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Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
Draw a Bead (PASSIVE)
Tristana Passive Ability
Introduction

This guide was old when I was bad back in Season 1, so I am now updating it for Season 3 (Lucian Patch)
PROS
- Best ADC Damage Late Game. (Other than
Kog'Maw)
- Strong Early game ability damage.
- Ability resets for cleaning up.
- Has a healing reduction.
- Very strong escape that can be used to help allies as well as herself to get away (Ultimate)
- At level 18 she out ranges every other champion except
Kog'Maw with his
Bio-Arcane Barrage or
Twitch with
Spray and Pray. She outranged averyone all the time, but it is most noticable late game.
CONS
- Mana Hungry.
- Requires decent farming skills and knowledge of the passive of her
Explosive Shot.
- Her abilities have no Attack Damage scaling and are useless offensively later in the game.
- Best ADC Damage Late Game. (Other than

- Strong Early game ability damage.
- Ability resets for cleaning up.
- Has a healing reduction.
- Very strong escape that can be used to help allies as well as herself to get away (Ultimate)
- At level 18 she out ranges every other champion except




CONS
- Mana Hungry.
- Requires decent farming skills and knowledge of the passive of her

- Her abilities have no Attack Damage scaling and are useless offensively later in the game.
9 Greater Mark of Armor Penetration
OR
9
Greater Mark of Attack Damage
I run a mix of both favoring 5 AD over 4 Armor Pen Marks. They both have their benefits, Damage giving you raw stats that are beneficial early on and help with famring, whilst armor pen helps to pierce through the armor your enemy buys.
9
Greater Seal of Armor
Standard to mitigate the almost guaranteed Physical damage from your lane opponent and also helps out late in the game too.
9
Greater Mark of Magic Resist
Standard to mitigate the almost guaranteed Magic damage from your lane opponent and also helps out late in the game too. These are just as important as armor and supports do a large amount of damage at the beginning of the game.
3
Greater Quintessence of Life Steal
Gives you great staying power in lane and is always beneficial to you throughout the game.
CONSIDER
2
Greater Mark of Critical Chance
Try swapping our 2 of your glyphs for these runes for a 0.5% crit chance. Sometimes that random crit can win your lane in the long run.
OR
9

I run a mix of both favoring 5 AD over 4 Armor Pen Marks. They both have their benefits, Damage giving you raw stats that are beneficial early on and help with famring, whilst armor pen helps to pierce through the armor your enemy buys.
9

Standard to mitigate the almost guaranteed Physical damage from your lane opponent and also helps out late in the game too.
9

Standard to mitigate the almost guaranteed Magic damage from your lane opponent and also helps out late in the game too. These are just as important as armor and supports do a large amount of damage at the beginning of the game.
3

Gives you great staying power in lane and is always beneficial to you throughout the game.
CONSIDER
2

Try swapping our 2 of your glyphs for these runes for a 0.5% crit chance. Sometimes that random crit can win your lane in the long run.
Bring
Flash always.
Your next decision is whether to take
Cleanse or
Barrier. Just judge it depending on the enemy comp (if you are playing draft) or just pick on preference. Remember you can always buy
Mercurial Scimitar for a cleanse if you can last that long into the game.
You might also consider
Ignite but this isn't really necessary unless you really don't think you need the extra defense.

Your next decision is whether to take



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