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Ahri Statistics for Ahri

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

Author
EG.Pete[RC]
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  • Author Champion Statistics
  • Guide Details

Summoner Spells

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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.
Read Author Notes

Runes

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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. 
Read Author Notes

Masteries

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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.

Read Author Notes

Abilities

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Slot 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
 
Passive
Q
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
W
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
E
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
R
1
2
3
4
5
6
7
8
9
10
11
12
13
14
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16
17
18
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.
Read Author Notes

Items

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Start With
Core
Situational

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.

Read Author Notes

Matchups

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4
1 year ago
how can this guide be featured and still be only viewed 123 times? and zero comments? (except this one :P)
still a good guide!
6
1 year ago
becuz it is from yellowpete, member of evil geniuses. they are getting insta-featured as i know!
0
12 months ago
W.T.F.
0
1 year ago
I'm planning on using this one alot
1
1 year ago
how does trist feel about quinn? :o
1
1 year ago
I would guess, and I'm a baddie, so take this with a grain of salt, that while Tristana outranges Quinn, the blind that Quinn has would prove a difficult match-up (given the Quinn can land her skillshots) with the strong reliance Tristana has on Auto Attacks.
0
10 months ago
tris outscales quinn lategame, early game is for quinn though.
0
6 months ago
my main is tris & when i dont troll :3 quinn in the only champ that is hard vs tris early game ... but late game only jinx ( if she got feeded ) & none other 1 o 1 can beat tris & i am sure from what i am talking =D
0
6 months ago
I main both quinn and trist and must stay that indeed late game trist has a superiour teamfight but to be honest, a decent quinn could still 1v1 her late game ... quinn isn't as item reliant as trist is so can build a defensive item earlier (which i mostly do) which can make the difference.
0
1 year ago
Yet another EG guide I didn't know about, along with the Varus guide. UGH
0
1 year ago
And can we use 19/0/11 masteries to start with 9% life steal ? It can be good against Draven, MF or poke lane to get sustain.
0
1 year ago
But... then you'll loose a lot of armor (hardiness) and hp (durability/veteran's scars)... and even dmg (executioner). She has no use for extra mana (she will rely on AA), or speed out of combat (she's not a jungler). Even the cdr on spells is not as needed in tristana as in other adcs, since she already has a flash and ignite of her own. Sure, you can never have too much life steal, but do you want to know what scales it? Auto atk power (dmg+AS - executioner gives you dmg, it also helps last hitting) and Ar+MR, since it's harder for the enemy to take back the 50hp you just healed (hardiness gives you Armor). Never, ever, climb up a skill tree for just one skill.
0
1 year ago
whats your opinion about buying ie first into seal?
0
1 year ago
quinn is not this list for matchups
1
1 year ago
Why don't you run a critical chance mark for that lucky crit?
0
1 year ago
What is your opinion on starting with some AP runes and masteries or a dorans ring. This will give her amazing early game burst, which should get you a kill or two. Her late game is arguably one of the best even without the ad runes, but most games dont make it that far, so early kills will really help your mid game.

When I use to play adc, I mained trist, and this worked very well. However, it was only normals.
0
1 year ago
AP trist is viable and i guess a hybrid would be strong(ish) too. But if you have a good AP team/not enough ADs then this could be easy to counter. It's always best to have at least one person to focus purely on AD/AP so your team can't get countered with items and have their damage nulled. I guess it depends on the teams.
0
1 year ago
I think you misunderstood his point. He's still talking about AD trist, just starting out as if you were going AP to add to her strong early game ability power kit. Your opponents may also not be expecting your abilities to hit a bit harder than usual. It sounds like an interesting idea, though I'm not sure it'd be worth the tradeoff of the lost sustain/AD lifesteal quints and AD focused runes/masters would offer.
0
1 year ago
^
I think it might be worth it though, the same way that Kennen can often start with a Dorans blade.
Buying and selling the ring only loses you 240g I believe, so getting an early kill or sending back your opponent once should be worth it. Mostly normal adc runes and masteries are used.
0
10 months ago
dorans blade start is so much better, since it gives you a way easier time to last hit. its hard to last hit with 50 ad tristana :D