Tryndamere Build Guide by PIummed
Not Updated For Current Season
Not Updated For Current Season
About the author
I Am a Silver 5 Player in the NA server IEatPhresh making guides for people who dont know how to play champions I personally think i'm okay at. https://imageshack.com/i/ma9pzrp check me out <----
Pros / Cons
Tryndamere's Spinning Slash can be used as an excellent tool to catch up to enemies or run away from enemies
- Bloodlust can help Tryndamere be dominent in early game laning with it's healing potential and damage increase
- Mocking Shout is a very strong slow that can be used for many purposes: to catch up to enemies, to help a teammate get away from an enemy and since it also reduces attack damage it can also be used for dueling enemy champions
- Tryndamere is a literal tank, he can deal high damage catch up to people very easily and run away just as easily.
- Tryndamere's ultimate Undying Rage encourages extremely agressive play with very little consequence, you an use it to back out of a 3v1 gank, provide yourself with a kill or if you need to gain fury for a farming or critical chance boost
-There is always at least one person whining about op Tryndamere
- Tryndamere is incredibly vunerable to croud control spells and abilities
- Tryndamere is also vulnerable to burst damage.
Greater Seal of Armor
Greater Mark of Attack Speed
Greater Glyph of Attack Speed
Greater Quintessence of Life Steal
These boots I usually buy for the cheap attack speed and greater mobility, and when i'm having no cc troubles in lane and all ready the upper hand in damage.
These boots are extremely expensive but pay off extremely well. Not only do they give Tryndamere a magic resist boots the also give 35 tencaty which means any cc put on you will be reduced by 35%. Very expensive boots but GREAT if you are against a cc heavy top lane like Alistar or a cc heavy team (when each champ has about 2 cc spells on average)
I get an early statikk shiv because it helps your waveclear a lot and boosts your overall damage by quite a bit. Also it makes fury generation a lot faster with the chain lightening proc generating 5 fury per unit hit.
This is my first choice after blade of the ruined king because it is your main damage dealing tool in this build. It allows you to clear waves faster and push turrets down more effectively. It also makes your crits smash even MORE face in when somebody tries to come stop the splitpush.
Honestly I believe this item is core on tryndamere and many people believe I build it too early, but if you rush a infinity edge or botrk before this item you will be doing no damage as the enemy team will start to stack armor as soon as you start to get scary. You still do a lot of damage you just delay your major damage items to not get shutdown by the opposing team's top laner stacking armor at 20 minutes
the reason why I get this before Infinity Edge is because it multiplies your duelling, escape, assassination and overall damage exponentially. The extra attack speed helps you push your lane faster and put out more dps to whatever you wish to do damage to. You can use the active to escape, chase or assassinate extremely effectively.
Battle Fury is Tryndamere's passive. This passive is amazing, it gives you 0.35% crit chance for every point of fury Tryndamere has. That means at full fury (100/100) he will have 35% bonus crit chance. This is a huge advantage in solo top lanes and helps you farm and trade hits better.
Bloodlust is tryndamere's Q ability and the majority of his sustain and damage without items. This ability gives you a flat amount of attack damage per rank increasing by rank and gives you an amount of attack damage per % of health you are missing. These are the passive abilities. The active is Tryndamere consumes his fury and heals for a flat amount plus an amount per fury point changing with level. At rank 5 with full fury you should be healing roughly 320 health with Bloodlust.
Mocking Shout is very important for tryndamere when he needs to chase after somebody, lower an opposing solo top opponent's attack damage or save yourself from ganks or stealthed opponents ready to kill. This ability provides an extremely strong slow and decreases attack damage greatly on your opponents giving you an advantage in duels.
Spinning slash is an extremely important skill for Tryndamere because it is his most effective gap closer and can also act like a mini flash with very low cooldown. The fact that the cooldown is reduced by 2 seconds every time you crit makes for a very short cooldown if in fights or if you're farming and need to make a quick get away. In combination with Mocking Shout Tryndamere can catch and kill almost anybody short of maybe a Rammus or someone with several blinks/escape mechanisms.
Undying Rage is one of the best ultimates in the game because if used right it gives you a guaranteed 5 seconds in a fight which with this build is enough to kill 2 enemies at least. If you activate this when you have guardian angel you will waste it so do not do that. It instantly gives you fury which you can use to heal up after coming out of your god mode. This can be used to gain fury to finish off a target, save your life or provide yourself with a kill. Overall one of the best ultimates in the game if used correctly.
Exhaust is a great spell for Tryndamere simply because his movement speed isn't the best and he needs this spell to catch up or get away from enemies. This spell can also be used to save people from certain death. Another way it can be used is in combat, if the opponent looks stronger than you, you should fight them for a while then at about half health exhaust to decrease their damage by 70%. Now with Tryndamere this can make or break a fight or mean the difference between a double kill and a death. Also in combination with mocking shout this summoner spell will make the opponent only be able to as low as 39 damage to you per hit. When you would be jungling you can take this as an alternative to Ghost if you feel you don't need Ghost or flash and want to take Exhaust.
Ignite: Again I find the biggest problem with playing Tryndamere is that he has a hard time catching up to people. People like Ezreal, Kassadin and people with Flash can be very annoying to fight when they just simply Flash away when they are one attack away from death. This spell fixes all that by having Ignite you, when you suspect they are going to flash away and they are at low enough health just Ignite them and they'll just die. Another use is to limit the lifesteal on enemy champions because of the healing reduction. For example Fiddlesticks drain will be rendered useless with one simple Ignite, same with Sion's cannibalism.
Flash is also a good spell with Tryndamere to use because since spinning slash is like a mini flash it opens the possibility of having two flashes which will make you almost uncatchable and make enemy junglers hesitate about ganking you because you have two escape
Great for not missing exp or farm in lane but tryndamere can naturally stay in lane forever and has great mobility. It's honestly not a necessity for him and I would recommend taking it. But if you play top well with it GO FOR IT
You have spinning slash and exhaust to get away. How much more do you need? BUT you could use it to gank when you're juggling very effectively. I sometimes take this when i'm jungling to have very effective ganks or as a good escape tool when it looks like certain death. Up to you.