, because in the end they will win you the game. Also, don't ever chase across the map. You're wasting your time. If it takes you more than 15 seconds to chase down someone, it wasn't meant to be, you could've taken objectives in the time it took you to chase them.

Turrets have 1095 sight range, 775 attack range and deal physical damage. They grant their team true sight, allowing it to see all traps and stealth units within their vision range.

There are four kind of turrets depending on their location:

Nexus towers: Located in front of the nexus, there are two of them.
Inhibitor towers: Located in front of each inhibitor, guarding the entrances to the base.
Inner towers: Located in front of the inhibitor towers.
Outer towers: Located in front of the inner towers.
Towers can only be targeted and damaged if they are the first structure standing in their lane. Turrets located behind the first standing structure are invulnerable and untargetable until the first one is destroyed. Inner towers only become vulnerable when their outer tower is destroyed, and inhibitor towers only become vulnerable when their inner tower is destroyed. Nexus turrets are invulnerable and untargetable until one inhibitor is destroyed. If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage. Turret shots travel at a speed of 1200.
Make sure to last-hit a turret as it will grant you 400 gold which can put you at a big advantage if you spend it right. It will also be beneficial for your team as they will gain some gold too. Getting a first turret might relieve the pressure off of your teammates, but it will transfer it to you, as you will be targeted more.
However do not pass an opportunity to get first turret blood, it is just too big of a bonus to miss !


The gist here is that turrets won't fall over at 5 minutes when the enemy team groups up and hard-pushes your lane. Instead, as they chip your turret down, they'll get some extra gold to reward their aggression while your turret becomes increasingly harder to kill. It’s win-win: Lane bullies get more turret gold than before while late-scaling champs have a more reliable window of safety to farm under turret. This also means your lane won't be decided as heavily by the success or failure of other lanes since their own turrets are harder to take too. The falloff mechanic ensures lane phase won't be too much longer on average and makes plating gold a true advantage for early-game champs since once it's gone, it's gone.

PLATING: Outer turrets begin the game with five temporary plates. A plate is broken for each 1000 damage dealt to the turret. (Plates don't have health of their own.)

PLATE STRENGTH: Turret plating grants 40 armor and magic resist at game start

PLATE BREAKING: Dealing 1000 damage to an outer turret also causes a plate to break, granting 160 gold (divided among nearby champions) and increasing the turret's armor and magic resist by 30 until turret plating falls off
BULWARK For 20 seconds after a plate is destroyed, the turret also gains Bulwark, granting an additional 25 armor and magic resist for each nearby enemy champion past the first. Multiple instances of Bulwark stack if multiple plates are destroyed within a 20 second window.

FALLOFF: Turret plating falls off at 14:00, causing outer turrets to lose ALL armor and magic resist and making unclaimed plating gold permanently inaccessible

First Turret Bonus:
FIRST BRICK: 300 gold ⇒ 150 gold (reduced to accommodate turret plating gold)

Outer Turrets:
HEALTH: 3800 ⇒ 5000
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 180 at 7:30 ⇒ 278 at 15:00

ARMOR & MAGIC RESIST: 55 ⇒ 0 (replaced by turret plating)
ARMOR & MAGIC RESIST SCALING: +1 per minute ⇒ 0 (replaced by turret plating)
GLOBAL GOLD 50 (unchanged)

Inner Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 100 ⇒ 50

Inhibitor Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 150 ⇒ 50

Nexus Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 230 at 28:00 ⇒ 285 at 18:00
GLOBAL GOLD: 75 ⇒ 50

Dragons, also known as drakes, are powerful monsters that can be found in Summoner's Rift. Their camp is located in the river alcove on the lower right side of the battlefield.

There are five types of dragons:
- Cloud Drakes are useful for both teams regardless of their gold lead or deficit; leading teams can create pressure, split push, and rotate around the map faster for positioning, while trailing teams can still use it to expand vision, respond to split pushing, and position defensively.
-Even with a single stack, Cloud Drake can be very powerful in split push comps, especially if it's denied to the enemy team.
- Infernal Drakes are highly contested and considered by many players the strongest dragon due to its raw power boost. If viable, contest the dragon at all cost.
-In the early game the percentage increased won't make a difference, but the Infernal Drake's late game power is massive.
- Mountain Drakes are also very powerful late game as it makes objectives like Baron Nashor easier to deal with.
-Siege comps can benefit greatly from Mountain Drake as it provides additional pushing power against structures.
- Ocean Drakes are deceptively powerful during the laning phase; backing off for several seconds allows its beneficiary to extend its presence in lane and can make the difference in some even match ups.
-Another benefit of Ocean Drakes is the ability to mitigate damage against poke comps, forcing the enemy team to spend more mana and delaying or even preventing potential flanks.
-Due to their tankiness and the strength of the buff they provide, attempting to kill an Elder Dragons usually prompts the enemy team to contest the kill. Therefore, teams wishing to slay it must take great caution when doing so while the majority of the enemy team is alive, much like Baron Nashor.

The first four types are globally known as Elemental Drakes, which, when killed, permanently grant a Dragon Slayer buff Dragon Slayer stack, granting various effect based on the dragon killed. No more than one dragon can be present at the same time in the battlefield, but several different dragons can spawn at different times throughout the game. The Elder DragonSquare Elder Dragon grants a temporary buff called Aspect of the Dragon buff Aspect of the Dragon. Elder Dragons beyond the first for the same team grant Aspect of the Dragon buff Empowered Aspect of the Dragon, which is twice as effective and lasts twice as long.

All dragons are between levels 6 to 18 and all of their attacks are ranged.

Try to get them when: a) Bot Lane has just died and your jungler is in range; b)enemy jungler has died and it's not warded so you can try to sneak it, taking only the support to help.

Baron Nashor is the most powerful neutral monster on Summoner's Rift in League of Legends. Killing Baron Nashor grants Hand of Baron to all living teammates for 210 seconds. The buff gives bonus attack damage, bonus ability power, Empowered Recall, and an aura that greatly increases the power of nearby minions.

Soloing Baron Nashor is usually impossible. It is generally only feasible very late into the game with a champion who has immense sustainability, DPS, and tankiness; and even then it is not guaranteed. Most champions who are capable of soloing the Baron are bruisers or tanks such as Udyr, Warwick, Xin Zhao, or Nasus. However, there are some exceptions; a skilled Malzahar or Yorick player, for instance, has the ability to solo Baron with relative ease.

Killing Baron Nashor with a team is fairly simple. Baron primarily attacks the target closest to him, so with proper positioning, a tank or bruiser can be made to take the brunt of the damage.

Try to get Baron once most of the enemy team is dead or when the jungler is dead, but beware of the rest of the team trying to steal it. Watch out if it is warded.

Remember to always tell your jungler to ward Baron or even go ward it yourself, and if you do not succeed at stealing it try to kill the enemy team as fast as you can so they lose the buffs.

My positioning is never behind the pit, as I will take more damage. (fun loading screen fact, baron does more damage to those behind him) I have everything warded. If I am on red side I make sure to ward the blue buff, top tri-bush, top lane bush, mid lane bush and the passage between wolves and blue, and if I am on blue side, I make sure that the top tri-bush, red buff, raptor passage, mid lane bush and the middle of the enemy mid lane is warded. If I do get cought and have to escape I like to just hop over the wall.

Stealing Objectives: Baron: I never position myself behind the baron pit, since I don't really see a possibility of trying to steal it that way and being successful. I prefer to take my jungler and position myself in front of the pit, next to the enemy team, taking a preferably tanky top laner and support as the front line and attack from the back, while the jungler has time to hop ever from behind with the blasting cone and smite it, which is a last resort if they don't get off the baron. I like to contest baron if I am ahead, but only take it when most of the enemy team is dead when I am behind.

Dragons:Since they most likely won't take the whole team to do dragon, at most 3 people if it isn't an elder, I just focus on distracting them/ killing the jungler so they don't have smite available and have my jungler smite it. Also watch where the enemy bot laners are going in relation to where your jungler is/if he died. If he is top/dead they will most likely go help with dragons when you back, so make sure to ping it, or what I like to do, go back to lane and pretend to back if you know for sure they're on dragon and go in when they go help.

As Tristana you need really good positioning. You can't just walk into the enemy team like a tank would, just because you do good damage. Make use of your range and so everything from afar. Don't engage, wait for someone else to engage, so you're not the target.

  • Tristana is a really fun champion to learn and you should at least try to learn her.
  • Tristana doesn't take a long amount of time to learn, though there are a lot of things you should know about it.
  • Tristana has to position well and that is what you should focus on after you get her to a certain level og knowledge.

Feel free to leave questions and reviews !

Make sure to check out my other guides :
-In-Depth Veigar Guide
-In-Depth MF Guide
-In-Depth Ekko Guide
-In-Depth Morgana Guide
-In-Depth Ahri Guide

1/11/18Created Guide
20/11/18Added New Runes and New Turrets
21/11/18Added New Synergies
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undeadsoldiers Tristana Guide
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