Tryndamere Build Guide by AtheistGuy
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.
It's come to my attention that most people have this strange tendency to load Tryndamere up with a variety of useless items that do little in the way of actually synchronizing with his kit. This guide will attempt to demonstrate a better, more efficient way of getting the most out of this champion with the fewest possible risks.
My apologies if this guide is a tad long-winded. You can post feedback and I'll try to condense or expand this incrementally in response.
First off are the runes. You'll note how most of them involve armor or magic resistance in some way. This was done with your early game in mind. You must keep in mind that you're an AD carry, not some bruiser designed to take on the world fresh out the box. In these stages you're vulnerable to things such as ganks or CC. The armor and magic resist runes will give you that edge you need to stay alive if things go south. There's also a little boost to your critical chance to help you survive early on.
These masteries are geared towards a very aggressive style of play. They might not be too far out of the norm, but do pay attention to the way these work with the prescribed kit. Hopefully they're all fairly straightforward requiring little explanation on my part.
This is arguably the most important part of the guide. First of all, I'd like to turn your attention to the stark lack of boots in the build outlined. This is not a mistake nor will I "correct" this by putting a token set in.
You want to start your game with a Long Sword. It gives you a much needed damage boost right from the start and it sets you up for the Vampiric Scepter; an invaluable item for survivability in your laning phase.
We move on to buy Phantom Dancer for its movement speed, attack speed, and critical damage boost, as well as their letting you move through units undisturbed.
Infinity Edge is an uncontroversial choice. If you can't afford the BFS at the time of purchase, I suggest you get the Cloak of Agility.
From this point on, we move to get the Last Whisper. I need not tell you that most people have at least 100 armor by the time you finish your IE, so obviously you want to get around that as soon as possible.
Trynity Force is going to be your next goal. It aside from mana, it boosts everything you've come to rely on to this point and finally allows you to reach a 100% critical hit rate.
Next we move on to the Ravenous Hydra. This is pretty straightforward. You're probably split pushing by now, and you need to clear waves fast. This is your best bet. It also helps fighting multiple people.
And last but not least, Zephyr. Nobody uses this one for some inexplicable reason. It grants you a final boost of attack speed, damage, movement speed, cooldown reduction, and most important of all, tenacity. By this point, the occasional stun will not hinder you much and you'll be able to stick close to your target at all times.
The skill sequence is set to emphasize survival over all else at first, moving on to debuffs and gap-closers later on. You max your Q first to get the most out of the healing effect it offers. Then comes your W to slow and weaken your targets as they flee. Third of all is your E for quick getaways. This one should be maxed last mainly because of its passive. Every time you strike critically, the cooldown on this ability goes down by two seconds.
First you'll note how I've set two interesting spells: Heal and Exhaust. These are meant to keep you alive in case of a tower dive. Your heal will be there as an auxiliary boost in case your Q simply isn't enough to keep you alive under the circumstances. Exhaust puts pressure on your opponents once their initial burst is done and they have failed to kill you. By both slowing their attack and movement speeds, and reducing the damage they deal, it's the perfect chance to land a turret-assisted kill.
If you notice the enemy team is loaded with CC, a good alternative to Exhaust is Cleanse.
As has been alluded to earlier in this guide, you'll be quite fragile early on; spending most if not all your time farming. Generally speaking, you'll want to stay behind your minions, trying your best to last-hit as often as you can and shying away from conflict. Your Q and Vampiric scepter should be enough to keep you alive if you play carefully enough. Don't try actively hunting out any enemy champions until you have bought your first two full items.
If you happen to be dived, your abilities and summoner spells will be there to keep you alive with a burst of health and to cripple your would-be killer; allowing you to take advantage and go for the kill(s).
You'll want to have a ward or two in the nearby jungle to keep track of any possible ganks that might be attempted. If your team is so inclined, ask your jungler to monitor the area from time to time, or even counter-jungle. If it is not, make sure to always have an escape route planned in case of emergencies.
To make a long story short, this guide is made with the intent to develop all aspects of Tryndamere's game with little compromise. Your runes offer resistance to damage you'd otherwise go looking for in Items, your items give you a wide variety of stats and bonuses to compensate for your lack of boots while still allowing you to chase and kill your targets easily, and your skills make sure you can't be taken by surprise easily early on.