Tryndamere Build Guide by dowan
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Not Updated For Current Season
Not Updated For Current Season
Hola. Ever since the l.0.0.l22 patch (Wukong Patch), there has been a plethora of varied responses regarding the major Tryndamere rework. Although a lot of people are not pleased with this change, I personally see it as a major buff, making him way more OP than he was before. If you learn to play him right, you will be unstoppable. In this guide, I will highlight all the major changes to Tryndamere as well as include a detailed guide on how to play him right. Of course, this is my thoughts and suggestions for him. I am not saying this is the best build but this is what i find that works well for me.
- Changed item purchase order: Phantom Dancer before Stark's Fervor (Thank you purpleges)
- Added late late game item: Sell Berserker's Greaves and buy another Phantom Dancer (Thank Prometheus56)
None of his abilities cost health now.
Passive: Battle Fury
Old: Tryndamere's Critical Strike chance increases as he becomes more wounded.
New: Tryndamere now uses Fury, gaining 5 per hit, 10 per crit, and 10 extra per kill, maxing out at 100 fury. Fury decays at 5 Fury per second after being out of combat for 10 seconds. Tryndamere's critical strike increases by 0.35% for every point of fury (at full fury: 35% critical strike chance). He can consume all Fury to heal Tryndamere for 30-80/40-135/50-190/60-245/70-300 depending on how much Fury was consumed.
Q Ability: Bloodlust
Old: Tryndamere thrives on the thrills of combat. Whenever Tryndamere kills a unit or critically strikes, he temporarily gains additional Attack Damage and Critical Damage.
Passive: Whenever Tryndamere kills or critically strikes a unit, he gains 5/5/5/5/5 Attack Damage and 1.5/2.25/3/3.75/4.5% Critical Damage for 15/15/15/15/15 seconds (stackable 8 times). Killing a unit or critically striking while not Bloodlusted applies 2/2/2/2/2 stacks instead of 1. Active: Tryndamere consumes his Bloodlusts, restoring 10/20/30/40/50 health per Bloodlust stack, (+1.5).
New: Passively adds 5-20/10-30/15-40/20-50/25-60 Attack Damage depending on how wounded Tryndamere is. Active: Consumes all fury which heals him for an amount.
Cooldown: 12 at all levels
W Ability: Mocking Shout
Tryndamere lets out an insulting cry, decreasing surrounding champions' Attack Damage. Enemies with their backs turned to Tryndamere also have their Movement Speed reduced.
Decreases surrounding champions' Attack Damage by 20/40/60/80/100 for 4/4/4/4/4 seconds, and enemies with their backs turned also have their Movement Speed reduced by 30/37.5/45/52.5/60%.
Nothing has changed for this ability except now it does not cost health.
E Ability: Spinning Slash
Old: Tryndamere slices toward a target unit, dealing damage to enemies in his path.
Tryndamere spins through his enemies, dealing 40/90/140/185/240 (+) (+1) magic damage to enemies in his path.
Passive: Spinning Slash's cooldown is reduced by 2/2/2/2/2 seconds whenever Tryndamere critically strikes.
New: Cooldown increased to 13/12/11/10/9 seconds from 9 seconds. Base damage adjusted to 60/90/120/150/180 from 40/90/140/190/240. Scaling adjusted to 1.0 bonus Attack Damage from 0.5 total Attack Damage (still scales with AP). Now deals physical damage instead of magic damage. Passive: Spinning Slash's cooldown is reduced by 2/2/2/2/2 seconds whenever Tryndamere critically strikes.
Ultimate Ability: Undying Rage
Tryndamere's lust for battle becomes so strong that he is unable to die, no matter how wounded he becomes.
This ability is unchanged.
The major changes is Tryndamere's passive and Q ability . Now, my reason for liking the new fury system is because you can get a max of 35% critical strike chance just from auto attacking. You no longer have to rely on being low to have high critical strike chance in his early game. A negative thing about this is that you can no longer easily first blood someone because if you get low, you can not have ridiculous critical strike chances like 75%. But this does not matter as much because now you can consistently have high critical strike chance. As for his q ability, think of it as kind of like Master Yi's Wuju Style ability. Tryndamere now passively gets increased damage. In addition, he gains extra damage depending on how much health he is missing. This is basically what replaced the critical strike per health missing. It, in my opinion, is much better and makes it way easier to consistently last hit with him.
Also, now you can heal anytime you need to with his q; you no longer have to wait until you critical strike/kill a unit to heal. This is why i take ability power glyphs because his base heal scales with ap. Without any fury, you can heal Tryndamere around 50-90 hp depending on the ranking (note this is without any fury). So if you become low on health, you can just chill next to your tower and use your q whenever it is off cooldown. This, i find, is very useful and over powered.
Note for AP Tryndamere players: There is no more valid reason to go ap on Tryndamere now that spinning slash deals physical damage, not magic damage. So stop pissing your teammates off by going ap.
Now before, the only stat people would put on Tryndamere in terms of runes were critical strike runes. With this new rework, however, critical strike is definitely not an issue with Tryndamere. Before, people would have to get critical strike runes because it helped Tryndamere's early game drastically. Now, we can replace those critical strike runes with ones that a normal melee champion would get:
Greater Mark of Desolation
By far the best marks for any ad champion. This significantly helps Tryndamere's last hitting as well as damage output.
Seals for Tryndamere can go many ways. You can stick with your critical strike chance runes for yellows if you wish but I find that the dodge helps and works will with your masteries.
Now I know what you're probably thinking. Why AP on Tryndamere? Well it turns out that his q ability, bloodlust, scales pretty well with AP. This is just for the early game because at a base amount (without any fury), this will heal you for 50-90 hp depending on the rank. You can switch these out with magic resistance runes or critical strike chance runes but the extra healing ap runes provides is really helpful.
His attack speed early game is ****. I find these Quints very useful. You may switch these out if you want for something you're more comfortable with but these quints synergies well with this build.
I like to go for an unorthodox build of 14/16/0. This overall helps with Tryndamere's damage as well as his survivability. With this setup, you will be a big threat early game, and start out with over 600 health without buying any health boosting items. Reason why I do not find 21 down offense helpful is because the extra critical strike damage is not much and the extra 4% damage is stupidly ******ed (it only affects your base stat damage and nothing else, essentially giving you about 4-5 extra damage which does not increase with leveling).
You may notice my build is very similar to the recommended items for Tryndamere. That is basically because his recommended items are pretty spot on. Starting off with a
Brawler's Glove allows Tryndamere to have a max critical strike chance of 45% which is pretty damn good. Also, it allows you to start out with
two health potions (or a Sight Ward ward if you are going to solo top).
Because of Tryndamere's new passive, you do not have to worry too much about raising your critical strike chances early on. It allows you to focus more on your damage output. Even without any critical strike runes and only three critical strike items ( Youmuu's Ghostblade, Infinity Edge, and Phantom Dancer), you can have 100% critical strike chance at max health because of fury.
Edit: Just a Vampiric Scepter is probably good enough for sustain so get your Phantom Dancer before your Stark's Fervor. Thanks purpleges for the input :).
Most people tend to max out Tryndamere's Spinning Slash first, then his Bloodlust, and then Mocking Shout. Well, the reason why I max out his q first, then his w, and then his e is because maxing out q will give you a lot of extra damage as well as a greater heal. E is no longer really necessary to level up to level 5 first because of its damage nerf. W is useful to level up because it reduces the opponent's attack damage as well as slows them.
Tryndamere, unfortunately, is still a heavy item dependent character, although less so than before. Early game, all you want to do is focus on farming and last hitting. If you are soloing top, you should easily be able to get over 100 creeps by the 15 minute mark. Tryndamere does not have a very great harassing tool so just focus on the creeps. Once you have pushed your lane/destroyed the enemy turret in your lane, your next focus is pretty much to start farming in the jungle and split pushing other lanes. I cannot stress this enough: Tryndamere is heavily, heavily reliant on items and gold.
How to Play Tryndamere
This is how I play Tryndamere and what I tend to do when I play.
Note: I do not jungle with Tryndamere because there are many other champions who are much better at jungling. To be an effective jungler, you must have good ganking abilities. Yes, Tryndamere does have his e and w but I find that his ganking success rate is very low.
Farm, Farm, Farm. Tryndamere does not have any great poking abilities so do not focus on harassing the enemy (obviously do so if they are being ******ed). I level up spinning slash as my first ability because it can be used to last hit and to get away. I normally do not leave the lane until i have around 2200-2500 gold. Tryndamere, with this build, have excellent sustainability because if he ever gets low, he can either use his health potions or just spam his q to heal back. He can easily escape ganks with his e and flash.
First Trip Back to Fountain
Turn Brawler's Glove into Avarice Blade, pick up your level 2 boots, and also pick up your Brutalizer. This is your core early game items.
On your next trip back, finish off your Youmuu's Ghostblade and start building your Infinity Edge. I usually try to farm enough to afford the BF Sword first but just buy what ever you can afford whenever you go back. If you find that you have a hard time sustaining yourself, you can also pick up a Vampiric Scepter before the IE.
Mid Game: By now you should have a Youmuu's Ghostblade, level 2 shoes, and a completed/almost completed Infinity Edge. Here, just jungle/farm whenever you can. Stick with your team if you guys have a lot of team fights.
Late Game: At around the 30-40 minute mark, you should have your Stark's Furvor. You should also be well into your Phantom Dancer. Usually by this time the game is over and you do not even finish your PD.
If you do ever go into the super super late game, you pretty much can just burn your gold on pots. By now, you are a farming machine and can easily restock on pots whenever they run out. By this time, you should have 100% critical strike chance with max fury, healing for a **** load, and overall just destroying.
Edit: If you do go into super late game, It would probably be a good idea to sell your level 2 boots for another Phantom Dancer. Thanks Prometheus56 for the suggestion :)
Tryndamere is heavily reliant on his positioning. Never overextend or be exposed to pre teamfighting pokes. During team fights, do not engage first for you surely will die instantly, regardless of your Undying Rage. Wait until your tank initiates and the other team has other people to focus. Then jump in and dive straight for their carries. Your job is to dish out massive damage and keep their squishy carries out of the fight.
Tryndamere is especially susceptible to CC so be very cautious when playing CC heavy teams.
This is my guide for Tryndamere, the Barbarian King. This may not be the perfect build but it works wonders. Do not see his rework as a nerf but rather as a wonderful buff. And most importantly, remember to have fun when playing. Thanks for your time.