Tryndamere Build Guide by AirKing990
Not Updated For Current Season
Tryndamere, the Troll Tank
What you'll have
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.
Please note that the section below is a work in progress and I'm taking my time to do testing and stuff to check how well this build works over all. Trollbuild, so don't expect much.
Hello, and thank you for checking out this guide. I decided to make this guide for two reasons:
I noticed Tryndamere as an IP cheap DPS champ that can be bought at a low level, and is great in 1v1s, so I asked myself, "What if he could be not-so-great in 1v1s, but help even more in ganks?"
I also questioned what Tryndamere would be like, playing something other than an AD DPS. I noticed his Q restored health when you had full fury, and his fury only allowed him to heal more and hit crits more often, so what if we used his Q to go beyond its normal limits...
This build is sort of a troll build, so this build could be used for anything you could want. It's a matter of "Why the hell not?" when you use this build. I tend to find it fun :)
Pros / Cons
I actually wanted to bring this up early in this guide so that you all know the pros / cons of building tank Tryndamere, but I didn't think it was that necessary, nor was this entire guide. I just want to get this out of the way, and just because I think this is one of the most important parts of building a champ.
Since he has his Q ability to heal, this allows you to stay in combat longer, not to forget Undying Rage, your ult, which makes you invulnerable for a short period of time.
Spin 2 Win -
This is how a lot of champs work. Wukong, Garen, etc. but spinning will save your life. Spinning Slash is pretty much a flash/blink ability that doesn't cost anything. Use it if you need to back up from a fight because you just ulted and have 1 HP left, or you're engaging.
No Real Disadvantages in Damage -
If you actually notice, there's no real disadvantage for barely building AD/AP. It helps to have some here and there, but Fury will help you a lot since you can smack your enemies around with critical hits. In addition to being even more tanky than a lot of other champs late game, it's an overall win.
Last Long, and You Can Still Get Away -
If your gank goes unsuccessfully, you can still get away with your Spinning Slash. I know this is technically part of "spin 2 win" but you can engage pretty well with it too. Engage using Spinning slash, hit your enemies while gaining fury and continually critting them, debuff with your shout just before going in, and if your HP gets really low, ult and spin away and hit your Q button one more time once Undying Rage runs out. That should do it.
It'll be pretty hard to 1v1 and kill your enemy quickly unless it's in lane, so don't bother trying to chase into jungle without a teammate. Minions will provide you a target to build up Fury on so you can actually hit crits, and heal when necessary.
Need Dem Assists -
You can't get your items too easily. You either need a teammate to let you get at least a kill or two early on, or be a completely ******ed meatshield, nearly die, and get one or two assists.
*****ez Don't Know'Bout Trolltank Trynd -
A lot of the time, your teammates might not realize you're tanking, even if you tell them a bunch of times. This means you might have to spin into the front to absorb damage and give up a fraction of your health while your team reacts during a team fight. You'll end up sacrificing more than you need to even if you're tanking, but unless your team KNOWS you're tanking, good luck.
Pretty much runes to help you tank attacks, except for Quints. They are Critical Chance because since your crit chance is already high because of fury, it couldn't hurt to land more crits since your AD will be very low, or at least lower than it normally would be.
hopefully masteries are self explanatory. might not be orthodox, but this is a trollbuild. cooldowns are important, nuff said. Cooldowns will let you use your Q sooner to heal, Your W sooner to keep the enemy's AD low, and E sooner to be able to use to engage/runaway more easily. and of course, your ult for... well, whatever you might be using it for.
Items are based around health, armor, regen, etc. and all that other stuff you'd expect. but you can also get an AP item somewhere along the way. it'll help by allowing you to heal more when you use your Q. You can really adjust this build any way you want to, but have at least one AP item, and at least try to keep 3 or 4 tank items. Also, it'd be useful to have cooldown reduction for your abilities. Otherwise, items should be pretty simple to understand. Also note that there's a lack of boots, so in place of any of the items in the build, switch with Ninja Tabi if you deem in necessary