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Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Draw a Bead (PASSIVE)
Tristana Passive Ability
Introduction
This is your standard set, I wouldn't substitute Heal or Flash for anything.
Flash - Your go to summoner for every Marksman.
Heal - The main ADC spell to pair with Flash. Great when dueling enemies or surviving against long range abilities. It can also speed you up if you are getting ganked. Importantly, this not only works on yourself but it can on an ally that is close to you (mainly your support) and help keep them alive in lane.
Flash - Your go to summoner for every Marksman.
Heal - The main ADC spell to pair with Flash. Great when dueling enemies or surviving against long range abilities. It can also speed you up if you are getting ganked. Importantly, this not only works on yourself but it can on an ally that is close to you (mainly your support) and help keep them alive in lane.
Marks - 8.55 Attack Damage
Seals - 9 Armor
Glyphs - 25.92 Magic Resist at lvl 18
Quintessences - 13.5% Attack Speed
This is your standard set, I would not make any changes apart from the Glyphs. If you wish, you can exchange some (usually 5) or all Magic Resist for flat Attack Speed. This will boost your damage overall but make you weaker in lane against ability harass and later on in team fights. The Life Steal will give additional sustain throughout the game but I usually take the standard Attack Speed Quintessences.
Seals - 9 Armor
Glyphs - 25.92 Magic Resist at lvl 18
Quintessences - 13.5% Attack Speed
This is your standard set, I would not make any changes apart from the Glyphs. If you wish, you can exchange some (usually 5) or all Magic Resist for flat Attack Speed. This will boost your damage overall but make you weaker in lane against ability harass and later on in team fights. The Life Steal will give additional sustain throughout the game but I usually take the standard Attack Speed Quintessences.
The masteries for Tristana can vary depending on your matchup and who is your support but I generally run the masteries I have above. Apart from this there are some masteries where they are the only choice and these are listed below:
- Fury
- Battering Blows
- Recovery
- Tough Skin
If you are unsure about which to take in certain row below is a list of viable alternatives:
- Feast: for more sustain and less aggression.
- Vampirism: for more sustain, I like to take one point and put the rest in Natural Talent.
- Fervor of Battle: if your team lacks damage.
- Runic Armor: only if you have a strong healer/shielder.
- Fearless: if will be against constant poke/harass or against assassins.
- Fury
- Battering Blows
- Recovery
- Tough Skin
If you are unsure about which to take in certain row below is a list of viable alternatives:
- Feast: for more sustain and less aggression.
- Vampirism: for more sustain, I like to take one point and put the rest in Natural Talent.
- Fervor of Battle: if your team lacks damage.
- Runic Armor: only if you have a strong healer/shielder.
- Fearless: if will be against constant poke/harass or against assassins.
Draw a Beed (Passive)
Gain range on basic attacks, Explosive Charge and Buster Shot every level.
Rapid Fire (Q)
Gain attack speed for 7 seconds.
Rocket Jump (W)
Dashes to a location dealing magical damage to nearby enemies and slowing.
Kills, assists and detonating Explosive Charge reset the cooldown.
Explosive Charge (E)
Passively causes enemies who die to basic attacks to explode and deal magical damage to nearby enemies.
Actively places an explosive charge on a unit or turret.
After 4 seconds the charge explodes dealing physical damage.
If used on a turret, the explosion radius is doubled.
Basic attacks and abilities increase the damage by 30%, stacking up to 4 times.
Reaching the 4th stack will cause the charge to detonate immediately for 120% damage.
Buster Shot (R)
Targets an enemy dealing magical damage and knocking back them and surrounding enemies.
Gain range on basic attacks, Explosive Charge and Buster Shot every level.
Rapid Fire (Q)
Gain attack speed for 7 seconds.
Rocket Jump (W)
Dashes to a location dealing magical damage to nearby enemies and slowing.
Kills, assists and detonating Explosive Charge reset the cooldown.
Explosive Charge (E)
Passively causes enemies who die to basic attacks to explode and deal magical damage to nearby enemies.
Actively places an explosive charge on a unit or turret.
After 4 seconds the charge explodes dealing physical damage.
If used on a turret, the explosion radius is doubled.
Basic attacks and abilities increase the damage by 30%, stacking up to 4 times.
Reaching the 4th stack will cause the charge to detonate immediately for 120% damage.
Buster Shot (R)
Targets an enemy dealing magical damage and knocking back them and surrounding enemies.
Starting Items
Doran's Blade - Your standard start on Tristana.
Health Potion - Get more on your first few backs.
Warding Totem (Trinket) - Don't forget to buy this before you leave base, change to Farsight Alteration at level 9.
Doran's Shield - The safer start, provides great sustainability when trading.
Core Items
Berserker's Greaves - Get this after B.F. Sword or Pickaxe.
Infinity Edge - Your main source of damage, boosting your critical strike damage, has great synergy with the other core items. Build this either first or second.
Static Shiv - Prioritize building this over Rapid Firecannon as it will add more damage and burst in your mid game.
Rapid Firecannon - Gives great siege potential and late game power when combined with the other core items.
Mortal Reminder - This is great against multiple healers such as Dr. Mundo or Volibear.
Lord Dominik's Regards - You will get this 99% of the time, it is basically a variant of the old Last Whisper.
Situational Items
The Bloodthirster - A great item for damage and additional survivability.
Blade of the Ruined King - Consider exchanging a Zeal for this against high HP teams.
Guardian Angel - Your all round defensive item. Gives you a second life if you take lethal damage.
Quicksilver Sash(QSS) - Build when required and turn into Mercurial Scimitar later.
Maw of Malmortius - Against AP burst such as Le Blanc or Fizz.
Ninja Tabi - More survivability in exchange for attack speed.
Doran's Blade - Your standard start on Tristana.
Health Potion - Get more on your first few backs.
Warding Totem (Trinket) - Don't forget to buy this before you leave base, change to Farsight Alteration at level 9.
Doran's Shield - The safer start, provides great sustainability when trading.
Core Items
Berserker's Greaves - Get this after B.F. Sword or Pickaxe.
Infinity Edge - Your main source of damage, boosting your critical strike damage, has great synergy with the other core items. Build this either first or second.
Static Shiv - Prioritize building this over Rapid Firecannon as it will add more damage and burst in your mid game.
Rapid Firecannon - Gives great siege potential and late game power when combined with the other core items.
Mortal Reminder - This is great against multiple healers such as Dr. Mundo or Volibear.
Lord Dominik's Regards - You will get this 99% of the time, it is basically a variant of the old Last Whisper.
Situational Items
The Bloodthirster - A great item for damage and additional survivability.
Blade of the Ruined King - Consider exchanging a Zeal for this against high HP teams.
Guardian Angel - Your all round defensive item. Gives you a second life if you take lethal damage.
Quicksilver Sash(QSS) - Build when required and turn into Mercurial Scimitar later.
Maw of Malmortius - Against AP burst such as Le Blanc or Fizz.
Ninja Tabi - More survivability in exchange for attack speed.
Q: Most of the matchups aren't easy, why should I pick her?
The strength of Tristana comes in her late game when your range matches and exceeds champions like Caitlyn. Your Rapid Fire (Q) gives you one of the best attack speed steroids in the game. When it comes to laning, her range is not terrible but other ADCs easily outrange her, so she can be easily zoned. You can also be easily susceptible to ganks because the passive from your Explosive Charge will automatically push the wave.
Q: How should I use Rocket Jump (W)?
One of the best escapes in the game, it can be easy to get over confident in a variety of ways. The first, is holding it for too long. If you see yourself in a potentially dangerous situation that you do not want to fight, use it immediately. If you don't, you risk it getting cancelled by crowd control such as Flay (Thresh "E").
Secondly, it's important when you can to take advantage of the reset that Explosive Charge provides. Before it detonates use Rocket Jump to slow and gain additional damage than attack once more for the reset. This will allow you additional chasing potential or an escape if necessary.
Finally, it's easy to get carried away in fights when you get a kill or assist and it resets. The biggest mistake you can make is jumping into the enemy team, leaving your team behind you. The enemy team can easily turn on you and burst you down and because you've used your escape you will most likely die.
The strength of Tristana comes in her late game when your range matches and exceeds champions like Caitlyn. Your Rapid Fire (Q) gives you one of the best attack speed steroids in the game. When it comes to laning, her range is not terrible but other ADCs easily outrange her, so she can be easily zoned. You can also be easily susceptible to ganks because the passive from your Explosive Charge will automatically push the wave.
Q: How should I use Rocket Jump (W)?
One of the best escapes in the game, it can be easy to get over confident in a variety of ways. The first, is holding it for too long. If you see yourself in a potentially dangerous situation that you do not want to fight, use it immediately. If you don't, you risk it getting cancelled by crowd control such as Flay (Thresh "E").
Secondly, it's important when you can to take advantage of the reset that Explosive Charge provides. Before it detonates use Rocket Jump to slow and gain additional damage than attack once more for the reset. This will allow you additional chasing potential or an escape if necessary.
Finally, it's easy to get carried away in fights when you get a kill or assist and it resets. The biggest mistake you can make is jumping into the enemy team, leaving your team behind you. The enemy team can easily turn on you and burst you down and because you've used your escape you will most likely die.
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