Tryndamere Build Guide by Warlock Hastur
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.
The reason it says very short in the title is because if you don't like reading, just do this:
Take the masteries shown, take the runes shown, follow the jungle route in the video below, build the above items, and you're done!
It's that simple, go try it.
For those who want to read more, read on.
This is my first guide and as such I do not know how to add items descriptions and the like in between text. Any suggestions, comments or feedback regarding this would be useful.
EDIT: I am starting to learn this.
EDIT: In this guide I have only written what I do and what I think is best. There are many things that I have seen loads of players do which I think are very wrong. Things like: buying two Phantom Dancers, buying Berserker's Greaves, taking Bloodlust at level 1, taking Cooldown Glyphs , etc. If you think it would be useful to include a section of 'what not to do and why' please let me know in the comments and I'll be sure to add such a section.
Firstly, please note that this is a build for the new Tryndamere, the one with the Battle Fury system, and so this is not an outdated build from before the 26th July 2011.
Secondly, please note that this is just a build and a brief description of the accompanying jungle route. Not a comprehensive in-depth guide. This cannot teach you every detail about Tryndamere and dramatically improve your skill. But in return it isn't too long to read and will show you, what is, in my opinion, the perfect build for Tryndamere and the best jungle route.
Thirdly, please note that is a lvl 30 guide. I say this because in order to jungle with Tryndamere you will need decent runes and masteries. If you are not level 30 or do not have decent runes you might have to adapt the runes a bit and you might struggle in the jungle at your early levels.
I do not normally write builds for champions because with most champions I change my build so often (sometimes I don't even had a preplanned build in mind - I just buy items depending on the situation, my opponents, my teammates, etc.) that I didn't think it was worth writing a build for them.
With Tryndamere, however, I found that once I perfected his build I ended up taking the same build over and over again because it was simply the best in every situation. I take the same 6 items more than 90% of the time and so, for him, I thought it worth writing a guide. So for those of you who don't like guides that are too confusing because they have 5 different build orders for 5 different situations: fear not, this guide has one build for every situation!
Tryndamere is in way a one-trick pony. But he performs this one trick better than any other champion and so in his simplicity lies his beauty.
Though I appreciate comments and questions and suggestions, please do not rate the build negatively because you think it is not a good build based on what you've seen here BEFORE you tried the build. Just try the build (with the accompanying jungle route) once and see how it goes :)
Creeping / Jungling
Ok, enough talking, down to the real stuff.
A video made by Stonewall008 of the jungle route is shown here: http://www.youtube.com/watch?v=BHEIBWKRUgQ and is described here:
Start at Wolves. Use your Spinning Slash to hit as many of them as you can as often as you can. Then go to Wraiths and Smite the big one. After Wraiths, go to Golems. Use your Bloodlust to heal you whenever you are so low on health that you think you are going to die.
When you get back, buy Cloth Armor and one Health Potion. If you were so slow with jungling that you have enough money for more, buy two health pots.
Then go to Blue and give the buff to someone else on your team (you really don't need it and they will appreciate it very much) Then do Wolves, Wraiths, Golems and Red. In the video Stonewall008 does Red before he does golems. He does this so that he finishes his route earlier. But in a game you should try do golems first so that your Red buff lasts longer.
Now you are ready to gank or continue jungling as you please. I usually tend towards towards jungling or taking over lanes because Tryndamere is not that good at ganking (people tend to get away from Tryndamere quite easily early game) and the more farm Tryndamere the more unstoppable he becomes!
When Tryndamere's Battle Fury is at maximum, he gets 35% critical chance. Together with a Phantom Dancer (30%) and an Infinity Edge (25%) this gives him 90% Critical Chance. The Deadliness mastery gives you another 2%. This adds up to a total of 92%. With another 8% from an Elixir of Agility this adds up to a perfect score of 100%!
Quintessences and Marks - Red
Seals - Yellow
Glyphs - Cyan
As explained earlier, late game you already have 100% Critical Chance so there is no need to get any more from runes. The next best thing for extra damage is Armor Penetration.
Greater mark of Desolation Marks and Greater Quintessence of Desolation Quintessences are the best value for money for this.
Seals I take in armor ( Greater Seal of Armor) because this means Tryndamere will take less damage from minions and so be able to jungle more efficiently at the start. You could also take Seals in attack speed so you can jungle faster if you prefer.
Glyphs are kindof up to you. Attack speed ( ) will make him Jungle a bit faster. Cooldown reduction ( ) can be useful. The reduced cooldown on your Spinning Slash can help you jungle a little bit faster and the reduced cooldown on your Undying Rage means you can get into fights more often.
But, personally, I prefer magic resistance ( ). Mainly because they are one of the best value for money glyphs but also because they are very useful on Tryndamere. Often you will be in a fight, pop your ultimate, and then spin away. In this scenario, if you successfully get out of the range of the enemies then there are two main threats that can still cause you to die:
- Ignite that was cast at the just the right time. Magic resistance won't help you against this, but I'm afraid that no runes will.
- Damage over time abilities such as Malzahar's Malefic Visions or Mordekaiser's Children of the Grave. Magic resistance will reduce the damage of these - maybe just enough to save your life!
Tryndamere is based purely on AD (Attack Damage) and Critical Chance and so these are the masteries you should pick.
I pick 9 in Utility because the extra experience and buff duration are almost a necessity for jungling.
I usually buy the items in the order shown, but it's a bit flexible.
Always build Wriggle's Lantern first and straight after that takes your Boots of Speed
Next you take Phantom Dancer and Infinity Edge, in which order you do this is up to you.
You can take your Mercury's Treads before, after or during your your and , depending on when you feel you need it. The reason I take Mercury's Treads above any other boots is surprisingly simple. Tryndamere's biggest weakness is Crowd Control (slows, stuns, blinds, etc.) and counter this better than any other. There, that's how simple!
I mean, there really is no point in being able to Critical hit for 1000damage twice a second if when you finally do get into a fight you are stunned for the duration of the fight and so can't land a single hit...
The Cherry on top
By now, you will already have 100% Critical Chance, so now it's time to get Frozen Mallet. Frozen Mallet will probably be the biggest surprise in this build but then it is also the secret to it's success. You don't get for the health. Although 700 is quite a lot, health is not so important on Tryndamere. You get for it's passive - it slows all enemies you hit! I could spend days explaining why this is perfect for Tryndamere but I will try do it very briefly: Once you engage someone with Tryndamere chances are you can take him on easily (because otherwise you would not have engaged). Even with his Spinning Slash to speed you up and his Mocking Shout to slow down the enemy, so many champions have so many good escape mechanisms these days that most of the time your target will be able to get away from poor Tryndamere. With , however, if you hit him only once, he is what they call 'locked in melee' and it will be almost impossible for him to escape. Your speed from Phantom Dancer + your speed from Ghost + your Spinning Slash + your slow from Mocking Shout + your slow from Frozen Mallet will mean that almost no champion is able to get away from you. This means that if you spot someone alone all you have to do is get close to them and you pretty much already have a guaranteed kill! Sometimes you will even be able to take on a group of two or three people by yourself. Do you this a few times and you can win the game.
Next, take The Black Cleaver or Last Whisper. As you can see, both of these reduce the enemies armor. reduces armor flatly whereas reduces armor by a percentage. So needless to say: If enemies have very high armor, it's better to take . If the enemies armor isn't too high, then take .
And even more damage
At the end, if you get that far, sell your Wriggle's Lantern and buy The Bloodthirster. This is simply because gives you more attack damage and lifesteal than . Basically: it's bigger and better and stronger. The reason you don't get in the beginning is because is a lot cheaper and more useful for early jungling.
Expensive, yes, but Tryndamere is rich
I know this build is quite expensive overall. But being Tryndamere, you should get tons of farm (minions) and if you're lucky you should get loads of feed (kills) too and so you shouldn't struggle too much to rack up the gold for this build :)
[note: always buy Health Potions or sight wards when you feel you need them.
This skill sequence almost never chances.
Of all his ablilites, Spinning Slash does the most damage to minions at level 1 and so you need to take this to be able to handle the jungle minions right at the start. It is also useful to chase, get away from and do damage to champions should you end up in a lvl 1 teamfight.
After this I max Bloodlust first (this does the most damage to minions at higher levels and so helps you jungle) and Mocking Shout second (this is good versus champions and so helps you gank).
The only time you should adapt this sequence is if you decide to gank or fight at level 2 or 3. Then you should take Mocking Shout instead of Bloodlust, because it is better for ganking. Remember that fighting champions before level 4 is not recommended, this should only be an emergency solution!
Pros / Cons
-During his early jungle, he is often at low health and so is very susceptible to counter jungling.
-His ganks are fairly weak and come with a high chance of Tryndamere dying (before level 6). Your teammates might not be too happy abut this.
-He is very much a late game champion and so early game he won't be able to contribute much to the game.
-Without his Undying Rage, he is very fragile and so can't really help in fights.
-Tryndamere has almost absolutely no use for blue buff and so you can always give this away to the AP mid who will be very grateful for a blue buff so early on.
-Late game his damage and chasing capabilities (with this build) are insane! He can often take on groups of 2 or 3 people, completely annihilate them, and still come out with full health!
-Because of his Undying Rage, no matter how much damage the enemies do, he will always be able to last at least 5 seconds, and in this time hopefully unleash some massive damage.
- Undying Rage also makes towerdiving a piece of cake.
Of all of Tryndamere's skills, the one that requires the most skill, im my opinion, is Spinning Slash. Spinning away from or spinning towards an enemy without any obstacles is quite simple.
But spinning over walls and such can get very hard and requires you to remain very calm in very stressful situations. Getting a good spin over a wall instead of a bad one will save your life or get you the kill more than a few times a game. This is the most important skill to master!