Table of Contents
Introduction
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Hi everyone, I am HighTide29-don't be getting any thoughts on me being high on rockets, and this is my yordlefull Tristana guide. I worked hard to make this guide the best I could, and I would appreciate any and all feedback that you guys may provide. Tristana is a fun yordle, and she is by far an underestimated one-her Explosive Charge damage and burst.
Without me babbling on, I present to you, my readers and commenters, my Tristana guide. I put an enormous amount of effort into this guide-my first one-so I do implore you to reconsider downvotes pending the actual trial and testing of my guide that you MAY follow. Above all, I thank you for taking the time to read this Tristana guide.
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Pros / Cons
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Masteries
4. Analysis on Warlord, for the answer to that. We cater towards her early/mid game while benefiting much of what she relies on.
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Analysis on Warlord
Those of you questioning
Spell Weaving
, this section details why I believe it's a better option over
Warlord
.
Warlord Without Items
For those of you who can read a spreadsheet, here is a look at
Warlord
at the surface. As you can see, we roughly get around 74 Total AD with about 20 bonus AD.
Warlord
gives us about 1 to 2 more AD without items. For simplicity sake, we gain 1 AD for every 20 AD we add for AD. Thus, this explains why we only get 1 AD at the beginning. The next section details
Warlord
even further. Recognize that for these two sections they include
Havoc
and
Executioner
stat increases for an idea on potential damage output. Remember,
Executioner
only applies at under 50% health.
Warlord With Items
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Now that you have seen the raw damage given without any itemization, here I detail the amount of AD in say a full game with my example full build. Here, we are analyzing the gold efficiency of
Warlord
after almost all damage modifiers are added into the damage output. For consistency, we base gold efficiency-explained in image on top of the picture above this paragraph under analysis-on the
Long Sword's 10 AD for 360 gold. We divide the gold value by the AD value to give us an efficiency of 36g per 1 AD. As you can see, once we add in items,
Warlord
gets better, but only by about 10 AD. By level 18
Tristana gains about 12 AD with the respective items in the image. That means we save a buy of a
Long Sword and a few pots. Now, adding in
Havoc
increases early game damage by nearly 6 times. Gold amount saved is the same. However, it drops off to about 2 times at level 18. Either way though, including
Havoc
is a must.
Warlord with Double-Edge
This is where things got a little more complicated in terms of comparing
Warlord
with different masteries. However, the premise is the same. The 1st image depicts the general additions of the three different masteries:
Havoc
,
Executioner
,
Double-Edged Sword
and
Warlord
. The next image will compare total BONUS AD along with gold efficiency between the two setups.
If you notice, the image depicts that once
Tristana hits level 6, the quadra mastery setup begins to add up more damage. Even with
Warlord
only dishing out 3.5% BONUS AD due to only 2 points, it eventually overpowers
Warlord
with 3 points and
Havoc
.
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Lastly, we examine the amount of gold and AD that each side had and which one had more. When it comes down to it, the quadra mastery setup starts earning more gold after level 6 thereby making it more gold efficient. However, the setup always deals more damage than with only
Havoc
. However there's more than meets the eye.
Conclusion
A few things to note. 1) Having all four masteries does in fact increase damage output, but at the cost of some early gold efficiency. 2) Although damage is increased, it is only increased between 1% and 2% when compared to only
Havoc
with
Warlord
. Based on these observations, we can deduce that
Warlord
use is purely preferential or SLIGHTLY inferior to different setups-in theory. 3) Lastly, based on the data, it seems that it will depend on whether a player wants early damage or late-game damage. Of course, the 3 point
Warlord
setup sacrifices
Frenzy
, but it may just be worth it.
YOU decide.
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Runes
Greater Quintessence of Attack Damage: With these,
Tristana gets some more damage ouput and is able to CS more easily.
Alternatives:
Greater Quintessence of Attack Speed and
Greater Quintessence of Life Steal are nice alternatives to these runes. One can never go wrong with a greater DPS-damage per second-and being able to stay in lane longer before the first back due to the life steal is a plus to
Tristana.
Greater Mark of Attack Damage: More AD, more damage. Pretty standard take for an ADC.
Alternatives:
Greater Mark of Attack Speed or 1
Greater Mark of Critical Chance are nice alternatives. With more AS, we sacrifice some damage for greater DPS. A 1% chance for a crit can reward a player in unlikely circumstances without having to lose vital AD.
Greater Glyph of Magic Resist: In all cases, both the ADC and support hit level 6 WAY later than most champs. Thus, it's ideal to grab as much defense as we can. These glyphs allow us to be aggressive early on and trade more evenly during the laning phase. Typically, ADC's do not grab any sort of MR-magic resist-except for
Guardian Angel. So, this is how we compensate for the little defense we have.
Alternatives:
Greater Glyph of Scaling Magic Resist is a nice alternative to flat glyphs. If you'd rather have better survivability later on, go with these.
Greater Seal of Armor: Like flat MR, flat armor allows
Tristana to soak up some more damage than if she ran scaling seals. Just like flat MR, we want as much defense possible early on to increase our chances of getting ahead in lane.
Alternatives:
Greater Seal of Scaling Armor or
Greater Seal of Health are other options. If you would rather have level 6+ advantage, go with scaling armor. If you want more sustainability, go with flat health.
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Summoner Spells
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Heal can be a lifesaver to any teammate, both in-lane and in team fights. Quite effective in turning fights especially early game because of the burst of health and movement speed. Heal is almost always a MUST for any carry. |
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Flash is another summoner's spell that is almost always taken on any given champion (save for say Poppy) It gives Tristana one more escape tool adding to her already mobile kit. Flash can help her avoid CC that would send the team into a fight they would lose or avoid skillshots that would otherwise lead to a death.
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Alternatives
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Ignite is sometimes a choice on an ADC such as Tristana. It halves the effect of any heal oriented spell, including Heal. Take this if the team does not have a champ taking Ignite. Otherwise, go with Heal. |
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I, personally, used to take Barrier more than Heal. However, Heal has been more beneficial than Barrier because it gives health and it stays instead of a shield that lasts for a few seconds. Barrier can be taken if your support is taking Heal instead of Exhaust.
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Cleanse is an ability seldom seen on an ADC, but highly effective. I would get this over Heal and have your support take Heal IF the team has multiple CC champs. This allows you to "cleanse" yourself of deadly CC. Be wary though, it does not act like Quicksilver Sash or Mercurial Scimitar as it does NOT do away with Grievous Wounds-i.e. Ignite. |
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Abilities
Draw a Bead
Increases attack range as you level up.
Being able to stand back and fire from a distance is always a plus for
Tristana and any ADC for that matter. However, it only gives us mediocre range early to mid game. It's not until after say level 11 that things begin to get better.
Tristana is able to AA over the wall to baron and dragon after level 16.
Rapid Fire
Increases attack speed by a percentage.
A shot of attack speed means
Tristana has higher DPS and can stack
Explosive Charge relatively quick. This means champs will be bursted down quicker and towers will go down much faster than usual. Very useful to split push.
Rocket Jump
Jumps to a target location dealing splash damage and applying a slow.
Tristana's initiator, chase and escape skill. Utilizing this skill correctly takes time to learn, but once you do, you'll be clearing walls, avoiding skill shots, and getting resets to hop your way to vicotry.
Explosive Charge
Applies a projectile to an enemy or tower dealing damage when it explodes.
Your bread and butter ability. Applying this baby applies a "charge" to an enemy able to be hit 4 times before exploding and dealing damage. Early on, it can half health most enemies at full stacks. Usually you'll want to
Rocket Jump and
Explosive Charge while in the air, but it sometimes is better to apply it first then
Rocket Jump. It's passive also gives
Tristana insane wave clear.
Buster Shot
Sends target(s) in a backward direction.
Either a disengage, engage or kill secure. Use this when an enemy you cannot fight is chasing to send them back and put some distance between you and them. If you are brave,
Tristana can
Rocket Jump then
Buster Shot mid air to send enemies into a team fight. I personally try to avoid using it as a kill secure, but better to be safe than sorry.
Ability Sequence Order
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We want to max out Explosive Charge because of how much damage it can deal in a short amount of time. Rocket Jump and Rapid Fire depends on the player. Rapid Fire can be maxed second for more DPS. Rocket Jump can also be maxed second. Want more escapes or mobility? Here's an option. It is highly preferential between the two. Always max Buster Shot whenever possible.
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Itemization
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A core item on Tristana. Without it, Tristana is still relatively weak until it is completed. It gives us 80 AD plus some crit chance allowing us to proc
Frenzy
.
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We want this item because of the movement speed and attack speed increases. Although Tristana has "mobility" with her abilities, she has little when it comes to kiting. Thus, getting Berserker's Greaves - Furor helps with kiting enemies and quite possibly turning a fight around.
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More crit chances, more movement speed, more attack speed. Plus, you get to move through units. So no more pesky collisions with minions. A core item that allows us to dish out more damage over time.
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This item is purely situational, but the changes to Bloodthirster has increased its usage over Blade of the Ruined King. We get this primarily for the sustainability it brings. The shield, AD and lifesteal give Tristana some nice stats.
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Alternatives
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There are some lanes in which Statikk Shiv will benefit more than Infinity Edge. However, this will not always happen. I prefer to always stick to Infinity Edge and leave Statikk Shiv for a third or fourth item. This item is entirely preferential, if not, situtational. Sell to buy Phantom Dancer if not a different item.
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"What? Youmuu's Ghostblade? You've got to be joking!" I am not. After her rework, it actually became more viable. In addition to a six second movement speed and attack speed boost-with a 60 second CD-10% CD reduction actually benefits the DPS. If Explosive Charge is up more often, in addition to Rapid Fire, Tristana becomes a damage whiz. It gives some well-rounded stats, but is entirely preferential too.
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Getting bursted down? Guardian Angel may just save Tristana AND the team. If you're dishing out the damage, but die too quickly, an extra few seconds of life may make or break a match. Extremely situational.
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If the enemy team possesses a high number of tanks OR champs that build high amounts of armor, this item is great. In addition to the 40 AD added, it gives 35% armor penetration. So, for example, an attack on say Nasus would go quicker because of this armor penetration. Coupled with Blade of the Ruined King and he will die even quicker. Usually good to combine with Blade of the Ruined King unless the team doesn't build a lot of health.
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Got a debuff problem? Not to worry. Without sacrificing much, Mercurial Scimitar can be your best friend in a game with annoying champions who can apply many debuffs to you. Nasus's Wither and Warwick's Infinite Duress are prime examples of debuffs. Get this if you're always "disabled" and unable to dish out damage at a relatively quick pace.
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Gameplay
Early Game
As an ADC, your job is to primarily farm and potentially get ahead and win lane. Poke and CS and trade wisely. Go for potential kills. A summoner spell used means an advantage to you.
Tristana CSing under tower is near impossible, so work with your support to try and get as many creeps as possible. Buy
B. F. Sword and
Infinity Edge if winning. If losing, try to complete
Infinity Edge, but buy
Doran's Blade for some AD and sustain.
Mid Game
Not completely horrible, but still lacks in comparison to other ADCs. If your ahead/fed, your mid game is far better. If behind, farm as much as possible and do so safely. Try to pick off lone enemies to eventually get ahead. By this time, you
SHOULD have
Berserker's Greaves and
Infinity Edge. You may also have obtained a
Phantom Dancer and started your fourth item.
Late Game
This is where you become a freak of nature. By this time,
Tristana has a maxed
Explosive Charge and quite possibly
Rapid Fire as well. Her DPS is insane especially if she has five attack speed items. Team fights will be common. Your job here is to deal damage at a distance and whittle down the enemy team.
Teamfights
Avoid taking charge in a fight. Dish out damage to any and
ALL enemies. Focus on the damage dealers first, then move onto the tanks.
Jinx and
Akali, for example, should be locked down and taken care of quickly. Stay at a distance, but close enough to AA which shouldn't be a problem with
Tristana. Use
Rocket Jump to get closer onto low HP enemies and utilize both
Explosive Charge and
Rapid Fire to melt enemies more quickly.
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Warding

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"You can't kill what you can't see!"
Generally, warding is left to the support. Yet, they can only fit 4 wards on the map which typically cover only the bot lane. That is why ALL champs need to ward. This includes you and any other ADC. By warding, you are giving yourself some leeway from being ganked and not extending lane too far for too long. Without vision, a split push may end in your death. So, if we have all champs warding, we have a total of 20 potential wards. That's more than enough to provide adequate vision to keep you and your teammates safe.
Below is a map of early game warding:
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Almost no matter what, you WILL be warding the tri-bush and dragon pit. Basically, all junglers have to come through those areas and having vision of them can save you from your demise. It can do so by alerting you of an MIA enemy coming down to you-typically mid. The bottom bush wards are defensive and typically are placed to avoid surprise hooks, binds and stuns. They can also be helpful to any top with Teleport. |
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Below is a map of mid game warding:
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Mid-game is almost the same as the early game. The only changes are that you have a more broad area of warding. Instead of primarily focusing bot lane, you try and put vision all over your jungle. This, in turn, allows your teammates to enter the jungle safely and put vision on key objectives such as dragon and baron nashor. Having vision is everything. From objectives to enemy champion locations, vision is everything. A good item at this stage is Greater Stealth Totem as having the ability to put down 2 wards without having to buy a Stealth Ward can be important in getting vital items. |
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Below is a map of late-game warding:
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Explanation within the image is pretty self explanatory. Get wards anywhere and everywhere as this is where vision can make or break a game. Don't know where an enemy went? Hope to god that you have wards down so that you can quickly see them and either A) peel away or B) strike him down. If you're at the point in which the enemy team is sieging you, warding over the nexus walls is vital in being able to avoid any skill shots or enemies that can send you into a team fight you will lose. |
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Matchups
The next section will have the champion icon, a "Favors:" and then a spoiler containing why the champ matchup favors the enemy or
Tristana.
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Favors: Unknown
 Matchup
Ashe and Tristana are pretty even when it comes to trading. That was before her rework. As of patch 5.9, her small rework means I will need to find out how strong she is now against Tristana.
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Favors: Tristana
 Matchup
Without any supports, Tristana wins lane against Caitlyn. Add in the supports and it becomes purely skill based. If Caitlyn plays more passively, Tristana will win because Caitlyn will be missing farm and will be forced to farm using her abilities. Avoid as much poke as possible to make this lane "easier". So long as you hard engage her with your support, you should be able to win lane. Even by yourself, you can burst her down easily with your Explosive Charge and Rapid Fire combo then using Rocket Jump for the last few AAs. Remember though, she can win if she pokes you enough.
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Favors: Corki
 Matchup
He is one difficult plane to land. Much of what he has can cause Tristana many problems. For you, his Phosphorus Bomb allows him to A) farm from a distance and B) can do massive damage if you happen to be in it. Corki has a couple power spikes. One usually is after he gets Sheen. The other when he obtains Trinity Force. Not to mention his passive, Hextech Shrapnel Shells, deals TRUE damage and his ult, Missile Barrage can poke tremendously. In this case, try and avoid both skill shots. Try to get ahead, but be careful. With Corki, even being ahead isn't enough until you get into the 5th and 6th items.
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Favors: Draven
 Matchup
Welcome to the League of Draven. When I say it, I mean it. His farming potential is higher than Tristana and this makes it difficult for you to farm. Not only will he push you up to your turret quick, doing so will result in you missing farm because of the Explosive Charge passive. For that case, work with your support to try and hold the wave from entering turret range OR have them share if they have Relic Shield. To compensate, he relies on catching his axes. Whenever SAFE and possible, poke him as he tries to catch them. Both his passive and attacks rely on this so punish him for it.
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Favors: Ezreal
 Matchup
Tristana is purely range based with no abilities to give her an edge skill shot wise. Ezreal's Mystic Shot allows him to farm AND poke from a distance giving you a tough time to poke. However, because he is ability reliant, being able to dodge his skill shots will make life easier. Ezreal will give you trouble if you don't do so and you may find yourself playing catch up even if he hasn't gotten a kill. Try to work with your support to hard CC him and force an Arcane Shift so he's less mobile. Doing so can result in you CCing again and this time, he can't escape.
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Favors: Graves
 Matchup
His burst is better than Tristana's. His passive, True Grit makes long fights a pain and in the end, he may win. His Buckshot can go through minions, but can be avoided. Using it will deal massive damage, but at the cost of mana. Combine this with his Smoke Screen and you'll be taking damage without being able to AA back. As Tristana you have only an escape/engage with Rocket Jump and even then, he can still chase with his Quickdraw. With that, avoid long skirmishes and burst him down before he can do the same. AA from afar as he does have one of the shortest ranges out of all ADCs.
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Favors: Jinx
 Matchup
She is a painful cannon. Her Switcheroo! being on fishbones will deal splash damage when AAing and can be difficult to farm without taking too much damage. Her Zap! can slow and deal massive damage from a distance making it hard to then engage on her or dodge Flame Chompers! as well as her Super Mega Death Rocket!. Avoiding Zap! can help you in this matchup. Making her use the Flame Chompers! means you have an opportunity to engage safely and quite possibly kill her. Work with your support to CC her early on and get ahead. Watch yourself as you farm so you aren't in the middle of minions, but rather on the edge or outside the pack. Be wary of that rocket especially at low health and you might just come out on top despite a disadvantage.
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Favors: Kalista
 Matchup
This is not a fair matchup. You have a champion that can AA backward and kite you massively without taking much damage with her Martial Poise. Her spears deal massive damage especially if she is able to AA mutliple times, stack them and trigger Rend. Plus, you can hardly engage on her especially when she has Fate's Call to pull her support and knock you up. If the lane is cooperating well, Black Spear passive, Soul Marked, can be just as a pain as her Rend. All I have to say is, work with your jungler early on to get ahead, avoid Pierce and multiple stacks of spears, do not chase and try to farm up to get item advantage.
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Favors: Neither
 Matchup
I could be wrong. Kog'Maw is a champ that can either get ahead or fall behind. He has range with all his abilities, however, he possesses no escapes. He is not mobile enough to stay out of AA range or avoid a lot of champ abilites. This matchup purely relies on supports to give the side an advantage. Grabbing a CC heavy champ is recommended. Pressure him early and all in him if possible. Avoid his Icathian Surprise and things can go your way. Not much else to note right now.
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Favors: Lucian
 Matchup
He is similar to Graves both in kit and power. His Piercing Light can have extended range especially if minions are present. This means you will take poke damage even if you're behind minions. His passive, Lightslinger gives him two AAs instead of one in literally one attack which means you'll take more damage. He can give chase and escape with his Relentless Pursuit leaving you damage ridden or doing the least damage. Worst of all, The Culling can deal massive damage and lead to an engage that will end in you dying. For this, have some distance between you and minions to avoid Piercing Light. Move to the side of The Culling to avoid relentless damage. Utilize CC to cancel this and engage on him. If done, you can end up winning lane despite his poke heavy kit.
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Favors: Tristana
 Matchup
Things just seem bad for Tristana don't they? Don't be afraid. She can still win and probably should. Although Miss Fortune has a ton of damage in her kit, Tristana is a champ not to be messed with. Buster Shot cancels bullet time] allowing you to take essentially little damage and be able to re-engage without worry of dying. [[double up can be annoying, but you can bypass this by not standing directly behind a minion or teammate. Make it Rain can be avoided quite easily and Strut only works if she hasn't been attacked. Since Tristana relies on AAs, you will poke her and you will be more mobile. Punish her for the immobility by CCing or engaging hard safely. Doing so may net you a won lane.
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Favors: Quinn
 Matchup
This bird can shoot. Not only can she blind you, she can knock you back and slow you with Vault. Vault also procs her passive, Harrier so be wary of if you're marked. Her Heightened Senses can check brush and give her some MS and AS after she's attacked you while marked. In addition to this already poke heavy kit, her ult tag team can allow her to chase you, escape and even engage. If she does, she can ult out into Skystrike dealing massive damage. As such, avoid dueling with her and her Blinding Assault. Work with your support to lock her down and force her to use her ult in a defensive manner. It will be a difficult lane to win, but it is not impossible.
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Favors: Tristana
 Matchup
Although she can harass you massively, she can hardly mitigate any sort of damage from ADCs not having any skill shot ability. Tristana is this case. You will rely primarily on Rapid Fire and Explosive Charge to deal you damage, but you must be patient and not explode it when she has Spell Shield up. Doing so will mean she takes no damage from the explosion. You can easily dodge her Boomerang Blade, but she can still harass with it and Ricochet. Have a support with hard CC to lock her down and you will win lane. Keep in mind that in order to do so, again, to be wary of her Spell Shield CD time. AA her and avoid those pesky boomerangs and you will come out on top.
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Favors: Twitch
 Matchup
A ninja, seriously. "Oh HELLO!" When Twitch exits out of Ambush prepare to face massive damage. Any GOOD Twitch will throw Venom Cask to add two stacks of Deadly Venom and AA for a third. If he reaches that 6th stack, his Contaminate will do massive amounts of damage and you will either end up fleeing or dying. Less we forget his rat-ta-tat-tat gives him more range than Tristana for 7 seconds while adding AD to his attacks and allowing them to go through enemies. Be prepared for this. For Twitch, be wary when he is not in lane. Ping MIA for your fellow lanes as he can gank using Ambush. He will also use Ambush to ambush you if you pushed too far up lane. To win, work with your support to hard CC him and burst him down before his Ambush allows him to exit battle. Purchase an Oracle's Lens or Vision Ward to spot him in lane while he's using Ambush to avoid costing yourself a death. A difficult lane to win, but you can defeat this rat.
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Favors: Unknown
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Favors: Varus
 Matchup
Magic! So much magic. Well, you can still defeat him. He just has a slight advantage over you. Piercing Arrow allows safe farming AND safe damage from afar. That means you cannot AA him easily. In addition to that, having stacks of Blighted Quiver and being hit by Piercing Arrow will deal massive damage to you. So avoid being attacked more than once if possible. Chasing him is a real problem due to the slow of Hail of Arrows and Chain of Corruption. Chain of Corruption could also be a problem to you especially if it connects. It connecting usually means death. To avoid as much damage as possible, listen for the distinct sound of Piercing Arrow and dodge accordingly. Chain of Corruption is one of the hardest ults to land in League and can be dodged as if it were Piercing Arrow. Punish him when he does wind up with Piercing Arrow and/or his abilities are on CD. CC him hard and the lane will turn in your favor.
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Favors: Tristana
 Matchup
Some say she beats Tristana, others say no. In this case, Tristana has the advantage. Reasons? You have NO skill shots for her to dodge using Tumble. However, she does more damage later on. In that case, Tristana can poke her more early on especially if Vayne cannot add stacks of Silver Bolts. She has a very weak early game and Tristana can punish her for it before level 6. Thus, hard CC her and the lane is won. Do NOT, and I repeat DO NOT duel her after level 6. She is one of the best duelests and Tristana will lose despite the increased range from Draw a Bead-then again, do it right and you could win. Other than that, make sure to be clear of walls for Condemn not to proc and you to be stunned and vulnerable.
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Synergies
For right now, I will list the most viable supports for
Tristana. I am not at all saying these are the only supports she works with. I will be adding most of the other supports soon too to accurately reflect the chapter description included in the table of contents.
"The Radiant Dawn has arrived!"
Leona
Excellent
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Pros
+ CC heavy kit.
+ Compensates for immobility when Rocket Jump and Buster Shot are on CD.
+ Great peeler if things go awry.
+ Sunlight increases damage output.
+ Multiple stuns allowing for hard engages.
+ Tanky and can turn a fight in your favor.
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"I am the thing under the bed."
"Gems? Gems are truly outrageous. They are truly, truly, truly outrageous."
"You can't milk those."
"Not all angels are good."
"Only you can hear me, Summoner. What masterpiece shall we play today?"
"I could go for a twirl... Whoa, whoa whoa ah, wooh!"
"Mother always said - float like iceberg, sting like thrown iceberg!"
MORE TO COME LATER ON! UNFINISHED AS OF RIGHT NOW!
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Summary
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Tristana is a fun champion to play as a whole. As of her rework, it's more than pressing "Q" to activate Rapid Fire and "E" Explosive Charge. If you have any comments or questions about anything in my guide, please don't hesitate to post them.
Upvote if you liked the guide, and downvote if you absolutely feel it's necessary to do so. For anyone who does downvote, please inform me of why and I will do my best to change up the guide to reflect your opinion.
Happy "Buster Shotting" with Tristana
-"Megling Gunner" HighTide29 |
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