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Tryndamere heavy dmg

Tryndamere heavy dmg

Updated on January 21, 2011
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League of Legends Build Guide Author Lundsgaard Build Guide By Lundsgaard 1,322 Views 2 Comments
1,322 Views 2 Comments League of Legends Build Guide Author Lundsgaard Build Guide By Lundsgaard Updated on January 21, 2011
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Spells:

LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Ignite

Ignite

Tryn DMG!

This is my first tryndamere build i hope you like it cuz i think its own, with this build you crit very high and hit fast so you can easy take out enemys
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Introduction

Base Stat

Health
461 (+98 / per level)

Mana
0 (+0 / per level)

Move Speed
320

Armor
14.9 (+3.1 / per level)

Magic Resist
30 (+1.25 / per level)

Critical Chance
0 (+0 / per level)

Health Regen
2 (+0.18 / per level)

Mana Regen
0 (+0 / per level)
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Skill Sequence

Abilities

Battle Fury
Tryndamere's Critical Strike chance increases as he becomes more wounded.


Bloodlust
Tryndamere thrives on the thrills of combat. Whenever Tryndamere kills a unit or critically strikes, he temporarily gains increased attack damage and critical damage.
Passive: Whenever Tryndamere kills or critically strikes a unit, he gains 3 Attack Damage and 1.5/2.25/3/3.75/4.5% Critical Damage for 15 seconds (stackable 8 times). Killing a unit or critically striking while not Bloodlusted applies 2 stacks instead of 1.

Active: Tryndamere consumes his Bloodlusts, restoring 10/20/30/40/50 health per Bloodlust (+1.5).

Cooldown
* 14/13/12/11/10 seconds

Cost
* No Cost

Range
* 318.9


Mocking Shout
Tryndamere lets out an insulting cry, decreasing surrounding champions' physical damage. Enemies with their backs turned to Tryndamere also have their movement speed slowed.
Decreases surrounding champions' physical damage by 20/40/60/80/100, and enemies with their backs turned also have their movement speed slowed by 30/37.5/45/52.5/60%.
Lasts 4 seconds.

Cooldown
* 14/14/14/14/14 seconds

Cost
* Costs 25/25/25/25/25 Health

Range
* 400


Spinning Slash
Tryndamere slices toward a target unit, dealing damage to enemies in his path.
Tryndamere spins through his enemies, dealing 50% of his Attack Damage +40/90/140/185/240 (+1) damage to enemies in his path.

Passive: Slash's cooldown is reduced by 2 sec whenever Tryndamere critically strikes.

Cooldown
* 9 seconds

Cost
* Costs 40/50/60/70/80 Health

Range
* Global


Undying Rage
Tryndamere's lust for battle becomes so strong that he is unable to die, no matter how wounded he becomes.
Tryndamere becomes completely immune to death for 6 seconds, refusing to be reduced below 1 health. His abilities have no cost during this time and he gains 4/6/8 Bloodlust stacks.

Cooldown
* 110/100/90 seconds

Cost
* No Cost
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Summary

Calculating Tryndamere's Stats

Dodge

Dodge works with diminishing returns. As an example, let's say you have 10% dodge in your runes. 10% dodge.

You grab Ninja Tabi, which gives 11% dodge. 11% dodge + (89 * .1) = 8.9% dodge For a total of 19.9% dodge. (Note that the 89 comes from the percent remaining from the previous dodge percentages have been calculated.)

You then get Phantom Dancer (no longer has dodge, but will use for this example), which gives 20% dodge. 20% dodge + (80 * .11) = 8.8% dodge + (71.2 * .1) = 7.12% dodge

For a total of 35.92% dodge.


Movement Speed

First, you have your base movement of say 300. You add boots first, always boots first, so if you have boots added - Boots 1 give a flat 50 movement, boots 2 give a flat 70 movement, boots 3 give a flat 90 movement.

Let's say you get boots 2. That's 370 movement. Then, you get 35% movement speed buff from items or runes or masteries or buffs: that 370 is multipled by 1.35, or 499.5 movement speed. If this is the only thing affecting your movement speed, the diminishing returns formula kicks in.

Diminishing returns - For each point of movement you would have above 475, that amount is reduced by 50%. So if your final movement speed was 733, it would be reduced to 475 + (733-475)*0.5 = 604. For each point of movement you would have above 400, it is reduced by 20%. So if your speed after all mods was 430, you would end with 400 + 30 * 0.8 = 424.


Armor and Magic Resistance

Every 1 armor means the damage it takes to kill you is extended by 1% of your hitpoints. At 100 armor, it takes 100% more damage to kill you, ie it requires double damage, ie you're taking half-damage. At 300 armor you're taking 25% damage, etc.

Magic resistance works in the exact same fashion, except it does so against spells only. There is no overlap between armor and magic resistance at all. (Ex. Having 500 Armor would have no impact on spells, having 500 Magic Resistance would have no impact on physical attacks)

Source: http://www.leagueoflegends.com/board/showthread.php?t=3287
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League of Legends Build Guide Author Lundsgaard
Lundsgaard Guide
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Tryndamere heavy dmg

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