She's consistently very close to the top, ranking from 2 to 4, but not on a single patch is she ever actually his best performing support, an honor which is split between Nami and Taric, slightly favoured towards Nami. This is because while Lulu is the support which best enables Twitch in the mid-late game by massively boosting his DPS and also providing incredible protection from divers and assassins, she's also one of the weakest laning supports in the game and Twitch is also one of the weakest laning ADCs, which means if you were to just constantly pick them every game you'd very frequently find yourself in scenarios like the Kai'Sa-Janna from earlier where you're too weak to do anything and fall massively behind with no options to fight back.
Kai'Sa-Janna then bot lane is probably going to be a farm fest above all else so Lulu will perform much better than she would into stronger bot lanes, but again this example serves to show just how fluid the bot lane ecosystem is.
X pick is not always going to be the best counter to Y pick, V pick is not always going to be the best pair for Z pick. It's not commonly talked about and I believe it's also a very poorly understood subject even at the Challenger level, where even Challenger players sometimes think a Soraka-Twitch lane can beat a Tristana-Rakan lane by poking them down, like Tristana-Rakan doesn't have the ability to one-shot either of them on demand the moment they get in range to poke; while Soraka poking down Rakan would actually be a viable prospect if Rakan were paired with Kai'Sa , against Tristana trying to poke is just suicide.
It's impossible to discuss every single possible duo against every possible duo, so a lot of it is going to ride on your game knowledge and experience. You will still require a lot of experience to perfectly understand how different duos will interact with each other while also accounting for how the different players perform, but unfortunately that's beyond what a guide can teach you. At the very least though I hope I've at least set you on the right path. Masterful orb walking is when you can do it without cancelling your auto-attack a single time a very common mistake every player makes from time to time is to begin your movement command before your auto-attack animation has finished, therefore cancelling it and causing you to have wasted your time beginning the auto-attack , while also entering every auto-attack command RIGHT as your attack speed permits you to attack again.
If you do it faster than your attack speed permits, you'll move backwards, stand still briefly, then begin your auto-attack, then move backwards, then stand still briefly, then begin your auto-attack Which is better than no orb walking at all, but isn't as good as it could be. This way you spend less time standing still, making you more mobile, and either keeping you safer while you kite or maximizing your damage output as you stick to targets better.
Often this can get you killed, and especially when you're trying to kite with high attack speed very common with Tristana because of Rapid Fire , it's really hard to move your mouse backwards and forwards for movement commands and auto-attack commands without making a single misclick. Hell, sometimes it looks like your mouse is over the enemy champion but the game just thinks you meant to click the ground.
Now this may sound pretty useless, but it actually has a variety of uses, the most prominent being kiting; because when you right click backwards, then attack move your enemy, then right click backwards, then attack move your enemy, etc If all goes well and no misclicks are made, then great! You just successfully kited. But if you DO misclick and trust me, you will misclick so so so so often Except it's not a cheat, or a hack, or anything like that; it's a command just like right click is, except bound to a different key.
Sometimes misclicking with attack move will make you attack the wrong target, which can be annoying and very occasionally fatal who hasn't accidentally auto-attacked a minion mid-fight before? So the idea is basically this: if you use attack move on enemies instead of right click, and you make no misclicks then there's no difference.
But if you use attack move on enemies instead of right click and you DO make a misclick, what could in some situations be a fatal mispositioning error, may as well not be an error at all, because attack move will make you auto-attack your enemy anyway, making it as if there was no misclick.
Attack move won't give you the mechanics of a God, but it will significantly reduce the consequences of all the mechanical errors that you do and everyone does them. There is basically no downside to attack moving for all your auto-attacks, other than the awkwardness of having to switch from right click to attack move as you move and auto-attack, rather than just right clicking everything.
But for me, it isn't awkward at all. For 2 years I've had attack move set onto the "T" key so I can easily click it just as easily as I can click any spell. Clicking A, or X, or, oh my god, shift?!?! Now that is definitely an awkward thing for me to have to be doing with my pinky that's comfortably resting on my Q key. But having it set on T? So I have to slightly move my index finger to the right whenever I auto-attack.
That's no problem for me at all, other than maybe once every games where I accidentally click R instead of T and fire my ult into minions I mean that's embarassing when it does happen, but pretty rare! Attack moving for auto-attacks has become so natural for me that I just can't go back to right clicking enemies anymore; and there's no point.
It accomplishes the same thing, but does it better if you happen to misclick. The last use for attack move besides just being a superior right click in terms of auto-attacking ememies , is using it for facechecking brushes. Say you're chasing a low HP enemy into a brush and there are no minions nearby for your attack move to automatically make you attack , rather than running into the brush, having to check where your enemy is when you gain vision of them, and then having to move your mouse towards them to auto-attack them, you can just attack move into the brush.
So long as they're in your auto-attack range when you enter the brush, you will immediately auto-attack them as soon as you have vision. This is useful if a 10 HP LeBlanc is running into a brush and you just need to auto-attack her before she suddenly bursts you down to nothing because you couldn't click her fast enough after you gained vision.
Or if you're in an area where you could easily be juked, you will immediately auto-attack the enemy as soon as they exit the brush, rather than running into the brush right as your enemy runs out of it in the opposite direction; this applies more to melee champions, but it can help you on AD Carries and ranged champions in general too. And when I say that you need to learn to counter-trade when you're meant to be vulnerable, I'm referring to when you find yourself in the opposite of the previous situation; you're the one going in for a last-hit and your opponent positions themselves to get a free auto-attack on you.
If you go for option B every time and your enemy goes for option A every time, you'll miss a few more last-hits than them, but you'll end up higher up on HP and that means you can transition that into either killing your opponent, or zoning them to gain a higher CS lead than the few minions you missed due to auto-attacking your opponent instead. Every time you go for a single auto-attack on an enemy, you should then back off, preferably into a brush, to shake off minion aggro.
If a brush isn't an option, or it's warded so it won't make chasing minions lose vision of you, then you should just run backwards until it re-aggros onto your minions. Sometimes a lone minion might chase you way further than it really should rito plz fix and if you go too far then it won't be in aggro range of other minions, so at a certain point rather than running backwards you should run in circles around your caster minions until it decides to attack your minions again.
It sounds ridiculous, but yeah, sometimes that's just what you have to do to lose minion aggro. You might want to do this for 3 different reasons: 1 You want to set up an easy gank for your jungler, as the enemy bot lane will have to overextend to farm. The way you lane freeze is by not pushing, and only last-hitting minions at the last possible second.
This keeps the enemy minions alive for as long as possible, causing them to deal more damage to your minions and kill them faster than the enemy minions die. When the rest of the enemy minions arrive, their minions will have the numbers advantage, and will continue to naturally push so long as you don't kill their minions too fast, or their minions don't run into tower range which is why you need to freeze it far enough away that a melee minion starting to attack a caster minion won't place it in tower range.
When you're not under threat of being dangerously engaged upon, you're a lot less restricted in what you can do, and you can auto-attack the enemy ADC every time they try to auto-attack a minion, whether as prep to last-hit it or to actually last-hit it. Naturally this mainly only applies to ranged minions as you'd have to be really close to the tower to do this while they're last-hitting melee minions.
Instead you can auto-attack either the support if it's someone that's safe to attack , or the tower. As Tristana , you should also often be placing Explosive Charge on the tower, so long as you still have melee minions tanking it, and auto-attack it as much as you can.
If they stand far back doing nothing, you can go at it as much as you want, probably reaching full stacks after which you immediately walk backwards to avoid getting hit by the tower. If they move forwards to stop you stacking your charges on the tower, then you move backwards to compensate and attack them back at a comfortable distance where you're either out of range of the tower, or can move out of range before it has time to auto-attack you. When you're the one last-hitting under tower, which should happen more often given your weak laning and therefore inability to contest pushes, what you need to know about last-hitting under tower is that melee minions take 2 tower shots and 1 auto-attack to last-hit if they start off at full HP, and caster minions take 1 tower shot and 2 auto-attacks to last-hit.
Requiring 2 auto-attacks is what makes them the trickiest, as you'll either need to prep the first auto-attack in advance hard to do while being pressured by the enemy bot lane, especially when you don't have a "dangerous engage" support , or you'll need your support to help you last-hit by auto-attacking it once for you. As you can't control your support's actions, and I often have trouble even getting my premades to do this, that 2nd option isn't terribly reliable.
Often the sad truth is, you're just going to have to miss a lot of CS if you're forced to last-hit under tower.
Especially true on Tristana as Explosive Charge 's passive annoyingly interferes with the regular system. After clearing that first wave you just go pressure mid or teamfight or whatever, then you just return bot lane in minutes when the enemy minion wave has finished pushing to your tower and make sure to get there before the minions start dying to the tower.
At that point it'll be a minion wave. Assuming it's 20 minions, and you've been off of bot lane for 2 minutes, you'll be getting 20 minions for the 2 minutes you've spent off lane, keeping with the 10 cs per minute rule you always want to aim for though won't always be able to achieve.
But even if it isn't quite 20 minions, the time that you've spent off of bot lane, you'll have spent farming mid lane, and maybe even jungle monsters. You'll essentially be farming 2 lanes at once, keeping you easily above the 10 CS per minute rule so long as you can consistently get to the bottom lane wave in time before the minions start dying to the tower.
This won't always be possible, as CS isn't the most important thing in the game. Sometimes you'll be busy teamfighting, or making sure you're around in case a teamfight starts. But in general you'll want to go farm the wave as much as possible, then push the wave onto the enemey's side of the map to restart the push, both to get ahead in farm and to avoid having a huge minion wave destroy your tower. But sometimes you need to turn the safety notch up another level and straight up walk away from someone that could be a threat to you.
For example, if you're playing vs Zed , you cannot be one of the ones trying to focus him down while he still has enough cooldowns and HP to be a threat.
Even if he's the only person in range of you, and you have team-mates around you, you still can't be auto-attacking him until the threat he presents has been neutralized Death Mark goes on CD, or he gets so low that he'd die before he could burst you. All the skill and mechanics in the world won't stop him bursting you down in half a second if he gets near enough.
And you not only need to stay out of his Death Mark range, you also have to account for the extra distance he can cover with Living Shadow , Youmuu's Ghostblade and Flash , and how quickly they can help him close the gap. Champions that present such a large threat to you aren't just limited to assassins Talon , Zed , LeBlanc that can burst you down within a second. Champions that can commonly do this when fed are bruisers like Irelia , Jax , Renekton , etc.
Champions tanky enough to qualify as tanks while still dealing huge damage to a squishy target like you, especially when fed. Against champions like these, it's really necessary for you to watch out and keep your distance. In Irelia 's case, it's safe to commit onto her when she's used either Bladesurge , as she won't be able to gap close to you or burst you with it though Flash may still pose a threat , or Flawless Duet , as it'll prevent her using her deadly stun on you.
And if she's used both then until they come off of cooldown she presents almost no threat at all, so long as you maintain good positioning and kite if she tries to walk towards you. Before you buy, open tab and analyze the enemy team. If they have CC that can be a real threat to you, especially when combined with magic damage, then you should aim to build a Mercurial Scimitar first.
It'll allow you to play a little more aggressively against those bruisers I mentioned earlier too; you don't have to be as scared about getting 1-shot during the duration of Equilibrium Strike or Counter Strike anymore. You do still have to worry about the damage both of these guys do against a squishy target such as yourself though, so while you can play a little more aggressively, don't push it too hard, and continue to play with caution if any of these kind champs are fed.
If the enemy team has so much armor that it makes Last Whisper a good purchase something you'll just have to learn through experience , then buy it ASAP or you won't do any damage to armor stacked enemies. If the enemy bot lane hits level 2 before you you have no option but to back off and let them zone you. Don't try to trade, don't try to last-hit, don't try to fight them when they engage on you; the level advantage is a huge one, and they can win any fight they force on you from there.
You'll only miss a few minions since if they've hit level 2 before you, then they're pushing the lane, so the minions should end up near you tower soon enough, allowing you to hit level 2 as well. If, on the other hand, you and your support are the first to hit level 2, this means you can zone the enemy bot lane. Even once they hit level 2, they'll still have to stay zoned until the wave hits their tower and the lane equalizes, as you'll have the minion and positioning advantage to dissuade them from trying to contest your zoning.
If when you move in to zone them they just try to fight you, it should be an easy fight for you and your support to win. Tristana has a very dangerous level 2 if she's fighting level 1 enemies, as they'll be so weak that she can freely Rocket Jump into melee range and still out-trade them. When you land you'll instantly place one stack, and the huge slow should keep them in your range long enough to possibly get full stacks on them, providing you with a Rocket Jump reset and possibly allowing you to use it a second time in one fight, should they still be far enough away from the tower for you to Rocket Jump on top of them again.
The exceptions to going back after forcing your enemies out of lane are when you can't afford any important items and you're already full HP and stocked up on Health Potion s anyway, in which case you can shove the wave to the enemy tower and just do as much damage to the tower as you can, or when you think the enemy's absence from the lane will be enough for you to take down the enemy tower, which if you succeed, will give you gold if tower FB, or gold if not.
Once you've taken down the enemy tower, you should recall for items. It's extremely risky to start laning at their inner tower, due to the risk of jungle ganks, so once you've pushed the wave past their turret, you should either take dragon with your jungler if he's around and willing to do it, or just rotate mid and try to gank and kill the enemy mid laner if possible, or otherwise try to take the tower down 3v1.
It may take a while to do so, and you may find that you'll have to go back bot lane a few times to defend the tower, farm the minions and push it onto the enemy's side of the map again, then rotate mid for a little more tower damage, then move back bot to defend the tower.
Every time you return mid lane you can try to go for another gank if the enemy mid laner is overextended, if you manage to kill him then you can definitely take the tower.
If the enemy mid laner is someone with amazing waveclear, such as Anivia , then you might find it would take you way too long to actually take the tower down even 3v1. In that situation it's better that once you've taken down the tower, you ask your top laner if he'll lane swap with you. If he accepts, then you and your support will go top lane into a 2v1, where you'll be trying to take an easy tower, and your top laner will go bot lane to lane 1v2 and just try to survive and get as much farm as he can.
On your way to top lane, ask your jungler in advance to come gank top and dive 3v1, at this stage of the game there's almost no top laner that can survive that kind of tower dive even when at full HP. If he sees your jungler coming through wards, or otherwise manages to escape alive, you can still just zone him away from the tower with your jungler and easily take the tower down in one wave as 3.
Sieging towers is pretty simple, but you need to be careful about it. When both teams are alive and your team is trying to take a tower, it's your job to do as much damage as you can to the tower without dying. You need to do as much damage as you can while remaining safe. This means you can't just walk up to the tower, press Q and stand there auto-attacking until it dies; this leaves you open to get engaged upon, unless there's no resistance from the enemy team.
Instead you have to repeatedly poke the tower. Walk up to it, attack it a bit, back off if someone dangerous is walking up to you. Now you might think "but what if they never stop protecting their tower? Doesn't that mean it's never safe for me to auto-attack it?
Tristana Summoner Spells. Tristana Trinkets. Tristana Mythic Items. Tristana Boots. Contact Us. League of Legends. The best Tristana item build Season 11 starts with a Doran's Shield and purchase. The final items you will need to complete your champion item build guide are a Phantom Dancer and or Bloodthirster.
Make sure to use Flash and Heal as your summoner spells. What runes for Tristana S11? This section will explain what abilities you level up for this Tristana Build S Your first ability for level 1 should be E Explosive Charge , and then you should start maxing out E Explosive Charge.
Last updated 1 week ago on November 4, by RankedBoost. Share this. B Tier. Summoner Spells. Skill Order. Item Build. This topic contains spoilers - you can click, tap, or highlight to reveal them. Boards League of Legends Why does no one complain about Tristana??
User Info: Leowa. User Info: HipsterSora. Mainly because she's bad and has been in varying degrees of bad for most of this season, especially compared to her peak last season, and the rageblade hurricane method that was quickly snuffed out with a rageblade change. Like she's not as horrible as she has been, but That's your only job, you'll outscale her.
Cait should be doing good against her at all points in the game, except for her short spikes of power and VERY early as you'll be getting pushed in likely. Mainly because other than pushing during laning phase which will also make her miss a fair bit of CS at points she's just really weak in pretty much every stage of the game outside of taking turrets from what I have seen.
The natural pushing and AS steroid Q aren't going to help her in lane after those are down and she can be abused. Her jump is up, but your Support happens to be a Blitzcrank or someone that can hard CC her during it?
The bugs within her jump will make her hit the ground right then, right there and her escape is now gone, or, later in the game she jumps into two-three people on her own that are at full health? No amount of life steal is going to save her from getting killed and that's a habit I have see a fair few Tristanas doing.
Mind you, I'm low elo so this won't apply to all of them. And in general, she just has poor scaling compared to other ADCs in terms of mid game teamfights damage wise.
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