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All Guides Tristana Guides EG.Yellowpete Tristana Guide
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1 year ago
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Tristana Statistics for yellowpete

Author's performance with Tristana compared to the ranked average.

Value
Average
Games Played
5
Win %
41
Kills
7.4
Assists
6.8
Deaths
6.6
KA:D Ratio
2.2
Gold Earned
12.5K
Creep Score
185.9
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png- Flash is a great tool for dodging skillshots, chasing, and escaping. Your W already gives you a lot of safety, but in certain situations its channel time is too long for you to make a quick exit. Tristana however is one of the few AD Carries that can potentially be successful without it due to how long the range of her jump is in combination with her additional peel from R. That way, you can take 2 fighting summoners and be extremely dominant on lane knowing you will win any all-in. Only do this though if there is absolutely no way the enemy team will cancel your jumps later during the game, though.

1.png- As an AD carry, exhaust and CC could be your worst enemy. Cleanse is great to take against high CC teams. An enemy Fiddlesticks/Amumu/Taric/Leona will make you regret it if you do not take cleanse. It is generally a bit weaker on lane than for example Barrier, but additional safety later can be worth it.

7.png - Heal is the optimal spell for bot lane ADCs. You will take this most of the time as an ADC.

14.png- While nearly useless in lategame, Ignite can create a lot of pressure early when combined with your naturally high burst. Only take this spell if you feel extremely confident you will be able to take a lead and snowball the game.

Runes Back to Top

  • 9x
    +0.95 attack damage Greater Mark of Attack Damage
  • 9x
    +1.34 magic resist Greater Glyph of Magic Resist
  • 9x
    +1 armor Greater Seal of Armor
  • 1x
    +2.25 attack damage Greater Quintessence of Attack Damage
  • 2x
    +4.5% attack speed Greater Quintessence of Attack Speed

Standard AD Carry Runes

Attack Damage Marks- Standard AD carry marks. Excellent for last hitting more easily and under turret, and it will give you more early game aggression as opposed to armor penetration marks.

Armor Seals- Standard AD carry seals. Allows for more sustain against enemy AD carry. Most efficient seal for you to take.

Magic Resistance Glyphs- My standard AD carry glyphs.  You can also take Magic Resistance per level Glyphs, but I prefer flat against supports that rely on magic damage to harass which is most of them.
If your lane opponents and their jungler deal non-significant magic damage early on, then MR/lvl can be good instead.

Attack Speed Quints - After the nerfs to lifesteal quints, these work the best. I usually go 2 attack speed quints and 1 attack damage one so I can still last hit easily.


Whether you take Lifesteal Quints or Attack speed quints or not is really more of a playstyle choice – they allow you to tie harass-heavy lanes more easily and scale well into mid- and lategame while also making it feasible to start off your build with IE without any lifesteal built prior to it. Overall, they are a really solid and mostly safe choice to go for. 

Masteries Back to Top

1/1
3/4
0/4
0/1
1/1
3/3
0/3
0/1
1/1
1/1
0/1
2/3
1/1
3/3
0/3
0/1
1/1
3/3
0/1
1/1

Offense: 21

2/2
2/2
0/2
0/2
1/1
3/3
0/1
0/1
0/1
1/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1

Defense: 9

0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1

Utility: 0

21/9/0

The standard 21 for AD carries in Offense. Spell/Blade Weaving is quite good on Trist as her E can stack up the buff, and you typically finish people off with your spells after you autoattack them. The rest is pretty straightforward.

9 points in defense give you decent tankyness on lane and allow you to jump on people more easily without having to fear for your life. Flat HP, damage block and armor are all immensely useful for that.

0 points in utility. You don't need much mana regeneration on lane as Tristana – the only spell you're really going to use on a regular basis is E and it doesn't take much. W is just for escapes or All-ins and Q should hardly be used on lane (and is pretty cheap anyways), so just your basic mana pool and regen should suffice.

Abilities Back to Top

Passive
Q
4
7
8
9
10
W
2
12
13
14
15
E
1
3
5
17
18
R
6
11
16
Draw a Bead (passive): One of the abilities that makes Tristana a late game monster. Increases the range of your auto attacks and explosive shot as you level up. At level 18, you have the longest ranged auto attacks of any champion.

Rapid Fire (Q): The other ability that makes Tristana a monster late game.  Increases your attack speed by a huge amount for 7 seconds. Tristana relies on auto attacks late game and this synergizes well with her build.

Rocket Jump (W): Tristana escape/chase spell. Do not jump into team fights ever as AD Tristana. You want to stay in the back line and just put damage down with auto attacks.  It also resets after you get a kill or assist which aids in your ability to chase the enemy down if they are starting to lose a teamfight.

Explosive Shot (E): As Tristana, none of your spells can be used to clear waves effectively.  However, your E will apply splash damage to other minions around a minion you last hit.  It does, however, make it almost impossible to farm under tower effectively. The active part of this spell is great for early game harass. It is like having a second ignite that has a shorter cooldown.

Buster Shot (R): Great for getting their front line of bruisers away from you during teamfights.  Also, deals a significant amount of damage early game if you have the opportunity to get a kill do not be afraid to cast this to finish someone off. Interestingly enough, the cannonball you shoot is about the size of her head. Do not overestimate the damage but don't underestimate it as well because you do not want to miss a kill because you knock an enemy away, and they have 15 health remaning.


This skill order appears to be somewhat random, but it makes sense: Earlygame in lane, you want to maximize the potential of your burst spells to have a kill threat while at the same time being able to trade with your lane opponent from safety. Putting some early points in E provides you with both of this and also makes it easy for you to push without using much or even any mana. The downsides are that the explosion from lasthitting creeps can make you miss CS if you don't pay attention, also you are unable to freeze the lane for more than one wave. The former shouldn't be much of a problem after a bit of practice, the latter can be annoying but in situations where you would want to freeze the lane you are most likely ahead of your opponents already anyways so it doesn't matter as much. If you really want maximal burst on level 6 you can also get another point in w at level 4 – I typically get my first level of Q there since it gives 30% AS (as opposed to all the other levels of the skill which only give 15% additional AS) and it already kind of matters even if you're only sitting on a BF sword or a Cutlass on lane. Level 7-11 is where you typically just farm up for your big items, unless you got an early lead there isn't much killing to do during this time so I just use it to get Q on max level by the time I will have a significant item. Afterwards, pretty much all your gameplay revolves around autoattacking and kiting already (as opposed to earlygame, which is also a lot about jumping on people), which is why I prioritize maxing W over E at this point in time – the reduced CD on the jump can come in handy, and sometimes even the increased damage can be significant during teamfights if you get resets. Needless to say: Get your ultimate whenever available, it is a really decent nuke at any point in the game.

Items Back to Top

Starting Items

    Generic Start
    If you expect to get poked or ganked a lot or if you're inconfident about your ability to stay in lane with Doran's
    Start for every AD carry unless support takes it then you may want to consider the sweeping lens.

Core Items

    Synergizes well with Tristana's natural ability to finish people off, another self-peel
    Standard AD Carry choices to maximize autoattack damage

Situational Items

    Against AD Assassins, resets and 1-burst-wonders (Khazix, Zed, Leblanc etc.)
    Ever since Warmog's got nerfed, this is a really solid alternative to stack some HP, which helps if you're dealing with both magical and physical (or even true) damage. It also works really great to kite bruisers with your high range and even offers a little bit of damage
    good buy against mages that rely on single initiation spells to get their combo off and have a hard time destroying the bubble before a teamfight such as Malphite or Morgana
    Very situational, usually only buy it against surpression champions such as Skarner, Warwick, Urgot. The price you pay for the cleanse effect is still pretty high, the actual stats not that impressive
    Against very AD-heavy teams this can prove useful, especially if they have multiple gapclosers to catch up to you

Tristana's abilities don't have any direct scalings with AD. Her damage is purely centered around her autoattacks for the most part of the game and doesn't require high AD values to be effective, hence why I prefer BotRK.


Usually people will rush 3031_32.png in 4.10 and that is the ideal path. You can pick up BotRK as your fourth item or so.

Even though Tristana is particularly safe for an AD Carry, there is still plenty of champions and abilities that can cause her trouble. Especially those that can cancel her W from completing and can stop or even alter her movement from midair (like knockups or pulls) are annoying to deal with and make it so that a defensive item choice often isn't bad. Typically, I would build a defensive item as either my 4th or 5th item on Tristana, only occasionally building it earlier if I wouldn't know how to help myself differently out of a certain situation.

When do I build boots 1/2?

In season 3, boots have become less important.  This is because every champion's base movement speed has been increased, boots do not give as much as they used to.  However, if you are going up against a lane where you need mobility, do not be afraid to pick up boots. The gold you spend on it will save you from unneeded harass or deaths. It also can allow to be just fast enough to chase down a kill.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Alistar
    Medium
  • Ashe
    Easy
  • Blitzcrank
    Easy
  • Caitlyn
    Hard
  • Corki
    Medium
  • Draven
    Hard
  • Ezreal
    Medium
  • Graves
    Hard
  • Kog'Maw
    Easy
  • Lulu
    Hard
  • Miss Fortune
    Medium
  • Nami
    Easy
  • Sivir
    Medium
  • Sona
    Medium
  • Soraka
    Easy
  • Taric
    Easy
  • Thresh
    Hard
  • Twitch
    Medium
  • Urgot
    Hard
  • Varus
    Hard
  • Vayne
    Medium
  • Zyra
    Medium

VS

Alistar

Medium

Both his Q and his W can cancel your jump – if the player is any good, you will never get an initiation off on lane using it. Apart from that though you should be somewhat safe, unlike for other AD Carries a Flash Q combo usually doesn't mean you are dead immediately and he cant poke you that effectively either.

VS

Ashe

Easy

Ashe is one of the easiest champions to deal with for Tristana. The only thing you have to watch out for is level 1 – don't let her poke you too much with her crit and W. After that it's pretty easy, as long as you hit your jump on her in an engage she will be unable to match your damage output. Cleanse is useful.

VS

Blitzcrank

Easy

Another support with 2 means of stopping your mobility – both his knockup and his cancel your W. If you time it carefully though (read: use W as late as possible), you can also cancel his spell effects equally. Since he doesn't poke you on lane and you should usually be able to survive even a pull, he's not that much of a problem.

VS

Caitlyn

Hard

You are absolutely unable to react to her earlygame harass and she also has no problem pushing you at the same time, making your laning phase hell if played correctly.

VS

Corki

Medium

His pokedamage on lane is somewhat significant especially after level 6 – don't let him land too many rockets on you. Should be mostly farming unless you can make an All-in happen early – but you shouldn't mind that much since you scale better than him.

VS

Draven

Hard

Not only is his earlygame damage vastly superior, he also has the base stats to deal with your burst as well as an ability that can cancel your jump. You will not have a good time unless your jungler helps you out a lot.

VS

Ezreal

Medium

While he should be unable to stop you from pushing and farming earlygame, his high spelldamage and mobility can be annoying once you both gain a couple of levels – plus he is not going to suffer much from being pushed up to his tower earlygame

VS

Graves

Hard

Even though not as impossible as against Caitlyn or Draven, winning against Graves is still hard – his passive mostly makes him too tanky to All-in on lane and his Q will outdamage anything you can do greatly when you try to jump him. Your best bet is to just push as much as possible with lifesteal and outscale him later in the game.

VS

Kog'Maw

Easy

If you play your cards well early, there is little that can go wrong in this matchup – your poke on lane is far superior and he has to be constantly scared of your jump as well. Just make sure to push and end up with a sizeable CS lead from the earlygame, then going All-in on him once you finish BotrK should be successful.

VS

Lulu

Hard

Can be very annoying especially early game – lots of poke damage while your range is still low and sufficient tools to keep anyone from dieing to your burst. Doesn't even require good shield timing in this matchup since your E deals DoT. Just try to farm and bring enough sustain to lane.

VS

Miss Fortune

Medium

On lane especially MF has an advantage over you with her top-notch base stats and trading ability. You can't afford to have long autoattack battles early on – her W stacks will be too much for you to handle. Later on it kind of balances out with you gaining more range and her being more susceptible to ganks. If you farm equally, you're doing it right.

VS

Nami

Easy

As long as you dodge the bubble, nothing of this champion really has to scare you too much. Her W harass might be annoying but is too mana intensive to really get you out of lane. She is also really easy to kill if engaged on.

VS

Sivir

Medium

If played really well can be annoying since your E is relatively high cooldown on lane so that she will be able to block it more often than not. As long as you don't get hit by her Q you are good to go, though. Just push and use your superior range.

VS

Sona

Medium

On the one hand, Sona offers a lot of annoying harass and sustain in the earlygame which can actually interfere with you farming properly. On the other hand, one misstep by her means she is killable very quickly and will continue to be so every time she comes back to lane. In any case, you should try and make your jungler prioritize ganking this lane as it ca snowball either way very quickly.

VS

Soraka

Easy

The only real defense she has to offer during the earlygame is a silence – but since you can cast E while being midair and will also cut her heal in half, doing well on this lane should be relatively easy. The only thing you have to be careful about is her being hyperaggressive on level 1 with starcall. Once that phase is over, it should be a walk in the park.

VS

Taric

Easy

As long as your judgement of the opposing carry's damage is correct, Taric shouldn't ever cause you anytrouble. If you think you will lose a particular trade when he stuns you, just jump a bit backwards as the stun travels. With the reduced stun duration though, that often won't even be necessary.

VS

Thresh

Hard

Be careful with this one – 2 abilities to cancel you jump, a lot of natural damage and even the ability to save his lanepartner from your engage make him one of the more troublesome foes to face for you.

VS

Twitch

Medium

can be annoying if he forces trades early and is aggressive – his base damages will outdo yours in a longer trade. Try to not let the lane be pushed against you and trade only with one autoattack and E. Once he takes a bit of damage he actually becomes fairly burstable.

VS

Urgot

Hard

Your best bet is to push and build an early CS lead, but he will be annoying to deal with the entire game. A single landed E will make you unable to do anything but jump away, you simply cannot outtrade him at that point. A very snowbally lane which should get enough attention from your jungler!

VS

Varus

Hard

He can poke you really effectively during the earlygame since he outranges you still and has very good base damages. Make sure to not take any unnecessary autoattacks by standing on his e, and try to stay as sustained as possible even if t means to give up on a couple of CS.

VS

Vayne

Medium

You can usually bully her early a bit, but sadly she won't suffer much from being pushed and jumping on her is risky as she might be able to dodge it with q, leaving you exposed for a counterattack. Don't fight too much during midgame when she gets strong and always exploit your superior range.

VS

Zyra

Medium

She can be annoying but its all about dodging the root and quickly focusing down plants together with your support. Don't hesitate jumping on her if you know you can get the kill – she is squishy and her root won't stop you even if it hits you midair. Just make sure she doesn't snipe you with her passive on the way out.

Laning with different Supports Back to Top

12_64.png- An aggressive Alistar will allow you to zone the enemy away from a good amount of cs or get early kills and snowball your lead. You want to play aggressive in the first few levels where Tristana is very strong. Make sure not to miss your jump on the enemy due to his headbutt.

412_64.png- One of the most aggressive supports. His hook will keep someone immobile enough for you to follow up with a few auto attacks and an E. His lantern also gives you a dash to where you can jump in, and he can throw his lantern for you to be able to jump back.

20_64.png- You have to be careful with earlygame poke – you don't have a lot of range or trading ability compared to other combos. Nevertheless, if you survive until the first base and get some lifesteal and pots, you will never have to leave lane again as Nunu's W combined with your E allows for endless free pushing capabilties.

143_64.png- Zyra's roots can make a champion immobile for a very long time as well as put a decent slow down. If she lands a root in the early game, do not be afraid to go aggressive.  Your slow from you W plus her plant slow will allow her plants to do a lot of damage because it will hard for the enemy to get out of range of the plants. Level 6 offers a lot of burst potential.

44_64.png- When Taric stuns, try to land a couple of auto attacks. If he lands an early game stun, do not be afraid to go aggressive. Your W/E plus some auto attacks can do a lot of damage early game just be careful when jumping in.

37_64.png- Sona has a great poke.  If you lane with Sona, just try to focus on poking with your E and auto attacks early.  You can't really go all-in in this lane unless the enemy gets really low from your poke.

53_64.png- Blitzcrank works really well with burst-type AD carries. Tristana has close to the strongest burst of an AD carry early game.  If Blitzcrank lands a good pull, the enemy champion will receive a significant amount of damage if not die. Use your W as the enemy is starting to get knocked up by his E, that way the damage and slow will not be avoidable by flashing.

117_64.png- Lulu's slow can poke a champion down really well. This, along with her E, will allow Tristana to be somewhat aggressive. She also offers great protection and steroids in mid- and lategame for a hypercarry like Tristana.

16_64.png- Soraka is a somewhat passive support.  Since Mana is usually a non-issue to you in lane, the best way to play this lane is probably to let her put at least 1 or 2 early points in Starcall and somewhat neglect Infuse, and to create pressure by constantly spamming spells to poke.

89_64.png- Leona is one of the most aggressive supports. If you get an early kill, you will be able to snowball this lane very easily. Only jump on a stunned target if you know they will be dead or at least too low to fight back. Otherwise, just use a couple autoattacks and E to poke and repeat when spells are off cooldown.

Earlygame Back to Top

Try to not get pushed into your tower earlygame if you can somehow avoid it. Tristana is notoriously bad at lasthitting under her tower earlygame as she has no decent spells to help her out with it, and the uncontrollable explosions from her E make it even harder. Luckily, she is naturally good at pushing as well as getting away from ganks due to her E and W. Get to your lane early, and start autoattacking creeps right away. If the opposing laner tries to stop you from pushing, trade back with E and an autoattack – 110 magic damage from a level 1 spell is nothing to be scoffed at. If you hit level 2 before your opponent and you are not at their tower yet, you can often just straight up jump on them for a trade/kill if you have your support backing you up a bit (you can cast abilities midair, so make sure to not waste any time on the ground by casting E). Tristana's base damages are really high early, and just your spell damage combined with an Ignite and a couple of autoattacks can already drop most of the squishy AD carries or at least force them to use summoners. If you get them pushed back to their tower constantly, keep the pressure up and poke them whenever possible. If you were unable to push, do your best to avoid their poke and let your support help you out with farming minions under your tower. Keep your health and mana at decent levels so that your jungler can at least consider ganking your lane in this state. At level 6, you have a pretty good power spike with your ultimate, try to make use of it. Don't hesitate to use it even if it is just for a really good trade – the low cooldown makes it not really worth saving it on lane.

Midgame Back to Top

Your base damages aren't as significant anymore, and jumping on enemies without putting yourself in danger gets increasingly hard. Unless the pace of the game somehow demands otherwise, this part of the game is best used for farming sidelanes, getting levels for your passive and Q and stocking up on powerful items. Once you have around 2 completed items, your Q maxed and are around level 11, look for opportunities to put your power to use and help out your team getting objectives/towers. Never neglect your farm though and make sure to catch those stacked up waves on the side lanes as they reach your towers. You are one of the scariest lategame carries that LoL has to offer – that's a pretty good excuse to spend a lot of time farming.

Lategame Back to Top

Once you approach level 18 and around 4 completed items, you get incredibly hard to deal with. Your range and damage are insane and you have a lot of escapability and self-defense with W and R. Just make sure to get your priorities straight for this part of the game: Your survival is now usually way more important than getting kills or making risky plays on your own. Never use your jump offensively unless you are either sure to get the kill immediately and jump out again or you have to make a desperate play happen since you are behind. When you jump, always consider what the enemy team will see: An AD Carry in their middle that just used their escape – prepare to get instantly turned on. In the vast majority of cases it is better to only use the jump defensively once you get engaged on or to reposition yourself for a better autoattack angle. Also, while your R is still a somewhat decent nuke it will not be as powerful as it used to be earlier during the game. Make sure you don't save anyone with it, usually it's better used as self-peel than as a finisher at this point in time.

About Me Back to Top

Hello, I am Peter "EG.Yellowpete [RC]" Wüppen. I am the AD carry for Evil Geniuses League of Legends.

I've played in the competetive LoL scene for around 2 years, attending various international Tournaments such as OGN, The Champions Summer 2012, and the Season 2 World Finals 2012. Currently I am competing in the European LCS. My team and I finished third place last split and are hoping to get second if not first this split.

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