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Tryndamere Build Guide by slydunan

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Not Updated For Current Season

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League of Legends Build Guide Author slydunan

Ranked Tryndamere Jungle/Laning Guide-NOT UPDATED!!!!

slydunan Last updated on January 3, 2012

Jungle Tryndamere

[VS]

Lane Tryndamere

Ability Sequence

1
3
5
7
9
Ability Key Q
4
13
15
17
18
Ability Key W
2
8
10
12
14
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


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>Read this First<

I will be making a new Tryndamere jungle guide for you guys in a bit for the new jungle/masteries, etc. I will archive this guide once it comes out.

Here is the new guide: http://www.mobafire.com/league-of-legends/build/slydunans-aggressive-tryndamere-jungle-guide-167445


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Jungling <-------------------- and --------------------> Laning

Team 1: Jungling build
Team 2: Laning build

Jungling/Laning is separated in Table of Contents by the handy seperator lines.
Still working on laning when I have the time.


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Introduction



Welcome to my Tryndamere Junglingg Guide! The purpose of this guide is to introduce you how to play Tryndamere in the jungle to become competitive even in ranked level play.
I will be adding how to lane Tryndamere at solo top soon.

Did I say ranked?? Yep, Tryndamere isn't just a one click pub-stomper! In the right hands, he is able to dominate ranked games as well.

To prove Tryndamere's awesomeness, here are my ranked stats.





As you can see, I play Tryndamere a lot and carry many games as him.


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Pros / Cons

What makes Tryndamere better than other champions?

Pros

  • DAT CRIT!!
  • Boasts the highest physical dps in game.
  • He has a 5 second get out of jail free card, meaning you can build glass cannon and still live.
  • He has a 'flash' move (spin) to escape and position.
  • He has a self heal (q).
  • His mocking shout is useful both in team fights and chasing.
  • He doesn't need buffs to jungle, making it extremely hard to counter-jungle Trynd.
  • He can give the ap carry mid blue buff early on.
  • Fast pusher and farmer.

Cons
  • He is not ambidextrous.
  • Hard to play in high level games.
  • Bad laner (fixed by jungling).
  • Doesn't have any guaranteed CC.
  • Requires Runes to jungle.


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When to jungle / when to lane?

When should you jungle Tryndamere?

  • Laning Tryndamere is very risky and takes a lot of skill to be successful.
  • Laning bot lane puts you in a 2v2 situation, which means too much harass for you to last hit and heal.
  • Laning top/mid puts you in a better 1v1 situation, but Trynd can be easily countered.
  • Trynd is actually a great solo top against many heroes, but armour stacking really hurts Trynd.
  • Trynd is very item dependent, and a bad early game will make mid-late very difficult. On the other hand, if you win your lane, you will get much more farm than in jungle.
  • Jungle Trynd is able to outlevel 2v2 lanes and come close to 1v1 lanes in terms of leveling.
  • If you don't feel like being a last hit try-hard, jungling requires less concentration.

Conclusion: Trynd is both a strong laner and jungler in different circumstances.

When to Jungle?
  • When your team has a top lane and needs a jungler
  • When the likely top hero you will be up against counters you. e.g. Jax. Or anyone who you can't dominate in lane.
  • When you don't feel like last-hitting and feel like ganking/counter jungling.
When to Lane?
  • When your team has a jungler and needs a top lane.
  • When the likely top hero you will be up against is countered by you. e.g. Gangplank
  • When you are confident that you can outlane the top hero.

I will be adding more about laning Tryndamere soon, since I've started laning him.


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TRYNDAMERE JUNGLING GUIDE



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Runes

Runes are very important for a successful jungle.

I use a full Atck Speed page with 17 Armour pen (mix reds and quints).
This will make you effective in both the jungle and lane.
17 Arm Pen Runes with 6 Arm Pen Masteries gives you 23 (highest armour jungle creep has 24).

Why I use these runes

  • Atck Speed Runes are more cost effective than Crit Chance. More bang for yur bucks.
  • Although AS yellow and blue are not as cost efficient as armour, you need these to jungle faster and thus they are more effective overall.
  • 23 Armour Pen (17 runes +6 masteries ) is useful both in and out of jungle, early and late.


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Summoner Spells

Smite: This is mandatory for jungling.

  • Use it to clear the jungle faster.
  • Use it to last hit dragon/baron/buffs.
  • *Tryndamere Special* When in lane, use it to get 10 fury. Use when about to fight or to get more fury for heal.

Secondary Summoner Spell choices

Ghost: My personal favorite.
  • Use it to chase or tower dive to ensure kills.
  • Take the Mastery on the Utility tree to avoid wasting it on the other tier one masteries.
  • Use it to escape bad situations.
  • Better for early game and still useful throughout game.
Cleanse: Second Option.
  • Removes all CC on Trynd and reduces new ones by 65% for 3 seconds.
  • Does not remove suppression or ignites.
  • Worse than ghost for early game, but shines in team fights late game.
  • This is late game spell, so ghost is preferred.
Flash: Third Option.
  • I strongly suggest ghost over flash. It has a shorter CD and sustained speed which will give you further distances.
  • Since you already have a spin, ghost outperforms almost every time.
  • Buffs have made this spell even worse.
  • You can try this if you want, but you will see that ghost is better.

The rest of the summoner spells are less useful than these three choices for a secondary jungling spell for Tryndamere. Trynd needs at least one spell for mobility chasing/escaping.


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Items

Trynd has many item paths he can take, here are some of them that have worked.
Eventually, you will be able to improvise based on enemy team composition as well as many other factors. This is just a nice starting block for you guys.

This is the preferred item sequence for jungling. (buy wards if you have extra gold) sight ward <--I'm watching you!!

"The Penetrator"




This build is recommended, as it starts relatively cheap for the damage output.
With runes/masteries it gives 17+6+20+20+45=108 armour pen/reduction.
The combined armour pen and lifesteal and atck speed is just all around good.


"Easy Build"




This build is for beginners. It is straightforward and still effective in most cases.

"Offtank Trynd"




This build doesn't provide as much dmg, but it lets you stay in the fight for much longer. Trinity will make you a much better chaser and make your spins stronger as well. You can exchange items depending on their team composition, adding more dmg, defense, etc.

"The Wrecker"




Same as "The Penetrator", but traded bloodthirster for a tiamat. Works wonders against a mostly melee team and just godly with a Jarvan . Spin in his ult, pop YG, everything inside dies.

"Can't Dodge This"




Recommended if you find yourself getting dodged. Namely these guys. The two actives will give you crazy attack speed as well as a whopping 118 armour pen/reduction!!

***I start games with Berserker's Greaves for early game, and wait to exchange for Mercury Treads until at least a Recurve Bow or Stark's.

Example of Item Build Order


This is an approximate purchase order for "The Penetrator". Just to give you an idea of what to buy when.

--> Best jungling item for Trynd.
--> Get dagger instead of boots if you have enough.



--> Up to here is usually the same every game.

--> At this point, you will start UTTERLY SHREDDING anyone with less than ~100 armour.




-->Get your BT stacks and you will be bordering 400 atck dmg.

Purchase Order Explanations

  • When and why do I buy YG?- YG is a item based around its active. Without the active, it's lackluster, but with the active, it's awesome.
    YG is a good jungle item because it gives great ganks. A gank usually last about as long as the active, maximizing the damage.
    A component of YG is Avarice Blade, which pays for itself, but doesn't sell very well. Incorporating it into an items means you don't need to sell it.
    All of the items that make YG are cheap, (400,350,415,600etc.) When jungling, can't count on high cs and won't be going back with a lot of gold unless you had kills. This makes expensive items difficult to get.
    Therefore, if you got fed and can afford the Black Cleaver, get that. Otherwise, YG will do.
  • Black Cleaver before IE- Cost efficiency. A Black Cleaver and a Cloak of Agility gives more dps than an Infinity Edge in almost all situations. It is also cheaper.
  • Stark's over Bloodthirster- Stark's is efficient if you have other autoattackers on your team. Bloodthirster is effecient if you can keep the stacks relatively full. Decide which one to get based on this and if you need atck speed or dmg.
  • No Last Whisper?- Nope, with this build, you get more armour pen than Last Whisper for under ~200 armour.
  • Zeal/Phantom Dancer?- From calculations, phantom dancers are efficient while zeals are not. You pay 210 gold for 8% ms with zeal and 20 gold for 15% ms with phantom dancer. Therefore, try to avoid zeal unless you can upgrade to a phantom dancer soon. PD also gives 2nd highest atck speed.
  • WHY YOU NO RUSH INFINITY EDGE?- It's just too hard to rely on getting the gold for it. Some games you get away with it, but most you don't. Again Black Cleaver plus Cloak will give more dps at cheaper amount.
  • All junglers need WRIGGLERS!- Not Trynd. This could just be personal preference. I used to despise wrigglers on Trynd, but it does work very well in lane, and it could be good in the jungle too.
    -Wrigglers is good for warding and its armour. If you are up against a team with physical damage wrigglers is a good choice. However, since you are paying for wards and armour as well as extra dmg vs creeps, your dps against CHAMPIONS is decreased.
    -Wrigglers is good for COUNTER JUNGLING and 1v1ing their physical jungler with the extra armour and warding, while skipping wrigglers gives you more GANK POWER for more damage vs defense.
    -Wrigglers is also a small item cost recipe, so it's good when you don't have much gold. However I still prefer an avarice for the gp5 before wrigglers. Might just be a preference thing.

    Other Items To Consider


    Recommended defensive items:
    I buy defensive items when I need them, otherwise I build damage.

    -Good against a more physical damage based team.
    -Good against an auto attack team or another Trynd.
    -Good against teams with heroes such as .
    -Good against a heavy magical damage team. Wit's End gives more dps.
    Usually I get a wit's end and a QSS against magic heavy teams.

    Buy these guys late game.
    You can get as your temporary last item slot to use before a team fight. It is worth the investment.


    Item's to watch out for and how to counter them:


    -Be very careful against heroes with this item. You may find your health dropping very fast.
    • Try to avoid these guys at all cost..until you get your bloodthirster you will be killing yourself trying to kill them most of the time. (Be Smart!!)
    • If many of them have a thornmail, you will need more lifesteal items.
    -Not as dangerous as thornmail, but it is in conjunction with it. More of an annoyance than a danger.
    / -Warmog's+thornmail/Randuins+thornmail is very hard for Trynd to kill. Avoid these guys if you can and make sure to get that bloodthirster before taking them on.
    -Annoying to kill these guys with that armour and atck speed reduction. Also more of an annoyance than a danger.
    -In the hands of Jax or Udyr, you may need to get a Sword of the Divine.


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Skills

Battle Fury [Passive]: More fury, more crit chance.

Bloodlust [Q]: Gives you some attack damage and more importantly lets you heal..

  • For the most part, don't use the heal in the jungle until you need it.
  • If you have 0 fury and less than full hp, then spam as much as you want.
  • Don't depend on the low hp damage.
Mocking Shout [W]: This move has a huge range, but only slows when the enemy champion is facing AWAY from you. Used primarily for chasing.
  • Remember that this has a slight delay after casting, so you can cast it if you predict the enemy will turn around within half a second. Alternatively, the enemy can dodge this move by turning towards you within that half a second.
  • This is also an amazing bush checker and invisible checker. The icon will only be available if there is a hero within the radius (mouse over to check the range). It even detects all heroes, even if you can't see them, so if you see the icon 'light up', you know there is someone near you!
  • This move pops banshees veils even if they are facing toward you! It's a great move to pop ALL banshees veils within the radius. Amazing for helping your team land their more powerful spells.


Spinning Slash [E]: Such an Amazing Skill for EVERYTHING. It can be used for...Chasing, Juking, Escaping, Killing, Farming, Positioning, Spinning through Walls/Avoiding Wards, Dodging Spells, etc.
  • Most importantly, you can use this to spin through almost any wall (even thick ones if you position yourself right).
  • For thick walls, click just a little inside the wall to make sure you are touching it. Make sure you use the MAX RANGE of the skill for walls.
  • Always get this over mocking shout unless you are entering many teamfights.
  • Also, the CD is decreased by 2 seconds every time you crit. This means that if the enemy is killing dragon/baron, you can spin through the back, Smite it, attack them (and ulti if you are about to die) until the move comes back up. Spin back out the back and enjoy a dragon/baron steal!
  • Pro Tip: You can rebind your keys in Options to turn on Smart Cast. As you can see in the jungling videos further below, I don't need to click to Spin. Useful for all other champs too once you get used to it! (I set all my spells to SmartCast).
  • WARNING: This move can be canceled with certain cc. Stuns, headbutts, singed's throws, knockups will stop your spin. Not 100% sure of snares (caits traps, ryze w, swain), if you know leave a comment please. I think I remember finishing my spin through a cait trap before.




Endless Rage [R]: 5 seconds of immortality.
  • It can be used no matter what cc is on you (including stuns, silences, snares, suppresses, binds, you name it!). However, you will still be affected by these during your ult.
  • DO NOT USE [Q] Heal until the END of 4-5 seconds. Nothing can kill you within your ult, so you will just be wasting a heal and dmg.
  • Don't try to save it until it's too late. It's better to be safe than sorry, and if they pop a surprise nuke on you, you won't have enough time to activate it. Timing this ult makes Trynd very difficult to master.


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Jungling Route

Trynd is kind of RNG, so his jungling times can vary, but you should always be able to complete this route with more or less hp if you do it right.
He is also heavily rune dependent, so don't expect to jungle without enough runes.

This is the route I like to take, ganking when possible.
For the most part, don't use heal until you are <2 bar and wait if you are about to lvl up to 3,5,7,etc.
*Smite here
Wolves-->Wraith*-->Minigolems-->The two mini guys at Red Lizard(You might get very low here)

Back to base to buy boots.

Blue Golem*, Wolves, Wraiths, Minigolems, Red Lizard*
Now is good time to gank. Otherwise cycle through wolves to minigolems again.

Here is a visual on the route, courtesy of Paint. From 1 to 9. Blue dots are when you use Smite. Red numbers are very general ganking levels for each area. (Don't tower dive until lvl 6)

Remember: Ganking comes before your jungle! If your teammates need help right now, stop what you are doing and GO!! You can always go back to finish the jungle.


Also, ask if anyone wants blue (Just a simple ping will suffice), you have no use for it except for gold and CDR.



Or if you want to do a little counter jungling from start, here is an Alternate Route.





You can also watch the video of me jungling.


Basic Route:


Counter Jungle Route:


Taking their wraith camp can really screw up the enemy jungler. You can take it one step further by getting a leash on the wraith and then take their two golems as well using smite (Kinda risky but will cripple their ability to take red as well as give you plenty more gold/xp).


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Team Fights

DON'T INITIATE FIGHTS!

Wait until the enemy team is distracted by your tanks/initiators. Sneak up on the carries/supports and force them to either run or die. This will heavily disorient the enemy team by forcing them to turn their attention onto you.

  • Use spinning slash to catch up to their carries/supports or to escape.
  • Use ghost to avoid running into creeps for chasing.
  • Don't be afraid to run if you are about to die with your ult.
  • Use mocking shout when you see a few with their back turned to you or to pop banshees.
  • Remember, target carries/supports first.
  • Make sure you are attacking something! May sound simple, but you find your hero might stop attacking to chase when slowed. Either Spinning Slash or keep attacking anything in range to refresh the CD and gain some health back.


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TRYNDAMERE LANING GUIDE Starts Here-IN CONSTRUCTION


This void has yet to be filled, have patience.
So far, I will be filling in an UNFORMATTED OUTLINE.
This will not be pretty, but it still has information.


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When to Pick Tryndamere for Lane

Pick Tryndamere if you know you can out-lane or free-farm against your lane enemy.
If you picked first and got counterpicked, you can always just switch to Jungle Trynd!

Commonly picked heroes Trynd is good/bad against will be listed below.


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How to Lane

Laning with Tryndamere requires a lot of skill and experience.
You have to play smart...one wrong move and you could be dead.

Last hit.
Learn to manage fury. When to heal/when to save?
Skill ordering. Sometimes max q, sometimes get that w at lvl 3.
Getting ganked. Warding/Map awareness.
Aggressive play. When to be aggressive? How to be aggressive?
^ Hit/move technique. After hitting, right click to move and set up next hit.
Use summoners to escape/kill.
Tryndamere is fat, creeps WILL BLOCK YOU BECAUSE YOU ARE SO FAT.


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How to Lane against X hero.

This will take common heroes you might lane against and give you an idea of how to lane against them.
Difficulty of laning will be rated from 1-5. 1 being easy cakes and 5 being very try-hard. 3 is when neither can really stop the other from farming.

This could be a big list, so I'll just include a few for now and UPON REQUEST BY COMMENT, I will add them (unless you request Eve, in which case there is no hope for you).

Akali (5) - Akali is very strong against melee heroes. She has ranged harass that only get stronger in melee range. For every one crit that has a 35% chance to proc, she has essentially 2 crits with two procs from q. If you stay far away she will harass you, if you get closer, she will harass you harder. To make it worse, if you commit, she will just go invisible, negating your dps.
Solution: Stay away from her if you have a Mark, and have been marked for at least 4 seconds. This prevents her from doing a double proc. Don't stay in her invisible ring, get out as soon as possible. You can more aggressive when the ring ends. Buy a vision ward for when she rings to escape your ult.

Irelia (1): She doesn't have that much harass. Just spin away when you hear/see her activate her true damage. Her equilibrium strike makes it annoying to kill her.
Solution: When she runs out of mana/wastes equilibrium, be very aggressive. Ignite when she tries to heal for the kill.

Renekton (2): You should be fine against Renek if you play smart. Spin away when he comes up to do his combos or spin into him after he wastes spells on creeps. Gets more difficult if he stacks armour/dodge boots. You will need wrigglers/black cleaver.

Singed (3): In the early levels, you can put some harass on him, but this becomes impossible once he is pushed to his tower, as he can fling you. Once he gets dodge boots/catalyst, you will not be able to kill him until your Black Cleaver.
Solution: Every hit you make on him will result in poison for you. Minimize the poison by buying boots and hit/move either beside or in front of him, away from the poison if possible.
Even if you can't kill him, just farm.


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Summoner Spells

Summoner Spells I suggest for laning Trynd are:

Primary Summoner Spell choice

Ghost: My personal favorite.

  • Trynd is big and fat. He will easily get stuck around minions. Solution: become a big and fat ghost.
  • Use it to chase or tower dive to ensure kills.
  • Use it to escape bad situations. A spin and ghost will escape most situations.
  • Better for early game and still useful throughout entire game. Early game it can be used to escape ganks/chase down enemys (or make them waste flash-ghost has shorter cd)/tower dive a level 6+. Late game it can be used for the same uses plus its very handy in large teamfights and lets you make a bee-line towards the tasty ashe.
  • I consider ghost to be the most useful skill for Trynd for these reasons.

Secondary Summoner Spell choice

Cleanse:
  • *Situational*
  • Due to the new buffs, Cleanse is a much more viable spell.
  • Removes all CC on Trynd and reduces new ones by 65% for 3-4 seconds.
  • Does not remove suppressions. Now removes ignite and exhaust.
  • Get this if the enemy team has 3+ hard immobilizer/stuns with priority on your lane enemy.
  • If your lane enemy has ignite/exhaust and a cc skill (or jungler[fiddles/rammus]), I highly recommend Cleanse over Ignite.

Ignite:
  • Get this instead of Cleanse if these apply.
  • You are laning against a healer without dangerous cc. (e.g. warwick)
  • Very useful for getting early kills.
  • The mastery is the same as ghost. 2 for 1.
  • Enemy team does not have many cleansable CC (suppressions namely)
  • If you are not good at timing Cleanse to its full potential (you don't react until the cc is almost over).

Teleport: Very situational.
  • Very situational item that works best with an organized team.
  • Very potent spell for Lane Dominance.
  • Great for backdoor pushing. Trynd is a super dps pusher, especially with his ultimate. Make sure to get the 'demolition' mastery with this.
  • Other uses include getting to lane after a lvl 1 team fight, surprise ganks from top to bot lane, quick defense/farming, quick heal to stay in lane longer.

Flash: Not recommended.
  • Flash wasn't great for Trynd before the nerf. Now that it's been nerfed, it is much worse. Any of the above spells are better.

Heal: For newbies.
  • Heal is actually a good spell for and against newer players with the recent buffs.
  • Heal+Cleanse can be a great tool for baiting in lane against players who forget you have this combo (happens more than you'd think since people usually don't get it). Great for catching people off-guard.
  • Also great in conjunction with your ultimate. Use heal and [q] after ult ends to get right back into the fight.

The rest of the summoner spells are less useful than these three choices for Tryndamere.


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Skills

Get [w] at lvl 3 if you have a lot of health and don't need the heal. Gives you earlier harassing power for early lane dominance.
Get [q] at lvl 3 if you need to heal.

Skill explanations copied from jungle section:
(I'll change the Spinning Slash Screen-shots to cater to top laning Trynd in the future)

Battle Fury [Passive]: More fury, more crit chance.

Bloodlust [Q]: Gives you some attack damage and more importantly lets you heal..

  • For the most part, don't use the heal in the jungle until you need it.
  • If you have 0 fury and less than full hp, then spam as much as you want.
  • Don't depend on the low hp damage.
Mocking Shout [W]: This move has a huge range, but only slows when the enemy champion is facing AWAY from you. Used primarily for chasing.
  • Remember that this has a slight delay after casting, so you can cast it if you predict the enemy will turn around within half a second. Alternatively, the enemy can dodge this move by turning towards you within that half a second.
  • This is also an amazing bush checker and invisible checker. The icon will only be available if there is a hero within the radius (mouse over to check the range). It even detects all heroes, even if you can't see them, so if you see the icon 'light up', you know there is someone near you!
  • This move pops banshees veils even if they are facing toward you! It's a great move to pop ALL banshees veils within the radius. Amazing for helping your team land their more powerful spells.


Spinning Slash [E]: Such an Amazing Skill for EVERYTHING. It can be used for...Chasing, Juking, Escaping, Killing, Farming, Positioning, Spinning through Walls/Avoiding Wards, Dodging Spells, etc.
  • Most importantly, you can use this to spin through almost any wall (even thick ones if you position yourself right).
  • For thick walls, click just a little inside the wall to make sure you are touching it. Make sure you use the MAX RANGE of the skill for walls.
  • Always get this over mocking shout unless you are entering many teamfights.
  • Also, the CD is decreased by 2 seconds every time you crit. This means that if the enemy is killing dragon/baron, you can spin through the back, Smite it, attack them (and ulti if you are about to die) until the move comes back up. Spin back out the back and enjoy a dragon/baron steal!
  • Pro Tip: You can rebind your keys in Options to turn on Smart Cast. As you can see in the jungling videos further below, I don't need to click to Spin. Useful for all other champs too once you get used to it! (I set all my spells to SmartCast).
  • WARNING: This move can be canceled with certain cc. Stuns, headbutts, singed's throws, knockups will stop your spin. Not 100% sure of snares (caits traps, ryze w, swain), if you know leave a comment please. I think I remember finishing my spin through a cait trap before.




Endless Rage [R]: 5 seconds of immortality.
  • It can be used no matter what cc is on you (including stuns, silences, snares, suppresses, binds, you name it!). However, you will still be affected by these during your ult.
  • DO NOT USE [Q] Heal until the END of 4-5 seconds. Nothing can kill you within your ult, so you will just be wasting a heal and dmg.
  • Don't try to save it until it's too late. It's better to be safe than sorry, and if they pop a surprise nuke on you, you won't have enough time to activate it. Timing this ult makes Trynd very difficult to master.


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Items

Starting Items
cloth armour X5
[*] Buy these against physical melee and sometimes physical ranged.
[*] Allows you to use fury for crit damage for often.

X3
[*] Buy these against ranged.
[*] Buy these against magical melee.
[*] Allows you to close the gap between ranged heroes.
[*] Allows you to kite/chase down melee

When buying items, I suggest referring to the COST EFFICIENCY SECTION.

Early game items
Wrigglers Lantern - cost efficient and incredibly good in lane vs another physical hero. Gives you ward for lane.
Get a vamp scepter and negatron cloak/wits end if you are laning vs a magic heavy lane/team.
(get negatron if you want quicksilver)

Mid-game items
or or first?
[*] Zeal is not cost efficient while phantom dancer is. see 'cost efficiency'
[*] Black Cleaver is more cost efficient than both in dmg. Need this to counter those armour kids.

?- Why not Youmuu's like jungle build?: Youmuu's is a burst item for ganking. Laning requires sustained damage that YG doesn't provide.

CORE:

Late-game items
Defensive Items (buy them when you need them):
Trynd is unique in that he needs less defense items than other melee because of his ultimate.
Remember, buying defense costs your damage, but you need to be alive to deal damage.
If you find yourself dying before you can dish out your damage, get defense.
-Good against a more physical damage based team.
warmog's armour - Also good against a physical team. More for a tanky Trynd. Very expensive to build though.
-Good against an auto attack team or another Trynd.
-Good against teams with heroes such as .
-Good against a heavy magical damage team. Wit's End gives more dps. Doesn't have good synergy with Trynd though. Usually I get a wit's end and/or QSS against magic heavy teams.

Enemy team tends to crowd at all?: - for all you tiamat haters, read cost efficiency.
[*] Remember, the range is very small, but you only need to get one more champion to get 50% more dps. You will find that people crowd closely more than you would think. Punish them when they do and profit.
Enemy tanky and need more sustain?- replace Wrig late game.
Fully built?: Oracles/Potions: Red/Green, then Blue. This will make you a glowing monster.

Find a BALANCE TO SUIT THE SITUATION.
Look at the enemy composition and figure out what you need to buy. Death Recap is useful for this.
Here's some examples of questions you may ask yourself, and how to respond.
Lots of physical damage? - BUY ARMOUR
Lots of magical damage? - BUY MAGIC RESISTANCE
Getting stunned? - MERCURY TREADS
Getting suppressed? - QSS
Slippery ranged heroes that outrun you? - GET THAT EARLY
Enemy team tanky but not much dmg? - GET LIFESTEAL, LIVE FOREVER
Enemy team is jungling and defending bot? - GET BARON
Enemy team likes to get in your personal space or hug each other? - GET TIAMAAAAAT
Enemy team stacking dat armour(200+)? - LAST WHISPER
Enemy team not stacking dat armour(100-)? - HAVE FUN

All team has lots of ad carries? - GET STARKS
Ally got stark's? - DON'T GET STARKS


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COST EFFICIENCY

This will be a theory-crafting section on cost efficiency of tryndamere items.

My build is based around cost-efficiency because... Math doesn't lie.

Black Cleaver: Armour Reduction makes this a very potent dps item.
Bloodthirster: Very efficient if you can hold full stacks in terms of sustain. Not as much dps as BC though.
Infinity Edge: Very efficient, although very expensive.
Phantom Dancer/Zeal: Zeal is very inefficient, while PD is very efficient. Upgrade ASAP.
Quicksilver Sash: Very inefficient in terms of magic resistance, but active is handy.
Tiamat: Useless item on single targets, godly if you manage to use its passive on another hero.
Wits End: Efficient, but magic damage can't crit?
Wrigglers Lantern: Very efficient against physical. Not efficient against magical(no armour) until you use 3+ wards. Still viable to get vs magic, but magic resistance is more important to rush.

Here is a condensed version of Tryndamere's Cost Efficiency Chart.
[*] 'WORTH' is the price you pay for the stats in terms of base items(b.f. sword, recurve, etc.)
[*] Efficiency is the difference between 'WORTH' and 'ACTUAL'.
**Special Thanks to Wu Thuong for making the original chart!**




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Conclusion

Thanks for reading my Tryndamere Jungle/Laning Guide, and I hope it helped!
To my knowledge this is the fastest, safest and most consistent jungling route for Trynd and the most efficient laning system for Trynd.

If I made any mistakes or if you have any questions, suggestions, etc., comment and I'll get back to you as soon as I can.

It took a while to make this guide, so feedback is appreciated so that I know that people are actually reading this guide. Upvote and comment!!

P.S. the more thumbs ups/comments, the more I update the guide. :P


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