Heya, really nice Guide you made here and it gave me a lot of things to think about and i will definitive try out your Suggestions. Maybe you can give me some advices to refine my Trist playstlye.
I played up to date 621 Games, about 70% of it with Tristana and won almost exactly 50% of all Games, so im still in the lower Elo Ranges.
For the Runes, i had a test with 2 x trist and 2 x ashe one stacked all runes atk speed and one stacked all runes armor pen and than we autoattacked each other simultanously. The attack speed one always won. That result was unexpected, the full set of all amor pen runes didnt made up for the dmg of 1 more shoot after 12+ excanged hits.
Not that i want to say stacking Attack Speed runes is good, but i find a few of them very benifiting in my Rune build for an early advantage. Lategame the armor pen is better of course!
I also wanted to ask you why a life steal scepter is a bad Idea ? I dont need Pots, can take more harass and its part of a Bloodthirster or Starks Favor. Lategame a little lifesteal help me recover after a engagement without porting back to base. I agree though that on a direct engagement the other Stuff give you the edge. I can last hit creeps good enough without the blade. I consider the Scepter equal to Blade and Shield, and i would like to know why you consider it a bad Idea to start with.
I know that a infinity edge is awesome but lately games with 3+ Tank or High Hp heroes seem pretty standard. I have also problems to get squishys in front of my gun and i get focused more often when i become too reckless People used to ignore/underestimate Trist but in the last 20 games i feelt like i have some kind of aggro magnet in my pocket.
I go for Bloodrazor+Boots first and Infinity Edge after. Jungeling is a fixed source of income in my Midgame where the Claw really help to safe time. Most times the game is over when i finish Infinity Edge but if not i stack Bloodthirsters. I had a phase when i only stacked bloodthirsters. That was funny as hell but didn't worked anymore at a point. Your Idea with a Thornmail is also very interesting, i never considerd this a option because i have low Hp and for Yi, Teemo and Twitch i go always with exhaust. But i will test out if that can destroy a Yi on Highlander.
Maybe you can give out some more hints how to position trist and when to engage. I always try to stay behind my team and i engage always a few seconds after the fight broke out. I used to run in the frontline and harrass, but i died too often of it or i had to rocket out and got the skill on cooldown when i needed it.
But now i have the problem that i can't reach their carrys and only get the tanks but if possible i should ignore them as long squishy carrys are alive. However with 3 Tanks on the Enemy side and 2 Ranged Carrys its freaking hard to get in a decent position. If i run to the carrys the tanks will cc me and i will probably die from it. Especially Garen dash out damage like a dps and have amor and hp like a tank. Hes annoying and love to rape trist when he get the chance.
Any advice is welcomed
Nooblet Warning: I have yet to play a ranked game (only 28).
I do take long sword and I do take all plus damage runes. though I only have the blue ones, cause I refuse to spend actual $. Anyways, my starting damage is 69. I train explosive shot until it hits 100, and train rocket jump. With this I am able to get a first blood very early lvl 2-3 (ignite and tele for summer skills). Then, if i feel I can get a kill or two, I will turn my sword into occult, get 25% attack speed boots, then right away get another long sword, depending on me coming up with a kill or two to get my stacks up, then I make a choice depending on team composition (taking and not making a lot of money I go for the 4% magic damage on hit item (never remember names) or if is squashy, i go cleaver, then thirsty, than infinity blade.
I like your idea to go arm pen, I love how much -60 armor can do, so I should give it a try. But i suspect biggest problems in guides such as this, it really depends on your ability to own middle lane. I can nearly get a first kill on most hero's including kat (he never gives me problems early). I only have problems with Kass, Krog, and rarely karth.
Once again, maybe i had decent success cause I don't play ranked games and people are lol bad. Thought I would share my experience. There is something to be said when you are harassing with explosive shot + 69 plus damage instead of (what about 47 is her base without attack damage items?)
Just a thought.
See you around.
stopped reading when you started flaming in caps in the middle of your own guide. you sound like a tool // 11 years old, I don't care either way. I scrolled past oodles of wall text too just to get down here. Good guides speak for themselves. No need to be full of yourself, it turns off us normal types.
Very good guide, and as I've been using Tris a lot lately (switched from Annie because my teams always seem to need either a carry or a tank, not a mid-game bomber), I have a few questions/comments (keep in mind this is from a level 26 who only plays normal games).
-Do you have specific suggestions for laning against champs with noticeably more early burst or survivability? I'm thinking mainly of Ryze and Mord. My main tactic revolves around my early build, which I'll get to later, but I wonder about strategy.
Against Ryze I try to poke him right away, but any Ryze with two brain cells to rub together runs away when I approach. I can deny last hits this way early, but after a few levels he has snare + nuke that outdoes my E plus auto by a noticeable amount. The one Mord I fought was definitely smart; he'd run in, clobber my minions, push hard with the shield up, then bail when it dropped. If I started shooting him with the shield up, he'd chase me. But he used angles well and made it hard to get more than a single potshot in when he approached before his shield went up, at least without sitting in my minion crew and getting smacked by his AoE.
-Any general tips for situations where someone else calls mid, but there's no good farming partner to lane with? Get out of there ASAP and jungle when you can? Be a good partner and push the lane even if it costs you a little gold? These are the games where I struggle badly until I can catch up in gear, though by then it's sometimes too late.
-Summoner spells: I may swap out Teleport for Ignite. But I've found a great deal of power in Flash. I ran Exhaust for a while to complement my offense build, then switched to Ghost for the same reasons you like it. However, while Flash certainly isn't in the same league as Ghost as a chasing tool, combined with RJ it makes Tris almost unkillable apart from the most dire situations. It's especially useful if you're running with Zerker boots, since she's not that fast wearing those. (I usually take Boots of Mobility, which makes me even harder to kill and allows for quick getaways after turret bombing. But I would never suggest that's a better choice; it's just what I'm used to and enjoy.)
-Masteries: Is this what you suggest? http://www.fieldsofjustice.com/maste...wwulylyPPauwZy
-Build Q #1: I always thought of LW as a situational piece of gear, not something to be used as a regular part of a build. I've run some numbers, and I was wrong; the armor pen gives you about a 12% damage increase per shot regardless of the target's starting armor (a no-armor Tristana will drop from 41% to 29% damage reduced, while a random tank with 200 armor will drop from 67% to 55%).
But is that still better than the other options, especially mid-game? LW is around the price of a BF sword. If you're rocking 200 damage- which is more than you'll have when you get LW according to the guide's build- that adds 24 damage per hit. BF sword is 40 more damage than LW; factor in the attack speed and it's basically even on a stationary target. Given that most fights include a pretty high degree of mobility, that would seem to hand the BF sword an advantage.
Obviously any competent Tris will end up over 200 damage end-game. But that suggests if you're going to pick up an LW, do it late, like when you have a Bloodthirster or two rolling and 300+ damage going out.
-Build Q #2: This relates to the reliance-on-build laning strategy I mentioned earlier. I stole an idea from another guide to begin with a rejuv bead and 6 pots (I usually go all health, but that's because I'm still working on harass timing; I might need some mana eventually). I tried going Doran's Blade and a pot, but I was simply too vulnerable and had to recall much sooner than I wanted (didn't help that I was in a 2v2 lane). The mass of pots with the rejuv bead allows me to be very aggressive and battle champs with some sort of significant statistical advantage (I've run off or killed several Ryzes who just couldn't keep up with the HP regen).
The original guide's idea is to go Emblem of Valor + Boots 1 on the first trip back, followed by BF Sword -> IE, and eventually turning the Emblem into Stark's. I've altered this; I don't go for Stark's anymore, and on my first trip back the order of purchase preference is BF Sword > Emblem > Boots. Once I start on the Bloodthirster, I'll sell the Emblem if necessary to buy whatever piece is next.
My opinion is that this is a potentially much stronger start than Doran's Blade + pot; in effect you're getting an extra 1k HP rather than 120, with the downside of increased vulnerability to burst. However, my experience has been that almost no one can burst a full or near-full HP Tris to zero early unless I do something stupid to allow it. As for last hitting, I do lose out on a few close ones, but not nearly as much gold as I would if I had to sit back or recall because I ate a few shots and couldn't gain it back quickly enough to keep from getting zoned.
Is there another reason to consider Doran's the better start? Should I be able to effectively harass without taking the hits that make those pots so advantageous?
Tips and Tricks: This may be too situational to merit mention, but Explosive Shot's relative late-game uselessness makes it perfect to knock off a Banshee's aura. Can't wade into the middle of the bad guys to use it, but since generally tanks have it, you can pop it on initiation and leave them vulnerable. Also great if you have, say, Rammus chasing you down and you need to buster him away.
Thanks for the reply... maybe once I get snared and popped in the face I should chase Ryze for a couple more hits?
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