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Tryndamere Build Guide by Hypocritical

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Hypocritical

Tryndamere Jungling Guide THOSE ARE MY WRAITHS

Hypocritical Last updated on February 14, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
8
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Introduction

Hey guys this is the first build I've ever created and its based on Tryndamere fullfilling the role of jungler. Tryndamere is a strong jungler due to his ability to heal and high damage which provides him with a good jungling speed and also deccent sustain, however due to the nature of his sustain you may find yourself weak while in the jungle and prone to ganks, this and cc are his major downfalls. Anyway with that inmind heres my guide.


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Runes

For Runes I decided to go with a mixture of armour pen (marks, quints), armour (seals), magic reisist (glyphs), Attack speed (marks,seals,glyphs).I went for armour pen due to the nice damage boost it gives you early on when going for ganks which goes a long way. The armour seals and magic reisists glyphs just to make tryndamere a bit tankier and allows him to soak up a little more damage. While these runes will serve you well feel free to experiement with different runes.


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Masteries

Not much to say about the masteries, they are pretty standard, however certain points can be put in to different places but to be honest displacing a point isn't going to do to much so as again with the runes feel free to expieriment. 1 thing I should say tho, is that if you feel like dropping some tanki-ness you can drop 9 points into utility and pick up the movement speed, reduced spawn timer and an increase to the amount of time you get with neutral buffs from the jungle


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Summoner Spells

Here, as long as you have smite you can go with whatever you feel like as long as you have smite, my personal favourite is flash, but ghost, ignite, cleanse (due to trydameres problems with cc) or exhaust all work really well with trynd


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Items

These items will serve you well, wriggles is prety standard for junglers nowadays and boots are situational, if they have alot of cc go for mercs but if not go for beserkers,
then go for the infinity, phantoms, then cleaver, the last items is gonna have to be a judgement call and you should choose what you feel will benefit youre team the most. If you're getting cc'd alot maybe grab a Quicksilver sash, if they've got an ad heavy team go for a thornmail, if they've got an ap heavy team grab a Force of nature, and if you just want some more damage grab a blood thirster.


Guide Top

Summary

Well thats it for now I should be updating and improving the guide based on you're comments and also if I feel theres things that should be added, which at this point I know there is. If you've gotten this far I appriciate the time you've taken to read this guide, have fun making dem trolls call you op =)