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Chasing is great fun with trynd!
Mocking, spin, crit crit crit, spin away and heal
Still, I could see why you wouldn't do it with a glass cannon build like this. You know you are a complete glass cannon until you get that aegis right? Which would occur around 30-40mins unless you get an early unmedicated feed on.
You ought to separate certain long parts into two individual paragraphs and format your guide into different sections in accordance with the context. So have the first section being Introduction in which you say its your first guide etc and then you cut off to the "The Basics" section at "You should start a game with about 30% crit" part. A "Skills" section when talking about skills and same goes summoner spells making sure you have a small clear paragraphs rather then chunks of text which may hurt the readers eyes.
I wouldn't really advice going full on glass-cannon build with Tryndamere since you'll be very squishy and easily taken down once your Undying Rage is down. People will be quick to notice your lack of defenses and defensive items thus will take advantage of that fact by focusing you down. No point doing loads of damage if your going to be dead in 5 seconds. However, if that's the route you want to go so be it.
Don't know if you've noticed but with Deadliness + Greater Mark of Critical Chance + Battle Fury full rage bar + Phantom Dancer + Infinity Edge = 102.37% basically exceeding over the hard-cap thus all extra critical chance via from your runes becoming a total waste. As such it would probably be more wise to invest in defensive runes in these parts like: Greater Seal of Armor & Greater Glyph of Magic Resist which have good stat ratios. Same goes in Masteries by putting points into Hardiness and Resistance rather then futile talents for Tryndamere like Sorcery and Butcher . Flash isn't a 100% must and you should care how useful Ghost is, particularly after the Flash nerf. Lots of high level Tryndamere players use Ghost over Flash its a matter of preference - both have their ups and downs.
Shouldn't start off with Brawler's Gloves since its benefits down outweigh the risks in that you'd be forced out of lane early or zoned out by heavy sustain or harassers like Gangplank, Irelia or Renekton. Best to get Berserker's Greaves earlier before your first big investment item since not only is it cheap but it grants you that extra edge of speed and movement speed is king.
Thanks for all the great feedback guys, Im working on throwing in different sections as well as more color and pics.
To your point on having all crit runes. My focus isnt late game. Its early game. I want to start with a good amount of crit. I dont care towards the late game because I will have already snowballed so much that I can just buy the items i need. Also I dont want to start a fight late game with less than 100% crit. I want every hit late game to be a crit without a doubt. Relying on having your rage bar full can lead to missed crits and inevitably can turn a win into a loss. Its early game that people have trouble with trynd and the easiest way to counter his early game weakness is to have every hit be a crit if possible. Thats why I start with Brawler's Gloves. It is true that other items would be more beneficial at the start I am looking into the viability of removing zeal with a trinity force.
As far as being a glass cannon I added the ageis to counter this. Also this build is specific to the way I usually play trynd which is ad carry, also with my style of play I dont like to commit to team fights. I want to be the kind of trynd that can wpin in put down a good 5 crits and spin out. Keeping the focus off me and on my tank. His spin distance is substantial enough for me to do this over and over again.
I wouldn't really advice going full on glass-cannon build with Tryndamere since you'll be very squishy and easily taken down once your Undying Rage is down. People will be quick to notice your lack of defenses and defensive items thus will take advantage of that fact by focusing you down. No point doing loads of damage if your going to be dead in 5 seconds. However, if that's the route you want to go so be it.
Don't know if you've noticed but with Deadliness + Greater Mark of Critical Chance + Battle Fury full rage bar + Phantom Dancer + Infinity Edge = 102.37% basically exceeding over the hard-cap thus all extra critical chance via from your runes becoming a total waste. As such it would probably be more wise to invest in defensive runes in these parts like: Greater Seal of Armor & Greater Glyph of Magic Resist which have good stat ratios. Same goes in Masteries by putting points into Hardiness and Resistance rather then futile talents for Tryndamere like Sorcery and Butcher . Flash isn't a 100% must and you should care how useful Ghost is, particularly after the Flash nerf. Lots of high level Tryndamere players use Ghost over Flash its a matter of preference - both have their ups and downs.
Shouldn't start off with Brawler's Gloves since its benefits down outweigh the risks in that you'd be forced out of lane early or zoned out by heavy sustain or harassers like Gangplank, Irelia or Renekton. Best to get Berserker's Greaves earlier before your first big investment item since not only is it cheap but it grants you that extra edge of speed and movement speed is king.
I don't know what you plan to add to this build, but I would recommend a Summoner Spell section to this build. Just so that people know what some of the better spells are to get on Tryndamere.
Looking forward to seeing this build updated as you go. Good Luck!