Tryndamere Build Guide by OneSmallDrop
Not Updated For Current Season
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.
I was playing with a friend that was just starting out with League of Legends. I was trying to teach him to play without ruining low level games too much, so I went trynd and tried out AP. I did it for a game or two, having a good time with how ****py AP trynd was but how hilarious it was to heal for 1k.
On my third game, I rushed Hextech Gunblade. I went for a kill, but my target got away with a bit of health left. My Mocking Shout was on cooldown, and I remembered I had gunblade's active. I popped it, and spun right up to him for the kill.
That really was the start of the build. The active slow was really really nice on Tryndamere, and netted me a lot more kills. Full AP trynd is just bad though, so I figured I'd try hybrid. Turns out hybrid gave me a nice balance of autoattack damage and improved heals and spins. So i ran with it.
Why would I want to play hybrid?
Going hybrid gives you 3 things, a targeted slow, AP (bigger heals and stronger spin), and the low cooldowns necessary to take advantage of your stronger heals and spins.
Some quick pros and cons:
More aoe damage (your spins do more damage and come off cooldown faster)
Less overall AD (meaning smaller crits)
Less crit chance (however still over 60% with full build)
Less attack speed (also remedied by end game)
I'd call this a version 0.9 of the build simply because I don't have the math on how much less damage you do with your autoattacks. I never found, however, that my autoattacks kept me from getting kills. You will have over 200 ad, and you will be critting fairly often. Along with your new aoe damage and bigger heals, you are a more versatile Trynd. I can see this build losing to a 1v1 with a normal AD build trynd when both of you have full builds, but hey, this is a team game.
Greater Mark of Critical Chance x 9:
It was between these and Greater Mark of Desolation. I prefer crit chance because doing so will give you a little under 50% crit chance with full rage. Since Hextech Gunblade is rushed, you are crit starved for a large portion of the game, and these runes (along with Avarice Blade), help out a lot.
Greater Seal of Armor or Greater Seal of Vitality x 9:
This is a choice of preference. Some of you will even choose to opt for Greater Seal of Evasion, but I prefer to stick to more stable stats. Usually, I end up going Greater Seal of Vitality because in combination with Frozen Mallet, I get the same extra damage from Atma's Impaler.
Greater Glyph of Cooldown Reduction x 9:
CDR is important for trynd. He needs it or else he has a nice 10 seconds between spins. This will not do. These runes along with Morello's Evil Tome will give you the CDR you need to keep the cooldown around 6, which you will lower even more with crits.
Greater Quintessence of Health x 3:
I choose this because I like a little extra health early, and I suppose you get a little extra damage out of atma's (very little), but a lot of people will disagree with me here. Greater Quintessence of Critical Damage or Greater Quintessence of Critical Chance are both nice. Pick what fits your playstyle.
So I go 24-5-1. These will likely be updated, but I'm really attempting to move away from 21-9. It seems to me that Riot wants us to.
The main reason for the excess of offensive masteries is that I go for Sorcery and Alacrity . Both of these masteries are big for Trynd. He needs the CDR pretty desperately, so he needs to take it where he can get it. The attack speed is nice because the build doesn't include attack speed at all. Then there are some points for armor pen and a little extra crit chance.
The defensive masteries should be pretty self explanatory.
You have a few options as Tryndamere for summoner skills.
Flash: Flash will always be a get out of jail free card. It gives you escape and initiation options you just don't normally have. I run this every game.
Teleport: This is generally my second choice. Again, this is a summoner spell that is good on every champion all the time.
Cleanse: Now that cleanse removes Ignite (again), this is a great summoner for Tryndamere. I would choose this over Teleport and not Flash, but it's personal preference as much as I like Flash. If the other team has multiple Ignite users, it's probably a good idea to pick this up.
Exhaust: If no one else has it, you can grab it. Someone should always have it on your team.
Spinning Slash and Bloodlust are the priorities here. The damage reduction on Mocking Shout is really nice, and I wish I could skill it early, but mid game is when your spin starts really doing some damage, so you need to invest points in it.
If you find that you are having an easy lane top, or just want to do some extra damage early, feel free to max Spinning Slash first, just be aware that you are less durable.
I start with Vampiric Scepter first, but for some heavier ad bruisers, you may want Cloth Armor with Health Potionx5 to build into Ninja Tabi. You should still, however, grab scepter before any other component of Hextech Gunblade.
Avarice Blade, along with your Greater Mark of Critical Chance runes and your Deadliness mastery will give you a healthy 25% crit at 0 fury. At 100 fury, you should be sitting at roughly 60% crit, a healthy amount for the rest of the game.
Hextech Gunblade is the cornerstone of this build. It gives good AD, AP, Life steal, and Spell vamp, as well as providing trynd with a reliable slow. All of these stats really help Trynd's sustain. He shouldn't have to leave lane against his will anymore, and the targeted slow can also be used to get out of ganks you find yourself in.
Sheen is here to give you solid damage in the mid game. After Hextech and Sheen, you should be at 172 AD and 100 AP. Trynd will play relatively the same as mid game non-hybrid Trynd, with the added bonus of an expanded kit. Sheen procs, a stronger spin (since you have 100 ap), and a targeted slow all give you a little extra burst.
Morello's Evil Tome is core simply because of the CDR. Trynd just NEEDS it for this build. I thought about putting Shurelya's Reverie or Youmuu's Ghostblade, but Morello's just gives more CDR, more damage on your spin, and bigger heals. It seems to fit best with the "theme" of the build.
BUT, I suppose, if there is a speedy team that you have trouble chasing down (which you shouldn't), you could go Shurelya's Reverie to give your whole team some speed, or Youmuu's Ghostblade to give yourself a boost in both speed and damage.
Pick based on what you need. Ninja Tabi for strong AD bruisers top. Mercury's Treads for AP tops or when you fear a lot of CC. Beserker's Greaves for when you feel safe and want some extra damage.
End Game Item Choices
Pretty standard items for Trynd. After you've boosted your healing and spin damage with AP, it's time to put some love into your autoattacks. Rounding your build out with this, you'll have the big crits Trynd is known for (smaller than AD build, but still big) combined with the bigger heals and stronger spin from the AP you grabbed earlier.
This choice needs a lot more testing. I've played a few games and I seem to like it, but I'm not sure this is a better choice than Infinity Edge. Needs more testing, but feel free to try it out. It does work, simply because Trinity Force is at least pretty good on almost every champion.
The beefy choice. If your team needs a soak (not a tank), you can be that guy. You don't even have to sacrifice too much because Atma's Impaler will give you crit and a good boost in damage with Frozen Mallet. Take a good beating, ult and spin out. You'll be surprised to find that you can heal very quickly with Bloodlust.
With just a Vampiric Scepter, you want to play it safe. Your first priority is to get enough gold for an Avarice Blade, as well as your Boots of Speed. Once that's completed it's pretty matchup dependent how aggressive you should be.
Once you get your Hextech Gunblade, harass the enemy, disengage, heal what you lost, and repeat. Walk up and auto attack. If your target didn't immediately do significant damage back, keep autoattacking. When you've taken some damage, spin back such that the initial spin hits your target. This should yield you some good damage to the enemy, while taking enough that you can heal all you lost. Wait about 8 seconds for your cooldowns to reset, grabbing some cs since your opponent probably just backed off, and repeat the combo.
If you get ganked, Hextech Gunblade is great for getting out. Pop the targeted active and spin away. If you choose your targets wisely, Hextech's active is a very good defensive tool for an already slippery champion.