Tryndamere Build Guide by RollingKebab
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.
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.
Welcome to a tryndamere build which you can use in both twisted treeline and summoners rift. This is a build where u start with boots and all the way up to infinity edge and phantom dancers. Trynd is a pure ad champion and if you get critical strike, attack speed and life steal he should be one of the most powerfull champions in the entire game.
Need A Quick Reference?
Boots of Speed will be your best choice against those who have a series of skill shots and/or is great just for having extra personal mobility. If your top lane opponent is Attack Damage based, then you may want to get Cloth Armor. I highly recommend playing Tryndamere as solo top lane, in which case Wriggle's Lantern is almost always prime for lane sustain. What's also good about Wriggle's Lantern is the ward that it provides to grant vision for aiding against ganks.
Returning From Lane
OR if you can completely afford it.
Reasoning: Again, Wriggle's Lantern provides amazing lane sustain while Phantom Dancer allocates for proper early game Attack Speed for Fury build-up to raise Critical Strike Chance. Also, with these two items, you will better excel at pushing minions for gold to obtain future items because of the Wriggle's Lantern procs you'll be earning from the Attack Speed from Phantom Dancer. This is why I choose Phantom Dancer before I choose B. F. Sword. Since you'll be dealing a decent sum of damage, especially now that you'll Critically Strike more often. Infinity Edge is obviously an item that we need to obtain as soon as we can in games for heavy damage.
What An End Game Build Should Look Like:
Sell Wriggle's Lantern when you need space for a new late game item, usually The Bloodthirster since you're giving up your Lifesteal when doing so. Same with the boots that you choose early game. Mercury's Treads are a bit on the expensive side, so I recommend that later in the game when team fights occur more often and you have gold, trade out what you have for them depending on the level of harass you're dealing with. Berserkser's Greaves and Ninja Tabi are more early game friendly as far as gold is concerned and provide Armor for your lane or Attack Speed for farming minions. Quicksilver Sash is almost always a need. Heavy Crowd Control teams and/or even teams with multiple Exhaust carriers would be great indications to get it (Just removes the slow). Check out the "Item Build Explanation" section for much more information. Get Last Whisper if the need for heavy armor shredding comes into play.
Pros & Cons
Deals large amounts of melee Attack Damage
Has a decent utility as far as abilities are concerned
Is extremely mobile which allows for great jungling and the ability to catch or escape an opponent oftentimes with ease
Is provided Fury which increases the amount of Critical Strike Chance he can obtain without items
Can slow opponents to provide the team with kills or ally escapes depending on how the ability is used
If triggered correctly, becomes immune to death for 5 seconds through his ultimate
Unfortunately, is more of a late game based champion due to the reliance of items for damage, however, is still one hell of an early game champion.
Is easily harassed by other champions who are provided with Crowd Control abilities, those with large amounts of early game damage and ranged carries
Ability Explanations & Proper Usage
When laning, you need to make sure that you're maintaining your Fury. It needs to be as close to full at all times if possible. Don't waste your Fury on Bloodlust if you don't have to, it's close to worthless before maxed anyway. You'll find that your lane will be much easier to maintain, last hits won't be as hard to get and when the opportunities for ganks via the jungler are available, you'll be ready to deliver optimal damage. You will also notice, if you've known me through this guide for a while, that I have always been a huge fan of Critical Change runes. These runes, in conjunction with Tryndamere's passive are extremely potent in lane. This is how he is capable of maintaining his lane as well as he can and is able to pressure most opponents laned against.
The key to using this ability is paying attention and forseeing events happening. Trigger timing is important in team fights. Too many people use Bloodlust way before they should. Obviously, if you don't need to use it then don't. I hardly use this ability before using Undying Rage unless I'm taking constant pressure from my lane opponent. I prefer to use Health Potion over consuming Fury for Health. If your opponent sees that you have no Fury, you're weak to them and they will keep you from getting Fury and last hits.
This ability can be used to catch an enemy, flee from an enemy, save allies and locate hidden/stealthed enemies. It can also serve as a way to cripple the Attack Damage of carries on the opposing team in fights to give your team a bit more of an edge. This, however, can void your capability of slowing an enemy for the duration of the ability's Cooldown.
I shouldn't have to explain Spinning Slash too much. Basically, the ability is used less as a way to deal damage and more for mobility and catching up to/escaping and/or juking enemies. Later in a game when the ability is properly leveled you're items provide more Attack Damage and the ability scales better for damage. This is the primary reason why it's leveled last. It's an efficient jungling tool because it allows for faster clearance times. Keep in mind that it will lower its own cooldown when you critically hit an opponent or minion. This is nice when your trying to catch or escape from someone. You can critically strike a minion in a wave you're passing by to continue onto/from your opponent via Spinning Slash.
Not too much to talk about here. Primarily, don't stall when using this ability. Team fights are usually where individuals can fail to use their ultimate properly to avoid death. Familiarizing yourself with other champion's abilities and constantly looking at their items can better help with this. Keep in mind that this ability can also be used to grant Fury when you need it. Some of the only times that you'll want to prematurely use Undying Rage are when you're boosting your Fury to kill dragon or Baron quicker or have a sure kill on an opponent with a boost in Critical Strike Chance.
Spells & Spell Explanations
Exhaust slows movement speed by 40% and reduces auto/basic attack damage by 70% and ability/item damage by 35% for 2.5 seconds.
Mastery: Improves Exhaust to also reduce the target's armor and magic resistance by 10 for the duration.
This is an universal, amazing spell for all Attack Damage carries. This allows teams to help shut down other enemy carries in team fights so that they're all around less effective at their job. Using this spell, you can also catch up to or escape from enemies to obtain kills or saves other allies, including yourself. Why is this spell so necessary for us? For the above reasons, but also is amazing paired with Ghost. The array of opportunity is obvious with these two spells combined.
Your Champion ignores unit collision and moves 27% faster for 10 seconds.
Mastery: Increases movement speed bonus to 35%.
This is an extremely necessary spell because it helps you stay on target and/or escape death threatening situations. You don't realize how much easier it is to stay on target until you have used it and done so. Granted, Exhaust will help a lot when using the spell. Champions such as Teemo have abilities that can give them a boost in Movement Speed as well where situations such as using Ghost and auto-attacking may not be enough. Sure, you have Mocking Shout, but against abilities like Noxious Trap it proves less useful.
Ignites an enemy unit, dealing 50 plus 20 x level true damage over time to a single target and reduces the health regeneration and the healing effects received by 50%.
Mastery: While your Ignite spell is on cooldown, your champion gains 5 Ability Power and 5 Attack Damage.
I would say that Ignite is a great spell when aiming for those early kills with more aggression. It's obviously also good for reducing enemy heals as well.
After 4 seconds, it teleports your champion to target turret or friendly minion (making it invulnerable for the duration). Can be canceled.
Mastery: Reduces cast time by 0.5 seconds.
Teleport is great for ganking if the enemy commits to a fight and is around friendly minions or turrets. Teleport is also used to quickly switch lanes to defend an unguarded tower. Another use for Teleport is the backdoor maneuver when placing a ward inside or near the enemy base and teleports to that ward. From there that champion will attempt to bring down as many towers and inhibitors as possible.