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Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Draw a Bead (PASSIVE)
Tristana Passive Ability
Introduction
Hey, there! I'm "ecco" and am here with a guide about our little cannon-carrying yordle, Tristana! Tristana is a champion who has a fantastic early game and the safest late game of all the hyper-carry ADCs. She is extremely fun to play and for the most part fairly straight-forward as she doesn't have a lot of complex mechanics. I'd say she is one of if not the best ADC to play at lower levels because of her innate safeness and the opposing team not being able to punish her properly during his weak point (mid-game). With that said, she can work very well at high level of play, it is just difficult to. Hopefully my guide will help you garner important information about Tristana and demolish other summoners on the rift!
Alright, the composition I have laid out above is pretty well balanced at playing around Tristana. I picked a strong laning champion in




The composition is well rounded at getting advantages early, protecting Tristana in fights (not that she needs too much of it because her kit is already safe), and then stalling out those games that don't go very well early. Having a strong wave-clear in mid is essential to playing Tristana because not only does it have the potential to stall the game out but it also lets her farm side-lanes to get her core as quickly as possible.
Overall she is a very flexible ADC that can work in a good majority of compositions. Having heavy wave-clear mid is the one thing I would say would be essential to playing her.
This is the common setup of summoner spells on ADCs and has been for the last few months now. It is overall the most powerful because

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This is the rune page that I have been using for roughly the past month now. It took some experimenting and research to finally decide on a page but I feel like it is the strongest with the recent changes done to the popular ADC runes.
Attack Damage marks are still the strongest out of all the other marks by far. Since armor runes were nerfed a good amount and health runes were buffed, we directly swap on over to health seals. We need a little something to help out early game defenses as we are a squishy little ADC and this coupled with our masteries gives us some survivability. Glyphs are a little strange. We aren't running much magic resist so we can take full advantage of how strong attack-speed runes currently are. We just need to be careful when going against




Tristana runs very standard ADC runes with a small change. We'll be switching out both of our points in




In a normal lane this will be how I level up my abilities. The reason I am getting a second point in


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Rapid Fire![]() ![]() |
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Rocket Jump![]() ![]() |
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Explosive Shot![]() ![]() ![]() The other part to this spell is the passive. It will explode dying creatures with a magic damage AoE. This will naturally push the wave and can also be used to harass the enemy. Be careful when last hitting as it can cause you to miss cs fairly easily. Takes practice and judgement to CS very well with Trist. |
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Buster Shot![]() It can also being used as a finisher to add that extra burst to a target to kill them. You can do some cool stuff with it where you jump past a target and ult them back into your team or something similar. Typically something like this is used to set up a gank while in laning phase because it would be a fairly risky play otherwise. |
The bread and butter start for ADCs.
The core for Tristana has changed a decent amount over the years but its core ideals remain the same. Those ideals are focusing on attack speed and critical strike chance. Both of our core items have these stats and the reason they are favored so heavily on her because she has zero ad scaling on any of her abilities. She relies on her auto-attacks for almost all of her damage so we focus on increasing that damage.



We're going to want to build a







Lots of final item choices here. The first one,

Now I'll discuss the rest of our choices and when we should build them.
















Laning
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Tristana's early laning phase is one of the strongest out of all the ADCs in the current meta. As discussed earlier in the guide, it can mostly be attributed to her ![]() If you have an aggressive support who goes in (such as ![]() ![]() ![]() ![]() ![]() ![]() |
Mid Game
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Mid-game is when Tristana is at her weakest point. She is decently strong with her BotRK but until she finishes her IE she is pretty damn blah compared to most ADCs. Just be careful with your team and let them know that they need to play out the game slow so you can farm up. If your team is up a lot of gold then this point isn't valid as a lead is a lead. Who cares if it's your weakest point if you're still stronger than your opponent. With ![]() ![]() Because of her insanely long range, sieging towers can be very beneficial as she can safely damage them. You don't have to overextend when going after the turret's hp bar and if they try and go in on you then you can just jump right out of danger. When team fights do occur you are going to want to be on the outskirts of the fight when it breaks out. Your incredible range and damage will make you nearly impossible to kill if you are always positioning properly. Make sure to be auto-attacking as much as possible. This is /so/ important. I watch so many team-fights be lost because an ADC is just straight up too scared to even get in auto-attack range. You're Trist. You have a disengage in your ult, a mile-long jump and the range of a trebuchet. Once a their front line begins to fall is when you can start to contemplate rocket jumping in to secure kills and hop all over the place like a madman. |
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Late Game
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