Tryndamere Build Guide by JakePriest
Not Updated For Current Season
Not Updated For Current Season
Hello and welcome to my first League of Legends champion guide. My goal is to help you understand and master this beast of a champion and I strongly encourage you to read the intire guide.
Don't forget that Tryndamere is a carry. His early game is weak but late-game is where he truly shines, able to down mages in four hits.
Anyway, let's get started shall we?
Pros / Cons
A built in heal to help you stay in lane longer
Great mobility (Spinning Slash + items)
Good sustained damage
Immunity to death for 5 seconds (escapes, finishing off kills)
Very item dependant (doesn't do much damage until you get your Infinity Edge)
Easily harassed and CC'd
Lots of "Trynda is OverPowered QQ" rants
: This is in my opinion hands down the best summoner spell, and it's nice to have on any champion you find yourself playing. It has the ability to be used both in a defensive way and an offensive way. Plus you can easily mix it with Spinning Slash to secure a kill.
: A strong choice for any AD carry, as it is able to win you a teamfight or slow whoever is escaping your wrath. And when you are playing Tryndamere, you'll see them run a lot.
You can easily throw it on their greatest damage dealer, Spinning Slash to him and finish him in a couple of seconds. But you better watch out for stuns and other forms of CC.
: If you don't exactly like Flash, Ghost is a viable pick too. You do lose the ability to get away trough walls, but you can do that with Spinning Slash. Ghost is a good spell for chasing too. Might consider throwing a Mastery point into the Ghost buff if you are taking it.
: Some people really like this spell, and I can see why. As Tryndamere you will get CC a lot, so if you don't want to grab Quicksilver Sash, this is a good choice.
: While Heal is really useful early game it loses its usefulness late game. Plus you have a built-in heal. There is no need for Heal.
: I consider this the worst summoner spell. Not only does it have a huge cooldown, but it's only really useful when you are ace'd and being pushed. And you can't really defend by yourself anyway.
: May be useful in some situations, but leave this to the solo laners. You really don't benefit in any way with this as a carry.
: You're not a tank.
: You're not a support. And you don't use mana. Duuuh...
: You can secure a kill with this, but I find it has little use outside of early-game. Your mid/late-game damage will make this look useless.
: Did I say Revive is the worst spell? I'm sorry. This one is.
: My build is not focused on being a jungler, hence why it is included in "Bad picks".
Greater Mark of Desolation
I find armor penetration runes to make the biggest difference, as you will do more "true damage". You will chop trough people like crazy with these.
Greater Seal of Armor
Any kind of protection greatly helps Tryndamere in his laning phase, which tends to be very weak.
Greater Glyph of Magic Resist
I don't find many of the attack-based Glyphs very useful. You can get everything from your item build, but the extra Magic Resist always helps. Mostly again in the laning phase.
Greater Quintessence of Desolation
Armor penetration. Nuff said.
Skill Sequence + Playstyle
I like to max out Bloodlust first because of its added damage and healing. I go for Mocking Shout second because of it's damage decrease and finish up with Spinning Slash, which has a big cooldown and doesn't offer as much damage as your auto-attack.
I'd always rather survive with the increased heal than deal a little more damage.
Early game: Last-hit. Last-hit. And uh... FARM. You need as much gold as you can get as a carry, so be sure to last-hit those minions pretty hard, but on the other hand don't put yourself out for easy harasses. Jump on the enemy if you can with your comrade's support.
Mid-game: Team-fights should be starting around this time. You should be able to kill almost anyone 1v1. Whatever you do, do not initiate team-fights. You will get stunned, focused or CC'd in a different manner. Wait for your team to initiate, then jump to the enemy's squishies and start ripping them apart.
Late-game: Basically the same thing that applies to mid-game, but now you are much stronger and can take on a 1v3+ in some cases.
1st time back:
I take Zeal and Berserker's Greaves for the early game attack speed boost which will greatly increase your last hitting capabilities.
At the end of the early game, you should be aiming to have this:
Mid Game Items
Now that you have decent attack speed and some damage, it's time to finish that Infinity Edge and the Phantom Dancer. Not only will you now crit insanely hard, but the attack speed and mobility will make enemies run in terror.
It's time to start building that , starting with Vampiric Scepter.
At the end of Mid Game, you should have a build that looks like this:
Late Game Items
This is the part where Tryndamere fully shines. It's time to finish your build with another Phantom Dancer and one of the optional items that best counter the enemy team.
Last Whisper - A good pick for some increased armor penetration. I advice taking this if they're packing a lot of armor.
The Black Cleaver - Again a good pick if the enemy is stacking armor, with a bit less damage and some attack speed. Comes down to personal preference.
Madred's Bloodrazor - Cho'Gath with three Warmog's Armors? Doesn't matter. This item will push you above 2 hits per second and leech 4% of his health per hit.
The Bloodthirster - Want more lifesteal and damage? You can pick up another Bloodthirster to get to that 50% lifesteal mark.
As suggested by The Teddy Bear, you can sell your Berseker's Greaves as two Phantom Dancers provide enough speed and buy another damage item.
A few last words...
I do hope you enjoyed my guide and that I explained everything that you might want to know. Feel free to point out any mistakes, be it grammar or the actual guide itself. Any constructive feedback is appreciated!