MarksmanAssassinGeneral kit and base stats · version 16.19.1
P
Draw a Bead
Increases Tristana's Attack Range as she levels.
Passive · no active cost or cooldown
Base statistics
Mana
Health
640
Resource
300
Armor
30
Move speed
325
Attack damage
60
Attack speed
0.656
About this data
Viewing the current patch. If no sample is available yet, you can open an available historical patch.
Editorial plan reviewed for 26.15. This does not establish a review for statistics patch 16.19.
Game plan · Bottom
Crash waves, preserve the jump, and convert bomb windows
Plan overview
Build the game around a simple chain: win or survive the early wave, crash before recalling, use Explosive Charge and Rapid Fire only in a defined trade window, then convert pressure into structures or objective setup. Your range grows with levels, so safe farm increases both access and damage consistency. Ahead, make the enemy answer waves and take fights after they are forced into a narrow approach; do not turn Rocket Jump into a blind dive. Behind, stop contesting open pushes, collect safe waves, and wait for a pick, overextension, or objective setup where Buster Shot and bomb damage can change the geometry. Each transition should answer: what is the next timer, which wave can I crash first, and what is my Rocket Jump exit?
Plan by phase
Earn priority without donating your escape
0:30–~14:00, especially the first two waves, first recall, and the 60–90 seconds before dragon
From the first wave through the first recall, decide whether your duo can win the level-2 race. If you can push, use Explosive Charge's unit-kill shrapnel and attacks to create a crash, then recall or move with your support; if you cannot, preserve health, respect the enemy's level-2 window, and use Rocket Jump defensively. Look for a bomb trade only when support follow-up and an exit are both visible.
Game situations
Lane
Turn the level-2 race into a controlled threat
If your duo can hit level 2 first and the enemy must walk up for the next melee minions, push the first two waves together and threaten Rocket Jump plus Explosive Charge. If the race is even or you are being outranged, keep the jump for disengage and take the wave without forcing an all-in.
With Tristana
If your support can help Tristana win the first two-wave level race, shape the wave toward an early crash and threaten the enemy when the ninth shared minion is near death. If the race is lost, stand between Tristana and the enemy engage so she can preserve Rocket Jump and collect the wave rather than spending it on a desperate trade.
If Tristana places Explosive Charge and has Rapid Fire ready, create a short, reliable window for her to keep attacking instead of starting a separate chase. If the enemy turns onto her, protect the jump exit and layer peel; a living Tristana with no bomb detonation is usually more useful than a forced low-health dive.
If dragon or a turret is the next conversion, help crash the bot wave 60–90 seconds beforehand, then reset together or move with priority. If Tristana is on a side wave after laning, give her the safe farm and hold the objective-side entrance so she can arrive with gold and Rocket Jump available.
If the enemy reaches your backline, do not assume Tristana must dive their carry. Hold the threat in front of her, help her attack the nearest safe target, and let Buster Shot remove the engager when its knockback creates space.
Tristana is a scaling marksman who turns range growth, explosive wave pressure, and short attack-speed windows into structure and teamfight damage. Her defining risk is Rocket Jump: it can create access and a landing slow, but spending it without a clear exit removes her main repositioning tool. Explosive Charge links lane control to combat, while Buster Shot can either finish a marked target or knock an enemy away. She is not a champion who should begin every fight; she wins by arriving with a wave, attacking the nearest safe target, and choosing when her mobility becomes offense.
Strengths
Range increases with levels, improving safe farm and late-fight access.
Explosive Charge combines champion pressure with wave and structure pressure.
Rocket Jump supplies long-distance repositioning and a landing slow.
Rapid Fire creates a clear short window for higher sustained attacks.
Buster Shot can finish a bomb target or reshape an enemy engage.
Limits and risks
Rocket Jumping forward without allied follow-up or a visible exit.
Starting a fight while Explosive Charge, Rapid Fire, and the support's follow-up cannot overlap.
Pushing side waves past the point where the next objective setup requires Tristana.
Using Buster Shot for damage when its knockback removes the target from allied range.
Chasing a backline target instead of attacking the nearest safe enemy.
One idea for your next game
For the next game, judge every Rocket Jump by its exit: before you press it, identify where Tristana will land, which ally can follow, and which enemy cooldown can punish her. If the answer is unclear, hold the jump, farm or chip with Explosive Charge, and wait for a visible window. Your goal is not more jumps; it is converting one safe bomb-and-attack-speed window into a wave, plate, turret, or objective without giving the enemy a free engage.
Observed matchups
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While many other yordles channel their energy into discovery, invention, or just plain mischief-making, Tristana was always inspired by the adventures of great warriors. She had heard much about Runeterra, its factions, and its wars, and believed her kind could become worthy of legend too. Setting foot in the world for the first time, she took up her trusty cannon Boomer, and now leaps into battle with steadfast courage and optimism.