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Tryndamere Build Guide by Nerdy Yibeast

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.


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League of Legends Build Guide Author Nerdy Yibeast

Tryn in 1 Min; Tryndamere, King of the Trees

Nerdy Yibeast Last updated on December 11, 2011
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 22

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 8

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Tryn in One Min(ute)

As promised, here is the "Tryn in a Min". "Oh noes! I went away during Champion Select on Twisted Treeline to get a sandwich, and I got locked as Tryndamere! Whatever shall I do?" If this is you, then you've come to the right place. If this isn't you, and you came to this guide for the latter part of the guide, go to the next chapter.

  • Take Exhaust/ Ignite or Exhaust/ Cleanse
  • Follow my item build.
  • Go top after beginning game gank, if you decide to do the gank.
  • Farm constantly, stay at high Fury.
  • Spin, Mocking shout is basic combo.
  • After you get Zeal, hit the jungle, always be farming.
  • Gank when opportunities arise.
  • Push constantly.
  • When you ult, save Spin until end, heal at end. Also, if you use it, Cleanse out of CC in your ult.
  • Don't attack people with Thornmail if you can avoid it.
  • CONTROL DRAGON (Ebonwaw)
You are now ready to win as Tryndamere. Have fun!


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Introduction

NOTE: This is a guide exclusively for TWISTED TREELINE.(Hence the title, "King of the trees". He's the King, and he's playing in the trees)

Hello there, people with enough time to read a full guide! I see you are interested in playing Tryndamere on Twisted Treeline. I assure you, it is incredibly easy. I, at the time I am writing this guide, am about 15-1 in the last few weeks as Tryndamere.


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Who? What? What is this Tryndamere you speak of?

Thanks for asking! Tryndamere is a Melee AD Carry who, for the most part, relies on Critical Strikes for his damage. He is a GOD on Twisted Treeline, which you will see for yourself when you try this. You have probably gone up against a few in your League lifetime, and he probably caused a lot of grief.


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Getting Started: Runes

For Marks, I take 9 Greater Mark of Desolation. Desolation Marks are great for any AD champion. Combined with your Greater Quintessence of Desolation and masteries, you will have 30 Armor Penetration. At level one, this can translate into up to a bonus 23 or 24 % damage! That can EASILY net you a first blood. Other marks you can use include:
* Greater Mark of Critical Chance for some extra Critical Chance, giving you a large boost in damage. I don't take these because they rely on getting lucky to be effective.
* Greater Mark of Attack Speed for some extra Attack Speed, if you like hitting stuff repeatedly. This build should give you sufficient attack speed, but you can take these if you really want to.
* Greater Mark of Critical Damage is not recommended by me. It gives you a minor boost late game, but your crit chance isn't high enough early for them to be effective. Also, late game, the bonuses they give are rather insubstantial.

I take Greater Seal of Armor. This is, in my opinion, the very best rune on ANY melee champion. Combined with the Armor from masteries, this grants 19 armor, or over 10% damage reduction at level 1. This armor not only helps to tank other physical champions, but also helps with the jungle monsters. I don't think any other marks are good for Tryndamere.

I take Greater Glyph of Magic Resist. Since you won't be building defensively, this is necessary. Again, with masteries, you get 19 magic resist EXTRA at level 1-18. On early ganks and laning, this can be the difference between a death and a kill. Other Glyphs I recommend:
* Greater Glyph of Scaling Magic Resist for the same magic resist, but a little bit more that scales per level. These are interchangeable with Warding.

I take Greater Quintessence of Desolation is great for the same reasons as Marks. Great bonus damage, and they don't cost as much as, for example, Flat Health quints. Other viable Quints are the counterparts of optional marks, in addition to Death timer reduction and Movement Speed.


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Getting Started: Masteries

Offensive Masteries:
: Improved Ignite and Exhaust. What's not to love?
: 3 points for 3 extra damage? Works for me! That's an extra 3 damage per hit, which later translates to 7.5 extra damage (with a lot of crits)
: Bonus AS so you can whack those people even faster! YAY!
: Bonus ArP, 10%! An epic bonus! Bye bye rammus!
: Extra damage to turrets is so epic for backdooring...
: Crit chance for even MOAR derpage!
: Crit damage to go with your chance! Hooray!
: Some minimal lifesteal to let you stay in lane for that one last minion wave, or to survive that monster...
: 6 more Armor Penetration, adding to your already epic runes.
: A large boost to the ease of "Kill Securing". Very helpful in getting maximum fedness. (That is now a word. Deal with it.)

Defensive Masteries
: Armor helps all around, great synergy with your armor from runes.
: Magic Resist to complement those runes.


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Getting Started: Summoner Spells

#1 Exhaust: This is a MUST HAVE for Tryndamere in my opinion. It will help you win practically any 1v1, can help gank, escape ganks, everything. I cannot emphasize how much I think this is necessary enough.
#2 Ignite: This is not strictly necessary on Tryndamere, but I think it is quite effective. You can finish people off, cut their healing, get a "Kill Secured". Also, with the mastery, you get a damage and AP buff from using it.
#3 Cleanse: This is the next best summoner spell on Tryndamere in my opinion. On Twisted Treeline, which this guide is for, there can't be enough CC to make it really super effective. And it gets rid of Ignite's damage, but not the healing reduction.
#4 Ghost: Good for escaping and chasing, but Tryndamere is already good at that, so that's not necessary, really. If you get ganked, just spin through a freaking wall.
#5 Smite: If you want more jungling time, starting earlier, you can use this. You can also steal dragon with it.
#6 Heal: You can bump your end-of-ultimate healing by quite a bit with this, providing an unexpected advantage.
#7 Flash: You really have no reason to take flash.... you have a build in dash move, so flash is just a waste of a summoner slot. But it's still occasionally useful.
#8 Promote: You shouldn't have trouble pushing a lane, but if you're facing some jerk like Heimerdinger, you can pop this baby to knock him back out of your face.
#9 Surge: I really don't know who this spell is useful on... But I'm 99% sure that it's not Tryndamere.
#10 Revive: You really shouldn't be dying enough for this to be useful, but when/if you do, you can come right back into the fight and PWN some more. But with such a long cooldown, it's not really worth it.
#11 Teleport: Teleport on Twisted Treeline isn't incredibly wise, as you can get practically anywhere quickly. So you don't need this.
#12 Clairvoyance: Leave this for the support or tank. Your scouting is watching your W light up if enemies are near.
#13 Clarity: Really? Would you even CONSIDER bringing this spell? It's rarely good on mana using champs anyway, so why on earth would you take it on someone who gets NO BENEFITS from it???


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Tryndamere's Abilities


Tryndamere thrives on the thrills of combat, increasing his Attack Damage as he is more and more wounded. He can cast Bloodlust to consume his Fury and heal himself.
Passive: Tryndamere thirsts for blood, gaining 5/10/15/20/25 Attack Damage plus 0.15/0.2/0.25/0.3/0.35 per 1% Health missing.

Active: Tryndamere consumes his Fury, restoring 30/40/50/60/70 (+1.5) Health, plus 0.65/1.15/1.65/2.15/2.65 Health per Fury consumed.
Cost
No Cost

This is the ability that gives Tryndamere most of his early game damage. It also is the heal that annoys the **** out of EVERYBODY. You can use this to stay in lane forever, or just let it build up and deal loads of damage. Be sure to use this at the end of your ultimate, otherwise you can get killed by even 1 minion attack, being at 1 HP.


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 seconds, and enemies with their backs turned also have their Movement Speed reduced by 30/37.5/45/52.5/60%.[/color]
Cost
No Cost
Range
850

This is another incredibly good ability. You can use it after Spinning Slash to slow fleeing enemies by a very significant amount. Additionally, using it during a 1v1 fight is a good idea too, since it reduces AD by 100 for enemies. Also, you can tell if a gank is at hand by the icon lighting up. This has saved me from many ganks.


Tryndamere slices toward a target unit, dealing damage to enemies in his path.
Tryndamere spins through his enemies, dealing 70/100/130/160/190 (+1.2 per bonus attack damage) (+1 per AP) physical damage to enemies in his path.

Spinning Slash's cooldown is reduced by 2 seconds whenever Tryndamere critically strikes.
Cost
No Cost
Range
650

This ability is really incredibly crazy. You should get one point in it at level one, just for the utility. You can spin through most walls with it, providing for incredibly easy ganks and escapes. It is also useful for spinning onto low health enemies to make sure to get the kill. In conjunction with Mocking Shout, ganking is extremely easy, and so is frontal assaulting.


Tryndamere's lust for battle becomes so strong that he is unable to die, no matter how wounded he becomes.
Tryndamere becomes completely immune to death for 5 seconds, refusing to be reduced below 1 Health and instantly gaining 50/75/100 Fury.[/color]
Cost
No Cost

Although it isn't always available (obviously), this is the ability that makes people scream "Tryn OP!" or "Nerf Tryn!". You MUST get the timing of this perfect. Use it RIGHT before you think you will die, then use Q after the duration just finishes. Make sure you don't waste it, as it is one of the most powerful ultimates in the game. Remember: you can still be CCed or Ignited in your ult, resulting in your untimely death at the conclusion of your rage.


Tryndamere receives .35% critical chance per fury. He gains 5 fury per autoattack, and a bonus 5 for critical strikes, and a bonus 10 fury for killing a unit. Fury caps at 100, and decays by 5 fury per second when out of combat for 10 seconds

A great passive, helping his Critical Chance and empowering his heal quite easily.


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Items

CURRENT ITEMS
Infinity Edge: Tryn's "Bread and Butter". Great damage, crit chance, and great crit damage. This increases his DPS by tons. Any Tryndamere without this is a failure.
Phantom Dancer: Attack speed to go with the Infinity Edge. Also, great crit chance so you will be critting most of the time, helping with your abilities (spin and fury regen). Movespeed for more chasing and escaping :D
Berserker's Greaves or Mercury's Treads: Attack speed for when you need to get more damage in faster, or tenacity and magic resist. Depends on how much CC the enemy has.
The Bloodthirster: Tons of lifesteal to sustain yourself when you're wrecking face along with absurd damage. Great synergy with him, also considering how much easy his farming is.
Youmuu's Ghostblade: Armor Penetration for those pesky thornmails. Cooldown Reduction for more ults, spins, slows, and heals. Damage for more derp. An active for more turret killing and teamfighting.
The Black Cleaver: Good damage, attack speed, and an incredibly good passive, allowing you and allied AD champions to obliterate everyone.

OPTIONAL or SITUTATIONAL OFFENSIVE ITEMS
Atma's Impaler: A great item, but you don't really have the health for this item to be effective. Combined with Warmog's Armor, however, or Frozen Mallet, then it is excellent. Useful for more crit, damage, and armor.
Bilgewater Cutlass: A bit of damage and lifesteal. I don't know why you would get this, unless you want a slowing active or are planning on getting Gunblade, but... if you are obsessed with this item, I guess you can get it.
Cloak and Dagger: If you need the AS and Critical chance that Mercury's doesn't provide you with, then get this item. Good tenacity is gooooood!
Executioner's Calling: Mostly effective against healers such as Dr. Mundo, Fiddlesticks, Volibear, or other Tryndameres. You can cut their healing by 50%, for 40% of the time (8 second duration, 20 second CD). Also, lifesteal and Crit are always welcome in Trynland.
Guinsoo's Rageblade: I haven't tried this item on Tryn, but I imagine it's actually OK. You get AS boost, a bit of AD, and AP for your heal and spin. I don't know why you would take this over more AD friendly items though.
Hexdrinker: This is really offensive and defensive, but whatever. It gives good AD and a wonderful passive. Karthus ult? IGNORED.
Last Whisper: Armor Penetration for those annoying Rammuses. Ramii? Whatever. It gives some good AD too.
Madred's Bloodrazor: Useful for those pesky Cho'gaths and other HP stackers. Great passive with great AD and AS. A bit on the expensive side though...
Malady: A good on-hit effect and a goodish unique passive. You don't deal any magic damage though... Good AS though, with a bit of AP for that tiny extra heal. I wouldn't recommend this unless you are with 2 heavy AP characters.
Stark's Fervor: Lifesteal, Health regen, Attack speed, armor reduction, and a team-helping aura. A good item, but really only worth it when you have a full AD team.
Stinger: It's ok for early game, but it doesn't really build into anything helpful for him. AS and CdR are good early though. You'll have to sell it later though.
Sword of the Divine: Good against high armor people, and if you go with on-hit effects, it's great. Anti-Jax all the way, and gives incredibly AS.
Sword of the Occult: Not wonderful, but if you are snowballing HARD, feel free to pick it up. Although keep in mind it has a hidden passive of a global taunt.
Tiamat: It's mostly used for farming, but you really shouldn't have any trouble farming anyway. The HP regen is not really necessary, same with the Mana Regen, for obvious reasons.
Trinity Force: Very expensive, but Tryndamere usually gets very wealthy. He can keep enemies slowed with one passive of it, and his cooldowns are generally short enough for the other passive to be useful. AS and Crit, but in small amounts. Not the BEST item on him, but still viable.
Wit's End: Great on-hit effect, and some helpful magic resist and attack speed. Not a great item on him, but not terrible.
Wriggle's Lantern: I used to get this, but then I discovered the Tryndamere doesn't really need this for farming/jungling. This is helpful for killing dragon, but not tons else.

OPTIONAL or SITUATIONAL DEFENSIVE ITEMS
Banshee's Veil: Good MR, good HP, and an awesome passive. If you are facing heavy AP CCers, then this is a good item.
Force of Nature: Good vs extremely heavy magic users, nice movespeed for chasing and escaping, and a good passive. Best coupled with health giving items.
Frozen Mallet: Great HP, wonderful slow, allowing no one to escape your wrath. It has great synergy with Atma's. Only get this if you aren't going glass cannon, obviously.
Guardian Angel: If you feel like you are your whole team (which, believe me, is common), get this so you don't lose the game when you die. It also has great built in resistances.
Leviathan: Greatly underused item. If you get this in conjunction with, say, Sword of the Occult and Atma's Impaler, you will be unkillable and deal crazy damage. I really want to try that now...
Quicksilver Sash: If you're facing Malzahar, Warwick, Urgot, or Skarner, get this. Also, if you have a heavy CC enemy team with lots of ignites, get this. Use the active while you are ignited/CCed, and you're home free. They really should rename this item to "Get out of Hell Free Card".
Randuin's Omen: If you're going with a Metagolem style build, get this. A good AoE slow (which tryn likes) and great armor (which he ALSO likes).
Spirit Visage: A bit of CdR for your abilities, some HP and MR, and a heal-boosting passive. It also affects lifesteal :D
Sunfire Cape: Great health and armor. Not a wonderful item, considering you deal more damage than the cape BY FAR, but still good for defense if you feel you need it.
Thornmail: Although it seems like blasphemy for Trydamere to get this item, it is sometimes essential when facing another fed carry. In some cases, whoever gets this item first will win the game. Don't underestimate it.
Warmog's Armor: Great HP, HP regen, and incredibly good synergy with Atma's Impaler. Again, if you're building Metagolem, get this. (although this build isn't designed for metagolems....)


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Gameplay: Levels 1-6

Tryndamere is obviously at his weakest at early levels. At least, that's the common belief. You will deal OBSCENE damage at level 1, and you have a good chance of getting a first blood. Start with the classic Brawler's Gloves and 2 x Health Potion. Up your Spinning Slash at level 1.
Call top lane if you haven't already. Tell your team that you will also be jungling a lot when you get high enough level. Trust me, you need to be top lane. I have done a lot of games as Tryndamere, and in most of the ones where I'm not top lane, the going is a lot tougher. A level advantage makes your whole life a lot easier. And he's good at ganking bottom lane.
Now that that's out of the way, you can concentrate fully on playing.
If you want to, you may do the customary opening gank at the bottom bush. You can also use other points, whatever you want. Just be warned, you can just as easily kill as be killed. Most of the time, I just go immediately top, forgoing the gank in favor of safety.
I wait at the corner by the edge of dragon pit, next to my turret, and stay there until 2 champions are visible bottom lane. That means you are safe to go forth.
Stay on the top side of the minions, closest to the dragon pit. Go in, last hit, build up your fury bar, the works. If you are facing a melee champion, you can whack him just enough for him to stop coming close to farm. If you can kill him, go ahead.
At Level 2, learn Bloodlust, and likewise at level 3. This will give you some laning power, so you can stay in lane and farm forever. When you get 1145 gold, recall (or when you get low enough that you no longer feel safe).
Buy Zeal and Boots of Speed, and 2 or 3 Health Potion. You can now go into lane and dominate. This gives 400 movement speed total, allowing you to chase down most champions who even have full boots (To put it in perspective, Master Yi has 400 with tier 2 boots. And you'll be very hard pressed to find someone with higher base movespeed).
You can now proceed to the jungle, killing buffs when possible. Kill a buff, then run to the dragon pit. The enemy top laner will probably be pushed up just past midpoint. You can spin through the wall and try to wreck him. If you can't kill him, either activate Undying Rage or spin through the dragon wall, or the walls leading to the middle of the map (with red buff).
By now, you should have SS, BL, BL, MS, BL, UR. You will have Zeal, tier 1 boots, and if you are doing well, Vampiric Scepter.


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Gameplay: Levels 7-11

Congratulations! You now have your Ultimate, making enemies cry "Tryn OP" or "You suck, noob champ". This is to be responded with by either "Shhhh.... don't tell anyone" or "Trolololo" respectively.
During this part of the game, you may start building your bread and butter, Infinity Edge. Always start with B.F. Sword. This applies to all champions who buy IE, by the way, as a general rule.
You can start ganking now. A strategy I use is to kill a buff top, preferably Gray Buff ( Crest of Flowing Water ) then farm top lane. Afterwards, I go "mid" to kill red buff. Go around to the opposite side of the bottom lane from your side. I.E. if you are Blue, go on Purple side's bush, then run in and kill their squishiest person. They will attempt to run, either toward your teammates or you. When they pass you, press W, slowing them, then chase after, permaslowing them with Red Buff. You can use Ignite if you have to also. When you can get your teammates to help, kill Ebonwaw (Dragon, but not technically the same thing as Dragon). This gives great gold and a great buff.
Make sure you are always killing things, whether they be minions or champions or monsters.
After your Infinity Edge, finish your boots into either Berserker's Greaves or Mercury's Treads. Mercury's Treads are great if you are facing a lot of CC, obviously. I had one game where these were necessary, with a Morgana, Pantheon, and Volibear. To sum that up, a snare, 2 stuns, 3 slows and a knockback. If you can finish that quickly, then get Phantom Dancer. You will probably be fed by now, so you can feel free to push when possible. If you want to win quickly, push a lot. If you want to savor your PWNAGE, then farm instead of pushing turrets.


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Gameplay: Levels 12-18

Well, you've gotten this far in the game. You have your Super Item, Infinity Edge, boots, a zeal (or a PD, depending on your farming), and a Vampiric Scepter. You can now kill practically any squishy in a few hits. However, that does NOT mean you can stop farming.
Now, your farming is much safer though. You can go for any buffs you want, then the weaker camps, regardless of where the enemies are, because you can now 1v1 ANYONE, if you use your abilities correctly. You can even 1v2 or 3 some people, depending on their team/skill level.
Just remember to ALWAYS kill the squishy first (Unless they have a super-fed carry also, then focus the carry). That will keep you alive the longest from lifesteal, then you can proceed to kill the tankier ones.
Remember, this is your ability leveling priority:

I hope you've remembered everything so far! Now you need to continue doing all that, and remember these new items. After your Phantom Dancer, finish your The Bloodthirster. This will give you a huge boost in damage. I once finished PD and BT in one stop, then absolutely obliterated the unsuspecting enemies.
If you haven't finished the game yet (somehow...) then you may get your Youmuu's Ghostblade and The Black Cleaver. This will help to ignore the Thornmail that all of your enemies purchased.
I really don't have much to say here. Just play smart and you will probably win at this stage.


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Conclusion

Well, I hope you enjoyed this guide for Tryndamere, King of the Trees. I hope you have as much success as I have playing this build. Please don't read my other guides (especially not mordekaiser's, it's outdated and bad), or at least not the first Yi one.
You're gonna like the way you play. I guarantee it.


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Change Log

-December 9, 2011 - Guide published

-December 11, 2011 - Guide cleaned up and improved, thanks to help from JhoiJhoi and Pozsich. Clean up still in progress.