Introduction
Hi, I decided to make
Tryndamere build, because he can be pretty fun (especially when you hear everyone rage about how OP
Tryndamere is), he can solo/duo lane, jungle, tank and even be AP (but I wouldn't recommend that unless you are a troll) and he is one of my favourite champions. Since this is my first build in mobafire I already know it wont be perfect, so if you think I forgot to mention something, let me know. (Also my grama is bad, sorry)
Runes
For runes I recommend:
Greater Mark of Attack Speed for greater attack speed so you can get your
Battle Fury meter full faster, which means your critical chance will get higher, faster than usual, and you will be able to do tons of damage, useful when laning and jungling.
Greater Seal of Armor for armor, because physical damage is very annoying in early game, also very useful when jungling.
Greater Glyph of Scaling Magic Resist because MR per level is extremely useful when fighting AP characters late game, because in late game they become extremely dangerous and you will be glad for any MR you'll have, very useful when laning. I choose
Greater Glyph of Attack Speed when I am
jungling
, because it helps to build up
Battle Fury even more faster.
Greater Quintessence of Desolation for armor penetration, because sometimes you have to fight heavily armored tanks like
Rammus or
Malphite and it's quite impossible to kill them without any armor penetration.
Also good to have runes are:
Greater Mark of Desolation if you swap your
Greater Quintessence of Desolation for
Greater Quintessence of Attack Damage, but I wouldn't recommend that, because I think that with faster
Battle Fury gain you will deal more damage.
Greater Mark of Critical Damage is very good for
Tryndamere because he relies on critical strikes pretty much.
Masteries
Duo Lane
| Masteries |
|
1/1
|
3/4
|
4/4
|
4/3
|
1/1
|
3/2
|
1/2
|
3/3
|
3/1
|
1/4
|
3/3
|
3/4
|
Solo Lane
| Masteries |
|
1/1
|
3/4
|
4/4
|
4/3
|
1/1
|
1/2
|
3/3
|
3/1
|
1/4
|
2/3
|
2/4
|
4/3
|
1/2
|
Jungle
| Masteries |
|
3/4
|
1/2
|
4/4
|
4/3
|
1/1
|
1/2
|
3/3
|
3/1
|
1/4
|
1/1
|
2/3
|
3/4
|
2/2
|
1/1
|
When you are going duo lane (best if you have a good premade friend) I would recommend to take 24/6/0 masteries because:
- You will deal as much damage as possible to enemy champions
- You don't need too much defence because you have an ally with you
- You will have some small lifesteal, damage and armor penetration without any items
When you are going solo lane I would recommend to take 21/9/0 masteries because you will need more armor, MR and health than you would in duo lane.
When you are jungling I strongly recommend 21/9/0 masteries because:
- You need
Hardiness
,
Tough Skin
and most importantly
Bladed Armor
to survive in jungle
- You need sustain in jungle which you can get from
Vampirism
Wherever you are going you should always take
Lethality
and
Executioner
because your main damage source will be critical attacks and mostly any support, AD or AP carry will get below 40% of health very often when fighting you.
Summoner Spells
Recommended summoner spells
Cleanse is a great summoner spell on
Tryndamere (or any AD carry) because if you get disabled after activating
Undying Rage your ultimate wont do anything good (pick this summoner spell ONLY if you know how and when to use it)
Exhaust is a summoner spell I would recommend to take on any AD carry, because it has many uses:
- Slow down enemies so they wouldn't catch or escape from you or your team mates (except
Master Yi and
Olaf after level 6, or
Gangplank with his OP oranges)
- Reduce physical damage dealt by target (very useful when cast on any AD carry)
- When upgraded reduces armor (reduced armor=more damage)
Flash is a great summoner spell on everyone, because it helps you to escape by flashing away or over a wall or it can help you to get closer to enemy (quite pointless because you already have
Spinning Slash to get closer).
Smite only when jungling or trolling.
Good summoner spells
Ghost is a good summoner spell to escape or catch someone, but any stun or slow will reduce it's effect.
Heal is nice to have , but it takes precious spell slot and besides what's the point to get
Heal if you have
Bloodlust and you can get healed by someone who has
Heal?
Ignite can help you to get a kill who is running away with low health, but it becomes quite useless in late game (make sure that you have at least one
Ignite on whole team in case if you have
Swain or
Sion against you because when they ult and aren't ignited they are very hard to kill).
Teleport can be useful if you are solo and you have died and you need to get to lane fast.
Quite useless summoner spells
Clairvoyance, yeah sure play support.
Clarity, why would you take this, you don't even have mana.
Promote:,,GO MY MINION!'' if you send promoted cannon minion to do everything in your place then you are a shame to AD carries.
Revive, reason why you shouldn't take this spell is because you don't plan on dying anyway... right?
Surge:,,EPIC! My
Spinning Slash will deal more damage and
Bloodlust will heal more for few seconds!''
Summary
I hope that I made this build good and interesting and that it will help you play with
Tryndamere better, just kidding I hope you will loose all your games with
Tryndamere from now on. :D