Name one inherent weakness in Tristanas kit.
Long range, turret destruction, steroid that requires no buildup, self peel, mobility.
Long range, turret destruction, steroid that requires no buildup, self peel, mobility.
I have 2 things to add.
Ah yes, I forgot that explosions reset her jump. They have to be max stack and hit an enemy champion though, so still not that easy to get the reset.
2 of her abilities deal no damage, ult has no ad scaling.
2 of her abilities deal no damage.
Well. Technically all of her abilities do damage. Here Q increases her DPS, so I'd count that. Her W has impact damage. Her E deals damage after the fact or during if you get all your procs. Her Ult does damage as well, though it is Magic damage.
mobility is interruptible/has a starting animation. You can hit her with CC/displacements to prevent it from working. This works even when she's in mid air (and my god does it feel good to Blitz pull her mid jump). Outside of that being the counterplay for her mobility spell she still has the sticky grenade and the self peel R.
How about Tempered Fating one not once, but twice? It felt satisfying as hell.
mobility is interruptible/has a starting animation. You can hit her with CC/displacements to prevent it from working. This works even when she's in mid air (and my god does it feel good to Blitz pull her mid jump). Outside of that being the counterplay for her mobility spell she still has the sticky grenade and the self peel R.
I feel ya there. I play Rammus and I LOVE to stop her during animation. XD
has a starting animation.
This is actually a strength. A well-timed rocket jump can allow Trist to jump out of displacements and though the duration of most CC due to the delayed move block.
This is actually a strength. A well-timed rocket jump can allow Trist to jump out of displacements and though the duration of most CC due to the delayed move block.
I mean that the start animation effectively telegraphs when she's going to move so you can plan responses. I did not think about how the dash can effectively render snares useless during the movement.
Its all a matter of who acts first really whether that animation can be considered a strength or a weakness. If a blitz grabs first, then trist can react and jump away. If trist jumps first, then a blitz can react and rip her out of the air.
She can't do anything outside of her auto attack range. She can't freeze a wave. Atrocious attack speed per level, especially among adcs (2nd worst behind Jinx) (3rd worst attack speed at level 18 behind Jinx and Sivir). Very little ability damage scaling after E is maxed (W cannot realistically be used as a damage ability in a standard combo)
Her safety or her lategame hypercarry status, one of them need to go. Kog is somewhat acceptable because he is an immobile turret, kind of. While it's still near impossible to get to him pass his 4 heal/shield/peel bitches, at least when you do get to him, you have a small chance of actually assassinating him.
With Trist, go through all that shit only to have her jump away and hit you back into her team. And unlike Cait or Ez who actually give up their damage for their safety, she does Kog levels of damage while keeping all her safety tools. Gut one part of that and she will be balanced.
she's a cute yordle