IntroductionTristana deals ranged attack damage and her skills scale well with ability power(The highest scaling to be exact) Tristana is highly underrated as an Attack Damage Carry. I mean, any champion that you can get for free can't be all that strong, right? Wrong. In my time playing as Tristana I have learned how truly powerful she can be if played right. Her late game is one of the best in the game for anyone and definitely a top 3 for ADC. With the proper support, even an average Tristana can stomp on their lane. Thought I cannot brag about my 2k+ elo or my amazing W/L ratio on Tristana, I can confirm that Tristana is up there with the best pub stompers in the game. Her mobility and escape mechanics are a great force to be reckoned with.
The masteriess are pretty straight forward. I feel these are the default masteries for just about any ADC. I don't have much to say about them other than this; you could sub out the perseverance points and point them into the flat MR or Armor masteries. However, I feel the regen is good for sustain in lane. Especially if your support has no healing capabilities.
9x AD Flat Marks
I have seen a few people swap out a few flat AD marks for crit, however I don't appreciate crit as much as I do some early game damage. Flat ad marks are almost essential on any adc or else you could find yourself in a losing lane.
9x Flat Armor Seals
Almost a necessity in the laning phase. If you swap these out with anything, your enemy adc is going to shred you apart early game.
9x Flat Magic Resist Glyphs
These aren't as important early game as the armor seals. Though, they are still usually the required runes for an adc. If you wanted to swap them out here are a few options;
9x Flat Armor Glyphs (Trololol the enemy adc when he does 0 damage)
9x Flat AD Glyphs (Trololol the enemy adc when you do 100 more damage)
3x AD Flat Quints
Another necessity for an adc. I couldn't see any other options than these huge damage boosters!
The First Choice;
Ignite is a great skill for an ADC to finish off an enemy. It also does true damage and reduces the healing received on the enemy target which can come in handy for champions with regen like Mundo or Swain.
Heal is a skill that can go either way. If you are at a low ELO; Sub - 1300, taking heal is almost always a good choice. It is easy to bait kills at early levels by getting low than healing up and snagging a kill. However, at higher ELOs you will find that the opponents you face are not as foolish and often will find a way for you to use your heal at a bad time.
Other useful summoner spells:
I occasionally will take barrier because in some events it can be stronger than heal. If your team is heavy in cc and you think the enemy carry must take cleanse instead of ignite, then heal is a better option. Barrier is more common now and it's used in a lot of tournament play. Feel free to play around with a combination you like!
Flash is good if you want extra mobility. Tristana's has a clumsy animation and sometimes doesn't do what you expect it to do. A lot of skillshots will still hit you even if you Rocket Jump. It also has a delayed cast timer, meaning you could cast it, but can still get pulled or stunned. You are also still vulnerable to skills like Maokai's stun. If you do not feel comfortable playing without Flash it is understandable.
Sometimes you'll find a support who would rather be the one with heal. That is perfectly fine. Take exhaust and slow your enemy down! Exhaust is the next best skill to Heal in my opinion. It reduces the target's movement speed as well as attack speed. This can come in handy in a 1v1 against another AD or even in a teamfight.
Cleanse is a useful spell against a lane or team with heavy CC. However, if your lane does not have cc and the rest of their team does, don't assume that this is a good option. Most of the time in teamfights if you take some sort of crowd control for even a second, you can find yourself out of the fight. I'd only recommend this against a heavy cc team with cc in your lane.
These summoner spells can go either way. I suppose they can have their uses however I wouldn't recommend them. If you're at a lower level then they can be useful however, once you have obtained all summoner spells I feel they don't become very viable to use.
Any other summoner spells are completely irrelevant to to be used on Tristana or any ADC for that matter.
Passive: Draw a Bead
Increase Tristana's attack range as she levels.
By far the best passive in the game. Some may argue, but I feel this passive is the strongest in the game. Often the carries are the most important in the game and need to be protected the most. With this passive Tristana will be able to stand farther away than anyone and deal damage with auto attacks. At level 18 Tristana's auto attack range is 703. This is the longest auto attack range of anyone by default. Although Kog'Maw has a skill which gives him 750 range for 10 seconds.
Tristana's Attack Range increases by 9 per level.
Q: Rapid Fire
Increases Tristana's attack speed by 30 / 45 / 60 / 75 / 90% for 7 seconds.
Cooldown: 20 Seconds
Mana Cost: 50
Truly a strong skill. At max level it gives you a 90% attack speed buff, which is by far the highest of any skill. Other than that there isn't much to say about it. It is a great skill for downing turrets and split pushing. As well as quickly taking jungle monsters or Baron / Dragon.
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 / 14 seconds
Mana Cost: 80
In my opinion, this is what makes Tristana's kit what it is. It is a good escape mechanic as well as a good mechanic for confirming kills. You can make plays for days with this skill. However, it can be a high-risk, high-reward skill. Be careful how you use it. Generally I only use it to escape in teamfights, but if you feel the need to confirm a kill in a teamfight then go ahead. Its cooldown will reset if you do get the kill, or even grab an assist.
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.
Cooldown: 16 seconds
Mana Cost: 50 / 60 / 70 / 80 / 90
This skill is very strong at level 1. If you can combine this with at low levels, you are sure to knock off half the enemy's health in one go. Basically, it is a second ignite. It reduces healing as well as slowly burns the target champion(The burn does not do true damage and magic resist does effect how much damage is done)
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
Mana Cost: 140
Range: 700(Range in which you can cast on a target)
Definitely a nice skill to complete the kit Tristana has. It does tons of damage at level 6 and is great in lane. You can nuke down an enemy squishy with this skill. Great for escaping as well as getting enemy champions out of position.
Skill OrderAt level 1 & 4 will allow you to harrass like crazy early game. However, it starts to fall off. Max this last.
Max this first due to its high burst damage. Unlike , all the damage is done at once, making it hard to heal through.
Should be maxed second. Even though in the recent update the mana cost was reduced to 50 it still shouldn't be taken until level 7 or 8 because a lack of items.
Should be maxed when available. Tons of damage early and great for finishing off enemies late.
Doran's Blade is generally the first item I get in almost any circumstance. You should be able to play passively enough to get your at level 2. Which is all the escape and mobility you'll need early.
However, if you don't feel comfortable with your support starting;
+ is a perfect choice.
+ works fine as well.
In a lot of tournament play this is also a very common start;
After your first back you generally should pick up either;
This item was recently buffed and is almost essential for every adc now! I usually build this as my 1st item.
As well as starting to build into a
By now you should be rounding up your final items. Though most ADC's build in one direction. You can often fool around with Tristana and build differently depending on the enemy team composition.
Pretty good item to get on Tristana. Usually my 3rd item. Crit + AD is what every adc needs.
This is an item that I rarely use. Even though it seems to be a must for most ADC's. With Tristana's ability to move around the map she shouldn't really need it. Of course there are enemies with a lot of movement speed as well which can cause you to get focused easily and not be able to escape. This can be a great pickup as a last item regardless of your playstyle.
This item is strong if you have a good armor shred top or jungle. I usually find myself getting this if I have too much AD on my team (3-4)
This combined with it's critical strike chance and it's passive can be quite a team killer. The passive actually can allow you to harrass from even farther away if it procs on minions close to enemies. Ignoring unit collision is also very helpful for getting away.
Gives less AD but more default armor penetration than . Nice if the enemy team has tons of armor. Get this if no one else can benefit from armor shred.
I rarely get this item. I find it only useful if you have a long laning phase and you can't seem to out sustain the enemy ADC's damage. It really isn't that great on Tristana because 9/10 times she is far back from everyone and isn't taking much damage. However, if a few times you find yourself being the last person remaining and dying to another person by a small margin in teamfights, it may be a good choice to pick this up.
I've been very back and forth on this item. I suppose it all depends on how much attack damage items you have vs. how much attack speed you have. This item is great for farming due to the multi-shot and the multi-shot does have its benefits in teamfights. This with puts Tristana's attack speed with her buff pretty close to 2 attacks per second. If you are going to get this item, I recommend getting it in times where you need farm or as a last item.
Early GameEarly game Tristana is probably her best time to get fed. I couldn't even count on all my limbs the number of times I've gotten first blood. Or the number of times I've gotten 4+ kills in 10 minutes without a death. That may not seem like much, but in ranked games, having 5 kills in a whole game can be a lot. Especially at higher ELO. Often Tristana will "win" her lane by downing the enemy tower due to her early game damage. Her passive from will also push the lane due to the AoE hitting other minions. This can lead to an easy tower capture 10-15 minutes into the game.
Mid GameMid Game is by far Tristana's weakest point and a time to play carefully. I figure Mid Game is around 15-25 minutes. Assuming you haven't racked up a bunch of kills (Over 5) you probably won't be a big threat. Just play smart and farm up. With 5 kills and your enemy ADC having only 1 (Assuming your farm is relatively even) the enemy may be able to out damage you. Out playing them is your best bet here.
Most strong ADC's have skillshots which they need to land to be at their best. These champions include; Graves, Ezreal and Corki. By using your to get behind them, you'll often throw off their combo. However, these champions all have some sort of gap closer to get close to you again. This is when you use and get the kill.
Strong ADC's that don't have as many skillshots that are important to their damage output are Kog'Maw(Even though his ult is nice damage) and Vayne. Vayne is very reliant on using her Condemn to push someone into a wall. Stay safe of walls and you could come out alive. However, I wouldn't recommend fighting her 1v1 regardless unless you are positive you can get the kill. Kog'maw is purely damage based. Dodging his slow and ult could end up with you winning, though most Kog'maw players will just auto attack you to death until you are scampering away, then they'll ult you. Another champion I don't recommend going head to head against.
Late GameLate game is your time to shine. Tristana is amongst the best of the hypercarrys and as long as she is fed, there is no looking back. Your is going to be maxed at this point and you'll be doing tons of damage. With your your range will be very far as well. Use this range to your advantage. Only a Kog'maw can auto attack you at this range. Stay behind your team and down turrets. Push as much as possible.
Team FightingTeam fighting with Tristana is quite entertaining. Time your correctly to get the most out of it's use. You should find the enemy team dropping like flies. Use your and wisely to secure kills or get away. You can even use to get enemies in bad positions. A neat thing about Tristana is with her range, you can sometimes kill enemies through walls. If your team is in areas that the walls are not thick, you can very easily attack them. Use this to your advantage! You can get many kills without being focused, just be careful about getting away from your team!
Playing Offensively & Defensively With TristanaOfensive Play:
At level 2, assuming that your lane is not pushed and is at a stalemate, using + together on a squishy can almost guarantee a kill, especially if your support has a stun or a lot of damage.
Harrassing with your will quickly diminish the enemy ADC's health and force them to recall. The burn is almost guaranteed to do 90-100 damage over time early.
Another way to harrass with is to last hit minions when the enemy champion is near them. The AoE damage is actually quite high levels 1-4 and can end up giving you easy kills.
At level 6, Tristana has an insane burst.
Using + + + your enemy will go down nearly instantly. The best trick is to behind an enemy and then them away from their escape route. Allowing you to + as well as get in some more auto attacks.
Using or to get away are very obvious.
However, using the smart is what makes the difference between a good player and a bad player.
Some will use followed by a away to escape. Often this can come without fail, but let's say that multiple enemies are chasing. Often you may get intercepted by an enemy and by wasting those two skills you've rendered yourself helpless.
Using can actually push away more than 1 enemy. If the enemy who has been affected by this skill collides with another enemy, they are both pushed back. Often times I'll use to push multiple enemies away. If I see that an enemy is missing, then I will save . If no enemy is missing then using both skills will get you away quickly.
Its also very important to know which walls Tristana can and cannot jump over. (Though her jump can actually allow her to jump over most walls and sometimes two walls if positioned correctly)
In-Depth Skills UsageTristana has a complete kit that allows her to deal tons of damage, and escape her enemy. However, using her kit properly is what makes her strong.
Utilizing Her Kit:
Should never be used to farm unless you are 100% sure that you will not engage an enemy champion. This should also be used to put out tons of damage in a teamfight. If the enemy tank rushes in, down pop this and nuke the tank. You'll find later that everyone else is out damaging you.
Knowing when to use this skill can make or break you in a game. Having it on CD during a teamfight at the wrong time can change the game completely.
This skill should never be used as your initiation. As soon as you run in with this skill you'll find yourself wanting out. With Tristana's range there should be no problems attacking the enemy team from a distance. Late game in teamfights using this skill at the wrong time can end up with you dead, as well as your team. However, using this offensively early game will be a smart idea. It's damage is quite high at early levels and can secure kills for you.
Yet another skill that can make or break you, and completely change the game around. You may find yourself kiting 3 low health enemies, away, kill 1 and the CD resets. away, kill 2 and the CD resets again. You get the idea. Your team may either love or hate you for using this skill in a teamfight.
Late game you'll find this skill to be nearly useless. Without AP it's only good for the healing reduction. Use it on champions with tons of health regen, or else use it on the enemy carry. Not really a make or break skill. However, early game its damage is rather high. Use this to your advantage.
This can often lead your team to hating you more than using wrong. You may find yourself thinking; "I'll just behind this person and them backwards." However, if you misjudge this, you can end up with an enemy team praising you, and a friendly team thinking you're the enemy. Anytime before level 12, this skill does a significant amount of damage. Especially at 6 assuming you're still in lane. Use the incredible damage to your advantage.
Yet another make or break skill. Use it wisely and know where your enemies are and what their kits can do as well. Don't assume that using this on the Ezreal who is caught off guard will secure a kill. He can easily use his blink which could end up with you pushing him farther away from your team.
Playing With and Against SupportsSupporting Tristana is actually a very nice job. You'll find yourself getting tons of assists and gold. Most of the time I actually tell my duo partner to run Ability Power instead of GP/10 Quints. The added damage can be very helpful for Tristana and she often will get enough kills to make up for the lack of GP/10.
I have found the most success when my support runs Taric. Taric's stun is long enough to allow Tristana to burst down the enemy support or carry. Taric has a nice kit that flows well with Tristana. Though he doesn't do a crazy amount of damage because he lacks AP items, he has a good enough burst to ensure that Tristana's burst will finish the enemy off. His heal grants good sustain and his W does grant a passive that grants armor(Except when the skill is on cooldown)
Considered one of the best kill lanes in the game. Blitz's pull, Knockup and AoE silence makes this composition deadly. I've rarely had the chance to play this lane due to bans in ranked games, but when I get paired up with a Blitz, I definitely get excited. His lack of a heal means that you should almost always run with to start. The small amount of lifesteal is all the sustain you'll have. So be cautious.
I've found with Sona's sustain and her ult at 6, you can very easily get some kills. Her damage is actually quite great too. Using her ult you can easily get in position for a pushback. Leaving your enemy in the dust.
Alistar played right is one of the best supports you could ask for. He's commonly banned in ranked which is why it's hard to find him. The few times I have gotten an opportunity to play alongside an Alistar though, I have seen much success. His heal, knockup and knockback can be very strong if used correctly. His ult allows for great turret diving which can end in an easy double kill for you.
Janna's tornado can easily set up a + combo. Her ult can also be synchronized well with to cause your enemy to be very far behind their team as well as healing yourself. I don't see Janna too often so I can't give much input.
Malphite has a strong slow, an attack speed reduction skill and his ultimate has a long range which knocks up enemies within range. I'd imagine a smart Malphite can produce some wicked combos with
Pantheon. Commonly top or jungle (Have seen him mid) could be a viable support with Tristana. I've found that anyone with a good CC that will stun, knockup, or slow the enemy can mix well with Tristana. Like Taric, Pantheon has some great burst. Though he lacks sustain, you'd have to get kills quick or the game could turn against you. You could also into his ultimate, though it is not likely, still plausible.
Very skill based, if he can land his knockup and his silence he can make for a fun time. You may even have the chance to an enemy into his ultimate. Which would be quite an interesting combo. His sustain is awesome, try to get the enemy to be silly enough to attack him in fights and it should be a simple win.
I personally don't like Kayle support. I feel her heal is too weak, although it does grant a decent movement speed increase. I feel other supports can out-do her in a skill based competition. Although her damage is relatively high and her slow + AoE AAs could synchronize well with Tristana's AoE capabilities. I would try avoiding this as much as possible.
I've found Lux to be a nice support with Tristana. Her burst is very high at level 6 & her slow + snare combo has proven deadly. She's quite squishy and lacks any form of heal. Her shield is alright but nothing over the top. Your enemy ADC may just pick on her for kills.
Leona is a strong support. Another one of my favorites to pair up with. Her lack of heals is made up with in her damage and CC. She has a stun, as well as a shield that does tons of damage. Her ult can be another stun and she has a slow. Definitely a kill lane almost as good as Blitz if played right. Tristana does well with Leona no doubt.
A pretty aggressive support with tons of harrass. Definitely a good partner to support Tristana. She can help harrass an enemy down and let you clean up. Her ult is quite nice for your escape, as well as tower diving.
Not so common, but definitely plausible. His CC is up there with Leona's. He has nice harrass and his stun is similar to Tarics. Except he gets all up in your face, while Taric actually has to walk up to the enemy. His slow can sort of knockback the enemy as well. Definitely a good support with Trist. He has his own heal based on his AA. Similar to Cho'Gath, let the enemy attack him.
Quite a nice support champion. If an enemy tries to escape her ultimate, you can push them right back into it. Her snare is quite effective and she can help push the hell out of your lane with her AoE. Though a lack in sustain could be your demise.
A rather new support who was the flavor of the week. Then people realized how squishy she was. Be careful, your enemy carry may just farm kills off her. Though her aggressiveness plays well with Tristana's. I personally wouldn't want her as a support.
Has a pull similar to blitz's, a root and a knockup at level 6 that does some good damage. Definitely a rather strong support with Tristana. His shield can absorb quite a decent amount of damage which could lead your enemy team to wasting some abilities trying to hit him through it.
Volibear is an amazing support. His damage output is insanely high and his sustain due to his passive can come in handy. Often the enemy carry will have to decide to ignite you or Volibear. If they ignite Volibear his passive becomes weak, but if they ignite you, he may end up with a kill or two. Volibear's flip is quite nice with Tristana and I highly recommend taking him as a support over many others.
Permaslow Permaslow Permaslow. Nunu is a great support overall. He has nice sustain and high damage with his snowball. You could use to put enemies back into his ult and his Blood Boil gives you even more attack speed and mobility. Nunu does fare well with Tristana.
Soraka makes me cringe in fear when she is on my team. Her AoE does alright damage, and her silence is only helpful for stopping the enemy support from CCing you in some way. It does a good amount of damage. Her heal is great sustain and her ultimate can bait the enemy well. However, her ability to be bursted down easily worries me. Definitely avoid this lane as much as possible. She is the last support I'd want to be with.
An underrated support sometimes. Commonly mid but a beast support. Her burst + Tristana's burst are pretty awesome together. Her root + plants + ultimate is a good time for Tristana. Zyra lacks in a heal but makes up with it in her ability to keep enemies away. Definitely a good option.
After purchasing Karma, I played her both mid and support. As a support she can be very strong as long as she is properly played. She's definitely difficult to play and I, in now way, claim to be good with her. Her shield can be very effective especially if you jump in and she mantra's the shield to deal even more aoe damage. Her heal is strong and her movement speed increase/decrease spell is very effective for chasing / escaping. Definitely a good support to lane with. Don't expect to get kills right away, but don't expect to die either.
Thresh recently came out and he was commonly played the first few weeks he was out. He is still played by those who purchased him late and I like him as a support. With Tristana his chain is very effective in allowing you to deal some damage while the enemy is basically suppressed. His box is effective for getting away and his lantern is nice for getting away even quicker. Synch his lantern to pull yourself towards him, then rocket jump. Whether it's into a fight to finish some people off, or out of a fight to escape. You must be smart and don't absorb too much damage since your lane will have little sustain.
Attack the support or the carry?
Many times it will be assumed "Attack the carry attack the carry he's all the damage." However, this isn't always the case with Tristana. Due to her high bursting capabilities you can actually find killing the support then the carry a better idea. Even though supports don't do much damage, they can still end up screwing with you if you don't attack them.
Supports to Stay Away From:
Champions to Farm Kills Off of:
There are a few supports that I have left out simply because they just aren't common enough for me to give input. I've played with these supports on either side a few times. They are viable and I'd imagine a few can work well with Tristana, but I don't want to give false information without assurance.
MatchupsI can honestly and fully say that I have never lost a lane with my Duo partner. I have lost lanes with random people supporting me, but with someone I can communicate well with, I have not lost my lane. Though, I have lost many matches, but that is ELO hell for you.
Here are some common matchups:
Ashe is a strong ADC early. Her AoE slow does high damage and her passive gives her critical strike chance based on how long she hasn't AA anything. This can be very strong if she uses it on you right away. However, she will eventually have to last hit so wait til then to engage. Avoid her AoE of arrows by standing behind minions and she should be an easy kill and easy to harrass. She's among the slowest champions in the game and she is quite squishy. At level 6 be careful of her ultimate. As long as you have a support with some sort of stun or knockup however, it shouldn't cause much of a problem. You should beat her most of the game.
Caitlyn has more range than you early and her harrass can wear you down. Try to have your support get some form of CC on her though, and she should be a done deal. Not too difficult of a matchup, although her ultimate can get her some kills mid-late game. You pretty much should beat her all game.
Corki can be a pain in the ass. He has good harrass and some pretty good damage. He's a pain all game and I wouldn't recommend a 1v1 against him in any situation unless it's early and you are really fed. Once he has his I really wouldn't go hunting for him.
Draven has some pretty high health for an ADC and he does ridiculous early game damage. Alhough he has never seem to have been much of a problem for me. Just use harrass and you should come out on top. Abuse him early. Late game he's a cinch unless fed.
Everyone seems to say that Ezreal is this huge counter to Tristana. He's the most common matchup I've faced and I've found him to be rather easy. Dodge his skillshots and use minions to help you. Have your support try to bait him into using his blink, then + combo him. If your support has a form of stun, you shouldve put out enough damage to kill him from just this. You could also harrass him into using his blink, then have your support flash in to stun him if they have one. Unless you are lacking damage for some reason, this is a guaranteed kill. He only gets easier the more fed you get.
Note: This matchup can be very skill based and relies heavily on support skill.
Graves has a low attack range and his buckshot relies on him being closer to you to do more damage. Use this to your advantage. He's a little beefy but he shouldn't be too much of a problem. Just be careful of what he can do. If he's good he might catch you.
Kog'maw is a really strong carry. His range stays up to par with yours with his W and he has some great harrass at 6 with his ultimate. Play carefully with this lane, and take advantage of your early game burst. If you get ahead you should win the lane. Be careful mid game though, he could turn it around.
Miss Fortune is a very difficult lane. Her early game damage is amongst the strongest of ANY champion, especially for ADC. Play safe against her and don't let her get fed or she will carry her game with ease. Probably the biggest counter to Tristana atm.
I've heard rumors that she is a counter to Tristana because her shield prevents you from hitting her with I pity those people because Sivir is slower than all hell and she has a very low attack range. You should easily be able to win the lane against her.
I haven't played this matchup much, but the few times I have it's been pretty simple. Have your support buy pink wards and toss one in lane. If not, then just burst the hell out of him when he pops up. He's squishy and shouldn't be much of an issue at all. Watch out for his burn though, he can get you pretty low if it hits you a few times. Stealth is the only thing that makes it reasonably hard to win this lane.
If you are playing ranked, then you won't play yourself. However, if you happen to play yourself in normal games then all I have to say is play smarter than the opposition. It's purely skill based and there isn't exactly a strategy to use, because then you'd be just mirror images of each other.
Varus is a champion that needs to be played properly to be successful. Dodge his skill shots and you should be able to win your lane by pure harassment. His early damage is high, but that's about it. Shouldn't be too difficult except maybe mid and late due to his ultimate being able to get you caught.
One of your harder lanes. Be very wary of walls because if she condemns you into one, you're definitely not coming out alive unless she is bad. She can tumble your so play it smart. She's one of the strongest ADC in the game to most people.
Final CommentsThank you for all who will/have read this guide. To anyone who has +1'd it. I hope I can receive positive feedback to make this guide better as well as possibly making more guides in the future. I took my time to make this the best I possibly can and expect to be respected for doing it.
Thanks to Chaox for inspiring me to play Tristana, which lead to me making this guide.