Tristana; Yordle of Mass Destruction

Stacona··2 votes·934 views

Okay, so Tristana's current problems are as followed: She has a terrible early game most of the time and she doesn't actually scale very well [this yordle is not the hyper marksman she used to be, which is fine] She has no ways to get a chain reaction waveclear rolling and no ways to get farm well enough causing her to fall behind as a now mid-game marksman just super weak in the mid-game because she is behind, and again no longer scales that well

My ideas will be changing Rapid Fire [Q] and Draw a Bead [Passive] a little bit to make Tristana a little bit more mid game focused and focusing on her new and way more unique and balanced identity of a minion annihilation, tower destroying, yordle of destruction! More balanced in comparison to the old give every single steroid possible on one champion hyper marksman Tristana who has absolutely no identity and would only get played for being severely overpowered at the time. Long title eh...


Basic Attack Range: 550 units, unchanged but for context

Draw a Bead (Passive): Whenever Tristana executes an unit she permanently gains 1 bonus range to her basic attacks and Explosive Charge up to a cap of 125 bonus range.

Rapid Fire (Q): Cooldown: 12 seconds; Cost: 40/45/50/55/60 Mana; Range: 1050 units Passive: Whenever Tristana executes an unit she lowers the cooldown of Rapid Fire by 1 second and if Rapid Fire directly executes an unit then she grants herself 28%(+4% per champion level) bonus attack speed for 5 seconds.

Active: Tristana fires multiple shots in the target direction to deal 40(+30%Bonus AD) physical damage per bullet to the first unit struck which these bullets deal double damage against minions. Rapid Fire fires off 3/4/5/6/7 bullets at a time.

(If a bullet kills a unit with other bullets behind it still then the other bullets keep on travelling along the line until they reach either another unit or the end of their path.)

Rocket Jump (W): Passive: If Tristana gains a kill, assist, or is nearby a dying enemy structure then Rocket Jump's cooldown refreshes.

(This is more of a tooltip tidy up, but the new thing here is that killing an inhibitor or turret, as long as Tristana is nearby and Rocket Jump is on cooldown, then she will gain a reset to her Rocket Jump's cooldown. So she can jump in, blow up a turret, and jump out. The range will be ~1000 units for the reset for structure destruction to be applicable.)

Explosive Charge (E): Cooldown: 16/15.5/15/14.5/14 seconds; Cost: 70/75/80/85/90 Mana; Range: 550 units Passive: Whenever Tristana executes an unit then it will explode dealing 50/75/100/125/150(+25%AP) magic damage to nearby enemies around it.

Active: Tristana places an explosive charge on the target enemy or tower. After 4 seconds the charge explodes, dealing 60/70/80/90/100(+50/65/80/95/110%bonus AD)(+50%AP) physical damage to the target and to nearby enemies.

Tristana's basic attacks against the charge will increase the damage by 30% up to 120% and lower Explosive Charge's cooldown by 1 second up to 5 seconds. If the charge is already on 4 stacks then Tristana's next basic attack or Rocket Jump on the target will detonate the charge early.

(Only difference here is that the on-hit cooldown reduction is directly on this spell because of the changes I did with Rapid Fire.)

Buster Shot (R): Cooldown: 120/100/80 seconds; Cost 100 Mana; Range: 1200 units Tristana fire a powerful blast in the air to land in the target area to deal 250/325/400(+80%AP) physical damage to all enemies and structures nearby in a large area. All enemies are knocked-back from the explosion. If Buster Shot was used directly on a structure then the damage is increased by 50%, but only that structure is affected.

(Okay so another really big change, mainly I want this spell to make sense with her destructive theme and to be able to destroy buildings or cause havoc with making the enemy team go flying every where. So the spell is a lot weaker as a defensive option and stronger for Tristana to take the initiative and not back down as the yordle commando that she is!)


Hope you guys appreciate the destructive yordle's work here! ~ Stacona

12 Comments

Inphernal1 votes

I would like to see her passive stay the same with the addition of adding +1 range per champion kill or assist. Other than that, she's fine.

Stacona1 votes

Except not really, she is right now, a half-assed version of old trist and new trist who has a commando identity and her goal is to blow up the enemy base; which is a cool identity--- So I moved her into more of a mid game power spike and a pushing marksman and away from a late game type - also emphasizing her role of pushing minions and towers

Fyzzex1 votes

The most glaring problem i see with this on a quick read through is the ult. Build Straight AP walk up to turret e-auto til you get pressured ult the turret and rocket jump out. Going CDR boots athene's/morellos then all the AP will let you effectively one shot turrets @ half health once you hit 3 items and level 11. Add in the fact that you can be doing this once a minute means that you become even more obnoxious than ziggs

Stacona1 votes

Or go AD and be better at pushing turrets and can actually teamfight; so you think the AP ratio should be lowered? i lowered the base damage for making it physical damage since the damage type is more efficient for a marksman; But even an AP build makes it sound like it fulfills the same destructive role as a marksman build, except AD is just more useful

But i over looked the ratio since i was just focusing on the single target base damage and base damage over all and didn't give the ap ratio a thought except leaving the spell to be scaling off AP- i will lower the AP ratio, thanks for point out the fact that there would have been 150%AP to structures

BestTristMyHaus1 votes

Love the ideas, but its too much. Would get nerf'd in a hurry. Thoughts on changing: Draw a Bead - interesting proposal, it might move the speed too quickly, if looking to improve Tristana's early/mid game it might be better to put her passive on a declining curve rather than a straight line. Change to: Draw a Bead (Passive): Tristana's range is increased by (11 - (Level/2) + Remainder of (Level/2)) The net result of the above is an 8 unit buff to final range (I still think she whould have at least a LITTLE more range than she currently does), if that's an issue to people, drop her base range by 8 to 535. But to explain the above math, if Tristana starts at the same point, she'll ramp much faster to level 9 (shooting ~25 units further at level 9 if her base range is kept) but the passive gets less effective at the later levels (as previously noted, it's only an 8 unit buff at level 18, if you start her 8 units lower, she's equal at level 18, but ~15 units ahead at midgame)

I love the rapid fire you described, but that's too OP if NOT a skillshot and probably even if it IS a skillshot. Unfortunately, I think Rapid Fire needs to stay as is if they're going to maintain her "E". It'd be cool if she could gain some weird passive like Ashe's tho.

People already hate on her jump refresh, I think adding to it on turrets is too strong. :(

For Explosive charge, I would LIKE the ability to set off the charge early. I would also PREFER to get a bonus effect like a stun or something, but it's mostly ok as is.

Your Buster Shot change is really interesting tho. I've thought of a similar thing and I DO think Trist needs a skillshot. I agree with Fyzzex that making it able to hit structures is too much, but giving it longer range (and essentially allowing "blind fire") would be nice.

BestTristMyHaus1 votes

BTW, I'm sure others would disagree, but I'd also gladly REVERSE the power curve described above for "Draw a Bead" IF Riot allows Tristana to again be the queen of range at max rank. Like: Base Range = 550 DaB = Base + (2 x Level/2) Under this model, Tristana would have less range than she CURRENTLY has all through level 12, but would have much longer range (712 vs. current 669) at level 18. (Jinx's rockets max at 700)

Stacona1 votes

the bonus range is capped at 125, so 675 total total range which will be achieved after 15minutes depending on how good you are at last hitting So basically she does not become Caitlyn dominant early game, but has the range for the mid game pushing of objectives suppose to late game to do a mid game job- the total range is no different than level 18 trist now

The Rapid Fire is a single target line skill shot - rank 5 damage is 280+210%Bonus AD for all 7 shots, the shots continue in their line if the first few shots kill any units in the way But if Rapid Fire kills minions at a turret you get attack speed for Explosive Charge's charge on the turret - so everything works perfectly together for pushing minions and turrets; the attack speed is no longer on demand so her scaling is even weaker, but i gave her a better early game to make it to mid game to do her job as a commando to jump in, blow up the buildings, and get out

Explosive Charge already goes off early if you reach max stacks on it, there is already an on-hit cooldown to the spell just i moved it to the actual spell itself because i changed rapid fire - but the spell is the same as live i made all the changes based around explosive charge which is the changed spell

Again Rapid Fire change is a line single target skill shot to make it more interesting and fun, attack speed steroids are not very interesting I gave it more range because skill shots require more range over a point and click - because the spell is a skill shot and delayed before landing makes it a weaker defensive tool but can be a lot better taking the initiative as an offensive tool for separating a team (i guess like a gragas ult a little bit) OR used as a single target structure nuke - but i did not want to remove her AoE knock-back but make her ultimate make sense as a commando on a destructive mission and the current ultimate right now is just random to be perfectly honest

BestTristMyHaus1 votes

{quoted}

the bonus range is capped at 125, so 675 total total range which will be achieved after 15minutes depending on how good you are at last hitting So basically she does not become Caitlyn dominant early game, but has the range for the mid game pushing of objectives suppose to late game to do a mid game job- the total range is no different than level 18 trist now

Yeah, but there's a BIG difference between a level cap and what is basically a "time" cap with cs. Hitting her max range around level 9 is too strong for a passive IMO. I do agree that it should be more front loaded if she maxes under 700.

The Rapid Fire is a single target line skill shot - rank 5 damage is 280+210%Bonus AD for all 7 shots, the shots continue in their line if the first few shots kill any units in the way But if Rapid Fire kills minions at a turret you get attack speed for Explosive Charge's charge on the turret - so everything works perfectly together for pushing minions and turrets; the attack speed is no longer on demand so her scaling is even weaker, but i gave her a better early game to make it to mid game to do her job as a commando to jump in, blow up the buildings, and get out

I like the "full auto" burst you described, I'm just saying no way does that clear. It also puts Tristana on more of an "assassin" path rather than the "objectives" thing you're noting. With that Q, you jump in, throw explosive charge, unload your full clip of Q and boom. Hell, I do that right now with her CURRENT Q, and that's not as effective as the change you're suggesting. She lost AS, Range AND damage because her "jump in & execute" was too strong before.

Explosive Charge already goes off early if you reach max stacks on it, there is already an on-hit cooldown to the spell just i moved it to the actual spell itself because i changed rapid fire - but the spell is the same as live i made all the changes based around explosive charge which is the changed spell

It goes off IF you hit max stacks, I'm saying I'd like to see you able to set it off with a second activation. It's a decent harass in the early levels, but especially against heal supports and such, mitigating damage is much easier because you have time if you back away. If instead Trist could lob that on someone and set it off in half the time it'd make it more dangerous.

Also, I agree that her ult is kind of weird, I just also agree that making her abilities able to tear through towers makes them too strong UNLESS they get weaker against champs (which would REALLY suck). The fact that her E doesn't screw over healing anymore kind of sucks, but is MORE than compensated for by be able to be lobbed onto towers. Heck, one of the best things with Trist now is killing champs by blowing up a charge on a tower.

Stacona1 votes

Caitlyn has 650 Range at the start of the game, i think having 675 range by mid game is fair play and allows Tristana to take turrets in the mid game since she is no longer a hyper scaler

I was thinking of adding this new Rapid Fire and Explosive Charge synergy, but that would make it too strong and little counter play so i left the same mechanic of basic attacks charge of the Explosive Charge only and Rocket Jump and basic attacks can proc the charge when fully stacked - so the Rapid Fire is just a "damage over time" type of single target physical line skill shot that can hurt multiple units if the first few bullets are strong enough to take out intercepted units Tristana does have a slight assassin play style now and that comes from the commando identity she is suppose have, so it should be fine to play a high risk of style to jump on someone with explosive charge fire off 5 autos and use Rapid Fire for burst value and maybe your ult too thrown in for more enemy go BOOM and then jump out with your resets

the new Rapid Fire in conjunction to Explosive Charge's execute explosion damage passive creates a waveclear scenario of chain reacting a minion wave dying and you can use the attack speed bonus from last hitting with Rapid Fire for tower pushing with Explosive Charge

Explosive Charge is meant to be a timebomb type of thing, or you get the bomb hot enough and it goes off early- but making a kit to better around the tower explosion and wave clear push style i think adds a very unique style to Tristana and make her more mid game focused just creates a scenario where you pick Tristana over some like Caitlyn, Ashe, Jinx, Kog, Twitch, Vayne, Draven, Lucian, etc. etc

atomicwit1 votes

I agree she's not very strong at any point but I don't like your changes. I think making her passive 8 range per level would be enough for me to consider her "balanced", although definitely not top tier.

Stacona1 votes

,

More from Gameplay

More by Stacona