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Tristana

Champion guide

Patch 26.16

Tristana

The Megling Gunner

  • Marksman
  • Bot
  • Mana

She starts the game shorter than everyone else and ends it shooting from further than anyone. Survive the first fifteen minutes and the botlane belongs to you.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
497+82
HP regen (per 5s)
5.75+0.65
Mana
225+32
Mana regen (per 5s)
6.9+0.45
Attack damage
49.5+3
Attack speed
0.656+4 %
Armor
22+3
Magic resist
30+0
Attack range
550
Move speed
325

Abilities

Tristana, Draw a Bead

Passive

Draw a Bead

Increases Tristana's attack range as she levels.

  • Tristana Q, Rapid FireQ

    Rapid Fire

    5 ranks
    Cooldown
    20 s
    Cost
    50 Mana
    Range
    20

    Increases Tristana's Attack Speed by 30/45/60/75/90% for 7 seconds.

  • Tristana W, Rocket JumpW

    Rocket Jump

    5 ranks
    Cooldown
    22/20/18/16/14 s
    Cost
    80 Mana
    Range
    900
    Damage
    70/115/160/205/250 (+80 % AP)

    Tristana fires at the ground to propel herself to target location, dealing 70/115/160/205/250 (+80 % AP) magic damage and Slows by 60% for 2.5 seconds when she lands. On a champion kill or assist, the Cooldown is refreshed.

  • Tristana E, Explosive ShotE

    Explosive Shot

    5 ranks
    Cooldown
    16 s
    Cost
    50/60/70/80/90 Mana
    Range
    550
    Damage
    50/75/100/125/150 (+25 % AP)

    When Tristana kills a unit, her cannonballs burst into shrapnel, dealing damage to surrounding enemies. Can be activated to deal damage to target unit over time, and reduce healing received.

  • Tristana R, Buster ShotR

    Buster Shot

    3 ranks
    Cooldown
    60 s
    Cost
    100 Mana
    Range
    550
    Damage
    300/400/500 (+150 % AP)

    Tristana fires a massive cannonball at an enemy unit, dealing 300/400/500 (+150 % AP) magic damage and Knocks surrounding units back 600/800/1,000 distance.

In short

Draw a Bead is the whole champion: Tristana's attack range grows every time she levels. Modern League dropped that mechanic, and having it back completely changes how the lane is played. Early on you are the shortest marksman in the corridor, late you are poking targets who simply cannot answer.

The rest of the kit serves that curve. Rapid Fire is an attack speed burst on demand, Explosive Charge makes your shots detonate on nearby minions and, activated on a champion, deals damage over time while cutting the healing they receive. Rocket Jump carries you over a wall and slows on landing, and Buster Shot knocks the target away from you. She's the one marksman on this roster whose ultimate is primarily a defensive button.

Strengths and weaknesses

Her late game is among the best in the mode. Maximum range, attack speed on demand and a reliable escape: very few carries get to position that comfortably in a fight. Explosive Charge makes her one of the cleanest answers to compositions that live on healing, and her wave clear is instant. Buster Shot is a survival button that throws the assassin who just landed on you back across the scrum.

Her first ten minutes are a punishment. Your starting range is short, your damage per shot is poor, and poking costs mana you don't have. Rocket Jump is your only movement, so using it to attack means having nothing to leave with. And Buster Shot, badly used, literally rescues your target by launching them out of your team's reach.

Laning phase

Accept being behind until the middle of the laning phase. Don't look for the auto attack trade you lose: farm, hold the wave near the middle and let your range climb with your levels. Every level you take is a literal step closer to your opponent.

Use Explosive Charge on the enemy carry when he steps up for a last hit, not on cooldown: the damage over time plus the healing cut undoes his support's whole job. Save Rocket Jump exclusively for escaping a gank or a hook, jumping in to secure a kill is the fastest way to die in your own lane. Rapid Fire is for shoving a wave quickly so you can go replace your vision, or for finishing a weakened tower before their rotation arrives.

Power spikes

Your real spike isn't an item, it's your level. As the game runs on, the gap between you and your lane opponent widens on its own, until you can poke without ever entering their range. She's the only marksman in the mode who gains power purely by gaining experience.

The first item that matters is Infinity Edge: paired with Rapid Fire it turns your burst into something no marksman defensive item catches up with. Phantom Dancer follows and hands you the movement speed your positioning lacks. From two crit items onward, how fast you take a tower becomes strategic pressure in its own right.

Teamfights and positioning

Your range lets you stand further back than other marksmen, so use it instead of copying their positioning. Sit at your maximum distance, attack the closest reachable target, and never use Rocket Jump to enter. That button is your exit, and you only get one per fight.

Buster Shot deserves a second of thought before you press it. The good use is knocking away the assassin or initiator who just landed on you, creating the gap your support can't create alone. The bad use is firing it at a fleeing target on low health, which puts them out of reach of your entire team. When in doubt, hold it: a living carry beats a stolen kill.