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Runes: Burst Damage
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Heal
Ignite
Items
Threats & Synergies
Annie
Pay attention when she has 4 stacks of her passive as she can easily one shot you. This is a pretty desperate matchup as she is better in engage, trades, poke and teamfights. Pay attention, ward and roam.
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Greetings summoner. My name is Tauricus. I am a League of Legends player and guide writer since the very end of season 6. This guide is aimed at an AP ![]() ![]() ![]() ![]() |
450 BE / 585 RP
Secondary Bar:
Mana
Release Date:
2009-02-21
Secondary Attributes:
Ability Power
Style:
Marksman
Difficulty:
///// ///// /////
Health: Health regeneration: Mana: Mana regeneration: Range: |
559 – 2055 3.75 – 14.8 250 – 794 7.2 – 14.85 525 - 661 |
Attack damage: Attack speed: Armor: Magic resistance: Movement speed: |
61 – 117.1 0.656 (+ 0 – 25.5%) 26 – 77 30 – 38.5 325 |
- Are stressful to play against
- Are very strong in the current meta
- Counter a champion they want to play




An example of a champion that is very strong at the current meta as for time I was writing this is

An example of a champion that counters





But If you really don't have a champion to BAN, then here are my personal recommendations:
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✱ ![]() ![]() ![]() ![]() ![]() ![]() |
✱ ![]() Hypothetically a good rune. Great into poke matchups and allws you to keep up in lane. However usually When I face a poke champion I don't want to "survive" his damage and just CS, I want to crush it to the ground and that is Why is this rune usually pretty bad. It allows you to survive your opponent, but not to kill it. |
✔ ![]() Great rune. Boosts your all in potential with ![]() ![]() |
✱ ![]() ![]() ![]() ![]() ![]() ![]() |
✱ ![]() This rune generally isn't bad. On Mid, it is hard to keep up the vision in both bushes and longer ward duration can come in handy. As the game will go, however, you will lose a lot of AP you would get from ![]() |
✔ ![]() Great rune, allows you to snowball very quickly forward and keep up the damage train going. It is a bit worse on bottom lane because it takes time for the game to kill all those enemies in lanes far far away. |
✱ ![]() This rune is a pitfall you have to avoid. You don't need more self sustain. You jump on your enemies and you survive/die, there is no way that healing would do anything there. |
✱ ![]() We have only one active item, ![]() |
✔ ![]() Great rune that helps you get to your lane faster then your opponent. Your engages will be quite a bit quicker and when deep warding you won't lose that much EXP. |
✔ ![]() Generally a tiny bit better then ![]() ![]() |
✱ ![]() Usually a bad rune. It finds a bit of value with healing based support like ![]() |
✱ ![]() Definitely a great rune in situations when you feel like ![]() |
✱ ![]() Probably the best mana focused rune available. Sometimes it can be hard to stack it but when you do, the mana sustain it provides is amazing. Helps you keep up in game without recalling for mana restoration. A solid choice in some builds. |
✔ ![]() Great in most cases. Allows you to stack up ![]() ![]() |
✱ ![]() When the enemy team has way too many CC champions in their team like ![]() ![]() ![]() ![]() ![]() ![]() |
✱ ![]() Pretty bad rune. We already have low AD with this build and thus the value of this rune is underperforming. |
✔ ![]() ![]() |
✱ ![]() This rune is pretty bad at every situation. Doesn't matter If you are facing max HP based champions like ![]() ![]() |
✱ ![]() Usually when you hit the HP level this rune needs to start working, you will be already dead in next few seconds anyway. This rune is not useful at all. |
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Since ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
+ Ranged champion + Amazing Burst + Great Engage + Great Disengage + Versatile Item Path + Great self peel + Doesn't need ![]() AP ![]() ![]() ![]() |
- Squishy - Low DPS - Easy to counter - Under-performing early game - Report Magnet - Her combos are tricky - Requires good Support synergy AP ![]() ![]() ![]() |
Always Choice![]() ![]() ![]() ![]() ![]() |
Bot Lane/Good Communication Only A pretty good summoner spell that works best on bot lane as it can save you or your partner from danger or setup an engage. It can also do the trick on mid lane but only when you can communicate with your jungler well as this summoner spell can help both of you collect early kills. |
Against DPS![]() ![]() ![]() ![]() ![]() ![]() |
Anti-CC![]() ![]() ![]() ![]() ![]() ![]() |
Roaming![]() |
Against Burst![]() ![]() ![]() |
Disengage A pretty unnecessary summoner spell for AP ![]() ![]() ![]() ![]() ![]() |
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Draw a Bead (Passive): The range of basic attacks, ![]() ![]() |
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Rapid Fire (Q): Tristana increases her attack speed for few seconds. |
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Rocket Jump (W): Tristana jumps to nearby location dealing damage and slowing nearby enemies that she lands on. On enemy champion takedowns or upon detonating ![]() |
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Explosive Charge (E):PASSIVE: Enemies explode when killed by Tristana's basic attacks, dealing magic damage to all nearby enemies. ACTIVE: ![]() ![]() |
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Buster Shot (R): ![]() |
STARTING ITEM?? As a MID/ADC player you have a lot of items you can buy at the start of the game, that will affect your early game a lot. Here are ones you should be focusing on, reasons why they are so good and in which situations you should take them. |
DORAN'S BLADE Going ![]() ![]() ![]() ![]() |
CORRUPTING POTION![]() ![]() |
DARK SEAL A very risky choice to take. If selected in right situation it can snowball you incredibly hard and allows you to take some easy kills here and there. It also provides some solid healing bonus and makes it able for you to go ![]() |
CULL![]() ![]() |
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Essential Item Amazing stats for you. AP helps you in engages and attack speed helps you to proc all stacks of ![]() ![]() |
Essential Item The only really good Mythic item for AP ![]() |
VS. Heavy AD Great item that provides you amazing stats that are generally better against AD team compositions but work well every time. The stasis is extremely effective as it can be used to survive even the deadliest damage abilities or remove minion/turret/dragon aggro. |
Huge Powerspike Amazing but very expensive item. It takes time until you will be finally able to afford it but when you do, it is absolutely worth it. The damage boost is simply insane and post ![]() |
Essential A very powerful item that provides you some solid battle stats. A lot of AP, health and some movement speed on top. You need all of those stats pretty hard to remain relevant in the game. It's spellblade passive ability is very useful while taking trades, engages or when farming to get rid of the ![]() |
VS. Heavy AP Great magic resistance based item that works best against AP team compositions. It provides solid damage stats and nice +10% CDR. The Spellshield ability is always amazing but it finds the most value against champions that need to hit that 1 ability to engage like ![]() ![]() ![]() ![]() |
Snowball This item is very risky but can provide you a huge spike in damage If built in a right situation. That is, When you are already ahead and you need to push your power quickly forward. Keep in mind that building this item has consequences. If you die, you lose A LOT power, enemies will be more likely to focus you, you will have to play much more safe and you will have to sell this item after fullbuild to obtain something more reliable. |
VS. Healing When building this item, you usually want to stop with ![]() ![]() ![]() ![]() |
VS. Magic Resist Great item that allows you to takedown larger and much beefier opponents. Great when enemies are building a lot of magic resistance against you or when you are just facing a lot of tanks. |
- Requires 110 mana (+5 mana for every additional point in
Explosive Charge)
- This combo is great for aggressive trades when you don't have
Buster Shot or
Ignite available.
- It offers great damage, it is pretty easy to do and procs
Electrocute
- Make sure you cast
Explosive Charge before actually landing on your opponent to not lose 1 stack of
Explosive Charge
- Requires 50 mana (+5 mana for every additional point in
Explosive Charge)
- This combo is great for basic trades and it doesn't require you to jump into dangerous position.
- Every auto attack you cut from this combo, makes it unable to reset
Rocket Jump and the combo will do less damage but it will be a lot quicker and safer.
- It offers solid damage, it is pretty easy to do and procs
Electrocute
- Requires 210 mana (+5 mana for every additional point in
Explosive Charge)
- This combo your strongest engage combo in your disposal.
- It offers enourmous damage, it is pretty hard to do, moves you and your enemy forward and procs
Electrocute
- Make sure you cast
Explosive Charge before actually landing on your opponent to not lose 1 stack of
Explosive Charge
- Cast
Buster Shot just as you are about to hit ground to reduce it's cast time and make a combo faster
- You can cast this combo with missing
Ignite but keep in mind that it reduces damage of this combo quite a bit
- It does not matter when will you cast
Ignite.
- Requires 210 mana (+5 mana for every additional point in
Explosive Charge)
- This combo is great to turn the tides of battle around after getting engaged. Simply wait for opponent to get right next to you, throw him away with
Buster Shot and then immediately engage with
Rocket Jump on place he will appear.
- This combo is very hard to pull of, has a lot of requirements and is very situational but it can dish out a lot of damage
- Requires 60 mana.
- Simply use
Rocket Jump at close distance and then immediately
Flash at the exactly same spot. If you have done it right, you cast
Rocket Jump and immediately dealt damage around yourself without any cast time.
- This combo is very, situational and hard to pull of and has extremely small range, but on the other hand is very quick and unpredictable.
- Requires 160 mana.
- Simply use
Rocket Jump to get behind your enemy and then push him right into your team/turret with
Buster Shot
- To maximize the damage but lower the reliability, you can use
Rocket Jump on your enemy while still being behind him. It is hard to hit but it does a lot more damage.
- This combo is quite easy to pull of and it is very powerful in utility it provides to your team
- Make sure you follow up with Basic Trade combo after this If necessary.
- Requires 150 mana (+5 mana for every additional point in
Explosive Charge).
- Simply use stack a
Explosive Charge on your target and then throw him into enemy team with bomb on it to deal a massive team damage.
- This combo is one of the hardest to pull of as you have to know exactly where will your target be after
Buster Shot. I generally dis-recommend to newer
Tristana players to use this combo.
- Requires 210 mana (+5 mana for every additional point in
Explosive Charge).
- Use this combo to engage on your enemy under the turret and kill him instantly.
Zhonya's Hourglass helps you redirect the turret shot on nearby friendly minions as you won't take any turret aggro after landing with
Rocket Jump
- Make sure you cast
Explosive Charge before actually landing on your opponent to not lose 1 stack of
Explosive Charge
- Cast
Buster Shot just as you are about to hit ground to reduce it's cast time and make a combo faster
- You can cast abilities during
Rocket Jump. Use this to make your combos faster, so you won't have to wait for ability cast times.
- When being chased by an enemy, you can fire an auto attack on a Blast Cone (explosive flower in the jungle) and then use
Zhonya's Hourglass right after to not get knocked back by it.
- You can use a Blast Cone as a way to proc
Sudden Impact magic penetration bonus
- After casting
Buster Shot you should be able to fire a one more auto attack onto your target while it is knocked away
- If you use
Buster Shot on a target with 3 stacks of
Explosive Charge the target will explode immediately after getting knocked back, giving its allies no space to dodge the explosion.
- Try to make your damage seem "bursty" rather then "over time". If you will wait for your
Explosive Charge to get last stack and then immediately cast
Rocket Jump and
Buster Shot in the air and make all of those 3 abilities (combined with
Ignite If possible) hit your target AT THE SAME TIME, you will crush your opponent out of nowhere, If you would wait on the other hand and make big space between your abilities your target will be able to react with
Flash or
Barrier and there is a chance that you will miss a kill.
- YOU ALLOW OTHER PLAYERS TO TAKE YOU DOWN - Seriously, don't listen to other people. All they usually want is to win or just make you feel terrible. Whether they are overpinging you for mistakes, flame you or just want to report you - don't listen to them. Mute all players, mute all pings and focus on yourself.
- YOU ARE FOCUSING TOO MUCH ON OTHERS - This is basically an opposite version of last point. When you keep watching other players and you flame them, ping them or 'guide them' (=meaning you keep telling them What to do and How to play the game - players hate that, don't do it!). You are going to have fun much less frequently. Don't center your mind around others - leave them alone and focus on yourself.
- YOU ARE PLAYING TOO MUCH RANKED GAMES - Alright, ranked games are basically normal games but centered around competition. Competition might be fine for winning and pushing your game knowledge further but it really is not good for having fun. Play normal games instead. In normal games there is nothing you can win and nothing you can lose.
- YOU CENTER FUN AROUND WINNING - Probably the most important point of them all and hardest to overcome. All people enjoy winning, that sweet taste of victory on your tongue is amazing - I know it - But is it correct to have fun only when you are winning while falling down when you are losing? If you teach yourself that winning X losing are just 2 words with very small meaning, you will not center your excitement around state of the game. The only real difference between having and not having fun should be you. You should be able to decide yourself If you are/aren't having fun and not center it around other's gameplay.
- YOU ARE AFRAID OF EXPERIMENTING - Experimenting is great, trying new strategies, builds, rune setups, champions, etc. can keep the game fresh and unique. Don't stick to just one build. Open your mind to new options, Is there something so crazy what you have always wanted to try out? Go for it! Test it! Who cares that it might be bad If it makes you have fun.


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