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TRISTANA BUILD GUIDE: Season 4 Guide: Bot Lane Marksman Tristana by EddieMac

by EddieMac (last updated 5 months ago)

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1
Greater Mark of Critical Chance(+0.93% critical chance)
8
Greater Mark of Attack Damage(+7.6 attack damage)
9
Greater Seal of Scaling Armor(+27 armor at champion level 18)
9
Greater Glyph of Scaling Magic Resist(+27 at champion level 18)
3
Greater Quintessence of Attack Damage(+6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details

Starting

4

Full Item Build

View Item Details
21
9
0
mastery 1 0/1
mastery 2 3/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 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

Introduction

Hello, my name is EddieMac and I am a casual player who enjoys playing a select few champions. My 'Marksman-of-choice' happens to be Tristana, so I am re-writing this guide with adjustments for Season 4 patch 4.6 in hopes that you find it helpful for your goals. I will do my best to coach on what to buy and why, when to use abilities and why, and in general all the tips and tricks I know of that make Tristana a dangerous champion.

It should be noted, that in the current Meta, Tristana is not a strong pick compared to other options out there. I go into this more in the Champion Matchup section, but felt I should mention it here just in case some players may not be aware. The popular picks of Lucian, Caitlyn, Twitch, and Sivir all very much counter Tristana in some form or another, just to make people aware.

Runes

Quints - Flat AD; your primary damage source is going to be auto attacks for the entire game. Even with the recent buff to the Atk Speed Quints, Flat AD will be better for you, since you already have a big attack speed boost when you get Q at level 4.

Marks - Flat AD; Same as quints. Although I do throw in just 1x Crit Chance rune, because having .95 less AD isn't that noticeable, but when you get a lucky crit on an enemy Marksman or Mage Support at level 2 it makes a very big and noticeable shift. If you like to be aggressive early on, particularly at level 2, take Prmor Penetration Marks instead of AD. These will also scale better into late game.

Seals - I swapped out the old S3 Flat Armor Quints with scaling ones, due to the nerfs the flat armor ones received. Scaling seals are now equal to flat armor seals at level 6, and obviously much better afterwards. Since this guide is not going to be about early aggression, scaling armor works out better.

Glyphs - I listed all scaling magic resist, but you could also put all flat magic resist, or any combination of flat+scaling mr glyphs in here. It is going to just depend on how you like to play and who are you are going to be facing.

Masteries

mastery 1 0/1
mastery 2 3/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
21/9/0 is fairly standard for Marksman. I put the 2 points into Spell&Blade Weaving because each tick of your 'E' will stack up the AD bonus, and your Auto attacks scale up the Spell Damage in turn. If you prefer, you could also take these points and put them into Dangerous Game and Double-Edged Sword.

I didn't take Frenzy?! No, I didn't. The reason being is with Phantom Dancer and Tristana's Rapid Fire, her attack speed is already insane. The point is better spent in other areas where it can be more effective.

Summoner Sets

Primary Choice
Heal/Flash is again pretty standard for MM nowadays. The buffs to heal have made it somewhat stronger than Barrier, since it now gives move speed and removes Grievous Wounds from you. If you have a support who took heal, choose the secondary option.
Seconday Option
Barrier if your support decided to take heal.

Item Builds

Starting Build(s)
Passive Start
4
Aggressive Start
Starting Items:
Passive: You are forgoing any kind of deep exchanges or all-ins for the most part when you choose this option. Unless the enemies just let you and your support harass them down to nothing, you really should not try to get into any trades with the opposing bot lane. The current Meta champions right now are: Lucian, Sivir, Caitlyn, Jinx, Draven, Vayne, Varus, and Twitch. And all of these champions have better harass than you do 1v1. If they have a lackluster support, and you have a good one like Morgana/Thresh/Karma, you can still look to win early exchanges, but be very careful. Your best be is to just stay safe, get as much CS as there is to get, and wait until late game when you out-scale nearly all of them.
Final Build(s)
Standard Final Items
I'll cover more of this in the build order. Zephyr is there as a last-buy replacement for your boots. You will move slightly slower, but have the added benefit of tenacity and more AD.
Build Order
I do not get T2 boots until I finish The Bloodthirster. The reason being is that Tristana already gets 90% increased Atk Speed with her max 'Q', and her 'Q' DOES NOT COST ANYTHING. It is also on a 20-second cd, and is active for 7 seconds. If you run CDR in the Offense tree instead of Atk Speed it is on a 18 sec cd.

3rd Item Choice: Last Whisper vs. Phantom Dancer -
As stated above, your Tristana's 'Q' already increases attack speed by a significant amount, making Phantom Dancer not the mandatory 3rd item to build. To keep things simple, just follow this reasoning: If the enemy team is already stacking armor, get LW first. If they are not, then go ahead and build PD, it will do more DPS.

Safety First? You mean Safety FIFTH -
I typically build my defensive item after I've completed my Core-4. (IE, BT, PD, LW) because with how today's Meta works, if the MM gets caught, then the MM is dead. CC and burst is the name of today's game, and unfortunately no small boost in armor/mr is going to prevent you from getting destroyed by a good Akali, Yasuo, Zed, Leblanc, and so on. Remember to stay with your team when fights start breaking out. Sacrificing some precious CS in order to win team fights is very much worth it.

Blue Trinket WTF -
If you already have purchased all your items (including replacing boots with Zephyr), AND you have already gotten a fresh red and blue potion, then replace your warding trinket with a blue (upgraded preferred) trinket, because at this point in the game you should never be in a position where you need to ward anything. You need to stay alive, and the best way to stay alive is to hang back and maintain vision/dps on targets. Your auto-attack range is going to be far longer than your warding range, so there is no reason to have a warding trinket anymore.

Situational Items

Banshee's Veil
Is the enemy team AP heavy? Take Banshee's Veil over Guardian Angel. Spellshield and HP are going to suit you much better.
Randuin's Omen
Is the enemy team AD heavy? Take Randuin's Omen over Guardian Angel. The huge armor and HP boost will help keep you alive, and the Active Use will help you escape divers like Yasuo/Udyr/Jax.
Blade of the Ruined King
Not very useful anymore on Tristana, since the HP stacking Meta has gone by the wayside. Her Q already gives plenty of Attack Speed, and Phantom Dancer gives her more DPS with her Core-4. I wouldn't recommend getting this item on Tristana unless for whatever reason NOBODY on the enemy team decides to get any armor at all, in which case this would replace Last Whisper.But we all know that never happens.... so.......
Statikk Shiv
As you can see from the stats, both of this item and Phantom Dancer are very similar in nature. They both give Crit, Attack Speed, and Movement Speed in large quantities. Statikk Shiv has a little bit less of the 2 damage dealing stats, but compensates for this with its passive proc ability. The lightning does 100 damage, and is capable of being a critical strike. So really it can do 250 damage (because you already have Infinity Edge) to multiple targets, and is really good for poking. Depending on what you are facing, and who you have on your team, one of these items may be slightly better than the other, but in the end the difference is very small. The simplest advice I can give is that if there are 1 or 2 really beefy and dangerous champs that are going to hunt you down, get Phantom Dancer for more single-target DPS. If you are in a poke war and/or have people who can peel bruisers/assassins off you easily, then go with Statikk Shiv for more DPS in a team fight. Tristana gains stacks very, very quickly with her Q activated so you will be doing lighting damage about every 2-3 seconds just standing there and shooting someone.
Mercurial Scimitar
Mercurial Scimitar is also viable to use as your defensive item, which is nice since it gives you a bit more offense as well. It is somewhat pricey, but if you are already ahead it can be great to have. This is very useful against champs that will lock-on to you and destroy you, like Warwick.
Greater Vision Totem
Do they have a stealth Champion on their team, like Wukong, Shaco, Akali, or Twitch? Get this item instead of the blue trinket, it will help you much more.

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
Start with Rocket Jump, it is by far your most useful skill at level 1. Use this as an escape, or for chasing/slowing a target that is low and alone.

Then start putting points into explosive shot. This will be your primary way to harass in the early game.

At level 4, put 1 point into your Q, just to start getting things set up for later.

At level 6, Buster Shot. Obviously.

Once you have your ult, start maxing Q. By the time you hit level 11, you will have a Max Q, a level 2 Buster shot, and if you did ok in lane, a completed Infinity Edge. If you did well, you will have a Vamp Scepter too. If you absolutely dominated, you will have an Infinity Edge and Bloodthirster, and probably will no longer need this guide for any reason again.

So to keep things simple:
Q -> Atk Spd Steroid, Max by level 10
W -> Escape/Engage, can be used over walls
E -> Early harass, later used as an AD buff if you took Spell/Blade Weaving in the Masteries.
R -> Early Nuke for killing, Late Game knockback to save yourself and teammates (or also as a nuke on a low-hp squishie for cleanups)

Skills

Draw a Bead
This is what makes Tristana exceptionally great in the late-game. And with the current way LoL is working, a lot more games go into the late-game phase. And with 9 more range per level, that puts you at 703 @ level 18. This single passive is why many people consider Tristana to be one of the few "Hyper-carries".
Rapid Fire
This will be your primary damage source from mid all the way through late-game. It lasts for 7 seconds, which if you have IE and BT, is exactly how long it will take you to kill a tower that has creeps near it. It costs no mana now, but that does not mean it should be spammed. This spell should be used tactically, like when you all in, or when you have a big wave pushing towards a tower, or when you are trying to get as much CS as you can last-hitting under turret. You have 7 seconds of crazy; do your best to make all of them count for something.
Rocket Jump
A.K.A. The Dunk. This spell is going to be used mostly as an escape tool, or as a way to catch up to a weak target where you know you will not get killed. You should never use this to engage in a fair fight. You are squishy, and by doing this you just wave a big arrow above your head to the enemy team, begging them to just 1-shot you. And they will. Use this only as a means to trap weak, isolated targets, or as a means of escape.
Explosive Shot
A mini-ignite. This is great early game, particularly when you start out-ranging the enemy Marksman (Except Caitlyn, who you don't out-scale until level 9). It maintains the same range as your auto-attacks now, so it is much easier to apply. Pop in range, send it over to them, and pop out. watch the damage over time tick down their HP, and watch your AD get slightly boosted because of it (if you took spell/blade weaving). This is particularly great to use when the enemy has a potion active on them, since it reduces the healing they get. It should be noted that this can also be cast while in the air from Rocket Jump, so if you are going all-in on an opponent, you can cast 'W' and 'E' on them at the same time.
Buster Shot
Knockback with some knockdown damage. At level 6, it can be used as a way to all-in your target. It can be used to knock cocky players who have you pushed into your turret, and gain a huge advantage in doing so. It can also be used to knock away Tank or Bruiser types that like to dive in, like Pantheon, Renekton, Jax, Xin Zhao, Nocturne, Lee Sin, Shyvana, and Irelia. Do not just use this as a quick burst of damage only to realize that your target did not die and is now safe and homefree because you sent them there.

Skills

Passive: Draw a Bead

Explanation:

Tristana, like nearly every Marksman, has 550 range at the start of the game. Unlike every other Marksman however, she gets 9 more RANGE per level. There are only 2 other champions that can have more than this amount of range () but only because of the activation of an ability for a temporary amount of time. This is what makes Tristana so dangerous late game, because her range is permanent and makes it easier to poke/zone mid-late game. The downside to this amazing passive is that you have no ability to effectively wave clear/poke like you do with many other champions () This is the trade-off you are making by playing Tristana. That being said, when you start leveling her E in later levels she clears creep waves exceptionally fast, but even then it is because of a passive, not active or controllable ability.

Level 1 Range:
[http://i.imgur.com/gU2QIS8.jpg]

Level 18 Range:
[http://i.imgur.com/PUhAkqe.jpg]


Q: Rapid Fire

Explanation:


This is the spell that gives Tristana one of the best Attack Speed steroids in the game, and with the recent changes to items and builds, makes this skill incredibly valuable. You want to max this first, but will not start it until level 4. Put a point in W at level 1 for mobility, and the next 2 into E to help with wave clear/harass. An important thing to remember with this ability is that you cannot spam it like you would Ezreal's or Graves' Q. It may not cost mana anymore, but it is still important to track. Only use this ability when you are going for a kill, objective, or trying to last-hit under your turret. Do not spam it just because it's free, you need to time it for when you can use it most effectively.


W: Rocket Jump

Explanation:


Mobility = Survival. Early game this is used only for survival or guaranteed kills. The slow is always going to be 60% at any level, so it is great for jumping quickly onto enemy MM's when their support goes to ward dragon or if you and your support ever catch someone alone. Take a point in this at level 1 for mobility and cc, but max it last. With the changes to the costs and damage to Explosive Shot, maxing this second just isn't worth it, since Explosive Shot does just as much damage and is much easier to use, especially mid-late game when your range is much farther than any other champion.

A tip to keep in mind when using this ability: If you jump on someone, you have just all-in'd them, and do not have an active escape (besides flash). Be very, very careful in deciding when to W onto enemies.

Examples of walls you can jump:
[http://i.imgur.com/c6KpsuB.jpg]
[http://i.imgur.com/65O4CnB.jpg]

E: Explosive Shot

Explanation:

A great utility, like a mini-ignite. If you can safely do so, try to get this on enemies that are healing with potions, to reduce the healing they receive from it.

[http://i.imgur.com/HAWwTZd.jpg]
[http://i.imgur.com/7zoezT5.jpg]
[http://i.imgur.com/jLcd5Zp.jpg]

The passive from this will automatically push your lane, since every time you last hit a creep it will explode and cause damage to the other creeps around it. Get 2 points in at levels 2-3, and 3 points at level 5, but max it second. The reason for this is to help with wave clear (passive explosions on creeps) and poke/harass (explosions can hurt opponents and activated on a target can as well.) As stated above, the cost and damage of this ability has changed, and now it does just as much damage as Rocket Jump does. Technically, it does more at max level, but I consider it to be the same amount of damage due to resistances and players being able to heal through damage that the damage-over-time does.

Another thing to keep in mind is that if this spell is applied before a reflect shield goes up, like with , it will still do damage-over-time on the target, because they did not stop the application. Morgana's shield will still absorb the damage, but your E will still reduce the healing on the target.

[http://i.imgur.com/oOBOwNJ.jpg]

Keep in mind, that this will automatically start pushing your lane, and without boots early on, makes you a very easy target for the enemy jungler. If your opponents are not automatically pushing the lane, then you do not need to put 3 points into this, and can start maxing Q a level earlier than shown above.


R: Buster Shot

Explanation:


Great damage and utility ultimate. Mid game, if you are closer to your turret, this ability is great for Rocket Jumping onto the enemy ADC and then using R to put them under your turret. Similar to Alistar, or a more complex version of Blitzcrank or Urgot, you can somewhat determine positioning during mid game laning phase if the enemy gets too greedy. Just make sure your support is always following your moves, otherwise this maneuver is a very easy one to suicide with.

This ability is has a 60 second cooldown, so do not hesitate to use it to save yourself/teammates or to destroy a low hp target. If you are about to B, throw your E and R onto either the enemy ADC or support just for the damage. It will be up again by the time you need it when you get back to lane. Also don't be afraid to use it to knock people away if you have to escape or protect a teammate.

Something to keep in mind when using this Ability: It can knock players through some walls. This can be incredibly helpful for when you are having to escape and Rocket Jump over a wall. The enemy might Flash to follow you. You can knock them right back through and get away safe. And now they've wasted flash.

Early Game

Early Game Mission: Stay alive, get as much farm as possible. Do not engage unless it is GUARANTEED kill or assist AND you can get out ALIVE.

Early game is going to consist mostly of doing your best to last hit and farm. Stay safe, get gold. You are likely one of the slowest champions on the map at this point so make sure you use your abilities sparingly. The worst thing that can happen is you don't have enough mana to use your W to either get a kill or get away. Survival and farming is what you should be doing until you get Infinity Edge and Vamp Scepter.

That being said: If you see a health pot active on an enemy, landing an E on them is great move, since it reduces the healing they receive by 50%, and with the change to its range being the same as your auto attack range, landing this will be much easier than it has been in previous seasons. Just be careful, if they have an enemy that can displace you, like Blitzcrank, Thresh, or Nautilus, you may have just walked into your death.

CS (Creep Score, aka minions killed by last-hits) is very, very important. With 3 points in your E, CS is slightly different for Tristana than it is for other champions, but with time you will find that it is easier. Whenever you kill a minion, it causes 100 damage (at lvl 3) to all enemies around it, meaning other minions and enemy champions. Keep this in mind when looking at minion health bars, and also where the enemy champions are standing. If you kill a creep next to them, it's free poke damage and gold for you.

A good way to measure how you are doing at CS is to average it out. Try to aim for 8-10 CS per minute of gameplay. This is not as easy as it sounds, since only 6 minions spawn every 30 seconds, meaning 12 minions/minute total. If you are dead, it's going to hurt your cs, so do your best to not put yourself in situations where you will be killed. Every 3rd wave of minions also spawns a siege minion, so every other minute there will be 13 minions rather than 12(until 35 minutes in, when this changes to every other wave.) The siege minion is worth twice as much as a normal one, so make sure you last hit it.

80 cs @ 10 mins = good
100 cs @ 10 mins = awesome (and almost impossible)
160 cs @ 20 mins = good
200 cs @ 20 mins = awesome (and very difficult)

after 20 mins and/or 200 cs, cs doesn't quite matter as much. It should still be something you get while you are waiting on teammates or have just finished a fight/objective clear, but you should focus more on staying with your team as a group instead of going down a lane solo to get farm. You will get ganked very easily, feed the enemy team, and give them control to take an objective or two.

What I tend to do is look at the timer, use the minutes and first half of the seconds as what my CS should be around. For example, if going by 10/min (Challenger Class):

12:36 = 123 CS (1236, just drop the 6)
15:43 = 154 CS (1544, drop the 3)
22:25 = 222 CS (2225, drop the 5)

A more realistic expectation of CS/min for a majority of players reading this isn't calculated quite as simple, but won't make you feel like you are way behind in CS either. Just subtract 3 mins off the timer and then calculate your cs accordingly. Examples:

11:23: 11 - 3 = 8. So it becomes 8:23 = 82 CS
14:11: 14 - 3 = 11. = 111 CS
8:54: 8 - 3 = 5. = 55 CS

This will take a lot of practice if you are not good at CS, but then again getting CS is a core skill all players need to have in this game. Especially Marksman. Also keep in mind this isn't 100% accurate, as minions do not spawn until 1:30, and it's impossible to have 13 cs when 6 haven't even made it to lane yet. This is just a guideline/measuring tool. Just bear in mind that this method applies only so long as the laning phase is still going on. After laning phase, it falls back into just grab as much as you can wherever possible.

Your early game with the Passive Build is not very strong, so generally do not try to go and fight strait-up with the enemy, because more than likely you will not win. Early skirmish wins can happen when your jungler ganks, or one of the enemies is out of position and your support can capitalize on the situation. But for the most part, be wary, going 0-0-0 isn't great, but it's better than giving free gold to your laning opponent. Especially a Draven.

That being said, here's the game plan if all goes well with your CS:

1st Back:
+ 's

You are going to want to back at least 1550 gold, and buy 2-3 Health Pots if you can afford it.

2nd Back:
and/or

At 730g you can get a cloak of Agility, at 975g you can back again to buy a Pickaxe, or if you can stick it out until 1605g, you can just buy both. If you are doing exceptionally well, and hang around until 2250g, you can back and strait-up by Infinity Edge. I would recommend buying Cloak of Agility before buying pickaxe, since the burst from crits are going to be significant with the B.F. Sword, whereas the 25 AD from Pickaxe will just be more flat AD and much easier for the enemy to calculate in trades.

Next Item:
and

I almost always buy Vamp Scepter first, just because I already have a significant amount of damage with IE and Atk Spd with Q, so Lifesteal is the more important of the attributes to have. When you get 800g and when you have an opportunity, back and get a vamp scepter. Your next item will be at either 1550g for the B.F. Sword, or at 2400g to just buy The Bloodthirster. As soon as you do get past 2400g, you should be looking to back and buy ASAP, so that you can start stacking that thing up.

Mid Game

Be around for Team fights, never dive deep unless they are all WAY low on HP and you are close to full. Knock over turrets, continue to farm waves, and start taking jungle monsters if your Jungler didn't build a Feral Flare for extra gold.

This is what most players consider to be Tristana's weakest point in the game, but with this build she is actually dangerously strong. The reason for this is because once you get IE and BT, as most other ADC's will be doing now, your Q will be at least level 4, and more commonly level 5. This means that even if the enemy is slightly ahead, you still have an advantage in both range and dps on target.

If there is ever a moment where either the enemy Marksman or Support is alone (like when the support goes to ward dragon, or when one of them backs to buy) both you and your support should not hesitate to jump (literally) onto the remaining player to try and combo them to death. Tristana's W is a very strong engage 2v1 and immediately follow it up with Q to melt them down.

This combo is particularly easy and deadly with supports like Thresh, Morgana, Janna, Leona, Lulu, Nami, and Sona since they all boost your auto attacks in some way and/or can lock down opponents for longer to maximize your uptime with your Q.

At this point in the game you should have both Infinity Edge and The Bloodthirster. Your next item is going to be Last Whisper or Phantom Dancer, depending on how the enemy team is building.

or
Get Last Whisper as your third Damage Item if the enemy team has started stacking armor already (The AP Carry has a Zhonyas, Top/Jungle/Support have Sunfire Capes or Randuins, etc.) If 2 or more champions have big HP and armor, its time to get a PD.

Transitioning into Late Game:

Generally, with the first 2 Damage Items of IE, and BT, I find myself doing a very good amount of damage to anyone and anything I shoot at. Towers will go down with your 'Q' activated really fast, and enemies that cannot reach you will as well. Just be wary of your positioning, because if you are in the wrong place at the wrong time, you are going to be in a dead very quickly.

Late Game

Late Game Mission: Attain Victory. Be with your team. Still hang back behind your melees and keep your support nearby. Shoot what you can, do not try to go for what you cannot reach or go for bait. Secure objectives, and as always, farm CS when nothing else is happening.

A.K.A. The scary stage where the Megling Gunner becomes the Sniper that absolutely wrecks things. You should be completed with your 3rd Damage Item or at least close to it, and your Q has been maxed for a little while now. Time to be scary with the burst. Knock down your tower if you have not already, and start working with your team to take map objectives. CS where you can, but you need to be with your team to do damage in the event that somebody gets caught on either your team or the enemy's. Things like Dragon, Baron, Blues/Reds, and Towers are the focus of the match-up at this point, and team fights are going to happen. You need to be there for team fights, otherwise your team is going to get wiped out.

With this being the focus now (and for the rest of the game), you need to assess what you are going to build. Meaning, what will be the most beneficial to you at this point and help you with fights against your opponents. Do you need more damage? Or do you need survivability? Does your support/jungler need help warding? It is a very situational time and you need to build according to what you are facing.

From my experience, a survival item like Guardian Angel is going to be the most beneficial. Tristana is still very squishy, and teams like to focus her as often as possible, especially after seeing how fast she melts HP bars with this build from mid game onward.

When buying either Phantom Dancer or Statikk Shiv, what you need to keep in mind is that:
Crit Items > Attack Speed items ALWAYS
What I mean by that is you should never buy a Dagger. You should be getting Brawler's Gloves, Zeal, Cloak of Agility or Avarice Blade to get the crit stat. More attack speed is not as beneficial to you at this point as critical strikes are. Especially since you have Infinity Edge. And also since your critical strikes GIVE YOU ATTACK SPEED.

Once you are full built, get a red pot, and if you still have gold, Alicrity or Furor on your boots.

With the current build setup, if you get Alicrity your move speed will be 403 constantly, and if you get Furor it will be 388 until you attack something, where it spikes to 429 and quickly fades down to 418, 403, and 397, and 388 again. So if you are chasing a lot, I suppose Furor would be better, but Alicrity is probably better overall since it helps move away and get into positions no matter what.

If they have stealthies on their team (Wukong/Teemo/Shaco/Twitch/Rengar/Kha'Zix/Akali/Evelynn), I would recommend getting an Oracle's Elixir before the boots enhancement.



Another option you can do is replace your boots completely with Zephyr. Many Pro players advise this, though honestly I have not really had many opportunities to try this. But in a nutshell you are sacrificing a small amount of movement speed to gain a lot of other beneficial stats.

I am still not sure how I feel about this on Tristana, because at the point in the game where you would consider this option, your attack speed is already through the roof, even more so with Q active, and Tenacity on you will not stop much since you are going to be dead no matter what if you get caught out of position. The CDR is nice but not really necessary for Tristana's playstyle, and 20 AD is good but will hardly be noticeable on top of your already substantial damage output.

This is all purely speculation however, and should the opportunity present itself to me I will try this as when I can and post more solid results rather than just analysis and theory.

Team Fights

For team fights, your job is to stay just behind your front line bruisers, and blow up whatever is in your range to shoot. Luckily, you have more range than any other Marksman, so this should be a somewhat easier. If you get caught however, you probably just lost the fight for your team unless one of your allies is very, very fed. Your FIRST AND FOREMOST job as any Marksman is to NOT DIE/GET CAUGHT while maintaining maximum damage on enemies and/or objectives.

Knowing when to use your W is what will make or break you here. You essentially taunt the whole team when you jump in front of everybody else, because you are a very squishy and desirable target to them. Only use W when chasing someone down in a 1v1 or 2v1 situation. Jumping ahead of your front liners is a really easy way to get killed in less than 4 seconds. Put simply, when you W, you just went all-in. Be very, very careful when using W.

Sit back, auto attack what you can, and if someone is going to be there for more than a few seconds, activate your Q and try to burst them down or force them to use an escape. When your Q is active, you are 90% stronger than the other ADC if you are even in items. You also have at least 100 range on them. If your team is engaging properly, it shouldn't take you more than a few seconds to burst down a carry that gets caught/locked down, and you can melt tanks over a few more seconds if they stay too long.

The most important part, as it is with any Marksman, is to never get caught. Late game team fights are the crucial point where the Marksman needs to be positioned correctly and doing maximum damage. Not only that, but you should have either the support, top-lane tank, or jungler peeling enemies off of you, because they will be aiming for you. The worst thing that you can do when playing Tristana is leap away from all your friends thinking you'll save yourself. You won't. If somebody gets close, use your ult to knock them back. Keep shooting at whatever you can, and don't try to run through 2 or more enemies just to get to that one guy in the back with low HP. Stay with friends, shoot anything close to you, and only jump in when you know you will survive. You should be doing the most damage out of everyone on your team. Play smart, play safe, and you will win.

Champion Matchups

Ashe
Difficulty
Favors You
You are evenly matched at level 1. By level 3, you have big advantage. As long as she doesn't have a support that can lock you down, you should have no problem dealing with Ashe. Aggressive is a safe bet, particularly with Thresh/Leona who can all-in with you.

Recommend: Aggressive Build
Caitlyn
Difficulty
Favors Enemy
She will dominate you early game. You will dominate her late game. If you simply stay alive and do not feed her in the laning phase, you win by default. Take the Passive build, you need to dodge skillshots and be able to move out of her range quickly.

If you decided to take the aggressive build, you will want to have a good support like Thresh, Annie, Karma, Lulu, or Leona who can lock her down in order to win.

Recommend: Passive Build
Aggressive Build - If you have Thresh or Leona and they do not have Thresh, Leona, or Morgana.
Corki
Difficulty
Favors Enemy
More of an AD Ranged Caster than a true Marksman, Corki will be tricky for you to go against. It will be a skill matchup, complimented by yours and his support champion. Keep in mind, Corki has significantly more burst damage than you do, don't underestimate him. If he is played correctly, he can counter almost everything that you try to do. When in doubt, passive.

Recommend: Passive Build
Draven
Difficulty
Favors Enemy
Draven is, well, Draven. He is so much stronger than you early on that it's just sad, and if you and/or your support feed him, he snowballs very quickly. Stay passive unless you have a great support and he has a bad one, and he sucks at catching his axes.

Recommend: Passive Build
Ezreal
Difficulty
Favors You
Somewhat of a skill matchup, if you can dodge his skillshots and land your Explosive Shots on him before he zips away, you should be able to win this lane. He has a lot of burst and can hang back to kite you though, so if you are going to fight him, you will need to go all-in with your support. Leona/Thresh/Morgana are great to have when Fighting Ezreal.

Recommend: Passive Build
Why: Boots will make it easier to dodge his skillshots and harder for him to kite, in the end it makes it easier to be aggressive against AD Casters when you can dodge their abilities easier.
Graves
Difficulty
Favors Enemy
He's tankier than you, and has more burst than you. For these reasons, he will be better at dueling early on, but your range will make you much better than him in the late game. Stay safe, farm up as much as you can, and when you are 2.5 items deep, destroy him and his team.

Recomend: Passive Build
Jinx
Difficulty
Favors You
Not that scary for you. Your attack speed is better, and your range is too. She has no active escape, making all-ins very easy as long as she doesn't have a Thresh/Leona/Alistar to back her up.

Recommend: Aggressive Build
Passive Build - Also viable.
Kogmaw
Difficulty
Favors Enemy
He will have more range with his spells, and with his W active more auto range as well. The best bet to kill him will be to all-in him, and when he dies, make sure you jump away before he explodes with his passive.

Recommend: Passive Build
Lucian
Difficulty
Favors Enemy
He has spells with range, and quick-mobility spell, and a nice passive to capitalize on all of his spells. He is essentially a better version of Ezreal, with a (slightly) weaker ultimate.

Recommend: Passive Build
Missfortune
Difficulty
Favors You
If you can position well and avoid her Double-Up shots, you should be able to beat Miss Fortune with ease. Make sure you keep harassing her with your E, since it will deny her passive ability on top of doing the normal damage/heal reduction. She also has no active escape outside of Flash and Thresh Lantern, making it very easy to all-in her.

Recommend: Aggressive Build
Quinn
Difficulty
Favors Enemy
If she lands her blind, you will lose. If you go all in after she misses, you better be able to kill her, because you will not be able to escape. Best have a champ that can lock her down.

Recommend: Passive Build
Sivir
Difficulty
Favors Enemy
Your autos outrange her auto range significantly, but her spellshield negates your explosive shot harass and her 'Q' and 'E' hurt A LOT. her 'Q' also reaches much farther than you ever will. Be safe, try to bait her spell shield and then apply explosive shot on her.

Recommend: Passive Build
Aggressive Build - if your support is Leona, Thresh, Braum, or any other tanky all-in support.
Twitch
Difficulty
Favors You
His skillset almost perfectly counters yours. Your only way to beat him is to be reactive. If you try to engage with your Q, he will just disappear, then come back at you with his own attack speed steroid and DoT on top of it. When he ults he will also out range you by a long shot, even at max level.

Recommend: Passive Build
Varus
Difficulty
Favors Enemy
His abilities will keep you at range, and hurt a lot in extended engagements. If you are able to dodge all of his harass, while at the same landing your E on him steadily, you might be able to kill him, though I would recommend you just do your best to stay alive and get CS.

Recommend: Passive Build
Vayne
Difficulty
Favors You
If you can position well, you will dominate Vayne early on all the way until waaaaaay late, and even then it's still close. If she gets fed early, however, she will be a nightmare for you and everyone on your team.

Recommend: Aggressive Build
Passive Build - Also viable.

Jungling

Tristana does not jungle. This section is mostly for your support actually.

and

With Trinkets, Sightstone, and Ruby Sightstone, there is no real reason why bushes in the bottom lane should not be warded almost all of the time during laning phase. Supports should be rushing Sightstone as one of their first items, and buying a couple more wards on top of that to put into lane bushes. This setup is why you can start and continue for so long without boots. You can see almost everything coming and have plenty of time to get out if you need to.

If your support is not doing this for one reason or another, then buying wards will be a good idea. If you don't see a jungler coming, there is a good chance you, your support, or both of you, are going to be killed. spending 75g for vision of an area for 3 mins is a great deal almost anytime. Don't be afraid to help out your support, especially if you are ahead.

Updates

1/9/2013: Included a section for supports and rating scale for compatibility with Tristana.

1/15/2013: Created a Situational Item Build Flowchart Section.

2/16/2013: Fixed some spelling/grammar errors in various sections, modified skill order chart and explanation of skills and skill order. Also started adding pictures to illustrate what is being discussed/explained.

2/17/2013: Expanded Early/Mid/Late Game sections. Changed a few tips in Support Options section. Switched Summoner Spell from Ignite to Cleanse, and included explanations why. Added a Frame-by-Frame of the Kill Combo.

2/18/2013: Made small changes and updates in various sections. Expanded on CS estimate calculations. Expanded introduction to guide.

2/20/2013: APPROVED! I'm thankful to the Solomid.net staff for all the great critiques they have given, and am always looking for more in comments if anyone has any questions or ideas to play around with. Also added a little more info in the Situational Item Build Section.

2/25/2014: Updated a small bit on Tristana's passive in the Skills section.

3/2/2013: Adjusted Item Build and Early Game sections significantly with the changes coming in the next patch, specifically the change to Blade of the Ruined King. This change buffs Tristana A LOT due to it's on-hit effects and Tristana's already amazing attack speed buff. I will go ahead and call this overpowered, until Riot realizes their new problem and changes it somehow. But until then, Strongest ADC far and above is now :D

3/3/2013: Updated Mid Game section according to build changes with Blade of the Ruined King. Hoping to finished Late Game and Situational Item Build Sections within the next week. First dislike received, no comment left as to the reason though.

3/4/2013: Updated Late Game Section According to the build changes with Blade of the Ruined King. Cringing at the thought of Riot nerfing BotRK and having to change this guide all over again. XD Added a bit more to Mid Game section as well.

3/6/2013: Adjusted Intro slightly.

3/7/13: Updated Late game section and made small tweaks to various other sections to be better worded. Guide is now completely updated to the new BotRK patch, including the price increase. If I have missed anything, or if you have any theorycrafting ideas, please leave a comment below and if the guide requires changing, I will credit you accordingly.

3/11/13: Updated Mid Game section a bit more, fixing grammar errors/confusing wording.

3/20/13: Updated the Skill order and provided explanation to changes.

3/25/2013: Added Zyra to the support section with description, thanks to qazwaxman for the catch. Updated Runes section and explanation to changes.

5/20/13: Fixed some wording in the support section regarding Lux, thanks to Taeyeonism for the catch! :)

7/20/13: Updated minor changes to masteries.

5/2/2014: GUIDE UPDATED FOR SEASON 4 PATCH 4.6

5/7/2014: Updated situational items to include Mercurial Scimitar. Thanks to Exacerberus for the catch!

Final Comments

I hope you enjoyed my guide, I will be doing my best to keep it updated with the new changes in Season 4!

If you have any questions/suggestions, notice any discrepancies, or remarks/criticisms of any kind, just leave them in the comments below and I will do my best to keep things updated and answer as much as possible to the best of my ability.

Good Luck with the Megling Gunner!

[http://i.imgur.com/Ezd167N.jpg]

Comments

May 10, 2014 - 07:53 AM #1

gj

May 7, 2014 - 02:32 PM #2

Guide updated with your input, Exacerberus. Nice catch and thank you! :)

May 4, 2014 - 03:06 PM #3

Very solid guide, good job. The only thing I see missing is the QsS/Scimitar in the situational items: I know people usually default to Banshee's (especially vs strong poke like Nida or Ziggs) or GA but Scimitar is pretty useful too in some cases.

September 13, 2013 - 04:58 AM #4

Why do you get flak? Your build is like the current default Tristana build the only diffrence is when you get Shiv or Pd.

August 15, 2013 - 01:29 PM #5

I don't get why you rush BotRK and LW, when they are obviously late game items : armor and HP scores will be much higher at lvl 18 (from items and levels) than when you get these items. BotRK, in particular is really not what i'd build on Tristana, as the active is short range and you don't want to melee opponents with a ranged adc. Also, BotRK is increasing your AS but there is a much better items for that : a phantom dancer, even if you already have one, for the added crit chance. Also, taking BotRK means you skip Bloodthirster, a bad idea in my opinion as it's giving the most AD (scales with crits). Avoiding the midgame weakness, i found, can be achieved by buying some HP (like starting to build a Frozen Mallet), as it lets you stay in fights longer, and using AD/lvl marks and quints. But mostly, you want to avoid having too many teamfights to focus on farming/pushing/objectives.

August 14, 2013 - 03:08 AM #6

Been using this build for a awhile now, love it -Upvoted

July 21, 2013 - 02:09 AM #7

Also Laduk - I'm sure that creation of your own guide has nothing at all to do with downvoting mine, and others.

July 21, 2013 - 01:55 AM #8

Laduk - Tristana isn't squishier than other adc's (aside from Graves, Urgot, and potentially Jayce) but that does not mean she is not squishy, or easily killed if out of position.



Her manacosts are low if you have a large mana pool, but her E is the second-most costly aside from her ult at level 5, and her mana pool is very, very small. She also has one of the lowest mp5 ratios in the game. This is what I mean when I say mana costs. They are relative to total mana the champ has.



Rocket Girl Trist came out after I first made this guide. But I still prefer the goggles or even commando over rocket girl. Opinions all the same, not a relevant point to thumbs down for.



And the build order is designed with a certain strategy in mind. If you cared to actually read the guide, and try it with your team, you may see why it builds this way.



But thanks for the criticism.

July 19, 2013 - 12:52 PM #9

Your Cons are bad tbh.

Tristana has a very decent poke and she isnt squishier than other adcs.

Her manacosts are low aswell, especially her E and Q!

Rocket girl Tristana best skin btw.

And your itembuild order seems wrong to me since it will make tristana in a way weaker and delays her dmg

June 7, 2013 - 08:21 PM #10

Really nice build! I just tried it and all game long I felt like if I was playing with bots, ended 14-4-8 :). Thank you for sharing it. I also tried BotRK on Sivir and it works good as well.

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