Tristana
TRISTANASkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 17 | 16 | 15 | 14 |
| Attack Speed | 60% | 80% | 100% | 120% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 20 | 18 | 16 | 14 |
| Cost | 60 | |||
| Base Damage | 80 | 120 | 160 | 200 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 16 | 15 | 14 | 13 |
| Cost | 55 | 60 | 65 | 70 |
| Passive Damage | 60 | 90 | 120 | 150 |
| Active Damage | 80 | 110 | 140 | 170 |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 70 | 65 | 60 |
| Cost | 100 | ||
| Base Damage | 300 | 350 | 400 |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+B← B48.8%9.5%0.4%
- Master+B← B48.8%9.4%0.3%
- ChallengerA← A48.2%8.4%0.2%
- LegendaryB← B48.1%6.4%0.2%
Tencent official (CN server) / ADC / 2026-11-07
Tier is B at both ends and A in between, a 0.7 point spread in win rate.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among ADC
One dot per championTier and numbers
- TierWinPickBan
- Diamond+D← D48.0%1.3%0.4%
- Master+D← D48.0%1.3%0.3%
- ChallengerD← D48.6%1.1%0.2%
Tencent official (CN server) / Mid / 2026-11-07
Tier is D in Diamond+ and Master+ and Challenger, a 0.6 point win-rate spread. No data yet for Legendary.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Mid
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Core items (3)12 combos, by pick rateby win rate
- CombinationPickWin
- 54.3%
- 53.5%
- 51.5%
- 51.2%
- 49.1%
- 52.2%
- 47.4%
- 46.4%
- 51.9%
- 47.1%
- 51.0%
- 50.7%
Runes3 combos, by pick rateby win rate
- CombinationPickWin
- 48.8%
- 47.5%
- 47.5%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 48.8%
- 48.8%
- 47.3%
- 48.3%
- 49.0%
- 45.2%
Official Tencent data (China server)Diamond+ / MidAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes2 patterns
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 49.6%
- 52.0%
- 62.8%
- 54.5%
- 51.5%
- 43.8%
- 48.7%
- 53.0%
- 61.7%
- 57.8%
- 49.2%
- 50.0%
- 56.5%
- 59.4%
Runes8 combos, by pick rateby win rate
- CombinationPickWin
- 46.6%
- 49.7%
- 47.3%
- 54.3%
- 51.9%
- 49.2%
- 48.0%
- 36.9%
Summoner spells7 combos, by pick rateby win rate
- CombinationPickWin
- 47.2%
- 48.7%
- 50.2%
- 46.2%
- 46.6%
- 48.7%
- 50.0%
Official Tencent data (China server)Master+ / MidAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes2 patterns
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 48.7%
- 54.2%
- 60.0%
- 58.4%
- 52.9%
- 41.7%
- 53.2%
- 49.7%
- 57.3%
- 61.0%
- 51.5%
- 59.6%
- 39.0%
Runes8 combos, by pick rateby win rate
- CombinationPickWin
- 47.2%
- 49.1%
- 46.7%
- 53.3%
- 50.0%
- 47.6%
- 51.5%
- 37.0%
Summoner spells7 combos, by pick rateby win rate
- CombinationPickWin
- 47.5%
- 48.2%
- 50.8%
- 45.0%
- 45.7%
- 48.4%
- 50.6%
Official Tencent data (China server)Master+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Core items (3)12 combos, by pick rateby win rate
- CombinationPickWin
- 53.5%
- 54.6%
- 52.1%
- 51.3%
- 48.9%
- 52.0%
- 46.5%
- 47.1%
- 52.3%
- 47.3%
- 50.6%
- 50.7%
Runes3 combos, by pick rateby win rate
- CombinationPickWin
- 48.9%
- 47.9%
- 48.0%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 48.8%
- 49.2%
- 47.4%
- 48.9%
- 49.3%
- 44.8%
Official Tencent data (China server)Challenger / MidAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes3 patterns
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 50.0%
- 54.7%
- 61.9%
- 50.6%
- 59.7%
- 50.0%
- 63.3%
- 43.4%
- 44.7%
- 64.5%
- 56.0%
Runes9 combos, by pick rateby win rate
- CombinationPickWin
- 45.7%
- 46.5%
- 44.4%
- 53.4%
- 48.2%
- 45.5%
- 39.2%
- 41.0%
- 48.1%
Summoner spells8 combos, by pick rateby win rate
- CombinationPickWin
- 48.8%
- 43.5%
- 49.8%
- 43.9%
- 51.0%
- 41.3%
- 54.8%
- 54.0%
Official Tencent data (China server)Challenger / ADCAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 55.3%
- 55.3%
- 49.6%
- 50.8%
- 49.0%
- 45.5%
- 46.8%
- 53.9%
- 53.1%
- 51.4%
- 52.8%
- 50.5%
- 55.3%
Runes4 combos, by pick rateby win rate
- CombinationPickWin
- 48.7%
- 49.2%
- 44.9%
- 46.5%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 48.6%
- 46.6%
- 50.5%
- 50.7%
- 43.6%
- 50.4%
Official Tencent data (China server)Legendary / ADCAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Core items (3)17 combos, by pick rateby win rate
- CombinationPickWin
- 57.0%
- 52.8%
- 48.1%
- 47.9%
- 50.9%
- 46.5%
- 53.1%
- 47.3%
- 45.9%
- 50.6%
- 38.9%
- 41.7%
- 56.9%
- 50.0%
- 56.5%
- 51.8%
- 53.3%
Runes4 combos, by pick rateby win rate
- CombinationPickWin
- 47.7%
- 47.1%
- 45.5%
- 41.8%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 47.2%
- 44.6%
- 50.8%
- 45.3%
- 54.0%
- 49.1%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds5 builds (1 pro)
- Streamer / proCore itemsKeystone, spells
- PRO
Items in these builds
Gunmetal Greaves5 of 5
Infinity Edge4 of 5
Dominik’s Regards3 of 5
Bloodthirster3 of 5
Navori Quickblades2 of 5
Blade of the Ruined King2 of 5
Guinsoo's Rageblade1 of 5
Kraken Slayer1 of 5
The Collector1 of 5
Stormrazor1 of 5
Terminus1 of 5
Mercurial Scimitar1 of 5
Mortal Reminder1 of 5
Yun Tal Wildarrows1 of 5
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Mercurial Scimitar
Blade of the Ruined King
Bloodthirster
Navori Quickblades
Mortal Reminder
Yun Tal Wildarrows
Dominik’s Regards
Infinity Edge
Maw of Malmortius
Serylda’s Grudge
Guardian Angel
The Collector
Fiendhunter Bolts
Rapid Firecannon
Runaan's Hurricane
Phantom Dancer
Hexoptics C44
Kraken Slayer
Guinsoo's Rageblade
Immortal Shieldbow
Terminus
Stormrazor
Runes
Resolve
Sorcery
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3aAdjustedCombat power Lv15 9,728 → 9,814 (+0.9%)
Rapid Fire
- Attack Speed: 50/75/100/125% → 60/80/100/120%
Rocket Jump
- Cooldown: 22/20/18/16s → 20/18/16/14s
Explosive Charge
- Explosion Damage: (80/100/120/140 + 100% Bonus Attack Damage + 50% Ability Power) × (1 + Critical Rate × 40% + (Crit Damage - 2) × 40% × Critical Rate) → (80/110/140/170 + 120% Bonus Attack Damage + 50% Ability Power) × (1 + Critical Rate × 50% + (Crit Damage - 2) × 50% × Critical Rate)
7.3Changed
Base Stats
- Base Attack Damage: 54 → 60
- Attack Damage per Level: 6 → 5
- Attack Speed Ratio: 0.694
- Base Attack Speed: 0.694
- Base Bonus Attack Speed: 0.17
- Attack Speed per Level: 0.02
Rocket Jump
- Cooldown: 22 / 19 / 16 / 13 → 22 / 20 / 18 / 16
- Damage: 85 / 155 / 225 / 295 + 50% Ability Power → 80 / 120 / 160 / 200 + 80% × bonus Attack Damage + 50% Ability Power
- Slow effect: 60% → 50%
- Slow duration: 1.5 / 2 / 2.5 / 3s → 2s
Explosive Charge
- Cooldown: 15 / 14 / 13 / 12 → 16 / 15 / 14 / 13
- Passive explosion damage: 65 / 100 / 135 / 170 + 25% Ability Power → 60 / 90 / 120 / 150 + 25% Ability Power
- Active explosion damage: 50 / 75 / 100 / 125 + 75 / 110 / 145 / 180% bonus Attack Damage + 50% Ability Power → (80 / 100 / 120 / 140 + 100% bonus Attack Damage + 50% Ability Power) × (1 + Critical Rate × 40% + (Critical Damage-2) × 40% × Critical Rate)
- Damage per stack: 30% → 25%
Buster Shot
- Damage: 350 / 450 / 550 + 100% Ability Power → 300 / 350 / 400 + 70%× bonus Attack Damage + 100% Ability Power
7.1dChanged
Explosive Charge
- Explosion damage after killing a unit: 55/85/115/145 → 65/100/135/170
7.0fChanged
Rapid Fire
- Cooldown: 18/17/16/15s → 17/16/15/14s
Analysis
Nothing equippedCombat Power at Lv15 is 9,814 (#132 of 142, #21 of 26 Marksman). About the same as #139 at Lv1.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Marksman median | Rank |
|---|---|---|---|---|
| 1 | 5,161 | 5,897 | 5,544 | 139 |
| 2 | 5,637 | 6,459 | 5,924 | 141 |
| 3 | 6,112 | 6,934 | 6,418 | 139 |
| 4 | 6,389 | 7,485 | 6,880 | 142 |
| 5 | 6,784 | 7,899 | 7,352 | 140 |
| 6 | 7,103 | 8,244 | 7,648 | 138 |
| 7 | 7,401 | 8,552 | 7,938 | 137 |
| 8 | 7,667 | 8,948 | 8,262 | 138 |
| 9 | 7,959 | 9,378 | 8,635 | 138 |
| 10 | 8,298 | 9,716 | 8,922 | 135 |
| 11 | 8,601 | 10,018 | 9,168 | 134 |
| 12 | 8,890 | 10,461 | 9,551 | 138 |
| 13 | 9,164 | 10,786 | 9,864 | 136 |
| 14 | 9,495 | 11,138 | 10,153 | 133 |
| 15 | 9,814 | 11,462 | 10,439 | 132 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- +10 range per level (read as move speed)342G
Combat only: 50%Survival factorRead as a similar priceChampion median- +60-120% attack speed1,000G
Combat only: 50%Skill ranks from level- Magic damage564G
- Slow488G
Combat only: 50%Survival factorMove speed % as flatChampion medianSkill ranks from level- Magic damage (explosion on kill)66G
- Physical damage (bomb)516G
Combat only: 50%One takedown per 90sSkill ranks from level- Magic damage263G
Combat only: 50%Skill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Read as a similar price
Effects without a price are read as the closest existing formula: vision as avoiding a gank death (half an escape tool's chance), blocking attacks or projectiles as a shield for the same time, untargetable time (invisibility, etc.) as crowd control on the enemy, range as the move speed of the approach distance saved, experience as gold (1 = 0.5 gold), and stolen or reduced enemy stats as stats (or defense) you gain.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
One takedown per 90s
One kill or assist every 90 seconds (10 in a 15-minute match) is assumed. Uncapped stacks count half of that as the mid-match average.
| Lv 15 | Tristana | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,422 | 1,832 | 2,422 | 2,732 |
| Armor | 91 | 34 | 104 | 127 |
| Magic Resist | 50 | 45 | 60 | 80 |
| Attack | 130 | 50 | 109.5 | 147 |
| Attack Speed | 1.006 | 0.735 | 0.951 | 1.252 |
| Move Speed | 335 | 335 | 350 | 360 |
| HP regen | 17 | 14 | 19 | 29 |
| MP | 874 | 802 | 1,080 | 1,390 |
| MP regen | 22 | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




