Tryndamere Humor Guide by lIInois

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.

League of Legends Build Guide Author lIInois

Blue Tryndamere Original

lIInois Last updated on June 23, 2013
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

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*Note: This build has been moved to "Humor", as it has begun to offend the more traditional players.

This build is not named "Blue Tryndamere" because it uses all blue items (it doesn't). It's blue because it maximizes cooldown reduction and crit chance to ensure rapid spamming of Spinning Slash, while sacrificing as little AD as possible. Have fun with it before it's nerfed.

284 AD & 125 AP = 519 Damage Spinning Slashes.

40% Cooldown reduction. 84.67% Crit chance at ZERO rage. 2.03 Attack speed.

These "spins" have a 5.4 second cooldown, which is reduced by 2 seconds every time you crit.

Now with that in mind, imagine how often you will spin and where you will spin... while trading hits with another melee carry, to close gaps, to widen gaps, to avoid skillshots, while chasing panic-stricken players, and when you have to move though a wall.

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Greater Quintessence of Movement Speed x 3 = +4.5% Movement speed
Greater Mark of Critical Chance x 9 = 8.37% Crit chance
Greater Seal of Critical Chance x 9 = 3.78% Crit chance
Greater Glyph of Critical Chance x 9 = 2.52% Crit chance

Total base Crit chance= 14.67%
Crit Chance at level 1 with Brawler's Gloves and 100 Fury= 57.67%

More Crit chance= more Crits.
More Crits= more Fury.
More Fury= more Crit chance.

If I had to use one word to describe this phenomenon it would be the love child of "Exponential" and "Loophole". Please tell me if that beautiful word has already been invented.

The exceptionally great thing about landing crits as Tryndamere, is that they reduce the cooldown of Spinning Slash by 2 seconds.

Why no flat armor? With Crit runes building Fury faster, you will maximize the heal from Bloodlust sooner, giving your Crit runes defensive value in addition to their incredibly offensive nature.

"But if you love Crit chance so much, why do you suggest Greater Quintessence of Movement Speed?"

For somewhat less simple reasons:
1: This build already puts Crit chance above 100% when you have built up Fury during late game. The idealist in me doesn't want to waste any more unneeded stats.
2: Tryndamere tends to cause panic and fleeing. When you are chasing, higher Movement speed will actually help you to land crits sooner, and refresh Spinning Slash sooner.
3: The last item in the build is Infinity Edge, which will replace your boots. Movement quints help to make up for that lost speed. The automated stats listed at the top of this guide are incorrect; with the final build, your movement speed will be slightly above 400 (without boots).
4: And, philosophically speaking, you can't get Movement speed from any other kind of rune.

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Self-explanatory. Mostly offensive AD-based masteries.
The only questionable decisions would be the choices in the defensive tree.

Perseverance: Synergizes with low remaining health. Sound familiar? Every point counts when escaping minions or DOTS after a fight during which you used your ultimate.

Tough Skin : For trading hits in lane, chasing through swarms of minions, and escaping after an ult.

Bladed Armor : A single point is a modest investment, considering that you could kill a minion with this mastery and gain another 10 rage. (Would occur while attacking another champ in lane.)

Hardiness : Anti-minion damage, mainly.

Relentless : Because we value our movement speed (especially early game, before we start spinning at least once every 2 seconds).

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Youmuu's Ghostblade: A perfect item for this build. Why?
1: 15% Crit chance... <3
2: 20 Armor penetration... Which the runes are lacking.
3: 10% Cooldown reduction... More spins and, ultimately, more ults.
4: 30 AD... Ironically, the least important feature of this item.
5: Unique active... A 6 second boost of 20% move speed and 40% attack speed, every 45 seconds? Icing on an already delicious death cake. Will make parting with your boots late-game less traumatizing.

Berserker's Greaves: Buy if you are fighting a champ who willingly trades hits with you ( Tryndamere, Xin Zhao, Aatrox, Volibear, etc.)
Boots of Swiftness: Buy if you are already fed, or if you are facing champs that would rather poke/run away than trade hits.

1: 10% Cooldown reduction... More spins? Yes please.
2: Tenacity... 35% less wasted time on a temporarily invincible champion? Yup.
3: 10% Movement speed... For chasing those less fortunate than yourself (which is everyone, including your teammates).
4: 50% Attack speed... Faster crits, more spins.
5: 25 AD... If you must add Attack damage to this item, so be it.

Phantom Dancer:
1: 30% Crit chance... This is what made me choose this item over Trinity Force's 10% Crit chance.
2: 50% Attack speed... Still want to trade hits?
3: 5% Movement speed... Then do me a favor and run away.
4: Unique passive (ignore unit collision)... And while you're at it, try not to step on any minion's toes. But me? I don't give a god-diggity. I'm Tryndamere. I'll push over your Granny and walk directly on top of her as I take the shortest route to victory. First stop: your anus.

Hextech Gunblade:
1: 45 AD & 65 AP... Live together in perfect harmony,
E by E on my pooter keyboard, Oh Lord, Why don't Weee?
We all know that players are the same where ever you go,
There is pro and noob... in everyone,
We learn to dive, while I 1v5 all others,
Who needs to survive? J K I HAVE ULT.

My AD & my AP work together in perfect harmony,
Spin by spin with high ratios, keep that nerf bat far awaaaaaaayyy.
/league-of-legends/item/hextech-gunblade-104 1: 45 AD & 65 AP...
Spinning Slash deals physical damage that increases by 1 for every point of AP, and by 1.2 for every point of bonus AD. Considering that Ability Power is considerably more plentiful per gold spent than Attack Damage (about 2 to 1), the ratios for Spinning Slash actually favor AP. Ultimately, what's more satisfying than an ability with a good ratio? An ability with two good ratios. And all this is besides the fact that with full Fury, Bloodlust has a 150% AP scaling ratio. It's not Yi, but it's not bad either, especially considering that it's an instant cast and doesn't even interrupt movement.
2: 20% Spellvamp... Benefits Spinning Slash, which you will be using ALOT. Because Spinning Slash is an AOE, the spellvamp is 1/3 as effective, essentially making it 6.7% spellvamp. This sounds bad because I gave you the good news first, so I will remind you: this is an AOE, and it will heal you for every man, woman and minion you spin through. Think of it as vampiric crowd-surfing.
3: 12% Lifesteal... Not as impressive as most other lifesteal items, but any lifesteal is welcome in a Tryndamere build.
4: Unique active... A slow useful for inevitable chases. Keep in mind that auto attacks reduce the 60 second cooldown by 3 seconds each.

Nashor's Tooth: Probably the most questionable item in this build.
1: 20% Cooldown reduction... The clincher, making your Cooldown reduction a perfect 40%. The only other 20% CDR items do not synergize with the rest of Tryndamere's kit nearly as well as Nashor's Tooth.
2: 50% Attack speed... On par with the Attack speed stats of Phantom Dancer and Zephyr. Not to take lightly when your Crit chance=100%.
3: 60 Ability power... You've already read the Hextech Gunblade review. Significantly improves Spinning Slash and Bloodlust active.
4: Unique passive... "Basic attacks deal 15 (+15% AP) bonus magic damage on hit". At 125 AP, that's 33.75 on-hit magic damage, before resistances. Although this is technically the least useful aspect of Nashor's Tooth in this build, it does put the AP from Hextech Gunblade to use in auto-attacks, which Tryndamere does enjoy from time to time. The only other application for this would be one of deception: building Nashor's Tooth first, followed by Hextech Revolver and Hextech Gunblade might encourage your opponents to start building more Magic Resistance than they would otherwise. However, I have never tried this, as it would put Tryndamere at a significantly lower damage output early-mid game.

Infinity Edge: To replace your boots late-game, unless the opposing team has ridiculous poke, namely a fed AP Nidalee, a fed AP Kog'maw, a fed Blue Ezreal, etc. In that situation, you will need to keep your boots in order to close the distance between you and your targets faster.
1: 25% Crit chance... At this point, an indulgent investment. Tops off your Crit chance at about 85%, meaning that at 100 Fury, your crit chance is 120%. During early-mid game there are certain situations in which you might hold off self-healing with Bloodlust to continue benefiting from the bonus 35% Crit chance that max Fury gives. However, with 120% Crit chance, you don't need that extra Fury. Burn it. Try using Bloodlust as early as possible in a teamfight. If you get focused and are forced to use Undying Rage, your Fury will instantly maximize. At 40% Cooldown Reduction, Bloodlust's cooldown is 7.2 seconds, and Undying Rage lasts for 5 seconds. In other words, as long as you held out for at least 2.2 seconds in a teamfight after your first use of Bloodlust, you will be able to heal by the time your ultimate expires. If you manage to use your self-heal a second time in a teamfight, you will truly take advantage of the AP you have built.
2: Unique passive... +50% Crit damage is incredible. On this build, it might as well say "+50% Auto-attack damage".
3: 70 AD... The highest AD item in this build. It is much appreciated.

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Skill Sequence

Not much to say here.

The main reason (besides the obvious damage increase) to max Spinning Slash first, is because every level lowers the cooldown by 1 second, whereas Bloodlust's cooldown remains the same, despite any additional levels.

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Simply put, champs tend to run away from Tryndamere. Both Ghost and Exhaust help to make their running a useless endeavor. As a rule of thumb, Ghost helps you cover more ground than Flash. And if someone flashes over a wall, spin after them.

If someone actually wants to trade hits with you (be it Xin Zhao, Aatrox, Olaf, Volibear, etc.), Exhaust their faces. The best time to exhaust depends on the champ you are facing. For Aatrox, Olaf, or another Tryndamere, Exhaust when they are low on Health (or when they ult), since they become more effective fighters when they get low. When fighting Volibear, Pantheon, or any champ with an "execution", save Exhaust for when you are low on Health (not too low). Keep in mind that Darius's Noxian Guillotine deals True damage, and cannot be reduced by Exhaust.

Try fooling around... in a duel, save Exhaust for after Undying Rage expires. Assuming you also self-heal with Bloodlust, it could cause your opponent's heart to break.

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Do you want to do this the easy way?

...or the FUN way?

Then break the meta before you wreck yourself. Thanks for reading.


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