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.
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
='(
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
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!
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.
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!
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 =)