Tryndamere Build Guide by saharashooter
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.
The idea of this build is to get insane damage mid and late game. Promote will allow you to push turrets and cover a retreat, while flash will give you mobility. Masteries will buff attack damage and give you early sustainability. The utilities are basically fillers, but are still very useful. Your skills maximize your staying power early on and allow you to chase down runners. The items will increase survivability through vampirism as well as create huge criticals. The hardest time of the game is the first ten minutes until you have zeal. it is key to play smart early on. Late-game,, this build can take on three people with ease, if used correctly. You MUST communicate for ganking and saving allies from the enemy team. You join a 3 vs. 1 with this build and you can make it a 1 vs. 2. Remember to last hit minions and get some good practice in before going ranked or pvp even. Just because you had a bad game doesn't mean the build sucks.
The runes provide benefits both early and late game. The vampirism and attack speed are use ful for the entire game, but the critical damage doesn't pay off until you have a higher critical chance. The point of the runes is to increase survivability and damage. You could drop the attack speed for even more critical damage, or put armor penetration instead of critical damage.
The masteries give you an amazing amount of damage which allows easy kills mid and late game. You could get some defense instead of utility, but Tryndamere is a bit low on defense.
First of all, despite the calculation of armor penetration this site uses, your actual armor penetration will hit 50%. This almost totally negates the use of tanks to soak damage you because you ignore a lot of the armor. Now, on to more important things. The vampirism early on gives you staying power early on, making it harder for the enemy team to get an early lead. Your attack speed gives you a huge amount of damage, allowing you to do roughly 1,800 per second IF your bloodthirster has full stacks. The movement speed allows you to take advantage of your W ability and maul people, and you
The skill sequence gives you staying power through increased vampirism (from increased damage,) as well as early healing. You can use your W to slow down retreating enemies or reduce their damage to save yourself and others. Spinning slash is mainly used for catching up to enemies, not for killing as it has rather low damage when compared to your basic attacks. Seeing as your ultimate makes you undying, you level it up as often as possible.
These summoner spells allow swift retreats and can be used for pushing. You can promote to screen a retreat or absorb damage when attacking a turret and it can also cover for your recalls. You should use ignite when laning with someone else who has Promote: you're melee and can't finish from range. Flash allows you to catch up to running enemies, retreat, or gank through walls.
This build is great for Tryndamere, but requires skill to fully achieve. Practice and get used to playing Tryndamere before you rate.