Tryndamere Build Guide by FamousSS
Not Updated For Current Season
Not Updated For Current Season
Hey guys, and welcome to my Tryndamere guide for Dominion. I noticed there was only one other guide for this champion in this game mode, so I thought I'd give it a shot as my first guide. Comment and vote, and if you notice anything that you think might be changed for the better, let me know and we can discuss it. =]
For Runes, I run a fairly standard AD Carry setup;
Greater Mark of Armor Penetration
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Attack Speed
Greater Mark of Desolation for increased armor penetration. This allows us to deal closer to true damage to an enemy, and works very well together with the passive buff from Dominion, which gives an additional +15%.
Greater Seal of Armor gives a good chunk of armor to start off the game, benefiting the early game fight for top. This allows you to take a few extra hits from an AD champion so you can stop them from capturing the point for a little longer.
( Greater Seal of Defense is also a viable option, since levels are gained quickly in Dominion.)
Greater Glyph of Magic Resist is similar to our seals, except that it gives us more resistance to AP champions instead. Also allowing us to hold out that critical few hits early game before our team arrives to clean up. ( Greater Glyph of Scaling Magic Resist is an alternative option, for the same reason as above.)
Greater Quintessence of Attack Speed allows for slightly faster attack speeds throughout the game, since we're only going to be taking a single attack speed altering item. I would have chosen to go with Greater Quintessence of Desolation, however I thought maybe this might be a better choice because of the passive bonus to armor pen complementing our marks already. Any input would be appreciated here.
I took a standard 21/0/9 build, because Tryndamere is all about crits, and having the extra 10% bonus critical damage with 100% critical chance, is pretty much giving you a free 10% damage boost for 3 points. Also, I couldn't figure a more useful way to build into Quickness , since Tryndamere has no mana. So I stuck with this. Let's have a closer look.
We put 3 points into this to get a 2% crit chance bonus, which helps us out early game before we build up to 100% through items.
We'll be taking Exhaust as a summoner spell, so this works great as a filler to the next tier, as well as giving a small boost to our stopping power.
4 points into sorcery to reduce the cooldown on all our skills, allowing us to use our ultimate 3% sooner.
3 points into Alacrity gives us a free attack speed bonus of 3%, letting us build rage just a little faster, and helping to take down enemy champions a bit faster, too. also used as a filler to progress through the lower tiers.
3 points in Sunder lets us bypass 6 armor from whatever is on the other end of our blade. A good choice for AD champions, since most enemies start with only 30 armor.
Brute Force 3/3
3 points here gives us 3 more damage per swing, doesn't sound like much, but it all adds up. And with masteries, crits, and our Infinity Edge, that's actually 7.92 more damage per swing.
Taking this mastery allows us to deal an extra 10% damage on each crit, which will be every swing later in the game. Effectively a 10% damage bonus all around.
1 point at the end of the tree gives 4% more damage overall. this could be the difference between killing your opponent with 1 hp after your Endless Rage, or having them walk away with 1 hp laughing at you for blowing your ult, and still dying.
Good Hands 3/3
The debate between Good Hands and Perseverance has come to the conclusion that Good Hands is the better mastery overall. At level 18, the death penalty in Dominion is 20 seconds, so this lets us spawn back 2 seconds sooner.
Haste gives us a little longer to run at a slightly increased speed, and beat our opponents to the top, or defend a point from capture.
This is the obvious choice here, since Tryndamere has no mana, and gains nothing from Expanded Mind . 5% of 0, is still 0.
Utility Mastery 1/2
I wish we had one more point to finish this off, but we don't. This allows us to hold onto our speed shrine buffs 15% longer, adding much to our mobility. Also lets you keep the lightning shield buff longer, too.
For items, Tryndamere needs a lot of attack damage, to compliment his passive crit chance, as well as the passive from Bloodlust. Having high attack damage, and high crit chance, Tryndamere really benefits from lifesteal items. You can hit a few minions with crits and regain a ton of health, and keep your fury bar full for the next encounter.
So here we see my item buying sequence. I start off the match by grabbing a pair of Berserker's Greaves, and a Vampiric Scepter for speed and sustainability. Then I generally wait it out to pick up a B. F. Sword, since we need the extra chunk of AD to put the hurt on the enemy early.
After buying a B. F. Sword, I start to build towards Zeal-> Phantom Dancer, because it gives crit chance, a movement speed bonus for chasing, and a fair bit more attack speed to keep health and fury high.
At this point, you have a choice between pursuing an Infinity Edge first, or a Sanguine Blade. I find it works better to build the Sanguine Blade first, simply because I already have the components, and it's a great compliment to our attack speed we just increased, building stacks of +5 damage and +1% lifesteal per swing. (Max 7 stacks, turning 60 AD to 95, and 15% LS to 21%.) Either way you choose, build the other next.
After we have our lifesteal, attack damage, attack speed, move speed and crit built up, the next step is to build into some survivability for when our ultimate is cooling down. The first thing to pick up is a Negatron Cloak-> Force of Nature if your enemies are AP, or a Chain Vest-> Guardian Angel if they are AD. Build into whichever item you've chosen, then finish off with the other.
Thornmail - This is for when your opponents are AD auto attack heavy; Tryndamere, Jax, Olaf, Tristana,
Caitlyn, Ashe etc.
Odyn's Veil - This is for when they are built AP heavy; Veigar, Karthus, Ezreal, Anivia, Ryze, Xerath,
Tryndamere has a fairly basic skill sequence across all game types, I think. Focusing on building attack damage first, slowing second, and using Spinning Slash as a movement tool, mostly, and finishing it off last. Of course, you always want to increase your ultimate whenever possible on any champion.
In Dominion, nearly everyone takes Ghost to get around the map, or to the top, faster. Exhaust is another summoner spell that's often taken for the exact opposite reason, it slows and cripples an enemy champion, effectively removing them from the fight for 3.5 seconds. (With Cripple)
So, my picks are;
Exhaust - Slows enemy movement, allows for better chasing/escaping, lowers armor and magic resist.
Ignite - Deals true damage, not influenced by resistances, and slows enemy health regeneration for 5 seconds.
( Dr. Mundo, Master Yi, Warwick, Xin Zhao)
Flash - Good for surprise attacks, escaping through walls or to your turret. Works well with Spinning Slash, effectively giving you two teleports.
Garrison - If you find yourself defending your turrets or attacking enemies under theirs often, this maybe be a good choice. Damage reduction on unfriendly turrets, and massive regeneration and healing to friendly ones. Either way can turn a battle in your favor.
Promote - You can use this when pushing minions up to an enemy turret to create an anti-turret machine that drains turret health incredibly fast. Careful not to use it when you're about to take over the turret you're heading to, as it will be wasted.
So hopefully you read through the whole guide. There's not a lot of unique information here, but I did my best to explain reasons for what I chose in my build. As my first ever build, please comment with suggestions and vote! =]
14/10/2011 - Guide proofread and published.
14/10/2011 - Switched item purchase order of importance around slightly.