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Tristana is an AD Carry that has been on top of the charts in competitive play, both on playrate and winrate. As well, it is considered as a Champion that doesn’t require neither a lot of skill nor lots of games to master, so it is a good choice to play and try to climb ELO in ranked games.
We will max Explosive Charge [E] first, as it helps us to push and trade against the enemy botlane.
In case we want to freeze lane at level 1, we can skill Rapid Fire [Q] at that level, and then level up Explosive Charge [E], with one point put in Rocket Jump [W] in any case..
After it, we will do the same with the Rapid Fire [Q], as the Rocket Jump [W] is for utility and just reduces its cooldown (and Q Rapid Fire enables us to deal more damage). Of course, we will level up Buster Shot [R] whenever it’s posible.
Against bad matchup
Q [1-9-10-12-13], W [2-14-15-17-18] E [3-4-5-7-8], R [6-11-16]
Will make us push slower (without E’s passive) and let us escape a potential engage with Rocket Jump [W].
With the Preseason patch, everything is being tested. Right now, this page is one the recommended for Tristana
Tristana, like many AD Carries, can deal more damage if built with Critical Strike based items.
For Lane Phase, the usual start is Doran's Blade (if we expect not to suffer a lot in Lane, and be able to trade) or Doran's Shield (if we are against a bad matchup, so we can regen and stay in Lane) and a Health Potion.
In case of early back, we can pick up a Cull (that will delay our Power Spikes, but will be worth later), a Doran's Blade (will delay as well other items, but will give us more survivability in Early Game) or Boots of Speed (to move faster, make us able to sidestep some skills from the enemies).
In a normal game, we will try to back when we reach 1300 gold (to buy a B. F. Sword) or 1600 gold (adding Boots of Speed to the B.F Sword ).
From there, we will try to finish the Infinity Edge first (it is a nice Power Spike, despite the low Critical Chance we will have at the point we buy it), but in case of early back, we can finish Boots of Speed, or change to a Statikk Shiv, leaving the B. F. Sword and completing the Infinity Edge later.
The boots we will buy will depend on the game. If we need to deal as much damage as possible, Berserker's Greaves are our choice. If surviving matters, Ninja Tabi (against more than 1 AD threat, or enemy Hypercarry) or Mercury's Treads (if we may have to deal with a lot of hard CC) may suit our decision.
From this point, we will complete Infinity Edge, Statikk Shiv, and purchase Rapid Firecannon as a third item.
This should be about 25-30 minutes in the game, and we will need to evaluate what do we need in the match. Against two or more Tanks, Lord Dominik's Regards are a need (as a fourth, or last item).
And for the pending ítem, Lifesteal or Survivability are a necessity. The Bloodthirster is the standard option. Blade of the Ruined King is the best against enemies that stack a lot of health. Mercurial Scimitar provides us with a Cleanse, so we can fix an error. Guardian Angel can also be an option but will leave us unprotected when it is activated.
Playstyle
Because of Tristana’s Passive, Draw a Bead, her Lane Phase is usually pretty weak.
Combining Tristana with aggressive Supports may not be the best, as she won’t be able to take advantage of the engages the duo lane may provide. With this in mind, playing a passive lane (focused on farming more than trading) is usually the best option.
Despite this, letting the enemy botlane push for free may not be worth, as Explosive Charge passive may make farming difficult under Tower. As well, the chance to hit the enemy tower must not be missed, as Explosive Charge can be aplied to it, and getting the First Tower gold bonus can be pretty easy with 3 or 4 waves pushed into Tower.
Once the Lane Phase is over, Tristana starts to make some damage. As her range grows, and she starts to get items, her power rises a lot. Sieging enemy tower is a good option if the tea mis ahead, and defending with Explosive Charge is another one if the tea mis behind. Slowing the game’s pace for Tristana is good always, as she can match the other Hypercarries available in the game.
Once she has 3 items (usually the 3 that give Critical Strike), she can start to melt the enemy team. Tanks might be though at this point, but will be no problem, with Armor Penetration or Percentage Health bonus damage, which are built later. With some protection from the team, and some frontlane to make space for you to hit, you can repositionate yourself with Rocket Jump and still run away with Buster Shot in case an enemy with Kill threat can get to you.
In Late Game, is nearly the same idea, but you have more damage (both to frontlane and backlane) and some protection ( Quicksilver Sash, The Bloodthirster or Guardian Angel are some ítem options).
As long as you can deal some damage and get some protection from your team, Team Fights will be an easy option. Defending and destroying towers is also a good idea, with Statikk Shiv (to waveclear) and Rapid Firecannon (to hit enemy towers) to make it easier.
Some Matchup Analysis
Tristana biggest problem is Lane Phase.
Ashe, Caitlyn, Kalista (Lane Bullies) will take advantage, and if they can snowball that lead we will not be able to do much. Supports may make this worse, as aggresive ones will also punish our low range in the first levels.
Once we are out of Lane Phase, we will just scale and go further most of the AD Carries. Vayne can match Tristana, but she is low ranged.
Kog'Maw has a lot of damage, but has no mobility, same happens with Twitch.
But if the game reaches late game, with everyone full build (and against one of these Champions) decision making, team play and skill may matter more, but Tristana is a complete option as an hypercarry.