Tryndamere Build Guide by alucardx26
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
None of his abilities cost health now.
Passive: Battle Fury
Old: Tryndamere's Critical Strike chance increases as he becomes more wounded.
New: Tryndamere now uses Fury, gaining 5 per hit, 10 per crit, and 10 extra per kill, maxing out at 100 fury. Fury decays at 5 Fury per second after being out of combat for 10 seconds. Tryndamere's critical strike increases by 0.35% for every point of fury (at full fury: 35% critical strike chance). He can consume all Fury to heal Tryndamere for 30-80/40-135/50-190/60-245/70-300 depending on how much Fury was consumed.
Q Ability: Bloodlust
Old: Tryndamere thrives on the thrills of combat. Whenever Tryndamere kills a unit or critically strikes, he temporarily gains additional Attack Damage and Critical Damage.
Passive: Whenever Tryndamere kills or critically strikes a unit, he gains 5/5/5/5/5 Attack Damage and 1.5/2.25/3/3.75/4.5% Critical Damage for 15/15/15/15/15 seconds (stackable 8 times). Killing a unit or critically striking while not Bloodlusted applies 2/2/2/2/2 stacks instead of 1. Active: Tryndamere consumes his Bloodlusts, restoring 10/20/30/40/50 health per Bloodlust stack, (+1.5).
New: Passively adds 5-20/10-30/15-40/20-50/25-60 Attack Damage depending on how wounded Tryndamere is. Active: Consumes all fury which heals him for an amount.
Cooldown: 12 at all levels
W Ability: Mocking Shout
Tryndamere lets out an insulting cry, decreasing surrounding champions' Attack Damage. Enemies with their backs turned to Tryndamere also have their Movement Speed reduced.
Decreases surrounding champions' Attack Damage by 20/40/60/80/100 for 4/4/4/4/4 seconds, and enemies with their backs turned also have their Movement Speed reduced by 30/37.5/45/52.5/60%.
Nothing has changed for this ability except now it does not cost health.
E Ability: Spinning Slash
Old: Tryndamere slices toward a target unit, dealing damage to enemies in his path.
Tryndamere spins through his enemies, dealing 40/90/140/185/240 (+) (+1) magic damage to enemies in his path.
Passive: Spinning Slash's cooldown is reduced by 2/2/2/2/2 seconds whenever Tryndamere critically strikes.
New: Cooldown increased to 13/12/11/10/9 seconds from 9 seconds. Base damage adjusted to 60/90/120/150/180 from 40/90/140/190/240. Scaling adjusted to 1.0 bonus Attack Damage from 0.5 total Attack Damage (still scales with AP). Now deals physical damage instead of magic damage. Passive: Spinning Slash's cooldown is reduced by 2/2/2/2/2 seconds whenever Tryndamere critically strikes.
Ultimate Ability: Undying Rage
Tryndamere's lust for battle becomes so strong that he is unable to die, no matter how wounded he becomes.
This ability is unchanged.
The major changes is Tryndamere's passive and Q ability . Now, my reason for liking the new fury system is because you can get a max of 35% critical strike chance just from auto attacking. You no longer have to rely on being low to have high critical strike chance in his early game. A negative thing about this is that you can no longer easily first blood someone because if you get low, you can not have ridiculous critical strike chances like 75%. But this does not matter as much because now you can consistently have high critical strike chance. As for his q ability, think of it as kind of like Master Yi's Wuju Style ability. Tryndamere now passively gets increased damage. In addition, he gains extra damage depending on how much health he is missing. This is basically what replaced the critical strike per health missing. It, in my opinion, is much better and makes it way easier to consistently last hit with him.
Also, now you can heal anytime you need to with his q; you no longer have to wait until you critical strike/kill a unit to heal. This is why i take ability power glyphs because his base heal scales with ap. Without any fury, you can heal Tryndamere around 50-90 hp depending on the ranking (note this is without any fury). So if you become low on health, you can just chill next to your tower and use your q whenever it is off cooldown. This, i find, is very useful and over powered.
Note for AP Tryndamere players: There is no more valid reason to go ap on Tryndamere now that spinning slash deals physical damage, not magic damage. So stop pissing your teammates off by going ap.
why 2 Phantom Dancer's and not boots ? with 2 Phantom Dancer's you get more crit plus with the run speed boost from Phantom dancer along with crit and attack speed it makes Berserker's Greaves obsolete. You want to max out your crit as much as you can so you can crit with every blow at lvl 12 if your doing well you should have 2 x Zeal, infinity edge, and 2x cloak of agility you should be critting for at least 650 every hit. After i get the 2 cloaks I usually save gold till i get about 1650 then i get both phantom dancers. Once you get these your opponent will have a very hard time running away since you have a double slow with your mocking shout and exhaust. After that I build black cleaver cause once it's built its pretty much gg cause your first swing will hit for 930 then 1020. After that Blood thirster pretty much makes you undying. I'm usually only able to get 1 before the game ends but if it becomes a long game and you get the second one pretty much your 3 or 2 shotting champs for 1450 a hit muahahahahhahahaah