Edge: Wild Rift Core canonical verdict (−3 to +3), shown from the point of view of the champion named in the row. Win rate and pick rate: the opponent's own rate in this role — Wild Rift CN · Challenger, Patch 7.2d. Not a head-to-head win rate.
disengage punishspacingXayah completely shuts down your offensive pressure because she can instantly nullify your main source of burst. The moment you commit with Explosive Charge, she can activate Featherstorm to become untargetable, causing your bomb to tick down uselessly. Worse, as she lands, she repositions her feathers to trigger Bladecaller, locking you down mid-air if you try to escape with Rocket Jump or simply rooting you for a deadly trade.Xayahのビルド →詳細を見る
Xayah
理由
Xayah completely shuts down your offensive pressure because she can instantly nullify your main source of burst. The moment you commit with Explosive Charge, she can activate Featherstorm to become untargetable, causing your bomb to tick down uselessly. Worse, as she lands, she repositions her feathers to trigger Bladecaller, locking you down mid-air if you try to escape with Rocket Jump or simply rooting you for a deadly trade.
レーン戦への影響
This interaction forces you into a passive stance during laning. You cannot safely initiate with Rocket Jump because Xayah's Clean Cuts and Double Daggers constantly litter the lane with feathers, threatening a quick root if you push too far. Trading with Rapid Fire feels unrewarding when she can match your DPS with her own Deadly Plumage while keeping her defensive ultimate ready to negate your all-in.
立ち回り方
To survive, you must trick Xayah into wasting her ultimate. Bait her defensive reaction by poking with simple auto-attacks enhanced by Draw a Bead and Rapid Fire without committing your jump. Only apply Explosive Charge after she panics and triggers Featherstorm. If she holds it, use Buster Shot defensively to push her away when she activates Deadly Plumage, disengaging safely rather than trying to force a fight you cannot win.
dodge ccburst clashVarus dominates the neutral game by wearing you down from afar with Piercing Arrow and Hail of Arrows. While your all-in with Explosive Charge and Rapid Fire has higher burst potential, it is entirely gatekept by Chain of Corruption. If you initiate and get rooted mid-combo, your DPS halts instantly, preventing you from detonating your bomb or securing the Rocket Jump reset, which leads to your swift demise.Varusのビルド →詳細を見る
Varus
理由
Varus dominates the neutral game by wearing you down from afar with Piercing Arrow and Hail of Arrows. While your all-in with Explosive Charge and Rapid Fire has higher burst potential, it is entirely gatekept by Chain of Corruption. If you initiate and get rooted mid-combo, your DPS halts instantly, preventing you from detonating your bomb or securing the Rocket Jump reset, which leads to your swift demise.
レーン戦への影響
Because of Hail of Arrows and Living Vengeance, Varus easily secures wave priority, forcing you to farm under turret. Every attempt to walk up for a last hit exposes you to high-damage Piercing Arrow snipes. Your health pool will constantly bleed, making safe recalls difficult and putting massive pressure on your tower. You cannot safely contest his push unless his main crowd control is down.
立ち回り方
To survive, adopt a highly defensive stance and focus on scaling via Draw a Bead. Never use Rocket Jump aggressively unless Varus has already missed Chain of Corruption. Instead, hold your jump strictly to reactively buffer or escape his ultimate's projectile. If he does snare you, immediately use Buster Shot to push him away, preventing him from detonating his Blighted Quiver stacks, and abort the trade until your cooldowns return.
cc interruptall inThis matchup is heavily dictated by Draven's ability to swat you out of the air. If you attempt an aggressive Rocket Jump, a skilled Draven will reactively cast Stand Aside mid-flight. This immediately cancels your leap's momentum, dropping you directly into his optimal range where his Spinning Axe and Blood Rush DPS will shred your health bar before you can stack Explosive Charge.Dravenのビルド →詳細を見る
Draven
理由
This matchup is heavily dictated by Draven's ability to swat you out of the air. If you attempt an aggressive Rocket Jump, a skilled Draven will reactively cast Stand Aside mid-flight. This immediately cancels your leap's momentum, dropping you directly into his optimal range where his Spinning Axe and Blood Rush DPS will shred your health bar before you can stack Explosive Charge.
レーン戦への影響
Because of this airborne interruption, you cannot freely contest early waves. Draven easily secures lane priority with his high raw damage, forcing you to farm under turret. Any attempt to trade back with Rapid Fire feels underwhelming because you cannot commit to an all-in. If you get chunked while your escape is disabled, you will be forced into a bad recall, losing plates to his fast push.
立ち回り方
To survive, you must play defensively and strictly hold Rocket Jump as a reactive tool. Never initiate with it. Watch Draven's axes; if he drops a Spinning Axe or wastes Stand Aside trying to poke or push, you have a temporary window to retaliate. If he catches you with an aggressive engage, use Buster Shot to push him away instantly and disengage, relying on your passive Draw a Bead to safely farm from a distance as you scale.
bait shieldsburst timingYunara naturally out-dpses you in extended trades because of her passive Vow of the First Lands and the attack speed from Cultivation of Spirit. Your primary win condition is a burst all-in using Explosive Charge. However, Yunara can easily neutralize your Rocket Jump engage. She can activate Kanmei's Steps to quickly run out of your range, or use Untouchable Shadow to dash away, preventing you from stacking your bomb.Yunaraのビルド →詳細を見る
Yunara
理由
Yunara naturally out-dpses you in extended trades because of her passive Vow of the First Lands and the attack speed from Cultivation of Spirit. Your primary win condition is a burst all-in using Explosive Charge. However, Yunara can easily neutralize your Rocket Jump engage. She can activate Kanmei's Steps to quickly run out of your range, or use Untouchable Shadow to dash away, preventing you from stacking your bomb.
レーン戦への影響
Because your main offensive tool is so easily neutralized, you cannot safely push or force trades. If you waste Rocket Jump aggressively, you are left completely vulnerable to her Arc of Judgment slow and high sustained damage. You will often be forced to farm under tower, using Draw a Bead to safely secure last hits while Yunara controls the wave tempo and chips away at your tower plates.
立ち回り方
To survive, you must play defensively and focus on lane discipline. Never initiate with Rocket Jump unless you see Yunara waste Kanmei's Steps or her ultimate Transcend One's Self is on cooldown. Instead, poke safely using Rapid Fire when she steps up to farm. If she activates her transe and chases with Untouchable Shadow, immediately disengage using Buster Shot to push her away and reset the distance before she stacks her damage.
disengageall in counterThis matchup hinges entirely on how Ezreal's mobility neutralizes your aggressive burst. Whenever you try to initiate with Rocket Jump and attach Explosive Charge, Ezreal can buffer Arcane Shift to instantly blink away. Because his escape cast-time cannot be interrupted by your jump's landing impact, he leaves you stranded deep in the lane with an uncharged bomb, preventing you from getting the Rapid Fire attacks needed to trigger your reset.Ezrealのビルド →詳細を見る
Ezreal
理由
This matchup hinges entirely on how Ezreal's mobility neutralizes your aggressive burst. Whenever you try to initiate with Rocket Jump and attach Explosive Charge, Ezreal can buffer Arcane Shift to instantly blink away. Because his escape cast-time cannot be interrupted by your jump's landing impact, he leaves you stranded deep in the lane with an uncharged bomb, preventing you from getting the Rapid Fire attacks needed to trigger your reset.
レーン戦への影響
You cannot reliably force all-ins, which heavily stifles your early kill pressure. Ezreal safely farms and pokes you down from a distance using Mystic Shot and Essence Flux. Attempting to match his push with Explosive Charge on minions often leaves you overextended. If you fall behind in health, you will find yourself trapped under tower, constantly dodging Trueshot Barrage while unable to contest the wave.
立ち回り方
Never initiate with Rocket Jump unless you have seen Ezreal waste Arcane Shift. Instead, focus on farming with Draw a Bead and only trade with basic attacks and Rapid Fire when he steps up to shoot Mystic Shot. If he aggressively blinks forward, immediately cast Buster Shot to knock him back, neutralizing his Rising Spell Force stacks. Hold your jump as a defensive tool to reposition safely rather than an offensive trigger.
spell shield timingall in defenseThis lane is heavily dictated by how Sivir uses her Spell Shield. If she reacts quickly enough to absorb the initial cast of your Explosive Charge, your entire trading pattern collapses. Not only do you lose your primary source of burst damage, but you also forfeit the ability to reset Rocket Jump. Without that explosive threat, Sivir can easily out-damage you over longer trades with Ricochet and Boomerang Blade.Sivirのビルド →詳細を見る
Sivir
理由
This lane is heavily dictated by how Sivir uses her Spell Shield. If she reacts quickly enough to absorb the initial cast of your Explosive Charge, your entire trading pattern collapses. Not only do you lose your primary source of burst damage, but you also forfeit the ability to reset Rocket Jump. Without that explosive threat, Sivir can easily out-damage you over longer trades with Ricochet and Boomerang Blade.
レーン戦への影響
Sivir will relentlessly push the wave using Ricochet and Boomerang Blade, forcing you to farm under turret. Because you cannot safely threaten an all-in with Rocket Jump while her Spell Shield is active, you lose all lane priority. Any attempt to force a trade results in Sivir absorbing your damage, healing herself, and using Fleet of Foot to safely disengage while your support is left unable to follow up.
立ち回り方
To win this mental war, you must bait out Spell Shield before committing your primary cooldowns. Walk forward with Rapid Fire active to threaten auto-attacks, but hold your Explosive Charge. Often, Sivir will panic-shield anticipating the bomb. If she does, disengage immediately, wait out the brief shield duration, and then use Rocket Jump to engage during her long cooldown window. Never initiate with Rocket Jump while her defensive shield is ready.
disengageearly pressureThis matchup is a pure test of reflexes centered on Tristana's forward dive. When you launch yourself forward with Rocket Jump to plant an Explosive Charge, Caitlyn must instantly fire 90 Caliber Net to escape your range. If she reacts in time, she negates your burst and retaliates with a Headshot. If you bait this net out first, her low mobility makes her an easy target.Caitlynのビルド →詳細を見る
Caitlyn
理由
This matchup is a pure test of reflexes centered on Tristana's forward dive. When you launch yourself forward with Rocket Jump to plant an Explosive Charge, Caitlyn must instantly fire 90 Caliber Net to escape your range. If she reacts in time, she negates your burst and retaliates with a Headshot. If you bait this net out first, her low mobility makes her an easy target.
レーン戦への影響
Caitlyn's superior range and Yordle Snap Trap pressure will force you under turret early, while she chips your health with Piltover Peacemaker. However, because the lane is so volatile, a single successful Rocket Jump that bypasses her 90 Caliber Net completely swings the wave priority. One clean engagement allows you to demolish her turret plates with Explosive Charge, instantly reversing the lane pressure.
立ち回り方
Never use Rocket Jump directly in a straight line toward Caitlyn while her defensive net is available. Instead, bait 90 Caliber Net by walking up aggressively, or angle your jump slightly to the side to make her aim harder. If she holds her net defensively, focus on farming with Rapid Fire. Once your passive Draw a Bead increases your range in the later levels, you can poke her down without needing to commit your jump.
mobility clashburst tradeThis matchup is a pure battle of explosive windows, defined by how you handle Akshan's high mobility. While his Heroic Swing grants him devastating target-locking burst, you possess the perfect tools to disengage or match his aggression. If he swings in, a perfectly timed Buster Shot completely interrupts his trajectory. Alternatively, if he attempts to force an all-in with Dirty Fighting, you can reposition instantly with Rocket Jump.Akshanのビルド →詳細を見る
Akshan
理由
This matchup is a pure battle of explosive windows, defined by how you handle Akshan's high mobility. While his Heroic Swing grants him devastating target-locking burst, you possess the perfect tools to disengage or match his aggression. If he swings in, a perfectly timed Buster Shot completely interrupts his trajectory. Alternatively, if he attempts to force an all-in with Dirty Fighting, you can reposition instantly with Rocket Jump.
レーン戦への影響
Trades are incredibly short and lethal, preventing long, passive farming phases. You must respect his poke from Avengerang, which can quickly chip you down. If Akshan misses his skillshot or wastes his shield, you gain a massive window to stack Explosive Charge with Rapid Fire. However, overextending without your defensive tools invites a deadly counter-engage, turning any mistimed dive into a double kill for him.
立ち回り方
Never initiate a jump forward unless Akshan's hook is on cooldown. Instead, hold Buster Shot exclusively to disrupt his Heroic Swing mid-flight, pushing him away into an awkward position. If you get caught off-guard or see him channeling Comeuppance, use Rocket Jump to break his line of sight behind your minions or a wall. When he plays passively, focus on shoving the wave with your passive Draw a Bead to limit his roaming potential.
skill matchupdisengage checkThis skill matchup balances Vayne's late-game hyper-scaling against your explosive mid-game power spikes. The absolute core of this duel lies in your Rocket Jump trajectory. If you attempt to dive her, Vayne can reactively interrupt your flight with Condemn. This denial prevents you from fully stacking and detonating Explosive Charge, which completely ruins your cooldown reset and leaves you dangerously exposed to her Silver Bolts counter-attack.Vayneのビルド →詳細を見る
Vayne
理由
This skill matchup balances Vayne's late-game hyper-scaling against your explosive mid-game power spikes. The absolute core of this duel lies in your Rocket Jump trajectory. If you attempt to dive her, Vayne can reactively interrupt your flight with Condemn. This denial prevents you from fully stacking and detonating Explosive Charge, which completely ruins your cooldown reset and leaves you dangerously exposed to her Silver Bolts counter-attack.
レーン戦への影響
This mechanical threat completely dictates how you manage the minion waves. You cannot afford mindless all-ins; instead, you must leverage the passive area damage from Draw a Bead to constantly shove waves. Forcing Vayne under her turret with Explosive Charge limits her ability to initiate trades. It prevents her from using Night Hunter to chase you down the long lane and minimizes her opportunities to land a stunning Condemn against the walls.
立ち回り方
To win this lane, play front-to-back and trade primarily with Rapid Fire and basic attacks. Never use Rocket Jump offensively unless Vayne has already wasted Condemn. If she activates Final Hour and uses Tumble to close the distance, immediately disengage using Buster Shot to knock her back and neutralize her ultimate's duration. Keep your distance, prioritize chipping her tower down, and only commit to a chase once her self-peel tool is completely offline.
all inspacingKog'Maw relies heavily on Bio-Arcane Barrage to poke you from a safe distance, but he lacks any hard self-peel. Tristana completely bypasses this ranged threat by using Rocket Jump to close the gap instantly. Once on top of him, triggering Rapid Fire allows you to rapidly stack Explosive Charge, bursting him down before his sustained magic damage can ramp up.Kog'Mawのビルド →詳細を見る
Kog'Maw
理由
Kog'Maw relies heavily on Bio-Arcane Barrage to poke you from a safe distance, but he lacks any hard self-peel. Tristana completely bypasses this ranged threat by using Rocket Jump to close the gap instantly. Once on top of him, triggering Rapid Fire allows you to rapidly stack Explosive Charge, bursting him down before his sustained magic damage can ramp up.
レーン戦への影響
This matchup dynamic forces Kog'Maw to play incredibly defensively, yielding early wave control to you. You can easily shove the lane to secure priority or freeze it to set up lethal zones. Any time Kog'Maw mispositions to last-hit, the threat of your all-in prevents him from contesting the wave, leading to massive gold leads and early tower plating pressure.
立ち回り方
Watch Kog'Maw's glowing spit to know when Bio-Arcane Barrage is active. Instead of trading autos during this buff, wait for it to expire, then immediately launch yourself forward with Rocket Jump. Plant Explosive Charge and activate Rapid Fire to secure the reset. If he tries to slow your retreat with Void Ooze, use Buster Shot to push him away or finish him off, then immediately walk out of his Icathian Surprise explosion radius.
jump engageburst threatTristana completely dominates Ashe because of her raw gap-close and explosive burst. Ashe relies on the constant slows from Frost Shot and poke from Volley to keep you at bay, but she lacks any natural mobility to escape a hard engage. By using Rocket Jump to leap straight onto her, you bypass her spacing tools entirely and can quickly stack Explosive Charge, threatening a lethal burst before she can even ramp up her Ranger's Focus.Asheのビルド →詳細を見る
Ashe
理由
Tristana completely dominates Ashe because of her raw gap-close and explosive burst. Ashe relies on the constant slows from Frost Shot and poke from Volley to keep you at bay, but she lacks any natural mobility to escape a hard engage. By using Rocket Jump to leap straight onto her, you bypass her spacing tools entirely and can quickly stack Explosive Charge, threatening a lethal burst before she can even ramp up her Ranger's Focus.
レーン戦への影響
This dynamic forces Ashe to play incredibly far back, conceding control of the minion waves. Since she cannot step up without risking a sudden Rocket Jump engage, you can freely slow-push waves or pressure her under tower. She is forced to use Volley defensively to clear minions rather than poke you. This pressure limits her ability to look for cross-map plays with Enchanted Crystal Arrow, keeping her pinned and vulnerable.
立ち回り方
To execute this perfectly, watch Ashe's positioning when she attempts to secure last hits. The moment she missteps or wastes Volley on the wave, immediately use Rocket Jump directly onto her. Apply Explosive Charge and activate Rapid Fire to instantly detonate the bomb, resetting your jump. If she tries to retaliate with Enchanted Crystal Arrow at close range, use Buster Shot to push her away or secure the final blow while denying her the stun duration.
all inburstYour massive burst threat dictates this matchup. By using Rocket Jump to leap directly onto Jhin, you bypass his range advantage and force a close-quarters duel. Once on top of him, activating Rapid Fire lets you fully stack and detonate Explosive Charge in seconds. Jhin's Whisper lock prevents him from matching this raw attack speed, ensuring you delete his health bar before he can even chamber his fourth critical shot.Jhinのビルド →詳細を見る
Jhin
理由
Your massive burst threat dictates this matchup. By using Rocket Jump to leap directly onto Jhin, you bypass his range advantage and force a close-quarters duel. Once on top of him, activating Rapid Fire lets you fully stack and detonate Explosive Charge in seconds. Jhin's Whisper lock prevents him from matching this raw attack speed, ensuring you delete his health bar before he can even chamber his fourth critical shot.
レーン戦への影響
Jhin is forced into a defensive posture, unable to step up to use Dancing Grenade to clear waves without putting himself in your jump range. Your passive Draw a Bead automatically pushes the lane, giving you constant priority and allowing you to chip away at his tower. Since Jhin must conserve his Deadly Flourish to self-peel, he cannot safely trade health, leading to early recalls and massive gold leads for you.
立ち回り方
Monitor Jhin's Whisper ammo bar constantly. The moment he fires his fourth shot or starts reloading, immediately launch forward with Rocket Jump. Place your Explosive Charge and trigger Rapid Fire to burst him down. If he tries to retreat under his tower or if a fight goes sideways, use Buster Shot to safely disengage or push him back into your landing zone. Avoid jumping when he has his fourth shot ready to prevent receiving a massive critical blow mid-air.
burst trademobility clashTristana dominates this matchup by capitalizing on Corki's fragile escape option. While Corki relies on Valkyrie to disengage from trades, his long cooldown leaves him vulnerable. When Tristana attaches Explosive Charge and activates Rapid Fire, she quickly stacks the bomb. If Corki panics and slides away, Tristana can immediately match his flight with Rocket Jump, detonating the charges mid-air or upon landing to secure a lethal burst.Corkiのビルド →詳細を見る
Corki
理由
Tristana dominates this matchup by capitalizing on Corki's fragile escape option. While Corki relies on Valkyrie to disengage from trades, his long cooldown leaves him vulnerable. When Tristana attaches Explosive Charge and activates Rapid Fire, she quickly stacks the bomb. If Corki panics and slides away, Tristana can immediately match his flight with Rocket Jump, detonating the charges mid-air or upon landing to secure a lethal burst.
レーン戦への影響
This interaction dictates a highly aggressive lane phase where Corki is forced to play defensively. Tristana's passive, Draw a Bead, paired with Explosive Charge passive explosions, naturally pushes the wave, forcing Corki under his turret where he struggles to farm without burning mana on Phosphorus Bomb. Tristana can easily chip away at the turret plates or dive Corki the moment his escape tool is down, securing early gold.
立ち回り方
To execute this, always wait for Corki to use Phosphorus Bomb to farm before stepping forward. Once he mispositions, jump in with Rocket Jump to slow him, immediately apply Explosive Charge, and activate Rapid Fire. Do not use your ultimate, Buster Shot, too early; hold it to execute or push him back into your wave if he tries to dodge with Valkyrie. If he has Special Delivery active, play back and avoid direct engagements until his fiery trail disappears.
burst survivalspacingTristana dominates this lane because Kalista relies heavily on Martial Poise to hop around and dodge skillshots. However, point-and-click abilities bypass this mobility entirely. When you place Explosive Charge on Kalista, she cannot hop away from the guaranteed explosion. By activating Rapid Fire, you stack the bomb instantly, triggering an unavoidable burst of damage that completely outclasses her sustained Rend stacking in quick trades.Kalistaのビルド →詳細を見る
Kalista
理由
Tristana dominates this lane because Kalista relies heavily on Martial Poise to hop around and dodge skillshots. However, point-and-click abilities bypass this mobility entirely. When you place Explosive Charge on Kalista, she cannot hop away from the guaranteed explosion. By activating Rapid Fire, you stack the bomb instantly, triggering an unavoidable burst of damage that completely outclasses her sustained Rend stacking in quick trades.
レーン戦への影響
This interaction shifts the lane dynamic entirely in your favor, forcing Kalista to play defensively behind her minions. She cannot safely step up to use Pierce or stack Rend on you. Since her movement is restricted, you easily secure wave priority. You can safely shove waves under her tower using the passive area damage from Draw a Bead, chipping away at her turret plates while she struggles to farm under pressure.
立ち回り方
To execute this, wait for Kalista to commit her dash to farm, then jump forward with Rocket Jump directly onto her. Immediately apply Explosive Charge and trigger Rapid Fire to burst her down. If her support counter-attacks or uses Fate's Call to knock you up, immediately disengage using Buster Shot to push her away and walk back safely. Never commit to long, extended basic attack battles where her Rend can outdamage your cooldowns.
disengagespacingTristana dominates Jinx through pure explosive power, but the entire matchup hinges on Jinx's ability to disrupt your engage. While your Explosive Charge paired with Rapid Fire easily out-bursts her minigun or rockets, Jinx can completely shut down your aggression by throwing Flame Chompers! directly in your flight path. This interrupts Rocket Jump mid-air, trapping you in place and leaving you unable to secure the crucial jump reset.Jinxのビルド →詳細を見る
Jinx
理由
Tristana dominates Jinx through pure explosive power, but the entire matchup hinges on Jinx's ability to disrupt your engage. While your Explosive Charge paired with Rapid Fire easily out-bursts her minigun or rockets, Jinx can completely shut down your aggression by throwing Flame Chompers! directly in your flight path. This interrupts Rocket Jump mid-air, trapping you in place and leaving you unable to secure the crucial jump reset.
レーン戦への影響
During the laning phase, this interaction dictates when you can safely play for the kill. Jinx will try to poke you down with the rocket form of Switcheroo! and slow you with Zap!. However, because her defensive traps have a massive cooldown, the moment Jinx wastes Flame Chompers! to zone you or miss-positions them, she is completely defenseless against your all-in, forcing her to play passively under her tower.
立ち回り方
To convert this favorable matchup, never initiate with Rocket Jump if Jinx still holds her traps. Instead, walk up to trade with Rapid Fire and Explosive Charge to force a reaction. If she drops Flame Chompers! defensively, step aside to avoid the root, wait for them to expire, and then jump forward. If you get caught mid-flight, immediately use Buster Shot to push Jinx away, preventing her from triggering Get Excited! off your mistake.
early snowballlane dominanceTwitch's early game is notoriously weak because his damage relies on stacking Deadly Venom slowly. You can bypass his scaling by initiating with Rocket Jump directly onto him. Since he lacks burst resistance, applying Explosive Charge and detonating it with Rapid Fire will instantly melt his health bar long before he can build up enough poison stacks to make Contaminate threatening.Twitchのビルド →詳細を見る
Twitch
理由
Twitch's early game is notoriously weak because his damage relies on stacking Deadly Venom slowly. You can bypass his scaling by initiating with Rocket Jump directly onto him. Since he lacks burst resistance, applying Explosive Charge and detonating it with Rapid Fire will instantly melt his health bar long before he can build up enough poison stacks to make Contaminate threatening.
レーン戦への影響
This laning phase is dictated entirely by your kill pressure. Twitch is forced to play extremely defensively, often giving up early farm to avoid your jump range. You can easily crash waves to chip at his tower using the passive splash from Draw a Bead, or freeze the wave to zone him out completely. If he steps up to farm, a quick burst trade forces him to recall, yielding massive gold advantages.
立ち回り方
Keep a constant eye on Twitch's attempts to enter Ambush. The moment he goes invisible, step back slightly toward your minion wave to prevent a sneak attack. When he reveals himself to farm, immediately leap in with Rocket Jump, place Explosive Charge, and activate Rapid Fire to detonate it for a secure kill. If he retaliates with Spray and Pray, use Buster Shot to knock him back, neutralizing his ultimate's extended range.
mobility matchearly leadTristana dominates this lane because she can instantly neutralize Zeri's primary escape tool. When Zeri attempts to slide away or reposition using Spark Surge, Tristana can immediately match her distance using Rocket Jump. Combined with the massive attack speed steroid from Rapid Fire, Tristana easily stacks her Explosive Charge during these short, explosive trades, completely out-bursting Zeri's slower Electrocute! DPS before she can ramp up.Zeriのビルド →詳細を見る
Zeri
理由
Tristana dominates this lane because she can instantly neutralize Zeri's primary escape tool. When Zeri attempts to slide away or reposition using Spark Surge, Tristana can immediately match her distance using Rocket Jump. Combined with the massive attack speed steroid from Rapid Fire, Tristana easily stacks her Explosive Charge during these short, explosive trades, completely out-bursting Zeri's slower Electrocute! DPS before she can ramp up.
レーン戦への影響
This matchup turns the lane into an aggressive hunting ground where Zeri is constantly forced to play defensively near her tower. Because Tristana's passive Draw a Bead explosion pushes waves automatically, Zeri is pinned under turret trying to last-hit with Electrocute!. This constant pressure allows Tristana to safely chip away at tower plates using Explosive Charge, securing an early gold lead while leaving Zeri with no room to setup long-lane chases.
立ち回り方
You must hold Rocket Jump until Zeri commits her Spark Surge. Once she uses it to dash or slide over a wall, immediately jump onto her to lock her down. Activate Rapid Fire and place Explosive Charge on her to force a quick, lethal burst trade. If she activates Lightning Crash, do not try to out-kite her; instead, use Buster Shot to knock her away, disengage, and wait out her ultimate's duration before re-engaging.
gap closeburst threatTristana holds a massive advantage because she can completely neutralize Miss Fortune's passive mobility. By launching yourself forward with Rocket Jump, you land directly on her, dealing damage that immediately disables her Strut movement speed. Once she is slowed and stripped of her extra swiftness, she cannot outrun your Explosive Charge, forcing her into an extremely unfavorable, stationary duel.Miss Fortuneのビルド →詳細を見る
Miss Fortune
理由
Tristana holds a massive advantage because she can completely neutralize Miss Fortune's passive mobility. By launching yourself forward with Rocket Jump, you land directly on her, dealing damage that immediately disables her Strut movement speed. Once she is slowed and stripped of her extra swiftness, she cannot outrun your Explosive Charge, forcing her into an extremely unfavorable, stationary duel.
レーン戦への影響
This matchup dynamic forces Miss Fortune to play with extreme caution and concede lane control. She cannot safely position to bounce Double Up through dying minions without putting herself in range of your devastating Rocket Jump. Consequently, you dictate the wave's position, pushing her under turret where you can freely stack Explosive Charge on her tower structure under heavy pressure.
立ち回り方
To execute this plan flawlessly, stay highly alert to her Make It Rain. Never trigger your Rocket Jump while standing inside her slowing zone, as it ruins your landing momentum. Wait for her to waste this slow, then jump directly onto her to deactivate Strut. Immediately activate Rapid Fire to fully stack and detonate your Explosive Charge. If she attempts to retaliate by channeling Bullet Time, instantly cast Buster Shot to interrupt her.
Edge: Wild Rift Core canonical verdict (−3 to +3), shown from the point of view of the champion named in the row. Win rate and pick rate: the opponent's own rate in this role — Wild Rift CN · Challenger, Patch 7.2d. Not a head-to-head win rate.
engagelevel5 spikearmor stackpunish overpushMalphite is a hard counter because he turns your natural advantage (range + push) into a trap: the more you step up to hit tower or take free autos, the more you expose yourself to an all-in you can’t reliably outplay. Your kit wants to harass and snowball plates; his kit wants one clean engage window. Tristana top also depends on safe auto windows. Malphite shrinks those windows through tankiness and simple trade patterns. Even if you “win” small pokes, his kill condition isn’t poke — it’s a timed engage when you don’t have enough HP or can’t hold your escape. As the game goes on, it gets worse: armor stacking + slows + teamfight engage. You can be ahead in gold yet still lose lane control because you can’t manage waves freely without offering his team a perfect entry.Malphiteのビルド →詳細を見る
Malphite
理由
Malphite is a hard counter because he turns your natural advantage (range + push) into a trap: the more you step up to hit tower or take free autos, the more you expose yourself to an all-in you can’t reliably outplay. Your kit wants to harass and snowball plates; his kit wants one clean engage window. Tristana top also depends on safe auto windows. Malphite shrinks those windows through tankiness and simple trade patterns. Even if you “win” small pokes, his kill condition isn’t poke — it’s a timed engage when you don’t have enough HP or can’t hold your escape. As the game goes on, it gets worse: armor stacking + slows + teamfight engage. You can be ahead in gold yet still lose lane control because you can’t manage waves freely without offering his team a perfect entry.
レーン戦への影響
In lane you get a lose-lose pressure puzzle: if you push, you become gankable and give ult angles; if you don’t push, you lose Tristana top’s main value (tower pressure + prio). That often leads to freezes or forces you to play far back, breaking your tempo. From level 5 onward, every wave is a discipline check. One misstep (too close to wall, too close to his threat range) and you get engaged even with jump available. Malphite doesn’t need extended trades — one clean engage is enough. Midgame teamfights also become risky: Malphite makes your positioning fragile. Without vision, you’re no longer the bully — you’re a high-priority target that hands the enemy a fight start.
立ち回り方
Start with positioning: keep the wave closer to your tower and accept losing some “free” autos if they open an ult angle. Your goal isn’t killing him; it’s surviving without giving a kill window while keeping stable farm. Key timing: from level 5, treat his R as a permanent threat cooldown. If you lack jungle vision OR your jump is down, play as if the ult can happen anytime. Even when jump is up, reserve it to react to ult, not to take an aggressive trade. Decision-making: if lane becomes too risky, pivot to cross-map value. Instead of forcing damage onto Malphite, use any prio to secure objective timings, place deep vision, or rotate quickly — and if you don’t have prio, play safe and spam danger pings because your job becomes avoiding giving the fight start.
dash chainwave fuelall inthin waveIrelia is hard because she doesn’t respect distance: she uses the minion wave as a staircase to reach you, while Tristana top relies on distance to keep trades clean. Other bruisers must run at you; Irelia arrives already on top of you with DPS and sustain. Your jump isn’t a perfect answer: jump too early and she can follow with another dash; jump too late and you’re already inside an all-in where she sticks and forces the fight. This matchup demands strict wave control, otherwise you face her kit at maximum efficiency. The bigger the wave, the more fuel you give her — and Tristana naturally pushes and crashes waves. That default plan helps Irelia, which is why the matchup is categorized as hard.Ireliaのビルド →詳細を見る
Irelia
理由
Irelia is hard because she doesn’t respect distance: she uses the minion wave as a staircase to reach you, while Tristana top relies on distance to keep trades clean. Other bruisers must run at you; Irelia arrives already on top of you with DPS and sustain. Your jump isn’t a perfect answer: jump too early and she can follow with another dash; jump too late and you’re already inside an all-in where she sticks and forces the fight. This matchup demands strict wave control, otherwise you face her kit at maximum efficiency. The bigger the wave, the more fuel you give her — and Tristana naturally pushes and crashes waves. That default plan helps Irelia, which is why the matchup is categorized as hard.
レーン戦への影響
In lane she can deny last-hit space when the wave sits mid and she has resets ready. You may feel in control because you’re autoing, but once she gets a favorable wave, the lane flips: you must back off, drop CS, and often give up prio. At level 5 and first items, she becomes even more oppressive: if she lands her setup, she forces an all-in where your kit has no time to breathe. Getting a counter-kill is great, but most of the time she dictates when fights start. Midgame, she also punishes you hard in side lanes without vision. Tristana top often wants to split; Irelia loves explosive side duels and long chase angles.
立ち回り方
Pathing/positioning: constantly thin the wave. The goal isn’t perma-push; it’s to remove low HP minions that grant easy resets. Keep a retreat lane toward your tower and avoid standing inside the wave when she’s ready to dash. Key timing: respect her level spikes (level 5) and especially reset windows on the wave. If the wave is perfect for her (multiple low HP minions), step back before she even moves — avoid the moment you’re forced into a panic jump. Decision-making: if you lack jungle vision or your jump is down, you don’t “test a trade.” You take the information, play controlled, and accept losing some prio. Your win condition becomes: survive, scale, and create objective value when she can’t force the duel.
hookshotisolationburst windowavoid wallsCamille is hard because she has the exact tool that breaks your ranged bully plan: a long-range engage (Hookshot) that crosses the space you try to keep. Once she connects, she forces a duel where your range stops mattering. Her burst and timing windows (Q2) heavily punish spacing mistakes. And her ultimate can lock you in: your main survival button (jump) becomes useless if she cages you at the right moment. That combination of access + isolation + burst makes it hard: you can play well for most of the lane, yet one clean angle can flip everything.Camilleのビルド →詳細を見る
Camille
理由
Camille is hard because she has the exact tool that breaks your ranged bully plan: a long-range engage (Hookshot) that crosses the space you try to keep. Once she connects, she forces a duel where your range stops mattering. Her burst and timing windows (Q2) heavily punish spacing mistakes. And her ultimate can lock you in: your main survival button (jump) becomes useless if she cages you at the right moment. That combination of access + isolation + burst makes it hard: you can play well for most of the lane, yet one clean angle can flip everything.
レーン戦への影響
In lane you must respect two zones: Hookshot reach and the chase zone after it lands. If you push without vision, she gets more opportunities (gank + Hookshot). If you stand near walls, you give her the perfect angle. At level 5, mistakes become more expensive because she can convert picks into near-guaranteed kills. Even if you survive, you often lose the wave and tempo. Midgame, Camille pressures side lanes: she forces you to choose between defending a tower and risking isolation, or giving side control and losing map value. Tristana top hates being forced to back off for free.
立ち回り方
Positioning: play center-lane away from walls, and don’t mindlessly push without wards. Your goal is to make Hookshot hard to land, not to constantly challenge her. Key timing: track her commit windows (Hookshot + ult available). During those windows, your jump must be defensive and your play more conservative. When Hookshot is down, reclaim space and punish last-hits. Decision-making: don’t turn it into an ego duel. If she tries to force a fight, go anti-risk: ping, back off, and seek value elsewhere (objective timing, mid rotation, clean reset). Your win condition is consistency, not highlight plays.
clone baitknockuplevel5 threatno autopilotWukong is hard because he breaks ranged top patterns by reducing readability. Between clone tricks, stealth-like repositioning, and knockup threat, you lose the ability to control trades purely through distance. He doesn’t need perfect execution to force you: he just needs a timing where you’re autoing wave/tower and your jump isn’t ready. Once he’s on you, his damage + CC can last long enough that you can’t reset the trade. In teamfights, his engage value can outweigh your DPS if you’re not positioned perfectly, even if you had a decent lane.Wukongのビルド →詳細を見る
Wukong
理由
Wukong is hard because he breaks ranged top patterns by reducing readability. Between clone tricks, stealth-like repositioning, and knockup threat, you lose the ability to control trades purely through distance. He doesn’t need perfect execution to force you: he just needs a timing where you’re autoing wave/tower and your jump isn’t ready. Once he’s on you, his damage + CC can last long enough that you can’t reset the trade. In teamfights, his engage value can outweigh your DPS if you’re not positioned perfectly, even if you had a decent lane.
レーン戦への影響
In lane you can get baited by simple timings: you think you’re trading the real Wukong, hit the clone, waste cooldowns, then he commits. This matchup punishes autopilot. From level 5 onward, volatility spikes: one good knockup + jungle follow-up and you don’t have time to kite. Even if you jump, you can be re-engaged if you don’t have spacing behind. Midgame, side-laning without vision becomes dangerous: Wukong turns small mistakes into dives and forces bad resets that cost you map value — the exact thing Tristana top wants to gain.
立ち回り方
Positioning: avoid trades without information. If you don’t know jungler position and you haven’t identified the real Wukong, play safer and don’t use jump offensively. Keep a distance that lets you jump without being instantly re-caught. Key timing: level 5 and river objectives. That’s where he often looks for the first decisive play. Ward early, and if the wave is too advanced, allow it to crash rather than dying for a few CS. Decision-making: if Wukong is missing or you lack flash/jump, switch plans: no plate greed, no “one more auto” on tower. Prioritize safety and trade pressure for reliable presence in fights where you can DPS without getting opened.
targeted stunburstdive threattempo roamPantheon is hard because he removes the comfy part of Tristana top: taking free autos. His targeted stun forces trades on his terms, followed by immediate burst. You don’t get to wait for a missed skillshot to breathe. He also punishes your push phases: when you’re extended, he can engage, chunk you, then disengage. If you drop too low, he turns the lane into a dive threat with his jungler. Finally, his map presence (ult) creates indirect pressure: even if you don’t die, playing too cautiously can let Pantheon generate value elsewhere.Pantheonのビルド →詳細を見る
Pantheon
理由
Pantheon is hard because he removes the comfy part of Tristana top: taking free autos. His targeted stun forces trades on his terms, followed by immediate burst. You don’t get to wait for a missed skillshot to breathe. He also punishes your push phases: when you’re extended, he can engage, chunk you, then disengage. If you drop too low, he turns the lane into a dive threat with his jungler. Finally, his map presence (ult) creates indirect pressure: even if you don’t die, playing too cautiously can let Pantheon generate value elsewhere.
レーン戦への影響
In lane, poor wave management gets you zoned: every time you step up, he can stun and win the exchange. Even if you jump afterward, the painful part often already happened. Level 5 changes everything: he can threaten you in lane or disappear to impact mid/river. You must choose between pushing (risking an all-in) or slowing (risking losing map tempo). Midgame, Pantheon is a tempo champion: if your recalls and vision are sloppy, he punishes side waves with ult + collapse when you thought you were just collecting farm.
立ち回り方
Positioning: keep a spacing line where you can back off without giving a free stun. Play closer to tower when jump is down and avoid angles where he has direct access. Key timing: level 5 and roam windows. The moment he’s missing, commit to a clear decision: either fast crash and reset, or slow the wave so you don’t give a free roam. The worst outcome is hesitation. Decision-making: if you can’t punish him 1v1, play anti-snowball. Take clean recalls, don’t drop to 60% HP for no reason, and keep river vision to avoid the “stun + dive” sequence that breaks your lane.
counterstrikescaling siderespect cdno offensive jumpJax is unfavorable because he targets your identity: you’re an auto-based champion, and he has a button that says “your autos don’t count.” Even if you poke him, one good Counter Strike entry can flip a trade. It’s not only about the 1v1. He scales reliably in side lanes, while Tristana top needs tangible early value (plates, towers, tempo). If you didn’t extract enough value before his spikes, you end up answering a split you can’t control. So you can have an okay lane, yet the matchup grows heavier if you don’t read his windows and cooldowns perfectly.Jaxのビルド →詳細を見る
Jax
理由
Jax is unfavorable because he targets your identity: you’re an auto-based champion, and he has a button that says “your autos don’t count.” Even if you poke him, one good Counter Strike entry can flip a trade. It’s not only about the 1v1. He scales reliably in side lanes, while Tristana top needs tangible early value (plates, towers, tempo). If you didn’t extract enough value before his spikes, you end up answering a split you can’t control. So you can have an okay lane, yet the matchup grows heavier if you don’t read his windows and cooldowns perfectly.
レーン戦への影響
Early you can chip him, but you must not give an easy all-in while Counter Strike is up. If you jump offensively and he activates E, you’re stuck melee range without real DPS. From level 5 and especially at first major item, Jax becomes more threatening: longer trades favor him, and zoning gets harder. Instead of “hit tower,” you’re forced into “respect cooldown.” Mid/late, if he’s side-laning, someone must answer. If it’s you, it’s uncomfortable: he forces duels where your range advantage fades, especially without vision to kite.
立ち回り方
Positioning: play at the edge of his reach, but don’t commit while his E is up. Your jump should remain a safety tool, not a way to force trades. Key timing: track Counter Strike and item spikes. When E is down, you can pressure (poke + tower). When E is up, switch posture: farm, last-hit, deny the all-in. Decision-making: if you can’t kill him, turn lane into economy. Take plates only when safe, reset cleanly, and play objectives: if Jax wants to split, be ready to accelerate a dragon/herald fight instead of stubbornly answering him alone.
pullhaymakershort tradesdiagonal spacingSett is unfavorable because he punishes tiny positioning mistakes extremely well. You want ranged harass; he wants to force melee contact, build grit, then flip the trade with a huge W. Even if you’re supposed to kite him, one well-timed pull (E) breaks your distance. Once you’re stuck in, your DPS doesn’t always compensate for his ability to soak and return a brutal trade. This is the kind of matchup where you feel safe for 30 seconds, then lose 70% HP in a 2-second window because you stepped too far.Settのビルド →詳細を見る
Sett
理由
Sett is unfavorable because he punishes tiny positioning mistakes extremely well. You want ranged harass; he wants to force melee contact, build grit, then flip the trade with a huge W. Even if you’re supposed to kite him, one well-timed pull (E) breaks your distance. Once you’re stuck in, your DPS doesn’t always compensate for his ability to soak and return a brutal trade. This is the kind of matchup where you feel safe for 30 seconds, then lose 70% HP in a 2-second window because you stepped too far.
レーン戦への影響
In lane he can play patient, accept poke, and keep his tools to punish your step-ups. If you push, you also become gankable and Sett becomes excellent setup. Level 5 increases lethality: without flash/jump at the right time, one engage can kill. Even if you live, you often lose the wave and get forced into a bad recall — a situation Sett loves. Midgame, he’s strong at punishing greedy side-laning: he can lock you, force a fight, and buy time for a collapse.
立ち回り方
Positioning: don’t stand in a straight line in front of him. Use diagonal angles with a real retreat path. Avoid being in pull range while last-hitting. Key timing: his W is the swing point. If he’s building grit, your goal isn’t DPS — it’s backing off to make his W weak. Reclaim space after he uses it. Decision-making: favor short “poke + reset” trades over ego fights. If you can’t push him out, play economy: take plates when clean, otherwise reset and rotate. Winning is avoiding the W swing that destroys your tempo.
multi dashcooldown warbuffer spaceno greedRiven is unfavorable because she breaks the ranged-top rule: she crosses distance in multiple segments. Even if you react to one dash, there’s another. Once she’s on you, her CC/burst chain can last long enough that you can’t reset. This becomes a cooldown war. Tristana wants to choose when to trade; Riven wants to force trades on her window. If you spend jump on a small event, you won’t have it for the real commit. She also punishes bad wave states: overpush gives her a long chase lane; hugging walls improves her angles.Rivenのビルド →詳細を見る
Riven
理由
Riven is unfavorable because she breaks the ranged-top rule: she crosses distance in multiple segments. Even if you react to one dash, there’s another. Once she’s on you, her CC/burst chain can last long enough that you can’t reset. This becomes a cooldown war. Tristana wants to choose when to trade; Riven wants to force trades on her window. If you spend jump on a small event, you won’t have it for the real commit. She also punishes bad wave states: overpush gives her a long chase lane; hugging walls improves her angles.
レーン戦への影響
In lane you can poke her, but you must respect the moment she has full rotation available. One bad trade and you’re low, which makes lane uncomfortable because Riven all-ins the moment she senses weakness. At level 5, threat increases: she can convert small leads into kills through added burst. As a ranged top, you’re also an easy gank target—if she locks you, you die fast. Midgame she looks for flanks and picks. If you side-lane without vision, she can force a fight when you thought you were just collecting a wave; jump isn’t enough if your angle is already broken.
立ち回り方
Positioning: keep waves shorter and avoid spots where you have no space behind you. You want a buffer zone to jump and continue kiting, not jump and get re-stuck. Key timing: identify the real commit (multiple spells used to enter). Your jump should answer that commit, not a feint. Holding jump drastically lowers her kill chances. Decision-making: if she has flash/ult and you lack jungle vision, don’t greed. Crash, reset, and play the map. Your goal is to reach grouped fights where you DPS behind frontline, not duel her on her preferred terms.
side pressuretrue damageparrycross map tradeFiora is unfavorable because she’s the side-duel archetype: even if you harass her, she can hold and later force you to answer. Tristana top, despite range, doesn’t like being assigned into a scaling duelist 1v1. She also has tools to disrupt your simple plan. Her dash grants access, parry can flip situations if you commit poorly, and true damage makes defensive stats less meaningful if you try to tank through. You can slow her down, but the reality is: if the game becomes pure side-lane chess, Fiora usually plays that game better than you.Fioraのビルド →詳細を見る
Fiora
理由
Fiora is unfavorable because she’s the side-duel archetype: even if you harass her, she can hold and later force you to answer. Tristana top, despite range, doesn’t like being assigned into a scaling duelist 1v1. She also has tools to disrupt your simple plan. Her dash grants access, parry can flip situations if you commit poorly, and true damage makes defensive stats less meaningful if you try to tank through. You can slow her down, but the reality is: if the game becomes pure side-lane chess, Fiora usually plays that game better than you.
レーン戦への影響
In lane you can get prio, but any spacing mistake gives her a clean entry into an extended trade — and extended trades favor her. Once she hits an item, she becomes stable: sustain, lane hold, tower threat. That pressures you: either accelerate fast with plates, or accept the game will shift toward side control. Mid/late, her side presence becomes a magnet: someone must answer or structures fall. Answering as Tristana top often forces you into more defensive play than you want.
立ち回り方
Positioning: keep your range, but don’t give free dash angles by standing too close to the wave. The more you force awkward lunges, the more you can punish; the more you allow clean lunges, the more you expose yourself. Key timing: track parry and item spikes — that’s where the matchup flips. When parry is up, avoid obvious commits; when it’s down, take more aggressive pressure windows. Decision-making: if she wants to side, prepare an exchange plan. Instead of chasing every wave, coordinate cross-map value: objective, rotation, deep vision. The goal is to make her split not free, even if you don’t kill her.
early burstdive threatfury trackingreset planRenekton is unfavorable because he’s built to burst fragile champions in short lethal windows. Tristana top, despite range, is still squishy and relies on jump to survive. Renekton wants to force that jump, then punish the next window. He’s also good at disrupting your push rhythm: step too far and he dash-stuns, chunks you, and puts you in a state where you can’t hold the wave properly. This isn’t always a pure hard counter, but it becomes dangerous the moment you play overconfident or ignore his spikes.Renektonのビルド →詳細を見る
Renekton
理由
Renekton is unfavorable because he’s built to burst fragile champions in short lethal windows. Tristana top, despite range, is still squishy and relies on jump to survive. Renekton wants to force that jump, then punish the next window. He’s also good at disrupting your push rhythm: step too far and he dash-stuns, chunks you, and puts you in a state where you can’t hold the wave properly. This isn’t always a pure hard counter, but it becomes dangerous the moment you play overconfident or ignore his spikes.
レーン戦への影響
In lane he can threaten very early. You can take autos, but you must track fury and timing. One empowered stun + follow-up can cost huge HP or your flash. At level 5, punishment increases: one bad trade and you become diveable, especially if you pushed. Renekton loves towers where the opponent sits at 40-50% HP. Midgame, he remains strong in skirmishes: he can enter, force you back, and create space for his team. Bad positioning means he neutralizes you even without a kill.
立ち回り方
Positioning: play safer early wave states and avoid being stuck without space behind you. If you push, do it with a ward and with a reset plan, not to linger. Key timing: track fury and dash-stun windows. When his tools are up, play defensive. When he has used a dash or lacks fury, reclaim lane and punish through range. Decision-making: if lane is trending toward dive, don’t greed for a plate. Crash, recall, come back full HP. That often breaks his plan and lets you keep your win condition: consistency plus objective pressure.
spacingpull trackingghost windowarc kitingDarius is a skill matchup because he’s terrifying if he ever touches you, but manageable if you play spacing perfectly. You have the key tool to break his plan (jump + range reset), yet he has the key tool to punish you (pull) and force extended trades. The matchup boils down to: does Darius get to start his fight? If yes, you can lose fast. If no, he gets chipped and loses prio. That creates high skill expression on both sides. It’s not easy, but it’s playable: you can neutralize his pressure if you never give the free angle.Dariusのビルド →詳細を見る
Darius
理由
Darius is a skill matchup because he’s terrifying if he ever touches you, but manageable if you play spacing perfectly. You have the key tool to break his plan (jump + range reset), yet he has the key tool to punish you (pull) and force extended trades. The matchup boils down to: does Darius get to start his fight? If yes, you can lose fast. If no, he gets chipped and loses prio. That creates high skill expression on both sides. It’s not easy, but it’s playable: you can neutralize his pressure if you never give the free angle.
レーン戦への影響
In lane you must manage wave and spacing at once. Overpush without vision and you become gankable and offer pull angles. Play too far and you give Darius space. After level 5, danger spikes mainly with Ghost/Flash. He can convert a tiny mistake into a kill. But if you make him run without touching you, you win tempo and can take plates. Midgame, Darius punishes disorganized fights. If your team splits, he can chain resets. Your job becomes safe DPS without being the first target pulled.
立ち回り方
Positioning: move in an arc around him, not in a straight line. Keep a diagonal escape path and avoid walls that reduce jump options. Don’t stand inside the wave while pull is up. Key timing: his pull and summoners (Ghost). When pull is down, harass more aggressively. When pull is up and Ghost available, play much more conservative — that’s his run-down window. Decision-making: if you see him trying to force, choose early: either back off (drop a few CS) or take an ultra-short trade then reset. The worst scenario is “finishing the wave” while you’re already inside his threat zone.
silencedisciplineno plate greedbuffer spaceGaren is a skill matchup because he doesn’t have many tools to catch you, but the ones he has are simple and effective. If you manage distance well, you can kite and take prio. If you get caught by a run + silence timing, you lose your jump window and can die. The duel depends on tempo: Tristana is strong when she sets the pace (poke, reset). Garen is strong when he forces contact and makes you take an unclean trade. So it’s more discipline than pure mechanics: respect his timings and don’t get trapped by your urge to push.Garenのビルド →詳細を見る
Garen
理由
Garen is a skill matchup because he doesn’t have many tools to catch you, but the ones he has are simple and effective. If you manage distance well, you can kite and take prio. If you get caught by a run + silence timing, you lose your jump window and can die. The duel depends on tempo: Tristana is strong when she sets the pace (poke, reset). Garen is strong when he forces contact and makes you take an unclean trade. So it’s more discipline than pure mechanics: respect his timings and don’t get trapped by your urge to push.
レーン戦への影響
In lane you can poke him, but he has regen and doesn’t have to fight. If he waits for the right timing (extended wave, jungler nearby, jump down), he can force an exchange where you lack tools. After level 5, his execute increases punishment: you can feel safe at 35-40% HP and still get finished if you get tagged once too often. Conversely, if you keep him low and reset, you can take plates. Midgame, Garen mostly punishes positioning. He can run you down when isolated, so choose side waves with vision and respect enemy rotations.
立ち回り方
Positioning: keep a real buffer behind you. If you push, ward and plan your jump toward a safe zone, not just “backward”. Avoid angles where he can cut your retreat. Key timing: silence + speed. When he commits (Q run), your first goal is not getting silenced before jump. Use jump early if needed, then re-kite. Decision-making: don’t greed plates at low HP versus Garen. If you’re under 50% and lack vision, reset. Losing a few tower autos is better than giving a kill that erases all your pressure.
stack racewave controlmacropre level5 valueNasus is a skill matchup because it’s a race: you want to deny and take tower, he wants to stack until he no longer fears your range. You have early advantage, but you must convert it into tangible value. If you mismanage waves, you give him a comfortable lane: stacking under tower with sustain, and eventually your pressure fades. If you manage correctly, you can deny stacks and accelerate the game. The skill component is macro: it’s less mechanics, more tempo, recalls, and wave control.Nasusのビルド →詳細を見る
Nasus
理由
Nasus is a skill matchup because it’s a race: you want to deny and take tower, he wants to stack until he no longer fears your range. You have early advantage, but you must convert it into tangible value. If you mismanage waves, you give him a comfortable lane: stacking under tower with sustain, and eventually your pressure fades. If you manage correctly, you can deny stacks and accelerate the game. The skill component is macro: it’s less mechanics, more tempo, recalls, and wave control.
レーン戦への影響
In lane you can harass, but Nasus doesn’t need to kill you — he needs to survive. Mindless pushing still lets him stack. Intelligent freezing forces him to step up. Level 5 is a pivot: with ultimate, he can take longer trades and reduce your right to auto freely. If you didn’t build a lead before, you’re forced back and lose the deny plan. Midgame he becomes a side-lane magnet. Without a tower/objective lead, you end up answering a champion that scales extremely well in 1v1.
立ち回り方
Positioning/wave: your #1 tool is freeze or controlled slow-push. Force him to walk up to stack, don’t hand him a safe stacking lane. Thin the wave and punish last-hits. Key timing: before and right after level 5. Before his ult, aim for concrete gains (plates, deny). After his ult, avoid extended trades: poke, reset, and don’t stay inside his all-in zone. Decision-making: if you can’t deny anymore, change objectives: accelerate the map. Take tower if possible, then use mobility to show up for objectives. The mistake is staying side versus him hoping he “stops scaling.”
ranged duelpoke linescooldown windowsefficiencyJayce is a skill matchup because it’s a ranged tempo duel: who gets prio, who resets better, and who avoids being punished by clean rotations. You have all-in potential; he has more structured poke and often better tools to stop free tower hits. He can soft-deny you: you want autos, but he returns ranged trades, forces potion usage, then pushes you off. Yet if you read his cooldowns and catch a window where he lacks tools, you can convert. It’s not auto-lost, but it demands a fine read — otherwise you bleed out slowly.Jayceのビルド →詳細を見る
Jayce
理由
Jayce is a skill matchup because it’s a ranged tempo duel: who gets prio, who resets better, and who avoids being punished by clean rotations. You have all-in potential; he has more structured poke and often better tools to stop free tower hits. He can soft-deny you: you want autos, but he returns ranged trades, forces potion usage, then pushes you off. Yet if you read his cooldowns and catch a window where he lacks tools, you can convert. It’s not auto-lost, but it demands a fine read — otherwise you bleed out slowly.
レーン戦への影響
In lane, poke can make you miss CS or force you back. Jump too early and you may get knocked away and lose tempo. Never jump and you let him control the wave. Level 5 increases explosiveness: bad resets or staying low HP too long gets punished fast. Midgame, Jayce thrives on quick objective transitions. Tristana top can match if she arrives healthy, but if you come already chipped, your impact drops.
立ち回り方
Positioning: play outside obvious poke lines and use the wave to break angles. Don’t stand still while last-hitting — constant micro-movement. Key timing: track his poke cooldowns and stance swaps. When he has spent a rotation and lacks an immediate answer, that’s your window to threaten all-in or at least reclaim prio. Decision-making: if you can’t kill him, aim for efficiency. Crash safely, reset cleanly, and show up to objectives full HP. Instead of dueling his poke, you manage: minimize damage taken and maximize your uptime in fights.
deny scalingplate pressureclean recallsno free laneKayle is favorable because she needs time and levels, and Tristana top can turn early game into constant oppression. You can deny waves, secure prio, and convert plates before she reaches comfort. She has limited tools to force you early. If you stay disciplined, you can harass cleanly without getting flipped. This is one of the matchups where your default plan (push + hit tower) can work very well. The key is not letting her breathe. If you give her a free lane, she will scale and the matchup becomes much less comfortable.Kayleのビルド →詳細を見る
Kayle
理由
Kayle is favorable because she needs time and levels, and Tristana top can turn early game into constant oppression. You can deny waves, secure prio, and convert plates before she reaches comfort. She has limited tools to force you early. If you stay disciplined, you can harass cleanly without getting flipped. This is one of the matchups where your default plan (push + hit tower) can work very well. The key is not letting her breathe. If you give her a free lane, she will scale and the matchup becomes much less comfortable.
レーン戦への影響
In lane you can often take control from the first levels. Kayle must choose between last-hitting and eating autos. With good wave management you can freeze and force her to step up. Level 5 matters: her ult can save situations, but it doesn’t turn her into a true duelist. You must respect the ult, yet you can keep pressure and prio. Midgame, if you took plates/tower, you already accelerated the game before she becomes a real carry threat.
立ち回り方
Positioning: stay out of her small trade patterns and apply consistent harass. The goal isn’t a risky all-in; it’s continuous pressure. Key timing: wave crash + recall. Take a clean reset after crashing, return with an item, repeat. Cleaner recalls mean less oxygen for her. Decision-making: if her jungler can punish you, adapt with wards and safer wave states, but keep the plan. Take plates when safe; otherwise use prio to help objectives rather than forcing a risky dive.
anti proxyrange punishno poison chasedecide fastSinged is favorable because your kit punishes his weird approaches. He wants to flip you into poison and force messy fights. Tristana can auto from range and has jump to reset the engage if you react in time. You can also convert tower value when Singed proxies: while he runs behind, you take real value (plates) as long as you don’t get trapped by roams/ganks. It’s still macro-demanding, but structurally you have natural tools to avoid being dragged into his plan.Singedのビルド →詳細を見る
Singed
理由
Singed is favorable because your kit punishes his weird approaches. He wants to flip you into poison and force messy fights. Tristana can auto from range and has jump to reset the engage if you react in time. You can also convert tower value when Singed proxies: while he runs behind, you take real value (plates) as long as you don’t get trapped by roams/ganks. It’s still macro-demanding, but structurally you have natural tools to avoid being dragged into his plan.
レーン戦への影響
In lane you can hold the wave and punish his approaches. If he wants to take the wave, he must expose himself to autos. At level 5 he gains real catch potential, but you can respond with discipline. The mistake is chasing him through poison or being caught without jump. Midgame, when Singed proxies/roams, you must decide fast: punish tower or follow. Tristana top is great at punishing tower, so you can often take winning trades.
立ち回り方
Positioning: don’t chase into poison. Play range, punish when he steps up, and reset the moment he looks for flip. Key timing: his proxy/roam windows. When he disappears behind tower, choose quickly: take plates fast or push and reset — don’t hesitate. Singed abuses unclear timings. Decision-making: ward deeper and play map reads. With vision, punish tower. Without vision, secure your reset instead of greeding — keep the structural advantage without giving a free kill.
plate pressureshield breakpredictable ccconvert prioSion is often favorable because you can exploit his slowness. He wants trades where he lands CC; you can chip, break shield, and punish long animations. Tristana is great at turning a slow tank into plate gold. The key: you don’t “duel” Sion, you wear him down. Use range and push to deny his preferred tempo. As long as you don’t give a free all-in, you control the lane. Your win condition is clear: prio, plates, tower, then objective rotations while he’s slow to respond.Sionのビルド →詳細を見る
Sion
理由
Sion is often favorable because you can exploit his slowness. He wants trades where he lands CC; you can chip, break shield, and punish long animations. Tristana is great at turning a slow tank into plate gold. The key: you don’t “duel” Sion, you wear him down. Use range and push to deny his preferred tempo. As long as you don’t give a free all-in, you control the lane. Your win condition is clear: prio, plates, tower, then objective rotations while he’s slow to respond.
レーン戦への影響
In lane you can often secure prio and control resets. Sion can tank, but he must still choose between taking the wave and preserving HP. Breaking his shield consistently heavily reduces his trade power. At level 5, his ult adds roam/catch risk, but in pure lane he remains predictable. If you respect charge angles and don’t overextend without jump, you can keep punishing. Midgame, if Sion forces front-to-back fights, your DPS value is strong. The main rule is not getting surprised by an engage from fog.
立ち回り方
Positioning: keep moving to avoid telegraphed charges and use the wave so he can’t hit you for free. Priority: break his shield as soon as it appears. Key timing: when he starts a long animation (charge), punish or back off, but don’t hover in-between. Clear decisions keep you safe. Decision-making: convert prio into real value. Take a plate when safe. If you sense gank/ult risk, reset and show up to objective. You win by converting pressure, not by forcing flashy kills.