Tryndamere Build Guide by BaNisH
Not Updated For Current Season
Not Updated For Current Season
My first guide, any comments, both positive and negative, are welcome.
Tryndamere is one of the BEST 3v3 (and 5v5) carries out there. He can destroy entire teams, even tanks, in seconds while making a clean getaway.
This guide will give you insane damage and crit, along with great attack speed and movement speed.
If any patch notes appear that I find affect Tryndamere, I will post them and change the guide accordingly.
New model and animations!
Tryndamere has been working out and is now approximately 20% bigger
Tryndamere now uses Fury, gaining 5 per hit, 10 per crit, and 10 extra per kill.
Fury decays at 5 Fury per second after being out of combat for 10 seconds.
Passively adds 5-20/10-30/15-40/20-50/25-60 Attack Damage depending on how wounded Tryndamere is
Consumes all Fury to heal Tryndamere for 30-80/40-135/50-190/60-245/70-300 depending on how much Fury was consumed
Cooldown adjusted to 12 seconds from 12/11/10/9/8 seconds
Mocking Shout is now free to cast
Spinning Slash is now free to cast
Cooldown increased to 13/12/11/10/9 seconds from 9 seconds
Base damage adjusted to 60/90/120/150/180 from 40/90/140/190/240
Scaling adjusted to 1.0 bonus Attack Damage from 0.5 total Attack Damage (still scales with AP)
Now deals physical damage instead of magic damage
Battle Fury now grants up to 35% Critical Chance, depending on how full his Fury bar is
Completely changed the way he plays. Using rage isn't an idea I would like on Tryndamere (especially the way they force you to stay in the fight to keep your fury up), so I'll have to change a lot of the content in the guide
Pros / Cons
+ Amazing heal, making jungling easy
+ Can escape ganks easily
+ Impressive AoE slow
+ Insane crits
+ Almost never dies late game (If played smart)
+ Amazing mid-late game farmer
- Squishy early game
- Often targeted in team fights
- Mediocre laning phase
- VERY susceptible to CC
Exhaust - Amazing spell both early game and late game. Works well, even with your slow. Must have. (I also take Smite just as often, since his slow and movement speed should be plenty enough for ganking, escaping, etc. Also, jungling can often take off the early game pressure.
Flash - Escape ganks, catch fleeing enemies; can be used for any tight situation.
Smite - Switch to this instead of Exhaust if you don't have a jungler. Though he is not the best, he is still viable and can gank rather well.
Cleanse - I usually pick up a Quicksilver Sash so I don't get Cleanse often, but it is very useful for those teams with major CC.
Ghost - Can be used to catch and escape, but I think Flash accommodates this guide much better.
Ignite - Helps to get first blood and good for champs such as Dr. Mundo, Irelia, Vladimir, etc.
Heal - You already have a heal.
Rally - Kinda a waste of a summoner spell spot for Tryndamere.
Teleport - Spinning Slash back to lane. Let the off-tanks/tanks take this if needed.
Clarity - Also self-explanatory.
Clairvoyance - Useful, but you can get out of ganks without notice most of the time.
Fortify - Let the tanks get this.
Runes can differ depending on your personal preference.
Greater Mark of Desolation My number one choice for runes. Extremely versatile, and can be used for just about any DPS champ.
Many prefer these runes over armor pen; it's all up to you. The crit does seem to help just as much.
You'll have enough attack speed, but these could help you, especially in early game.
Greater Seal of Vitality Health per level seals. Don't bother getting flat runes, the difference from early game to late game will help much more with these.
Greater Seal of Vigor Health regen doesn't seem necessary since you already have a semi-spammable heal, but not the worst choice.
Greater Seal of Defense For those teams that have way too much DPS.
Glyphs in general aren't very useful for Tryndamere, so getting a bit of CD to make sure you always have your ulti when needed is nice.
Works just as well if they have alot of casters.
Flat health runes. Better to have these flat than your marks.
Crit chance. Again, all personal preference. Works well too.
is necessary for the first skill. It can help with just about anything; ganking, escaping ganks, and catching up to enemies. It also helps amazingly with getting first blood. Maxing out next for it's heals is very nice. It has a relatively low CD, and is a nice spammable heal. Get at level 4, you can alternate between this and while raising skills, although often accommodates better with more slow per level. Now his ulti, which is what he is known for; 5 seconds of death immunity. Raise whenever possible, since each one gives more stacks for your .
SITUATIONAL ITEMS (Explained later in-depth):
Items built on Tryndamere can be very controversial. Since this build is made solely for 3v3's, I find that these work very well with him (Although, as stated before, it also works with 5v5's). Start off with a Brawler's Gloves and two Health Potion. This gives him a little extra crit early game that can help get those lucky attacks that melt away half their health. Try to stay in lane until you can afford to turn that into a Avarice Blade and also get Berserker's Greaves. Depending on the enemy team, go for Mercury's Treads if they have a lot of CC. Try to stay in lane until you get 1650, then go back for a B. F. Sword. This will give a huge increase on your crits. Slowly build a Phantom Dancer, and remember to get crit items first when building it, such as Cloak of Agility and Brawler's Gloves. This should be enough attack speed to last you the entire game. Turn your B. F. Sword into a Infinity Edge, and get a Vampiric Scepter. The Infinity Edge is amazing on Tryndamere, especially with it's recent 5 attack and 5% crit buff. Turn the Vampiric Scepter into a The Bloodthirster. Keeping stacks on it should be a breeze, since you should be farming minions and jungling often.
Item Explanation (In-depth)
The reason for these are simply because they give Tryndamere an amazing early game. Will give him more luck with his dependent crits, and is even better when you are having a bad start. I usually almost always start off with at least one; they help put you back into the game when a bad early game occurs. NOTE: Gold Per 5 items no longer stack, so while this item is still viable, it's sometimes better to opt for your boots early or save it for your zeal.
These boots are great for Tryndamere. They give enough attack speed to make him last until you finish getting your B. F. Sword and start building your Zeal. I kinda find that they waste an open slot that could be open for something else, so I'd usually sell these for either another Phantom Dancer or a defensive item to help me last longer in team fights. Mercury Tread's work well if they are heavy on CC, since Tryndamere is almost ALWAYS targeted first.
Early game AD for more damage output. Some prefer to get this after a zeal, but I think the boots are enough AS. Once I get this, my jungling phase starts. Everyone should be splitting out of their lanes and start free roaming. Jungle whenever possible and remember to go for dragon whenever possible.
This is what starts to make Tryndamere get started with his kills. Gives hefty crit, attack speed, and useful movement speed. These all make it an amazing item for Tryndamere. No reason to explain any more for why this is necessary.
With Phantom Dancer, this will start letting you possibly three hit squishies. Increased crit damage on a crit champion? Of course.
I'd like to think that this is what keeps Tryndamere alive during team fights. With the +100 attack damage and 30% lifesteal (assuming you have all the stacks), you can easily regenerate all your health with a couple melee attacks. Crits and lifesteal work amazing together.
Not sure why I put this under situational when I almost always get this item. It is so underrated and can save you so many times. This is almost essential as probably your only defensive item. Learn when to use it, because many people make mistakes in using it as soon as they get hit by CC. Soak up as much as you can before using it.
This item works well on any DPS champion, and gives a good amount of attack speed, damage and armor. But what it is really used for is it's passive: 4% of the enemy's HP in magic damage every hit. While Tryndamere is more focused on dishing out heavy melee nukes instead of attack speed, I still see it viable for him to use it.
The biggest problem I see (and even I make this mistake often) is that people refuse to buy penetration items when they are stacking resistance. If you see that they start stacking up armor ( Thornmail) then make sure to get this item, especially if you're playing 3v3's since it becomes even more essential.
An alternative to those who stack armor; usually doesn't work as well, but gives a nice amount of AS & AD. Still prefer Last Whisper, but it is up to personal preference.
Gives a hefty bit of health and a bit of attack damage, and a great unique passive. If you're not lasting too long in team fights, this should help a bit. Additionally, if your slow doesn't seem to be keeping them from escaping, then this should definitely help from having them Ghost out of a 1v1.
Tryndamere's early game is solely based on luck, in my opinion. He relies heavily on crits (while not so true after the recent patch), and while getting them does tons of damage, it's not always worth the chance of dying.
Play defensive in lane (you shouldn't be soloing unless no one else is viable) and farm as much as you can. Harass when needed and make sure not to over-extend. Work on farming.
If you jump in with Spinning Slash, make sure to have enough rage in case you need to make a getaway. If they are pushing hard and keeping you out of the XP zone,
try to set up ganks with your teammates. Although, the early crit should help you stay in lane for long enough to keep your heals up and build up to your boots. Jungling can easily prevent all this. Remember that Tryndamere can gank fairly well with his E+W combo, and secure the jungle to himself without danger of risking death.
When everyone starts breaking apart from their lanes to go about their business, you should as well. If everyone is MIA, don't continue pushing. Go to the jungle and farm (if you haven't done so already). Tryndamere is an amazing farmer; he can easily average 150-250 minion kills on 3v3's or 200-350 on 5v5's. If you are falling behind on kills, your (two) Avarice Blade and the jungle will easily bring you back up to speed. You should see yourself slowly progressing into your items and doing more damage towards enemy champions. Tryndamere is amazing at small fights, so try to make them happen instead of having large hefty team fights.
In my opinion, THE best 1v1 champion late game, surpassing Jax and Warwick. Able to melt squishies in seconds, and can even take down tanks ridiculously fast. Remember though that smart opponents will always focus you first in teamfights. Pick off their carries whenever possible and always remember to have red buff (natural slow works wonders). Although you ARE capable of dominating late game, and you DO have an ulti that prevents you from dying does NOT mean you won't die. As said many times before, you WILL get CC'd, and hard. While you are able to carry an entire team with assistance, it is often better to have an AP carry alongside to help you. Just remember to play smart, don't get greedy (Lost many killing streaks and even lost games because of greed), and have fun.
7/28/2011: Added Quicksilver Sash to situational items and changed the guide with the new patch.