Thoughts and Discussion: Tristana

Stacona·4/24/2017, 6:34:33 PM·1 votes·285 views

What is the problem with Tristana:

~ She has two abilities that that are not interesting to use at all and are just glorified base stats, which are her current passive and Q, I would rather see Tristana with better attack speed and slightly more base range and have two real abilities. Changes like this can mean less emphasis as Tristana being a hyper marksman, still scales well though, and more power into mid game smoothing out her gameplay a lot better

~ Tristana just feels clunky to use, down to her cast animation on her E that can be cleaned up significantly and same goes with her basic attacks to feel better to use, which is especially important for a marksman

~ Everything else is unique to Tristana and holds to this cool commando, high-risk and high-reward marksman that people love about playing as Tristana and not about holding onto hyper scaling, people especially like playing Tristana when they can get a bunch of Rocket Jump resets and go off that way. So less range overall means we can play around her exciting moments better because she will be less safe in that regard, she won't have the same scaling without the steroids, but Tristana will deliver much better at her fun Tristana things that she does and emphasize on the Tristana things much better (psychotic yordle blowing stuff up and jumping all over the place).


Attack Range: 575 units [from 550-669] Attack Improvements: Attack animation quickened and improved attack frames, that sort of thing, smooth out her basic attacking to feel better to use and less clunky feeling Attack Speed: 0.677 +3% per level [from 0.656 +1.5% per level]

Draw a Bead (Passive): Ranks: @1/7/13; Static Cooldown: 12 seconds; Radius: 350 units Tristana's next basic attack deals 120% damage, double damage against minions and structures, and explodes in a small area.

Casting an ability refunds 4/5/6 seconds from Draw a Bead's cooldown.

Rapid Fire (Q): Cooldown: 10/9/8/7/6 seconds; Cost: 50 mana; Range: 900 units Passive: Executes from Tristana's basic attacks and Rapid Fire causes the enemy to explode with shrapnel flying around it dealing 50/75/100/125/150(+25%AP) magic damage to nearby enemies.

Active: Tristana fires 7 shots in a line dealing (+20/22.5/25/27.5/30%AD) physical damage to the first enemy each hits. Can damage enemy structures.


Rocket Jump (W): Now passively resets the cooldown on all takedowns and not just champions, this now includes enemy structures and epic monsters to better emphasize Tristana's role as a marksman to also take down the objectives on the map.

Explosive Charge (E): Range is just a flat 600 units, slightly more than her AA range to help this ability be less clunky, also improve the cast animation to have Tristana feel less clunky.

The passive moved to my new Rapid Fire ability, emphasizing Explosive Charge as the big damage ability and Rapid Fire for the wave clear ability.

Maximum damage would be unchanged, but the charge count increased to 8 from 4 and will interact with Rapid Fire (so each stack deals half the damage they do now with twice as many stacks). So landing all 7 shots against the enemy with explosive charge on them sets it up so you can jump on the target with Rocket Jump and detonate the charge and get Rocket Jump's reset for a very fluid combo; one more attack after Rapid Fire also instantly detonates the charge, but you only get Rocket Jump's reset this way by detonating the charge with Rocket Jump [this mechanic currently exists].


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