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TRISTANA BUILD GUIDE: FCpitbull'z AP MID Tristana [S3] by FCpitbull

by FCpitbull (last updated over a year ago)

230,659 Views 4 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Scaling Mana Regeneration(+0.585 mana regen / 5 sec. per level (10.53 at champion level 18))
9
Greater Glyph of Scaling Ability Power( +1.53 ability power per level (27.54 at champion level 18))
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
21
0
9
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 2/3
mastery 4 mastery 4 2/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Draw a Bead
QRapid Fire
WRocket Jump
EExplosive Shot
RBuster Shot
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 2/3
mastery 4 mastery 4 2/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Draw a Bead
QRapid Fire
WRocket Jump
EExplosive Shot
RBuster Shot

Champion Matchups

Introduction

This is a AP Tristana mid lane guide for normal and low ranked games. It takes a lot of fun to play her as a AP charakter! :)


Pros:


  • Insane single target burst
  • Can oneshot squishy targets with her ()-kombo
  • High AP ratio
  • Big capcloser
  • Low ulti CD
  • refreshes on kills or assists
  • Strong farm due to her and
  • Extrem funny to play!!! believe me! :D
  • Nice tower push in lategame +
  • Note: 40% of your AP is dealt as damage to buildings

Cons:


  • Not a classic AP mid char
  • Her and are useless in early game and for her burst potential
  • Low mana pool and reg (masteries and runes to compensate it)

Masteries

Why choose 21/0/9 masteries?

  • 21 points in offense for maxed burst potential.
  • 9 points in utility to get that extra mana and manaReg which tristana is leaking due to her low basic mana pool and reg. Moreover longer buff duration is always usefull.
  • 15% less CD on active items works really well for due to the lower getting CD of her with CDR.

Runes

MagicPen Marks is standart for AP champs. No other Marks to choose here.

ManaReg/lvl Seals because Tristana runs out of mana very quickly. So it is important to take the extra manareg. I prefere reg/lvl because from on lvl 7 the manareg from perLVL is higher then flat manareg. Worth it!

AP/lvl Glyphs for obvious reason.. more AP. And Tristana is a range champion, so you are not in danger to be harrased that hard to be in need of MagicResist Glyphs.

Flat AP Quints is also standart for AP champs and you don't need other Quints like MS or.. I dont know. Take Flat AP :)

Summoner Spells



Explanation:


  • Standart Summoner spells on mid lane. is very usefull when your is on CD, for an extra escape or kill secure. And remember that is countered by e.g. Grab or Rupture. Your is not an instand jump!!

  • for an extra DoT and very strong with your . Makes your burst potential even more powerfull!

  • I think there are no other summoner spells to choose for this variante to play .

Skill Order

  • self explained whenever you can (lvl6/11/16).
  • Then max >>
  • First max your because this is your main poke damage. Moreover the passiv effect is quite nice to outfarm your opponent.
  • Then max for less CD, better farm and more AOE dmg (and remember the CD refresh)
  • max last. No early points need for this.

Skills

Passive: Draw a Bead
Increases Tristana's attack range as she levels.

Explanation:

Bit useless for AP Tristana. But quite nice in late game for secure tower poke.


Q: Rapid Fire
Increases Tristana's attack speed by 30 / 45 / 60 / 75 / 90% for 7 seconds.

Cooldown 20seconds
Cost 80mana
Range 20


Explanation:

Same as your passive. Not needed in early game because 0 dmg output. But not bad to kill towers. And an extra activation for !


W: Rocket Jump
Tristana fires at the ground to propel herself to target location, dealing 70 / 115 / 160 / 205 / 250 (+80% of ability power) magic damage and slowing surrounding units by 60% for 2.5 seconds when she lands. On a champion kill or assist, Rocket Jump's cooldown resets.

Cooldown 22 / 20 / 18 / 16 / 14seconds

Cost 80 mana

Range 2500


Explanation:

Yupp Yupp, very nice spell at all. Large Capcloser, Escape, high DMG, high AP ratio, 60% slow!, nice farming tool AND refreshes on a champion kill or assist!! BOOM!!

Note: Remember that it can be interrupted by any CC like grab, binding, ulti and so on!

E: Explosive Shot
Passive: Enemies explode when slain by Tristana's attacks, dealing 50 / 75 / 100 / 125 / 150 magic damage to nearby enemies.

Active: Explosive Shot rends target enemy, reducing healing and health regeneration by 50% and dealing 110/140/170/200/230 (+10% of ability power) Magic Damage over 5 seconds. Lasts 55 seconds.

Cooldown 16 seconds

Cost 50 / 60 / 70 / 80 / 90mana

Range 600


Explanation:

Your poking skill. Cast it whenever you can on your lane opponent. He will be surprised about how much health he loose. The passive is another nice farming tool. Just deny your opponent.


R: Buster Shot
Tristana fires a massive cannonball at an enemy unit. This deals 300 / 400 / 500 (+150% of ability power) magic damage and knocks surrounding units back 600 / 800 / 1000 distance.

Cooldown 60 seconds

Cost 140 mana

Range 700


Explanation:

Absolutely OP ultimate! High base damage with an insane AP ratio! 150%!! And a very low CD. With max CD reduction down to 36 CD! 500+150%AP dmg every 36 sek.. yeah sounds great :)


Item Builds

Start: or or


  • I always prefer to start with for more mobility. It will help you to land your or escape from gangs!
  • Start with if you feel extremely safe in your early laning phase and to harras your lane opponent as much as possible!
  • to rush as soon as possible!


Core:


  • Our early goals are for better manareg and an AP/HP boost!
  • for more mobility and magicPen!


Snowball:


  • If you expect much kills go for a and have fun ;)
  • I really like to rush because kills are guaranteed and you got an nice escape ability !


Mid game:


  • Next rush for insane dmg output!
  • Then get and oneshot your opponents!



Late game:


  • Add an to ignore enemy stacking magic resist!
  • Get for an extra dmg burst and tower poke!


Boots upgrade?


  • just for a little bit more MS.
  • why not?

Now you should have:



If not alreadly got there is one open slot for a last situational item! Here are some possible items:

Offensive potential:

  • : Gimme more MagicPen and an additional dot! It will work really well with your high burst potential!
  • : Nice MR and MR-reduction aura to your opponents!
  • : Bit MR and CD reduction!

Defensive potential:

  • : Jump in, take a kill, block a CC, jump out!
  • : Huge HP boost and a DoT slow !
  • : Regulate your health and mana-pool. To expensive for an only-burst-item!
  • : High AP boost and a "2 second freeze"!
  • : If you fail a jump ;)

Early Game

  • Try to poke your lane opponent with whenever your can. Hold him on low health and deny his farm by pushing your minions into his tower.
  • Use your wisely because you are free to kill for the enemy jungler if you use it wrong!
  • Get to avoid gangs. You can escape everytime with your if you know an incoming gang.
  • From lvl 5 on, you should be able to farm wraiths for extra gold income. Clear the minion wave and then on the wraiths, the big wraith if needed and return to lane. You can farm both, your own wraiths and the enemy wraiths. But place a to the enemy wraiths in order not to jump into your death :D
  • When you reach lvl 6.. kill your opponent or gang side lanes for a kill!!!

Use this kombo: on them, and then .

Note: Dont forget that your refreshes on a kill or assist :p

Mid Game

Farm and kill !!!


Clear the mid wave THEN
  • clear wraiths and wolfes if possible
  • or gang side lane

Ask the jungler for blue buff to match it more powerfull. No mana problems and less CD.

Your lane opponent
  • now should be scared to get oneshoted
  • should be behind in farm because you always push your minions into his tower
  • should NOT be able to gang because you always talk MISS MID to your team and get for the river!

Note: This is an advantage for your whole team if you do it like this!

Late Game / Teamfights

  • Your aim is to have at least !!!
  • Your role is to burst down high-proirity targets. In general it is like:

AD > AP > Support/Bruiser > Tank

  • But whenever there is the chance to burst someone down.. do it! Your spells have a low cooldown!
  • With your and you can easy land some free tower hits, especially powerfull with !
  • Try to steal dragon/baron if it worth it. Baron always will, but dragon maybe not if you are godlike ;)[.]Jump in and Kombo drag/baron. out if possible!

Final Comments

This is my second guide and I hope you enjoyed reading it. It is a lot fun to play AP Tristana, just try it :)

Here an extra hint from a comment to increase your damage output using your kombo:

  • If you are out of range for your DFG and you think that you can easily burst 'em down, then you should jump in and pop DFG just before you land! So you still get the extra +20% dmg on your jump.
  • That means: W -> DFG -> E -> (Ignite, if needed) -> R -> W (either away or onto another low opponent)!

MY GUIDES

JUNGLE: http://www.solomid.net/guides.php?g=32659

Comments

June 9, 2013 - 03:14 PM #1

Combos so strong but so squishy

April 5, 2013 - 07:55 PM #2

@BustedTs206 he sya sthe combo in pros lol and aslo brilliant guide :)

March 17, 2013 - 05:16 PM #3

Fucking good guide , waiting to play more Tristana AP to do a conclusion :D

February 13, 2013 - 03:16 AM #4

Fuckin love AP Trist. Just went 16-2 with full-stacked Mejai's.



You should mention that if you are out of range for your DFG and you think that you can easily burst 'em down, then you should jump in and pop DFG just before you land; so you still get the extra +20% dmg on your jump.



W -> DFG -> E -> (Ignite, if needed) -> R -> W (either away or onto another low opponent).

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