Tristana; A Gameplay Update

Stacona··1 votes·396 views

So something I love is the commando jump in, blow everything up, and jump out identity of Tristana! This concept post is to extend on that identity further and move away from being a "hyper marksman" since there are others like Kog'Maw, Jinx, and Twitch that fulfill this position and rather sharing a similar place as Jinx I would like to see Tristana branch away from that and be more about an early to mid game powerhouse taking down champions and towers on her destructive rain of terror mission as the yordle commando!

Any questions or concerns feel free to disgust them in the comments, also remember to ask questions if you are unsure about something or why I implement certain things and took certain things away.


Basic Attack Range: 575 units Movement: 325 units per second


Draw a Bead (Passive): Tristana's basic attacks fire multiple shots back-to-back at the same time to her target, with the first shot dealing 75% damage and applying on-hit effects, every shot beyond the first deals 60% reduced damage than the previous shot down to a minimum of 10% damage and does not apply on-hit effects.

Current shots per basic attack: 2

Critical strikes increases the number of shots fired but does not increase their damage.

Rapid Fire (Q): Cooldown: 12/11/10/9/8 seconds; Cost: 60 Mana; Range: 1000 units Passive: Draw a Bead fires an additional 1/2/3/4/5 shots.

Active: Tristana fires 3 times the amount of shots based on Draw a Bead's current value in the target direction dealing damage to the first enemy struck. Afterwards Tristana gains 60/75/90/105/120% bonus attack speed for 3 seconds increased by 1 second for every enemy directly killed by Rapid Fire.

The first shot against every different enemy deals 75% damage.

Rocket Jump (W): Cooldown: 22/20/18/16/14 seconds; Cost: 60 Mana; Range: 900 units Active: Tristana jumps to the target location to deal 80/125/170/215/260(+80%AP) magic damage to all enemies struck and slows them down by 60% for 1/1.5/2/2.5/3 seconds.

Passive: Kills and assists refreshes Rocket Jump's cooldown as well as detonating Explosive Charge early by jumping on the target with Rocket Jump will also refresh Rocket Jump's cooldown.

Explosive Charge (E): Cooldown: 20/18/16/14/12 seconds; Cost: 50/60/70/80/90 Mana; Range: 650 units Passive: Whenever Tristana executes an enemy it explodes shooting off shrapnel around it to deal 20/30/40/50/60(+15%AP) magic damage to nearby enemies, triple damage against minions.

Active: Tristana places an explosive charge on an enemy or enemy turret for up to 6 seconds. After 6 seconds, the charges reaches maximum stacks, or Tristana lands on it with Rocket Jump the charge will explode to deal 10/11/12/13/14(+6/7/8/9/10%bonus AD)(+6%AP) physical damage to and around the target for every stack the charge was charged for, the explosion radius greatly increases in size if it was on a tower.

Every shot from Tristana charges the Explosive Charge with a stack up to a maximum of 20 stacks.

Buster Bomb (R): Cooldown: 120/100/80 seconds; Cost: 100 Mana; Range: 800 units; Radius: 1000 units Tristana places a very powerful bomb on the ground that remains on the spot for up to 15 seconds.

If the Buster Bomb successfully receives 40 of Tristana's shots, Rapid Fire can hit Buster Bomb, then it will explode in a very large radius knocking back all enemies and Tristana dealing 400/550/700(+250%bonus AD)(+150%AP) magic damage to all enemies struck. If Tristana gets knocked back then Rapid Fire's, Rocket Jump's, and Explosive Charge's cooldowns are refreshed.

Buster Bomb deals 60% damage to any enemy structures within range.


~ Stacona [slayer-jinx-unamused]

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Stacona1 votes

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