Tristana
Mid SleeperAP Mid Tristana
How to play this build
Put Explosive Charge (E) on the enemy and detonate with autos/Q: on AP the burst is huge. Rocket Jump (W) resets on kills, so dive in, delete, and jump out; the ult (Buster Shot) peels or finishes.
Strengths
- Explosive Charge (E) with AP lands a huge burst when it detonates: it surprises anyone who underestimates it.
- Rocket Jump (W) resets on takedown: you chain from one target to the next.
- Safe ranged poke: you jump in, place the bomb and jump back out without lingering.
- The ult (Buster Shot) works for peel (knock the diver away) or to finish a kill.
Weaknesses
- The E needs to detonate (via autos or time): the burst isn't instant like a pure mage's.
- Fragile: if you're caught after the jump, you fall fast.
- If W is on cooldown and doesn't reset, you're left with no escape or mobility.
- The engage is predictable: everyone knows you're going to jump on top.
Key combos
- Burst combo: Rocket Jump (W) onto the target → Explosive Charge (E) → an autoattack to add stacks → detonate + DFG to kill. If you get the kill, W resets: jump to the next.
- Peel: if you get dived, Buster Shot (R) to knock the assassin away from you.
Matchups
You beat
- Squishy, immobile mids who don't survive the combo with a detonated E.
- Fights where W chains resets and you snowball on your own.
Trouble vs
- Hard CC that catches you right after the jump.
- Poke mages that keep you out of range.
Game plan
Farm safe and poke by jumping in with E and back out. Look for a pick where W lands the kill and resets: that's when you blow up a fight chaining jumps. Use the ult to peel divers off you or to knock an enemy into your team. Place Explosive Charge early in the combo so it's ready to detonate at the burst moment.
Quick tips
- Place E at the start of the combo: it takes time to detonate, so it's ready for the burst moment.
- Save W for the reset window, don't spend it just as an escape.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Explosive Charge (E) for AP burst on detonation; Rocket Jump (W) second for mobility and damage. Q is useless on AP: 1 point.
Items and what they do
-
Rabadon's Deathcap The biggest AP item in the game: multiplies your total AP. -
Deathfire Grasp The classic burst item: AP + active that deals % target-health damage and amplifies your next hit. One-shots. -
Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything). -
Void Staff AP and % magic penetration; a must vs. enemies stacking MR. -
Sorcerer's Shoes Boots with magic penetration.
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Magic pen, MR/level, AP quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 21/0/9 — Offense
- Why this page
- 21/0/9 goes full AP so Explosive Charge blows up.
Summoner spells
- Lane
- Mid
- Original role
- ADC (old jump reset)