Tryndamere Build Guide by Asaratha
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
Not Updated For Current Season
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.
---- ARCHIVED FOR **** GUIDE
Hello, and welcome to my Tryndamere guide! In this guide, I will show you my Runes, Masteries, Items, Skill Sequence, and Spells for Tryndamere, along with an explanation as to why I pick things, I will also show you some situational items just in case things go south while playing.
The reason I bring these is for the Armor Penetration, obviously, which makes it easy to get kills even if they're building armor. And early game, you can penetrate very little armor they start out with. So, it's a must have for harassment as Tryndamere.
If you've played Tryndamere, you should know he is based off of: AD, AS, and Crit. So, these attack speed runes are a good start for early game attack speed.
With these, you start out with some bonus AD at the start of the game, which makes harassing and farming a lot easier.
As I said before, great for starting AD, harassment, and CS.
Starting with these is a great thing. It gives you the chance to crit somebody you're harassing, and screw them over! And, it also gives you the chance to get some health pots to go along with your Q.
This item is very nice for early game attack speed, which really delivers to your CS and harassment skills. Although, this will leave you with less damage and more AS.
Near the end of early game, you should have this. It will double your AD, and even out your AS/AD ratio.
These boots can be used depending on your situation. Although, if you find that you CAN buy these, do not hesitate. These are AMAZING boots for Tryndamere.
Remember earlier how I said Trynd focus's on AS/AD/Crit? Well, this delivers two of those. Which is a great start for mid game attack speed, and crits.
This should be recieved near the VERY END of Mid Game. It gives nice Crit, and AD! It's perfect for him.
Now, you're at a point where people will be focusing you for your immense damage, so let's counter that!
With full stacks on both of these bad boys, you will be untouchable. But you will kill EVERY SINGLE PERSON IN YOUR SIGHT! Nothing will stop you!
IF THE GAME IS STILL GOING
It gives you attack speed, and a VERY nice passive. It's a great item.
In the replacement of your Brawlers Gloves, you can get a dagger, although, you will only get 1 health pot!
If you're not doing too good on the CS, you can get this for more crit + gp5 in replacement of your Zeal.
If you need to be more tanky, and get some more CC, build this instead of a phantom dancer.
Still need to be more tanky? Get this! Gives you that nice passive, some crit, and some armor! It's a great item.
If the enemy team is building tanky, just grab this to counter that. Don't need to replace anything for it... I don't think...
If you're being bursted down, get this! It'll give you some magic resistance and Tenacity, Perfect!
An A+ Ability! This can really help with soloing + laning, "Oh no! I took damage!"... Q... "Oops, it's all gone now." This is a MUST HAVE for a starting ability.
I love using this ability with a ranged AD, if somebody is running, you hit W, and your ranged AD laning partner can shoot 'em down! Too simple! It's also very good for run away kills. It's a great spell.
I max this last because it isn't very useful early game. Late game, you can go spinning through walls and spinning to flashing targets to secure that kill! Certainly not a skill for early game, in my opinion.
In my opinion, if your target is running, or flashed, you can pop ghost, move faster and ignore all unit collision. Which makes you a 100% better chase along side your W. It's a great spell mixed with your CC.
Sometimes, targets get away with 0.000000000000000000001 health left, what better way than to Ignite them, and walk away with a smile on your face! Bringing ignite is good. But, you can pick others too, if you wish.
He's running! Time to exhaust him, and auto attack him to death! Tryndamere is an AD auto attack carry, so bringing exhaust will be an ultimate help when it comes to... auto attacking...
I don't recommend this much, you can already spin through walls, but I guess it can also help with securing kills. It's up to you if you want to bring this, I, personally, do not bring Flash.
Teleport is a very 'meh' spell. It isn't very useful on Tryndamere. But if somebody doesn't bring it, somebody will have to. And you might have to. It can be good, though...
Before you say "omg heal noob", this can be a very OP spell with Tryndamere's Q, and supporting allies. It's an okay spell to bring!
This is a 'ehhhh' thing to bring. I don't recommend it that much, unless you're nit picky about being CC'd. It can be good with your ult though.
Thanks for reading this guide! :) It isn't complete yet, I'll keep adding on to it!
I love you.