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Tryndamere Build Guide by xmotoby

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League of Legends Build Guide Author xmotoby

SpinToWindamere-Top/Jungle

xmotoby Last updated on May 3, 2016
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King

Ability Sequence

2
4
5
7
8
Ability Key Q
3
14
15
17
18
Ability Key W
1
9
10
12
13
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

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
1/
Bounty Hunter
Oppressor
 
 
 
 
 
5/
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 18

Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 0

Recovery
 
 
5/
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
5/
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
1/
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 12


Guide Top

Introduction

Hello and welcome to my hybrid Tryndamere guide! I am xmotoby, a silver jungle main. In my experience, the most reliable way to win games is to splitpush, not necessarily carry. What I play changes from week to week, but as of now I play Tryndamere the most.

This is not a fancy guide. It contains all I think is necessary to know

I build mostly the same thing on both JG and Toplane Tryndamere.


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Champion Information



Tryndamere is a manly man. If you like to kill everything while ripping your shirt off and punching walls at the same time as making chickens above your weak enemies' heads, TRYNDAMERE is for you. If not, you are free to play Ezreal


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Pros / Cons

Pros

+ Very strong duelist (even pre-6 CRITS)
+ Extremely strong splitpusher
+ Farms fairly quicly
+ Has a strong slow
+ Is manaless
+ Is manly AF
Tryndamere jungle is fairly strong because unless you get counterjungled non-stop, you can avoid the pre level-6 weakness that Tryndamere is known for. His ganks are alright with his slow. He also can escape easily with his Spinning Slash.

Cons

+ Pre-lvl 6 is very vulnerable
+ Low health
+ Not much CC besides a slow (RIP catching Yi)
+ Dies very quickly without ult.
On the other hand, Tryndamere is very squishy by nature and will die easily before he gets his ult. Also, his ganks are just ok, and his strength is more to just splipush and take objectives while 1v1ing.


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Spells

Smite is totally necessary for farming, getting the jungle item and Dragon/Baron control.

Teleport is my favorite spell to take as trynd. You can push botlane, then tp top when they send people for you. Also can juke with it, spin into an unwarded bush and tp to somewhere else.

Other spells:

Flash, Ignite, and Ghost are all good. For toplane, I take Flash and Teleport.


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Runes

3 AS quints: good amount of AS early game to stack your Fury faster.

9 AD marks: Good boost to damage. Makes last hitting easier.

9 MR/lvl glyphs: Most AP champs don't do a lot of magic damage until late game.

9 armor seals: AA's do a lot early game, and without these, the physical damage from jungle camps will kick your butt.


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Masteries

Just do what I do. I take 18/0/12 instead of 18/12/0 because Tryndamere's damage is already so high, not dying is better than a little more damage. Even with the changes to Warlord's Bloodlust , I think it is still better than fervor on Trynd, because with your ult you can stay at very low hp for a long time, and lifestealing a loooot off of only a BOTRK.


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Items


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Gameplay

TOP:

If lane is easy:

Push fast while last hitting perfectly into their tower, so they lose xp and gold. Jungler will not gank until a few minutes in (most start botside), so you probably will have some safety for a bit. If you can duel your enemy, zone them off the minions and make them pay for getting them. Try to knock down the tier 1 tower ASAP. It sounds counter intuitive, but don't group unless absolutely necessary. Basically just keep pushing side lanes and try to draw pressure away from your team so they can get towers/drags/barons. When someone goes missing from the minimap, back off and steal jungle camps or run away. If you're sure you can fight 1v2/1v3 and not die, go ahead since you'll have a gold+item advantage as well as levels. Never stop farming or pushing. With TP, you can probably pull at least 2 enemies to stop you, then tp into a fight which will then be a 5v3 in your favor.

If lane is hard:

Turtle under tower. It's better to lose some minions than to die for them. Best thing you can against a snowball enemy is to not die. Once mid game rolls around, do the same thing: push, farm, take towers.

Jungle:

In the jungle, just farm unless there is a super easy gank to pull off. Don't try to force a gank; it's just a waste of time. Get sated devour ASAP, then start pushing and doing the same thing you'd do as toplane.

TL;DR

Push, farm, back up, repeat.

Objectives:

Nexus>inhibs>towers>Baron/Drag>kills>minions (both jg and lane)

Now I know some people disagree about whether kills or farm is more important. I will only fight if I know I can win, or if I will die regardless of whether I fight or not. In that case, I will go for kills if the enemy forces me into a fight because they can't stop me from pushing when they're dead.

Protect your assets in the reverse order of importance.


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Conclusion