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Tryndamere Build Guide by Terrih91

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 Terrih91

Tryndamere 1 2 3 you're dead.

Terrih91 Last updated on May 7, 2012
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Ability Sequence

2
3
5
7
8
Ability Key Q
4
9
10
12
13
Ability Key W
1
14
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: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction


Hello and welcome to my first build evar!!! I chose Tryndamere because he was one of my first champs that i played and i fell in love with the omfg what the hell did i just do to him? Because lets face it Tryn crits like a boss. This guide is how i play Tryndamere it might not reflect the best way possible but this has worked out for me in the present and the past so Please read my build before you vote and i hope you enjoy my build.


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Items

So lets get to the good stuff. Your in the loading screen and you just picked Tryndamere for the first time and your wondering oh god oh god what do I do? Well thats what im here for slly! So if you have ever played against a Tryndamere or there was one on your team and you noticed that he could 2-3 shot most champions even tanky ones early one. The reason this is is because he scales so well with his critical strikes and that brings us to the first items we grab. Our and a few . Next up we build our , the are my favorite for tryndamere because he needs that early attack speed to ramp up his fury so he can crit and heal more often! After our boots are done we move onto a for more crit and attack speed.

After you build that kills should be a whole lot easier to get because you can keep up fairly well with boots and deal killer crits, so dont be afraid to chase and run out! Next up is our so you have some good regen in your lane and it allows you to jungle some of the small camps early on if your team does not have a jungler present. We finish off that and make it a because hey MORE ATTACK SPEED IS WIN! Soooooo because more attack speed is win i say we build another one real fast or atleast another =P.

The rest of the Items are pretty self explanatory for tryn. High damage with some sustain and attack speed and movement speed. The Guardians angel will be one of the better choices for you because nothing is more annoying than trying to kill 3 times. once from him in a regular fight, twice with his ulti up and thrice with GA resurecting him.


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Pros / Cons

Pros- Free flash
Crazy damage when fed
2-3 shots most champs (that haven't built defensive)
Self heals like a boss
Can jungle from early-mid to mid and late game with ease
His ultimate is on a few levels of Op that we wont go into =P

Cons- Squishy throughout the whole game if you dont build a lil defensive
If not played right can be harassed out of a lane by another ranged class
not a really good laner in ranked unless you are soloing topside but you can get countered easy by someone that rushed an early
gets focused a lot late game
='(


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Runes

For runes you have a pretty standard build to go off of. For Marks i go with Armor pen Greater Mark of Desolation for a good early and late game dmg boost. For Seals i go with flat Attack Speed or flat Armor if you feel like you are too squishy and need that extra armor early on to have some lane survive ability. For my Glyphs i go with flat Magic resist so i can tell those casters what to kiss =). And lastly my Quints Now you have 2 different paths to take or a mic of both if you like: Full Armor Pen Greater Quintessence of Desolation or full Attack speed or a mixture of both for some balance. If i choose to go full armor pen I normally am expecting a tanky team but if they are squishy ill go with Attack Speed to just rush through their HP.


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Masteries

The mastery's themselves are your standard AD build picking up in the first tier for obvious reason because even if it does look like you have to pick up for lets say a game of 3v3s you still want due to your free flash =P


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How to: High Armor Targets

Ok so your in game and you are tearing things up but you notice that the enemy is building themselves with high amounts of armor like and so what do you do? Like i said above High amounts of lifesteal will help you counter the passive from because your just healing up what your doing to yourself. But what about when that's not enough?

Items like and and come in handy to either lower their armor for everyone or pierce through it for just your self.

- Good for when you already have a high crit chance and all you need is that little bulk of damage and armor pen. All around good Weapon to have against a high armored target so you can deal more damage to him.

- Good item to replace a with if your targets are stacking more armor since you get crit attack speed and movement speed with it.

- I would again replace a Phantom Dancer with this since it gives us attack speed yet not as much nor the crit/movement speed bonus. Over all good damage item but i would not recommend buying it if somone else on your team owns one you would be better off buying one of the other two items above.

CLARIFICATION- These items are meant to counter medium-high armor targets. I do not recommend having all 3 items on you at one point and time it is just overkill and takes away from the stats we need as Tryn (Crit Attack Speed and good speed)


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Abilities and How to DPS

So when i go to a build people normally go over the abilities of the champion and then talk about how they want you to learn each skill as you level up. Very few that i have seen go into detail on how to go about situations and how you should be pushing your buttons to really get that good burst or sustained damage in. After i go over each ability i will tell you how and when you should be using them to your advantage.

PASSIVE Battle Fury - Tryndamere Gains 5 Fury for striking a unit and 10 Fury for a critical strike, and 10 Fury for killing a unit (includes minions). Each point of fury grants .35% critical strike chance.

So what that means is that with your passive rage bar fully stacked to 100/100 your crit chance at level one with no runes or items will be 35%. This is what you need to keep an eye on when engaging a fight. If your attack speed is too slow to ramp this up fast i would not recommend running into a fight with no rage your damage will be very RNG and almost laughable.

BLOODLUST -
Passive: Tryndamere thirst for blood gaining 5/10/15/20/25 +.15/.20/.25/.30/.35 per 1% Health Missing.

Active: Tryndamere Consumes his Fury, restoring 30/40/50/60/70(+150% of his ability power), plus 0.65 / 1.15 / 1.65 / 2.15 / 2.65 per 1 fury consumed.

No cost
Cooldown: 12 seconds

This is your bread and butter as Tryndamere. It pretty much says, "Go ahead hit me it makes me stronger and ill just heal up after i kill you." You want to be using this ability often when alone and farming but make sure its ready at hand when running into a fight so that if things get sticky you can heal up and fight the good fight! If the enemy has used on you before you have healed and before you have popped then save the heal till after ignite has worn off to gain the full use out of it because it heals for 300 when fully maxed out. DO NOT GET TRIGGER HAPPY WITH YOUR HEAL THE CD CAN BITE YOU IN THE ***!

MOCKING SHOUT -
(Active): Decreases surrounding enemy champions' attack damage, and enemies with their backs turned also have their movement speed reduced for 4 seconds.

Attack Damage Reduction: 20 / 40 / 60 / 80 / 100
Slow: 30 / 37.5 / 45 / 52.5 / 60 %

No cost
Cooldown: 14 seconds
Radius: 400

One of my more favorite spells for Tryndamere and not because of its actual ability but the fact that if you slow them then you know they are running away and for me that makes me smile =). Moving on to its uses, Its great offensively with the slow and great defensively with the AD reduction which i have explained in a few chapters below this so give that a look for a more in depth description of this fine ability.

SPINNING SLASH - (Active): Tryndamere spins through his enemies, dealing physical damage to enemies in his path. The cooldown is reduced by 2 seconds whenever Tryndamere critically strikes.

Cooldown: 13 / 12 / 11 / 10 / 9 seconds
Physical Damage: 70 / 100 / 130 / 160 / 190 (+1.0 per ability power) (+1.2 per bonus attack damage)

No cost
Range: 660
Spin radius: 225

Oh boy this move... lord knows how many times it has net me a kill or saved my hind end from an enemy killing me. Overall great move once you have mastered its range, how to farm with it, how to use it (explained in a lower section *Tips and Tricks*) to not take your opponents next standard attack, or as just a general zoning mechanic.

UNDYING RAGE - (Active): Tryndamere instantly receives fury and becomes immune to death for 5 seconds during which his health cannot go below 1 health. This move is usable even when stunned, silenced or suppressed.
No cost
Cooldown: 110 / 100 / 90 seconds
Fury Gained: 50 / 75 / 100 Fury

I mean what more can i say... its a get out of jail free card or a come at me bro i got this move.
Now there are certain times you should use this and it will change every single game. Your Hp should be lurking around the 2600 mark with my build at level 18. this means that your opponent has to burn through around 2000 Hp for you to consider popping . If you pop your ultimate prematurely you will not get the full effect out of it and will end up dead or going home with less kills than expected =(. YOU WILL NOT MASTER THIS YOUR FIRST GAME SO CHIN UP YOU WILL LEARN =). On a side not if the enemy team is focusing you and they appear to be doing a lot of damage then pop and get out or near your team for help.

HOW TO DPS AND BURST: If I'm completely honest there is only one way to burst as tryndamere and that is just how you build him damage and attack speed wise which is why I am instructing you to build him this way because i have seen it work many a time for me. Your standard 1v1 1v2 2v2 engagement should look like this:

Run in with 50+ fury (rage) and start attacking the squishy with your regular hits if they run and mop the floor with them and move onto the next victim with for damage and to close any distance follow the same auto attack and mocking shout "rotation" (if you can call it that lol!) and try and get your double kill there. Do not be afraid to turret dive if you have ready to go you will live against the turret if you flash out as well.

In team fights you want to be the one that is locating the nearest squishy non armor building poor sapling that didnt see it coming and give em a tiny love tap and then move onto the next target. Don't aim for the tank or the or their tanky find the or and kill them first!


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Skill Sequence

If you see any other Tryndamere build that doesn't follow this skill sequence except for maybe the first 4 levels then they are pretty much doing it wrong. This gives you the Best staying power in a lane with you heal and great Damage once you get 100 fury accumulated. The reason i pick up off the start is for the Damage it does and it being a 2nd flash. The reason im against picking up at level 1 is it makes first blood hard to get and you have a long ramp up time to get it to be usefull. Now the reason i leave alone untill its the last thing left is because lets face it the damage is minimal compared to tryndameres basic attacks so we take after is maxed to make them slower and hit like a new born infant along with exhaust.


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Summoner Spells

- ONe of my Favorite spells for any ad carry. Its a good kill securer or defensive mechanism to stop their carry's damage for a short time. Great when used in team fights to stop some incoming damage on your squad.

- Standard get out of jail free card or good to dive in for a kill and then escape out. In my opinion the best summoner spell that anyone should have whether you are a jungler mage in mid support or tank you need this spell in your standard 5v5 game play.



Other Good Spells:

- Great for getting first bloods and killing an enemy that just flashed or ghosted away. Amazing against healers or someone with strong self healing like or . The healing reduction is just amazing and the damage scales nicely late game.

- Descent substitution to exhaust but not really useful because its a good burst of speed vs constant fast speed with your 2 . Can be used to chase a kill or escape a gank but can be countered with an enemy stun root or slows once they see you use unlike that will get you away almost every time plus it goes through structures.

- Good to get back into the lane or in range for a gank when used on in their jungle on in the river. Again not really advised but if you hate using exhaust and ignite then teleport is a good backup.

What not to use:

- we have enough and this is just a bad spell in general

- just no...

- just not as good as it used to be and its not as good as the other spells above. i would rather have heal than cleanse.

- I've seen a tryn with this and i giggled inside sometimes i don't know what people are thinking =P

- Really great for supports but not for tryn you want those kill securing spells stated above let your support pick this up.

- same as revive really..

- annoying when used against you but it wont save a turret for very long late game. Might be ok for your solo lane tanky mele to pick up but again not advised at all for Tryn.


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Team Work

In team fights you do not i repeat do NOT want to initiate the fight you will get nuked before you even think of poping your ulti and by then you sir are useless. Let your tank get in there and take the initial aggro from everyone then follow in and wreak havoc to the first squishy there is. If they run hit to slow them and mop up the remains (whatever is left that is =p). Now there is another use to your in team fights so dont just think its meant for the slow its physical damage reduction is great a swell if their team initiates the fight first then you should use to lower some of the damage those AD champions put out your team wont notice it but you will!

For 2v2 lane situations it all depends on what team mate you have at your disposal. Tryn works really well with someone who has good CC like stuns roots even a slow will do were not picky =). Champs like are my personal favorite cbecause you can own 2-3 people in one of his ultis . Make sure u coordinate with your lane partner before you rush in for a kill or harass so they can help apply the pressure.


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Tips and Tricks!

So over the time i have started playing Tryn I've developed a few tricks that i am sure are not unique to myself but can prove to be very useful for newcomers. First off something i did not know when i first played him was that makes you go through walls. Now it wont go through all of them just the thin ones (use the skill shot icon that comes up as an idea) if the icon goes fully through the wall or just barely hits the other side you will make it. Use this as a way to startle your enemy by flying out of the jungle or use to as a great escape.

Another good use of is to use it when you are 1v1 against another mele class. If it seems like he is winning the fight then spin behind him and he wont hit you for the next second or so. This has saved my hind end more than you will ever know...

If you see the enemy Building a really early, like boots -> early then rush some lifesteal and armor pen to counter the damage you are doing to yourself it really helps alot. Having 2 will counter a early and late game so give em hell.


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Unique Skills

So we all know that Tryn is on the OP side of things and this is for 2 reasons. His ridiculous damage and his ultimate . This makes Tryn a very good turret diver early mid and late game. Just spin or flash in when they are low, mop up the enemy target and spin or flash out (whichever one you did not pick to initiate the dive with) bear in mind if this is early game (lvl 6-10) you will most likely have to pop your ultimate to not die to the turret. To have a successful and safe turret dive make sure that all your abilities and summoner spells are good to go with the exception of .


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Farming

Farming as Tryndamere can either be a pain or a breeze. The reason i say this is because he can one shot all the minions besides the siege engine mid game from your crit damage and by then noone can even really harass you out of a lane unless its 1v3+. On the other hand people WILL and i mean WILL try and zone you out of exp and farm if they are ranged and have a good team mate backing them up so try and lane with someone that can keep them CC'd while you out harass them.

Early game farm shouldn't be all that bad once you get the hang of timing last hits with your crit chance but bear in mind it can get to be a nightmare if your opponent is good at zoning. If you find that you cannot lane well with a Tryndamere then id suggest jungling as him because it works as well!


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Summary

So in closing id like to Refresh everything in a short paragraph. Work on building more crit and attackspeed based items before you go for heavy hitter items. Use your teams makeup to your advantage for farming if the team can out harass you. Tower dive only when you have Cds up especially your Ulti ! DO NOT initiate team fights. And above all else enjoy the crits =)