(Innate): Tristana increases her autoattack range by 9 every time she levels up (does not include level one). At level 18, the bonus is 153 (703 total range).
Tips :An excellent passive that makes Tristana stronger and stronger as she goes up levels. Once at level 18, you will have the biggest base range in the game and can literally slice up your enemies in the late game!
(Active): Increases Tristana's attack speed for 7 seconds.
Tips :
This ability will increase Tristana's attack speed quite a bit so that she can do the maximum damage in a short time. However she won't be very useful in the early game given that her auto-attack isn't all that crazy.
When you have a lot of AD penetration stuff, this will be one of your main weapons for quick DPS. Be careful however, because the cooldown is quite hight so think about when to use it.
Attack Speed Boost: 30 / 45 / 60 / 75 / 90 %
(Active): Tristana fires at the ground to propel herself to a target location, dealing magic damage and slowing surrounding units by 60% for 2.5 seconds when she lands. On kills or assists, Rocket Jump's cooldown resets.
Tips :
Your main engage/escape spell with Tristana. It is a bit of a special gap closer since it applies a slow on impact over a small zone. In early game it will be useful for going for a kill, given that you won't really have a proper burst with Tristana.
On the other hand, it is also an excellent way to escape a bad situation (a gank from the jungler for example) because the range isn't all that bad. You can use the bushes to jump quickly without giving your opponents vision and also preventing him from anticipating you. You can also jump over most walls in the game, but be careful how you do it, you could make your jump and be very very disappointed...
Don't forget that the ability recharges automatically in case of a kill or an assist, so you need to be quick. It will be possible for you to jump repeatedly so that you can catch deserters here and there.
Cooldown: 22 / 20 / 18 / 16 / 14 seconds
Magic Damage: 70 / 115 / 160 / 205 / 250 (+0.8 per ability power)
(Passive): Enemies explode when slain by Tristana's basic attacks, dealing magic damage to nearby enemies.
(Active): Explosive Shot rends the target enemy, reducing healing and health regeneration by 50% and dealing magic damage over 5 seconds.
Tips :
A double edged ability in terms of its passive...
This will be your main source of burst in the early game and ensures you some sustain in the lane thanks to the heal reduction of 50% on your opponents. It deals reasonable DoT so don't hesitate to harass your opponent with it.
However the passive will tend to push your lane because it deals damage around the target that you will kill. It is not easy to farm under the tower, for example, because this requires a good timing which is not really possible with Tristana. It's why you should always try to have favorable aggression in your match-ups!
Magic Damage: 50 / 75 / 100 / 125 / 150 (+0.25 per ability power)
Cost: 50 / 60 / 70 / 80 / 90 mana
Total Magic Damage: 110 / 140 / 170 / 200 / 230 (+1.0 per ability power)
(Active): Tristana fires a massive cannonball at an enemy unit, dealing magic damage and knocking them and surrounding units back.
Tips :
A very good target that will let you finish a target thanks to its decent damage or, on the other hand, depush so that you can escape more easily. Bear in mind that if your opponents are grouped together you will push them all!
If you manage the area you are in well, as well as your positioning, you can push a target through a wall if possible and make him lose a lot of time in a teamfight, for example.
Magic Damage: 300 / 400 / 500 (+1.5 per ability power)
Knockback Distance: 600 / 800 / 1000
Pros
Very very good in the late game thanks to her passive and her huge range
A good burst coupled with a support who has some controls
Has a heal debuff that makes her very good against champions like Sona or Soraka
Her Rocket Jump makes her very safe in the lane and she can engage fights quickly
Cons
Practically obliged to push her lane because of the E's passive
Can be denied if the opponent pushes the lane and forces you under the tower