get
prime

Build Guide by MeditationError

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 MeditationError

Trynd, piece by piece

MeditationError Last updated on September 26, 2010
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Ability Sequence

2
4
5
7
9
Ability Key Q
3
8
10
12
14
Ability Key W
1
13
16
17
18
Ability Key E
6
11
15
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/
Brute Force
 
 
 
 
 
 
 
3/
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


NOTE: This is a work in progress, intended primarily for private discussion. However, polite feedback is *very* welcome.

Crit chance seals would be better than dodge seals when I have the IP for them.

Grab the vampiric early if you're getting pummeled or want to dragon early.

You can dragon at 6 with Zeal/Cape and vamp.

Core is at Zeal, Boots1, cape, BF Sword, vamp. That's enough to smash the jungle and do an alarming amount of damage very early - a little bit more than 4k. Finishing the IE is a little bit over 6075g (+pots). Very modest for a famously expensive toon.

Zeal and boots 1 is slightly faster than boots2, for only a little bit more money and leaves you the option for Merc treads if you need them.

I'm still experimenting, with swiftness vs berserkers. Trynd spends a *lot* of time chasing after people and being chased.

If you need mercs, then don't be stingy. Not dying is *very* important for Trynd. Suicides are bad. However, my threshold for Mercs treads on Trynd is actually a lot higher than most champions. Despite what people on the forums will tell you, Trynd is very hard to put down. In particular the lifesteal really changes the game - once you get as far as the scepter, you're healing fast enough that you put a lot of pressure on them to CC you just to get your health down (and CC can't stop you ulting), meaning less CC left afterwards. If you're able to spin out instead of ulting, do it. Kill a jungle squad and come back again.

Attractive luxury items include Guardian Angel, and Mallet, depending on whether you're getting smashed, or not able to run people down. Double bloodthirsters is obscene, but the game is unlikely to last that long if you're doing that well.

Flash clears tower shots in flight. If your dive took longer than you expected, flash before you heal.

If you push your lane to their tower and you're at least level 4 (with 2 points in bloodlust), spin off into the jungle and clear a small camp). If you're at least level 7, go grab a rune.

Blue rune rocks on Trynd, but it will make your team cry, so offer to tank it for someone who needs it more if there is one - this is win-win, either they come and take it and you strengthen your team, or they say "no thanks" and you can take it while earning brownie points with your team instead of anger.

Once you hit 7, get a crit cape, or get a vampiric scepter, start clearing the jungle as often as you can. Push hard, clear a quarter, repeat. It's very important that your laning partner can handle this, because it's incredibly hard on them - make sure they are a very solid 1v2 and ok with a bad farm. They get all the disadvantage of a 1v2 without any of the advantage until you can kill their opponents.

Abuse health pots. If there is a single ignite in the enemy team, pop one every single time you ult (or before, when you engage). Pop one when before you commit to an attack to keep your stacks and prolong the fight, especially when you're lower on health and hitting like a truck. They're less critical once you've got a scepter, but they're still an insanely cheap insurance policy given the mechanics on undying range.

Also abuse fortitude and agility pots. If you can afford an agility pot as you finish your IE you will shock people the next time you see them, red and green are both huge. If you can see a teamfight brewing, they're well worth the money.

I have a very strong and somewhat irrational hatred for avarice blades. You can spend a very long time waiting for them to pay off, of you can buy an IE and start murdering people and dragon and make a much much more money whilst not forcing your team to play 4v5. If you want to build them, go ahead, but I don't want to hear about it (yes, one is ok if you're going to build a youmuu's, but personally I'd still build the brutalizer first because it rocks).