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Tryndamere heavy dmg
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Spells:
Exhaust
Ignite
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Tryn DMG!
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
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
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
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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