This is my first build description I have put together, please reply with feedback so I can make this build more effective, thanks!
For my new Tryndamere build
Kog'Maw - The Mouth of the Abyss: This vomit flinging insect can help put some serious pressure on a team. With this build you'll be able to spam your attacks, while maintaining enough mana to keep your lane management.
Pros and Cons
+Great range skills
+Superb chaser(When you're passive is active xD)
+Fun to explode!
-Early mana starved
-Waiting till your level 6 to fling vomit.
Ghost - With ghost you'll be able to keep in range of your nuking skills such as Bio-Arcane Barrage and Void Ooze to help take down your opposing team, and also to help run away from near death or help set up ganks.
Clarity - This will help you in the early game and late game, with your constant spamming of skills you'll become mana starved, but have no fear, clarity restores 100 + 25 x level mana to Kog'Maw, and 50% of that to nearby allies, helpful for support, and for your mana starved ooze belcher.
Kog'Maw's Abilities:Icathian Surprise
Upon dying, Kog'Maw starts a chain reaction in his body which causes him to move faster and detonate after 4 seconds; dealing 100 + (25 x level) true damage to surrounding enemies.
This is your suicide skill, your invulnerable for 4 seconds and become an explosive damaging your enemies around you, can help you get a few kills, but still play careful.
Passive: Increases Armor Penetration by 13 / 16 / 19 / 22 / 25%. Active: Kog'Maw launches a corrosive projectile which deals 60 / 110 / 160 / 210 / 260 (+70% of ability power) magic damage and doubles his passive armor penetration for 4 seconds. Passive is disabled during cooldown.
You can grab this anytime if you want to help nuke more effectively, but I prefer to grab it later due to the fact you don't plan on "ganking" till around mid-game play.
Kog'Maw's attacks gain 140 / 180 / 220 / 260 / 300 range and deal an additional 2 / 3 / 4 / 5 / 6% (+1% of ability power) of the target's maximum Health as Magic Damage (100 damage maximum vs monsters). Lasts 6 seconds.
This skill is one of the reasons I call Kog'Maw, The Mobile Mortar. It helps you catch those runners with low health with a nice epic range for your normal auto attacks. This also can help you push towers outside of range for your own safety.
Kog'Maw launches ooze which deals 60 / 110 / 160 / 210 / 260 (+70% of ability power) magic damage to enemies it passes through. Additionally, it leaves a trail which slows enemies by 28 / 36 / 44 / 52 / 60% for 4 seconds.
This skill is great for harassing your opponents in early game, which is why I recommend grabbing it first, if you range with a nice range or melee champion, you can easily help get your team the first blood.
Living Artillery (Ultimate)
Kog'Maw fires artillery from a great distance (1400 / 1700 / 2000). After a short delay, the artillery falls dealing 80 / 120 / 160 (+30% of ability power) magic damage and reveals targets for 4 seconds (deals 150% bonus damage to Champions). Each subsequent Living Artillery in the next 6 seconds costs 40 additional mana (Max 250).
Your ultimate nuking skill, the main reason Kog'Maw is a true "mobile mortar."
You can help do some massive pressure damage on your team, with it's long range and it's explosive vomit damage, you'll be able to help push, and to kill your run away enemies that are literally scared of your barf flinging skills.
This is what your core build should look like in the end:
Replacewithfor boosted AP and skill slows.
ReplacewithORIf you're finding it difficult to obtain your stacks.
I've also played around with getting the Rylai's Crystal Scepter and replacing it with Nashor's tooth, both works well. Rylai's adds an additional slow every spell you use, helpful for catching those rodents, play however you like. Both works well.
Early Game: Start off by grabbing Sapphire Crystal and a Health and Mana Potion. This will help you stay in your lane longer, and to help keep your mana maintained till you start getting your item build. Try to lane with another ranged or semi ranged with a slows or snares to help land your "Mortar" shots more effectively. Play it safe till you're level 6ish and make sure you have enough mana to give those champions a true nuke spike.
Mid Game: By now you should have already made your Archangel's Staff and Sorcerer's Shoes or about to (perhaps on stinger) This is when you begin to shine, with your amazing nuke skills and damage output, you'll be able to really help push and join in on the team ganks. If your teams doing well, try to rush the Mejai's Soulstealer early for that boosted AP.
Late Game: You are now, a hard hitting "Mobile Mortar" hopefully with the majority of your core build, you'll be able to help your team continue to push and push destroy that filthy Nexus, with your raging strikes and your suicidal explosion, you will become a Oozing monster to be reckoned with.