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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
The biggest weakness for Draven is crowd control (especially stuns, snares, knock-ups). Draven is one of the best snowballing champions in the game thanks to his Passive and Spinning Axe(Q). If you can’t win the 2v2, ask your Jungler to come and reset his Adoration (Passive) stacks by killing him. Draven can out trade most champions in the early game. You shouldn’t look to fight him unless he drops an Axe(Q).
Extended trades work in the Kalista’s favour. Try to keep trades short and sweet so she cannot deal tons of damage with her Rend(E). Kalista is a very strong early game champion. Try to harass and poke her down so she is unable to play aggressive and snowball. Post level 6, be careful about focusing the enemy Support in a trade as Kalista can save them with her Ultimate Fate's Call(R). Keep this in mind and try to focus the Kalista instead.
Avoid pushing the wave as much as you can as Yasuo has an incredibly strong all-in and can take you down if you’re pushing. Try to keep the wave closer to your side of the map in the laning phase so he is unable to chase you down and kill you. Be cautious around the minion wave as Yasuo will often use his Sweeping Blade(E) to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. Try to space accordingly to Yasuo and his Support. If the Support has CC, try to play as far back as possible. This will make it hard for them to get on to you. Post 6, make sure you’re always in a safe position so they cannot all-in you.
Watch out for Lucian’s Piercing Light(Q) as he will try to line it up so it hits the minion wave and you at the same time. Lucian is very strong in the early game and will look to abuse his strengths to get a lead. Avoid dying to him so he doesn’t get ahead. Wait for Lucian to use his Relentless Pursuit(E) before initiating a fight or trying to land CC. Whenever his E is down, he is much weaker and will find it harder for him to defend himself.
Whenever Samira has max Style points, she will be able to use her Ultimate Inferno Trigger(R). Avoid trading with her when she has max points. At level 6, Samira’s kill pressure increases as long as she has max Style points. Take care as she may look for an all-in when she is at point “A”. Samira is at her weakest when she is out of mana or out of Style points. Looking to fight when she has very little of either of them will increase your chances of killing her.
Do not 1v1 Kai’Sa if you’re alone as her Icathian Rain(Q) will focus you. Fighting near minions will be helpful as they will block some of her damage. Extended trades work in the favour of Kai’Sa thanks to her Passive. Try and keep trades short so she is unable to activate her Passive on you. When recalling, especially when low, make sure you keep an eye on your champion as Kai’Sa may try to finish you off with her Void Seeker(W). Do not shop until you’ve successfully recalled to ensure maximum safety.
Keep a constant eye on her Feathers and avoid standing in front of them. This will reduce her ability to burst you down and trade with her Bladecaller(E). Xayah is rather weak in the early game. Try to abuse her as much as possible to get an early advantage. With low range, she can easily be poked down and harassed. Avoid committing for extended trades with Xayah unless you have an advantage. Thanks to her E and Deadly Plumage(W), she wins extended trades.
Stand away from the minion wave when possible. This will make it harder for her to poke and harass you with both her Boomerang Blade(Q) and Ricochet(W). Post level 6, avoid overextending when low as Sivir’s Ultimate On The Hunt(R) can be used aggressively to catch you out while you’re overextended.
Take note of the in-game audio- you can hear when Caitlyn places her Yordle Trap(W). If you can’t see where W has been placed, it’s probably behind your tower. Stay away from your tower when you’re being pushed in. Try and stay at max range away from Caitlyn at all times. This is especially true when Caitlyn has her empowered auto-attack ready to fire. If she is holding her empowered auto, wait for her to use it before moving forward. Caitlyn will be looking to push and take your tower early. Don’t let her poke you down by sacrificing CS for health and XP. When she is overextended, request assistance from your mid laner or Jungler to help you shut her down.
Post 6, avoid overextending when you’re defenceless. Varus’ Ultimate Chain of Corruption(R) can be used to catch you out of position and start a fight. Play safer whenever his Ultimate is up. Avoid standing inside the minion wave. This will allow Varus to poke and push the wave at the same time. Standing outside of the minion wave will force him to choose between shoving and poking with his Piercing Arrow(Q). Varus will try his hardest to poke you out of lane. Try your hardest of dodge as much damage and abilities as possible.
Look to strike right after Jhin uses his 4th shot as he will not be able to retaliate with autos until he reloads. Try to push the wave in as Jhin has a harder time farming under Turret. However, make sure your Support is someone who can play at the enemies Tower. Do not push if your Support needs to engage. When paired with an aggressive Support who has CC, beware of Jhin’s Deadly Flourish(W), which he will tend to use after the Support has engaged to layer CC.
After recalling, Twitch can enter the lane in stealth with his Ambush(Q). Avoid pushing up too far when you know Twitch has just backed as he may pop up and go for favourable trade. Twitch benefits from extended trades. Try to go for short bursty trades over long ones with him when possible. If Twitch has pushed the wave and left lane, he is either trying to bait you forward and go for a trade, or he has gone to the mid lane with his Support. Have consistent vision around your lane so you know what he’s doing and where he’s going.
Miss Fortune is not very strong in the early game but she does have a lot of poke damage with her Double Up(Q). Watch your positioning and avoid standing behind minions when possible. Post 6, stand in the middle of the lane at all times to make it easier for you to get out of her Ultimate Bullet Time(R) when she channels it. If you stand near a wall, it will be harder for you to escape the damage. When paired with a hard engage Support, do not stand too far forward as the enemy Support may engage and set up Miss Fortune for a good Ultimate. If you have a dodge, don’t use it when her Ultimate is up.
Stand outside of the minion wave as Aphelios does have a lot of AOE damage. Additionally, stand away from the Tower if you’re pushed under it as his AOE autos will hit you if you’re behind the tower. Aphelios is prone to crowd control and all-ins. If possible, try to lock him down as quickly as you can when trading to reduce his damage output. Aphelios is also super squishy and easy to kill, so he might even blow Flash when you try to engage.
Swain’s early game is rather weak. If you’re playing as an early game champion, try to get an early advantage to reduce his scaling. His Root Nevermove(E) will only trigger on the first enemies he hits on its return. Stand near your Caster Minions and walk forwards when he throws it out so the minions get CC’d and not you. At level 6, his kill pressure and survivability increases. Unless you have the advantage, disengage as soon as he activates his Ultimate Demonic Ascension(R).
Ensure that you’re always stood behind a minion at all times to make it harder for him to land his Mystic Shot(Q) and poke you down. The best time to go for trades and land skill shots on Ezreal is when his Arcane Shift(E) is on cooldown. If he ever uses it aggressively, try to abuse the cooldown and look for an aggressive play while he’s defenceless. If Ezreal uses his Ultimate Trueshot Barrage(R) to snipe someone on the map, ping your team as it moves across Summoners Rift. This will allow them to dodge the incoming ability. While this ability is on cooldown, you could look to play aggressive and try to fight him.
Kog’Maw is rather squishy in the early game. Try to abuse his weakness and look for fights to set him behind. Post-6, Kog’Maw will deal lots of damage in a trade thanks to his Bio-Arcane Barrage(W) and his Ultimate Living Artillery(R). Try to bait out his Bio-Arcane Barrage(W) before committing to the all-in. Forcing Kog’Maw to overextend for farm is a good way of winning the matchup. As he will be overextended, this will allow your Jungler to gank your lane. This will also force him to use his Ultimate Living Artillery(R) or Bio-Arcane Barrage(W) to farm with- which you can capitalise on.
Veigar is at his weakest in the early game. Try to abuse him to set him behind. Delaying his stacks will make him less effective in the later stages of the game. Whenever Veigar uses his Event Horizon(E), try to abuse the cool down as it’s his only defensive tool in the early game and once it’s down, he is rather vulnerable. In order to get ganks or kill the Veigar, you need to bait out his Event Horizon(E) first. You can do this by constantly toggling in and out of range of him. Make sure you always bait it out before committing to the all-in.
Jinx will use the extra range from her Q to poke you down and push the lane. Make sure you’re outside of the minion wave so she is unable to deal splash damage to you or the minion wave. As a carry, Jinx is very dependent on others to assist her in snowballing. Try your best to take advantage of Jinx when she is in the lane alone. Jinx is rather defenceless outside of her Flash when her E is down. If she uses her E, try and exploit her weakness and use the long cooldown to go for another skirmish.
If Vayne ever uses her Tumble(Q), use the cooldown to play aggressive and try to kill her. She is rather vulnerable when her Q is down. Avoid extended trades with Vayne as her Silver Bolts(W) will deal extra damage to you. Only commit to trades if you’re 100% sure you’re going to win them. One way of abusing Vayne’s weak early game is by forcing her to overextend for farm and then calling your Jungler to kill her. Alternatively, you can push her in and take tower plates to gain a gold lead.
Once Ashe has her Ultimate Enchanted Crystal Arrow(R), do not overextend as she can easily set up her Jungler with it. Keep the lane warded at all times as that is the only time when it will be safe for you to overextend post 6. Ashe doesn’t have any escape abilities or built-in sustain. Use this to your advantage by poking her down frequently and then looking for the all-in when she is low. To prevent Ashe from getting extra damage down on you in the early game, stand behind the minion wave at all times so they block her Volley(W) damage for you.
Try to keep the minion wave closer to your side of the map early. She will not be able to use her Spark Surge(E) very much if she is pushed up. Post 6, beware of her strong burst and all-in potential with her Ultimate Lightning Crash(R). Try and stay far back from her if you’re low. Her is blocked by minions and so is her Ultrashock(W). Always stand inside or around the minion wave to make it hard for her to harass you.
Champion Build Guide
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1. The slow on her Rocket Jump can allow her to get kills quite easily. She will need to whittle her target down before that, or she can rely on a gank or her Support.
2. Her Explosive Charge tower damage allows her to procure plates and destroy towers with ease. This will put her ahead in the lane, as well as get rapid objectives if she is left unchecked.
3. Her self peeling ability is quite strong and she can get out of sticky situations with both her Rocket Jump and Ultimate Buster Shot. This arguably makes her one of the safest carries in the game.
1. Improper or reckless usage of her Rocket Jump can immediately get her killed due to how squishy she is. The enemy can try to move away from her to prevent her from getting her fully charged Explosive Charge off, which won’t reset her Rocket Jump to facilitate an escape.
2. Her Explosive Charge without her Rapid Fire is quite ineffective during the early game as she won’t have any form of external attack speed on her. If she uses it carelessly, the enemy can look for an engage on her.
3. She is quite useless if she happens to fall behind during the early game. She is reliant on items and without them, the game might as well be a 5 v 4 due to how ineffective she will be in the game.
Thanks to this passive Tristana has a slight advantage in range. At the first levels it's not very noticeable, but by level 18 the difference becomes noticeable. In addition to simple shots, the range of abilities also increases, and the Ultimate throws the enemies much farther away.
When activated, Tristana gets a very good bonus to attack speed for a full 7 seconds. The advantage of this skill is that it does not consume any mana at all.
This skill is good to use to attack an enemy, because it allows you to quickly reduce the distance to the target and slow down its movement speed. You can also use the skill to quickly run away using any obstacles and wall. While jumping, Tristana can also use other abilities. The disadvantage of this skill is that it is not applied instantly, but has some animation and you can be caught or killed right at the moment of jump.
Thanks to the passive part of the skill, Tristana can farm very effectively and deal damage to enemies standing close to her. When activated, Tristana throws a grenade at the specified enemy, which explodes after a while and damages the target and nearby enemies. If, while the timer is running, you shoot the target 4 times, the grenade will blink red and deal 100% more damage when it explodes. It's very good to use on enemy towers since it does a lot of damage and its blast radius increases a lot. Combined with Rapid Fire, Tristana is able to destroy enemy structures and clean lanes very quickly.
Tristana's ult can be used to deal damage to a group of enemies or to throw an enemy back hard. In both cases it is very effective, you just need to learn how to use it quickly and accurately. In some cases, it can be used to split up a group of enemies and quickly take them apart piece by piece.
The rune greatly increases attack speed of your champion. This is very helpful for short trades or all-ins in low HP enemies.
The rune gives your champion some sustain which is especially useful during the early game and the rune scales also with AD and AP items so it can become a reason in the late game why your champion survived a fight with 1-3% HP.
This rune gives you some amount of AD or AP whenever you score a takedown (but this amount of AD\AP gain is limited).
The rune gives you extra gold for each unique takedown. This rune can help your champion to buy your core items faster and to snow ball and heavily dominate over your opponents in the early and mid game if you are able to score those takedowns fast enough.
This rune is perfect in team fights since you can get a lot of extra healing and also to earn some additional amount of money that can help your champion to take a slight gold lead and to enable you to be one step ahead in items. This rune saves champions quite often in situations when they would be rather be dead after the last hit by enemy tower.
The rune simply increases your vampirism, so you would be able to heal yourself during the process of farming minions or jungle monsters. It can also be helpful in extended team fights and become a reason why your champion survives with 1-3% HP.
is one of core items for ADC builds with attack speed and critical strike damage. This item is good against champions with high burst damage. It also gives vampirism which is good enough to keep health points high and restore them by attacking minions, so your champ would have no need to waste time for a recall just only for healing.
Ranged AD champs which have strong dueling potential like can use this to further boost their dueling potential, making them difficult to take down if they are ahead, or giving them a better chance if they are behind. Melee champions that focus on crits can generally use this because they are easier to kite and this item's passive helps with that problem.
is a core item for most AD crit builds. It provides very high damage. But you have to buy it only if you already have at least 40% of critical strike. So it is going to be your 4th or 5th item (counting the boots as an item as well).
the main goal of this item is to increase your damage to tanks and other enemies who bought some items for armor.
is a good defensive option for a champion who has no other sources of healing or vampirism. The shield can be very easily stacked up prior to fights by farming minion waves, allowing the owner to constantly overheal himself.
this item is very good to be bought as 5th and 6th item since it will protect your champion from hostile bursting physical damage and most important it allows to ressurect after being killed which is super important in the late game, when the respawning timer is the longest. Sometimes it also makes sense to sell the item after the REBIRTH being used since it has very long cooldown time.
Many tanky champions are still sustain reliant, such as Dr. Mundo and Trundle. Mortal Reminder may be a better general purchase against those champions, since it applies Grievous Wounds during teamfights, allowing your entire team to combat them. Buy this item if you want to cut enemy's healings, life steal and vampirism.
This item allows you to land a basic attack outside of your basic attack range. You can also use it to poke your enemies from a safe distance, before engaging into a fight, which is especially useful if the enemies are strong enough to engage you if you enter into your basic attack range. This item is also very powerful for champions whose ranged basic attacks can apply crowd control in order to increase their effective engagement range. This item is most commonly paired with Stormrazor, which can apply the Stormrazor's slowing passive at a higher range, in addition to both item's energized damage stacking.
is often most useful on auto-attack reliant, mixed damage dealers who deal both magic damage and physical damage in order to deal more damage against champions with high armor by dealing additional magic damage. The item is also highly useful on frequent auto-attackers against champions with high magic damage, since it give its owner a good amount of magic resistance while not sacrificing an item slot solely for a defensive item.
allows your champion to deal additional magic damage a slow an enemy champion for short period of time. This item has very good sinergy with Rapid Firecannon which helps it to apply slow from bigger distance and this is the opportunity for you to come closer and to do some extra auto-attacks.
this item gives huge amount of damage and allows AD champions with strong abilities to one shot their enemies.
helps attack damage-based champions against enemy teams with high amounts of magic damage. LIFELINE can absorb most of the initial burst of magic damage from an enemy champion and give the owner an opportunity to attack or retreat. It is very useful against ability power champions with burst damage like Annie or Evelynn.
are most commonly purchased by auto-attack based champions, who can make the most of the attack speed and forgo other more defensive boots options due to their backline playstle.
Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.
The spell allows you to instantly restore part of the health and even heal your ally. The spell also grants a bonus to movement speed. Although the bonus lasts only 1 second, sometimes it is enough to quickly catch up an enemy or to escape a deadly attack. Please note that Heal searches in a 225 units radius range around the cursor for its intended allied target if none is targeted directly. If it finds none, it targets the most wounded allied champion in the cast range, if no such distinction then the closest one. "Most wounded" means the champion with the least current %HP.
This spell can be used to save a life when low on health and under attack. It is commonly used to get an early first blood by healing oneself for more than one's opponent expects. It is also a skill used for "baiting," where you make your champion appear weaker than it actually is, to lure your enemies out of position or to get them to tower dive you. A similar baiting tactic is also commonly used with Barrier.
This summoner spell is considered by many to be vastly superior to Barrier for a number of reasons - the heal is permanent, affects two people instead of one, and gives a 30% speed boost to yourself and your ally. However, Barrier is not affected by Grievous Wounds, has a shorter cooldown, blocks more damage (against a single target), and can be used while you're still at full health (good against 100-to-0 burst).
Exhaust is an extremely powerful tool for disabling champions who mainly autoattack, as well as any champion that can deal a high amount of damage. When your team is chasing an enemy and he is getting away, using Exhaust on him will help your team gain the upper hand. Using it against enemies when escaping can help you as their movement speed will be greatly decreased.
Her early game aggression is relatively high when paired with a heavy CC or aggressive Support. It will allow her to take over the game early on with ease. Level six is a massive power spike. It allows her to use the ability as a finishing move if she can get the enemy low enough with her Explosive Charge. It can also be used defensively in some instances. The first item component will help Tristana win fights easily. Her damage will be amplified by quite a decent amount.
Play safe for the first few levels. You need time to come online and you shouldn’t be fighting unless you have a clear early advantage. After destroying the bottom lane tower, rotate to the mid lane and try to take that tower. This will open up the map and give your team a gold lead. Once you have a few levels under your belt, you can start to play aggressive and look for aggressive plays. You benefit from extended trades, so try to go for them frequently.
MID GAME (average):
Her attack range will be pretty high during this phase of the game. It will let her dish out a lot of damage while staying safe from CC. Another point in her Ultimate Buster Shot will allow her to deal more damage and bolster the finishing move. It will be on a low cooldown which means that she can use it quite frequently. She is outstanding in the mid-game due to her increased range and hefty burst damage. All she needs is to use her Rocket Jump properly for her to take over the game.
Try and stick with your Support throughout the mid-game. You’re quite vulnerable and easy to kill if you’re on your own. By staying with your Support, your survivability will increase. Continue picking up farm in the side lanes when no team fights are occurring, but spend as little time away from your team. You need gold and XP to buy items and if you fall behind, it will be unlikely that you’ll be able to dish out damage in fights. Look for picks with your Support/Jungler to get kills and increase your lead. If you kill a key target, you could make the call for Baron.
LATE GAME (strong):
She will have many items during the late game, which will allow her to blow squishies up and deal a lot of damage to grouped enemies. It will also let her take more minor damage due to life steal. A fully maxed out Ultimate Buster Shot will allow Tristana to take over the game very quickly. The ability will be on a short cooldown which enables her to use it both aggressively and defensively when she wants to. All her abilities will be maxed out by now, which means that she will be able to use her Rocket Jump to reposition herself frequently and deal massive amounts of damage to her enemies simultaneously.
Just like in the mid-game, you should stick with your Support throughout the later parts of the game. Do not go around the map alone as you will die easily. Do not play super aggressive in team fights. Just kite and auto-attack the nearest enemy champion. If you walk too far forward, the enemy will focus you and take you down. Continue to kite in team fights and consistently adapt your positioning. Avoid standing still in fights as you’ll be an easy target.
The biggest weakness for Draven is crowd control (especially stuns, snares, knock-ups). If you are playing a champion with skill shots and CC, aim them at the Spinning Axe drop location. Draven is one of the best snowballing champions in the game thanks to his Passive and Spinning Axe. If you can’t win the 2v2, ask your Jungler to come and reset his Adoration (Passive) stacks by killing him. Draven can out trade most champions in the early game. You shouldn’t look to fight him unless he drops Spinning Axe.
You need to be very respectful against Draven as he can dish out tons of damage if he gets a few kills in the laning phase. Keep an eye out for his itemisation as the game develops and play accordingly. Draven is hard to play in team fights as he has to control his Spinning Axe. In team fights, try to lock him down with CC to make it really hard for him to pick up his Spinning Axe and dish out damage. Try to kill Draven whenever his stacks of Adoration is high. It will deny him from getting a huge influx of gold after gaining a kill.
Draven is an early game monster with his Spinning Axe and can snowball easily if he gets an early kill thanks to his Passive. On Draven’s first back, he will usually get an expensive AD item. If you do not buy the exact same item as him, he will always come out ahead of trades. Take note of his first item and be prepared to play safer. At level 6, Draven will look to go for kills if he hasn’t got any already with the help from his Ultimate Whirling Death. Respect his all-in potential and play safer when you’re low.
Extended trades work in the Kalista’s favour. Try to keep trades short and sweet so she cannot deal tons of damage with her Rend. Kalista is a very strong early game champion. Try to harass and poke her down so she is unable to play aggressive and snowball. Post level 6, be careful about focusing the enemy Support in a trade as Kalista can save them with her Ultimate Fate's Call. Keep this in mind and try to focus the Kalista instead.
Kalista is vulnerable to slows and CC. Try to lock her down at the beginning of the fight so she is unable to dish out lots of damage. Kalista may stay in a side lane to split push. When she is not with her team, you can force a team fight or take an objective. If you don’t know where Kalista and her Jungler are, they might be trying to sneak the Baron or Dragon. Make sure you have it warded at all times as she can take it quite easily thanks to her Rend.
Extended trades will always favour Kalista thanks to her Rend. Try and avoid going for extending trades with her. Kalista’s first power spike is when she picks up her Berserker's Greaves as it will give her the first bit of attack speed she needs to snowball. Once Kalista has completed Runaan's Hurricane, she will pump out a lot more damage and apply Rend stacks really quickly.
Avoid pushing the wave as much as you can as Yasuo has an incredibly strong all-in and can take you down if you’re pushing. Try to keep the wave closer to your side of the map in the laning phase so he is unable to chase you down and kill you. Be cautious around the minion wave as Yasuo will often use his Sweeping Blade to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. Try to space accordingly to Yasuo and his Support. If the Support has CC, try to play as far back as possible. This will make it hard for them to get on to you. Post 6, make sure you’re always in a safe position so they cannot all-in you.
Avoid grouping too closely if the enemy has multiple knock-ups as it will allow Yasuo to get a really good Ultimate Last Breath off. Grouping but not standing on top of each other will reduce the effectiveness of his Ultimate Last Breath. Do not fight inside the jungle as it will make it easier for Yasuo to land his tornado Steel Tempest knock up and follow it up with his Ultimate Last Breath. Fighting in the open will make team fighting more effective for your team. CC is your best friend in team fights. Locking him down with CC will make it very difficult for him to stack his Steel Tempest, dash with Sweeping Blade and inevitably use his Ultimate Last Breath. Try to CC him as quickly as possible and take him down.
Yasuo is really strong once he has 100% crit chance. Thanks to his Passive, he can get to this stage quite quickly. Once Yasuo is level 6 and unlocks his Ultimate Last Breath, his kill pressure increases. You should play respectfully whenever his Ultimate Last Breath is up as he can quite easily kill you. Yasuo is really good in team fights if he is picked in a team with multiple knock-ups. Avoid grouping too closely otherwise, he could get a 5 person Ultimate Last Breath off.
Her Explosive Charge and Rapid Fire makes taking down turrets a piece of cake. Avoid letting her get free shots on your turret since the tower platings will give her a gold advantage over you. Avoid extended trades with Tristana whenever her Explosive Charge is on you. The more auto-attacks she hits you with- the more damage you will take. Tristana will often use her Rocket Jump aggressively. If you’re strong and have good all-in, you could try to trade back with her and use her mispositioning to kill her. Take a quick glance at the minimap to see if her Jungler is nearby before committing to the fight though.
If Tristana uses her Rocket Jump aggressively, burst her down or CC her so she is unable to reposition and clean up the fight. Taking her down early will make it really difficult for her team to win the fight. In the mid-game, if Tristana is ahead, avoid walking too far forward if you’re alone. She has great all-in and pick thanks to her Rocket Jump and Explosive Charge. Keep at an appropriate distance away from her so she cannot easily take you down. Tristana has a lot of self peel with her Rocket Jump and Ultimate Buster Shot. To make fighting easier, try to play around her Ultimate Buster Shot or look to flank her in team fights. This will make it harder for her to kite/escape the fight.
The longer the game goes and the more gold Tristana has, the stronger she will be. Reduce her chances of carrying by putting her behind in the early game. In the right matchup and with an all-in Support, Tristana is really strong at level 2 or 3 when she has her Rocket Jump and may look for an early kill. Once Tristana has completed her first item, she will be much stronger and able to trade more effectively. Do not overextend or push too far up in lane if she has the item advantage.
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She witnessed such breathtaking sights as ice trolls migrating across the floes of the far north beneath kaleidoscopic auroras. She marveled as warships blasted each other to pieces in naval battles that churned the seas. She watched, awestruck, as great armies marched with unity and precision—incredibly strange concepts to a yordle!—across the endless sands to the south.
But Tristana’s carefree, wandering ways changed the day she witnessed the destruction of a bandlewood. These places are steeped in the magic of the gateways they grow around, giving yordles a safe haven from the world. Tristana, dozing in the dappled sunshine, was shaken awake as the trees around her began to burn and topple. A warband of armored marauders rampaged through the woodland with fire and axes, led by a sorcerer wreathed in dark energy.
Tristana hid in horror. The sorcerer focused his power upon the portal at the heart of the bandlewood, speaking one final utterance. Her ears still ringing with pain, Tristana watched the gateway collapse, never to be opened again. The ripples of that destruction were felt in Bandle City itself, causing great despair among the yordles.
Tristana had never experienced anything like the pain of this loss, or the guilt she felt for not acting. Never again would she allow such a terrible thing to happen. In that moment, she dedicated herself to become the guardian of all bandlewoods, and her fellow yordles.
Tristana had often marveled at how mortals protected the things that were dear to them. While she couldn’t comprehend their reasons to guard shiny metals, or walls of stone, she respected their methods, and decided to emulate them. Other yordles watched with curiosity as she took to marching around the borders of Bandle City stern-faced, and watching out for danger. She started calling her food “rations”, and set herself strict times for rest and relaxation.
But something was missing. In her travels, she had seen many powerful inventions, including the black powder cannons of Bilgewater. Inspired by them, she collected enough precious metal discs to commission a gun suited to her diminutive size.
With a wry smile, she named it Boomer.
Since then, Tristana has defended the bandlewoods from innumerable threats. In the jungles of the Serpent Isles, she intervened in a clash between the local Buhru people and treasure hunters from Valoran that was getting too close to a hidden portal, sending them all running for their lives after she leapt into their midst, Boomer roaring. And in the burning deserts at the edge of Shurima, she destroyed a Void-horror after it began consuming a secret bandlewood oasis, killing it with an explosive bomb down the gullet.
Tristana has become something of a legend in Bandle City, and recently, a number of yordles have started to imitate her, trying—and mostly failing—to copy her disciplined ways. Some have even had weapons mimicking Boomer constructed for them by the scrappy inventor Rumble, who is always seeking to win Tristana’s approval. While Tristana finds this all rather embarrassing, she has come to the conclusion that if they are going to defend the pathways to Bandle City, they had better do it properly. As such, she has started training these new recruits, and they have adopted a new moniker—the Bandle Gunners.
Nevertheless, Tristana can often be found out in the wilds on patrol by herself—simultaneously protecting the bandlewoods and also getting away from her new, and rather annoying, trainees.