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Tryndamere Build Guide by Akmenlauks

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 Akmenlauks

Tryndamere - Some Kind of Monster (Duo/Solo Lane, Jungle)

Akmenlauks Last updated on August 2, 2012
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Duo/Solo Lane

[VS]

Jungle

Ability Sequence

1
4
5
7
9
Ability Key Q
3
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: 24

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 6

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Guide Top

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)


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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.


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Masteries

Duo Lane

Masteries
1/5
3/5
4/1
4/1
1/1
3/5
1/5
3/1
3/1
1/
3/5
3/1
Solo Lane
Masteries
1/5
3/5
4/1
4/1
1/1
1/5
3/1
3/1
1/
2/5
2/1
4/1
1/1
Jungle
Masteries
3/5
1/1
4/1
4/1
1/1
1/5
3/1
3/1
1/
1/5
2/5
3/1
2/1
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.


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Items

PLEASE NOTE that items you should buy depend on enemy team. If you cant remember to use item activations then you shouldn't buy Quicksilver Sash

When you are going duo lane you can start with Doran's Blade or Vampiric Scepter, but I would recommend to start with Doran's Blade because it gives some nice early damage and health. If your lane is easy rush Infinity Edge after Berserker's Greaves, but if your lane is hard and you have problem staying in lane rush The Bloodthirster first, either which you buy first your second core item should be Phantom Dancer (if you bought Infinity Edge first then buy Vampiric Scepter before buying Phantom Dancer) and then finish your core build with third item (either Infinity Edge or The Bloodthirster depending on which you bought first).

When you are going solo lane you should start with Doran's Blade, but you can also start with Vampiric Scepter if its solo vs solo lane. After finishing Berserker's Greaves next item will depend on situation, if you take too much physical damage buy Wriggle's Lantern, if you need more movement/attack speed buy Zeal, if your lane is easy then rush Infinity Edge to deal more damage. After that you should finish your core build with Phantom Dancer and The Bloodthirster.

When you are jungling you should start with Vampiric Scepter (or Cloth Armor and 5 Health Potion if you aren't too sure about your jungling skill) after returning back to base you should buy Boots of Speed, Wriggle's Lantern and then upgrade your boots ro Berserker's Greaves. After finishing Wriggle's Lantern and Berserker's Greaves you should buy Zeal so you would go through jungle alot faster. After that you should finish your core items with Infinity Edge, Phantom Dancer and The Bloodthirster.

After finishing your core you have to choose what items to buy depending on the situation.


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Is usually how I advance my skills wherever I go, but if you are playing extremely aggressive in duo or solo lane (and you actually don't end up feeding enemy team) then upgrade Mocking Shout at level 3 so you can chase them even more easily, but if you have lane sustain problems get Bloodlust at level 3 and Mocking Shout at level 4. Always max Spinning Slash last because you will usually use this skill only to escape/engage fight (remember that you can spin through walls).


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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!''


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Jungling

Tryndamere is quite good jungler, both jungle sustain and ganks are good. I usually start with Vampiric Scepter (you can also start with classic: Cloth Armor and 5 Health Potion) because it helps to stay in the jungle for longer time, also each critical attack will give a lot of health.
Remember, don't use your Bloodlust whenever possible because you will loose all your critical chance from your Battle Fury, also you will deal more damage the lower your health will be. Use it only after you have cleared each creep camp.
My jungling route is: Golem's - Wraith's - Wolves - Golem's - Wraith's - Elder Lizard - Gank or get/give Ancient Golem buff
When you are ganking I recommend not to engage with Spinning Slash (unless enemy has pushed to the tower or you have a large attack speed and/or critical chance). Use Mocking Shout when he has turned hes back and is fleeing (since it has 14 second cd you will be able to use it only once in a gank)


Champion that are very hard to gank: (unless someone in the lane has stun, slow or silence)


Champions that are hard to gank:


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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