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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

Your Tryndamere Resource

Last updated on August 12, 2010
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Ability Sequence

2
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
1
8
10
12
13
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/
Brute Force
 
 
 
 
 
 
 
3/
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 9

 
 
 
 
 
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 0



"This'll be a slaughter." Tryndamere

THIS WEB PAGE WILL BE UPDATED FREQUENTLY BASED ON NEW SUGGESTIONS AND ITEM BUILDS! ALL COMMENTS AND RATINGS ARE GREATLY APPRECIATED AND I DO ASK THAT YOU COMMENT REGARDLESS IF YOU HAVE VOTED POSITIVELY OR NEGATIVELY! IF YOU HAVE ANY QUESTIONS AND WANT TO CONTACT ME IN GAME, SEND A REQUEST TO "APOTHEOSIS I". I'D BE MORE THAN HAPPY TO ANSWER ALL OF YOUR QUESTIONS!

First of all, I want to thank the Mobafire community for all the support. It's real nice coming from a ruined community of WoW players (World of Warcraft) to this, a community of players who actually want to help others succeed. I enjoy being one of those people! It's nice to know that most people really do care about the success of others. That is the true reason I created this guide. Sure, it's nice to be recognized with higher ratings, but to me, that's not what it's about. You, the Mobafire community, are helping me help you in essence! By allowing this guide to be recognized through ratings, others can view and learn from it! I won't stop adding my ideas and new gathered information. When you all succeed, I feel as if I have succeeded myself. So again thanks for the continued support, and please keep the comments coming! If you have advice, share them, If you have questions, please ask.

I first started playing Tryndamere around level 5. He was the 1st champion that I had bought with IP. His ability to spin in a chosen direction was what originally lead me towards buying him. I used Garen (which I had bought with RP), and he wasn't at all my play-style. Garen's spin was cool, but I later found out that Tryndamere's could bring more to the table. His abilities were perfect to me. Self heals, a "hamstring" ability, his spin of course, and, to add to it, his ability to enter a state where for 6 seconds, he is a god.

With that said,
Hello and welcome to my first guide for Tryndamere! I want everyone to understand that before reading my guide you have to have some skill with Tryn to have the success these builds offer. You're not always going to be top dog on your team, and you should never give yourself away to the other team obviously: Running into traps, laning solo when you shouldn't be, allowing greed to get the best of you! Don't be afraid to play defensive. I know that's just so hard for many people, but It really affects the game down the road. I can't promise anything with this guide for the solo reason that YOU control what happens with your champion. With that said, below I will show the different possibilities for playing against different comps. If you're new to Tryn or maybe even if he's your main, then I'd strongly recommend reading everything below to see what works for you.

NOTE: The item build ABOVE is for skilled users, my original is in the item guide way BELOW! I don't want any new Tryn users to use my item build shown in the box above! SO STICK TO THE ORIGINAL BUILD! I use the build above b/c I personally can't lose a game with it (I don't win them all, but it's srsly sick), it fits MY style. It involves users who are very careful and feed very early in the game. As far as the rune builds go, you can obviously see that there are 2. The 1st 4 runes belong to one group and the 2nd set of 4 runes belong to the 2nd group. Choose what's right for you, I'm not here to tell you that going full crit chance is the way to go, it only fits my style for the item build I use, and I'm showing you how that option works. I used to rune crit dmg and ArP. It's not a bad choice to rune build.
EXPLANATION: I thought up the idea of going pure crit chance runes and getting the elixir early game for insane chance of critting obviously. This will give you 40% crit chance @ level 1 as well as an additional 20% attack speed. You may pop the elixir before killing an opponent or when minions spawn and are attacking the other minions. You'll usually want to lane with someone who can slow or stun for easy kills, and around level 2 or 3 you can begin killing (Assuming you and your teammate will have the 3 main abilities). Make sure to have around 8 stacks of Bloodlust if you can reach it. By all means, do grab kills when you can get them! Also, if you want to keep up on your crit, you may often buy more elixirs for improved performance to continue feeding. Tbh, if your already too fed, don't worry about grabbing more UNLESS you want the crit.

Crit Volumes Are On the Way!

I will be releasing a trailer that will start a series of LoL vids "Crit Volumes". The trailer will be more for the viewer's entertainment only, showing less skill, leaning towards more editing and entertainment. Don't get me wrong, there's skill involved, but this is only a trailer. I plan to release it as soon as possible, hopefully this week. I don't play or spend large amounts of time on the computer, so there's still some editing I have to do. I'm also thinking about creating episodes that allows others to see how Tryn is played through me. I make movies for my enjoyment, so I'm not sure if any will have commentary or if I'll just stick to music + editing. Anyway, I hope you enjoy it!

Pros

    Lower health = More Crits
    Insane Crit Dmg
    Can spin through walls
    Very fast
    Great Farmer
    Has to be one of the best end game damagers averaging at 800-1000+ off crits.
    Has Undying Rage: Immune to all dmg for 6 seconds.
    With this guide, doesn't have to be bad early game.
    Probably has some of the best utility as far skills come.
    Perfects escapes and has a great ability for staying on targets.
    His Milkshake Brings All the Boys to the Yard. ^_^

Cons
    I don't like the fact that hes an auto-attacker, not necessarily a con.
    If you think about it, he is difficult to master, idc what others whom say he's "OP" say.
    Can be gayed before lvl 6, sometimes I'll even have to play defensively.
    Sometimes it may be hard to predict a necessary time to use Undying Rage, especially against a nuke.
    If you have a terribad video card, you will almost have to turn your settings all the way down or a massive amount of spells unleashed on you all at once will create a lag and you will not be able to ult in time.
    You have to be careful when spinning through walls, don't be too far away from them!



Base Stat

Health
461 (+98 / per level)

Mana
0 (+0 / per level)

Move Speed
320

Armor
14.9 (+3.1 / per level)

Magic Resist
30 (+1.25 / per level)

Critical Chance
0 (+0 / per level)

Health Regen
2 (+0.18 / per level)

Mana Regen
0 (+0 / per level)



Skills


Battle Fury
Tryndamere's Critical Strike chance increases as he becomes more wounded.



Bloodlust
Tryndamere thrives on the thrills of combat. Whenever Tryndamere kills a unit or critically strikes, he temporarily gains increased attack damage and critical damage.
Passive: Whenever Tryndamere kills or critically strikes a unit, he gains 3 Attack Damage and 1.5/2.25/3/3.75/4.5% Critical Damage for 15 seconds (stackable 8 times). Killing a unit or critically striking while not Bloodlusted applies 2 stacks instead of 1.

Active: Tryndamere consumes his Bloodlusts, restoring 10/20/30/40/50 health per Bloodlust (+1.5).

Cooldown
* 14/13/12/11/10 seconds

Cost
* No Cost

Range
* 318.9


Mocking Shout
Tryndamere lets out an insulting cry, decreasing surrounding champions' physical damage. Enemies with their backs turned to Tryndamere also have their movement speed slowed.
Decreases surrounding champions' physical damage by 20/40/60/80/100, and enemies with their backs turned also have their movement speed slowed by 30/37.5/45/52.5/60%.
Lasts 4 seconds.

Cooldown
* 14/14/14/14/14 seconds

Cost
* Costs 25/25/25/25/25 Health

Range
* 400


Spinning Slash
Tryndamere slices toward a target unit, dealing damage to enemies in his path.
Tryndamere spins through his enemies, dealing 50% of his Attack Damage +40/90/140/185/240 (+1) damage to enemies in his path.

Passive: Slash's cooldown is reduced by 2 sec whenever Tryndamere critically strikes.

Cooldown
* 9 seconds

Cost
* Costs 40/50/60/70/80 Health

Range
* Global


Undying Rage
Tryndamere's lust for battle becomes so strong that he is unable to die, no matter how wounded he becomes.
Tryndamere becomes completely immune to death for 6 seconds, refusing to be reduced below 1 health. His abilities have no cost during this time and he gains 4/6/8 Bloodlust stacks.

Cooldown
* 110/100/90 seconds

Cost
* No Cost

Range
* 400



Spells to get

Cleanse: Removes all debuffs from your character.
    This can be good for making clean escapes, for eg: gank on you -> Flash or Spin through a wall if nearby -> Cleanse debuffs -> GTFO

Exhaust: Blinds the target (100% miss chance) and slows its Movement Speed by 40% for 3 seconds. 550 Range (estimate).
    Self Explanatory

Flash: Teleports your champion to target nearby location.
    It's sweet enough that you have Spin, but Flash adds to the hacks! Awesome for escaping in dire/instant moments where ganks would've occurred at your expense.

Ghost: Your champion ignores unit collision and moves 32% faster for 14 seconds.
    You're already fast later in the game, this could make you make you uncatchable or you might even be the one catching someone. This could be your safety net along with cleanse if you have no walls to go through or don't like risking the odds.

Heal: Restores 140 + 20 x level health to your champion and 50% of that to nearby allies.
    Popped along with an 8 stack Bloodlust after a 1v1 or 1vX, this could get you that unexpected kill if losing the battle 1v1 or save you're *** if you're 1vX.

Ignite: Ignite is a damage over time spell that targets a single champion dealing 50 damage plus 25 damage per level over 5 seconds. This damage is not lowered by armor or magic resistance. Also reduces the target healing and regeneration by 50%. 600 Range.
    Personally, I dislike this Spell. I see many Tryns using it, and that's all good, but, I honestly think you'd be better off with another spell.


Spells not to get

Clairvoyance Reveals an area of the map for 6 seconds (castable anywhere).

Clarity: Restores 100 + 25 x level mana to your champion and 50% of that to nearby allies.

Fortify: Grants invulnerability to all Allied Turrets and causes them to attack 100% faster for 7 seconds. While Fortify is ready to cast, you deal 9 bonus damage to minions.

Promote: Promotes an allied minion into a Siegerider, a powerful unit with a +Armor/Damage Aura and turret damage reduction, this minion grows more powerful with the level of your champion.

Rally Summons a beacon with 200 + 25 x level Health for 15 seconds which increases allied Attack Damage by 10-35 and used to give Health Regen by 15 + 1.5 x level per second. 0 Range Cast, 850 Range Aura (estimate).

Revive: Instantly revives your champion at your spawning pool, 9 minute cooldown.

Smite Deals 420, plus 35 times your level, damage to target enemy minion or pet.

Teleport After 4 seconds, teleports your champion to target friendly minoin or turret.
    .....Simply put to any of these, NO. You can choose to use any of these, but it's unwise unless a team needs you to grab 1 of these for a different reason.



Runes

It is my personal preference to go with full crit chance runes. I used to have full crit dmg runes, but the only problem I had was waiting until later to actually profit from them. Don't get me wrong, crit dmg is insane, but for my playstyle, I have to have the crit chance early game. It's really not a bad idea if you think about it. I start off most games with a passive 30-40% crit chance. I also play aggressive when I can so that I get that early feed. Since I have my crit chance early game, it allows me to focus more on dmg items which help out with my crits as well. It's up to the player, if you feel you do better with crit dmg, then by all means rune crit dmg.

Main Rune Book
Greater Mark of Malice
Greater Seal of Malice
Greater Glyph of Malice
Greater Quintessence of Malice

It's stated way below in my guide that EnderA and I recommend ArP. I'd say if you already have the crit dmg runes then just stick with that. Otherwise I'd say go ahead and get these 2 ArP runes to replace the crit dmg ones if you havn't already gotten crit dmg ones. The dmg done is enough to make a difference. Also, most people have ArP runes already if they played some sort of melee champ such as Pantheon. So you'd be set there, plus they're cheaper runes than those of crit dmg (410 IP as compared to 820 IP per Mark).

Current Off Rune Book
Greater Mark of DesolationGreater Mark of Desolation
Greater Quintessence of DesolationGreater Quintessence of Desolation
Greater Seal of Furor
Greater Glyph of Furor



Explanation behind my spells, skill ordering, and talent tree:

Main Spells
    I grab Flash and Exhaust most games. Flash is a must in my book, mainly b/c I'm usually the carry for my team. With that said, it is very important that I'm not allowing the other team's carrier to take advantage of me (This is mainly spoken for 3s). I use the center wall directly below the dragon to take advantage of my opponents and and make clean escapes if necessary. I might even use it for ambushing as well. Exhaust should be self explanatory. It's, simply put, a nice way for me to secure kills, especially as a carrier. If you're the one escaping, throw exhaust on them, and hopefully you can make it out alive.

Skill Order
    The skill can be straight forward, or you can change it up based on what your up against. So for example, if you're against a full melee team, you might choose to level Mocking Shout when you've finished leveling Bloodlust. Usually, I start off by grabbing all 3 skills beginning with Spinning Slash. Spinning Slash starts the game off for my team and I (again relating to 3s). You can catch up to opponents, escape, and importantly, if not ganking, use it to your advantage with the upper wall as a carry.
    I get Bloodlust until it forces me to choose another skill. From there, I usually go with Spinning Shout until I can't anymore. Often, I might go with a 2nd point in Mocking Shout. This is done b/c 20% is bs, 40% basically cuts the opponents movement speed in half (Nice melee damage reduction too). Simply put, it's another way to secure kills early in the game to create a smooth finish in the end. If completely necessary, you could even exhaust after using Mocking Shout if they're still not dead. So the order: Bloodlust -> Spinning Slash -> Mocking Shout.

Talent Tree
    As far as the talent tree goes, I play 21/9/0. It's how I view Tryn should be played as. It's your hits, crits, attack speed, dodge, and movement speed aid upon dodging. I don't really know what to say other than talents can be distributed between Resistance and Hardiness in the Defense tree to your preference.



Expectations of Tryndamere

I'm going to use acronyms for this:
BL = Bloodlust
MS = Mocking Shout
SS = Spinning Slash
UR = Undying Rage

What to Expect + Some of My Thoughts and Perspectives Behind Tryndamere

If you're one of those people who thinks Tryn is OP and easy to master, then you're sadly mistaken. There's two real reasons why people think Tryn is "so OP". For one, he can spin through walls, and to all the haters, if you really think it's OP, then who's stopping you from using him? There are many other champions with these abilities and Kassidin is a primary example of this. Riot put this unique trick into the game for champions like Tryn, so tbh, there should be no complaints. We all know the other reason why others think he's OP too! Undying Rage? Is that what you were going to say? Well I won't lie, it is a very nice ultimate, but you have to know how to counter it. I can give you one easy solution: the element of surprise. Most Tryns can't handle nukes. If you nuke a Tryn, they usually can't react fast enough to use their ultimate. So their ultimate just became useless, until next time, because they failed to react fast enough. That's one way, but I'll let you discover the other ways by yourself, I'm not here to lecture you on how to take out Tryn. Now, some people can easily understand a champion's rotation, but when using them on the playing field both offensively and defensively, good luck without lots of practice. With Tryn, it's easy to get outplayed against other major, even minor, champions. I'm not perfect with him and I've used him since I first started the game. If you look at the player's difficulty, it'll state difficult. I believe this strongly, because no matter how good you think you are, there's usually always going to be more room for improvement. And you might ask, well isn't that the same with every other champion? More or less yes, but if you want to compare the time it takes to create a skill, just a skill, not even a mastery, with a given champion, most will say Tryn is close to the top of that list. I'll play some champions, and it'll feel as if I've played them for ages, hence the term "recommended".

How to Play As/With Tryndamere

I've explained my skill sequence above, but as stated, get your BL maxed asap, and depending on what you face, whether it be a full melee team, tank, or mix, distribute MS and SS accordingly. So if you want more damage for your spins, apply points accordingly. If you want to weaken your melee opponents or slow them, apply points accordingly. If your just applying points in MS just to slow, usually I recommend applying just 2 between SS and MS completion. As far as actual game play with Tryn goes, the rotation usually depends upon your situation. If you're trying to catch up to someone, you can: SS -> MS -> Exhaust, if you have it, if necessary. If you're trying to escape from someone or more that one person, you can: Exhaust, only if necessary and if it's beneficial -> SS -> Flash if you have it -> hit some close by minions if necessary to lower cd on SS, then SS again. (3s related) If you happen to be on to be on the opposite side of the map killing creeps when you notice that your teammates are getting ambushed, you can use the walls as your faster detour to save them. So for example, you just killed dragon, and the ambush has started way below. SS through the wall under dragon, continue to go directly south and Flash through the second wall. By this time your SS should be off cd, so use it again to catch up to the action and MS the given target that will either kill your ally, or continue to antagonize them. I can't say you'll always be fast enough to save your allies, but this is the general idea. It works for wall escapes too. It's the same concept as the one before, you're just going to look for a way to escape using two walls close by, assuming of course that both SS and Flash are off cd. This proves how mobile Tryn is with Flash and SS combined. It's my play style and I don't think I could ever change it.

Laning and Playing Smart

I can't stress how important it is to be smart early game, especially if you play with teammates who give away kills (I'm talking about premades, which it's time for new teammates if that's the case). Your early game has to go smoothly, so if it requires you watching the people you lane against kill all the minions, then so be it. You can't counter every setup because this game is way too rock, paper, scissors. Either way, those early game minions aren't a priority to kill if it ends up costing you the game because the other team is able to ambush you using them. Just let them come to your turret and you can turret feed. I'm not telling you to be a ***** against everyone you end up facing, but as I stated, I don't want you to be an idiot either! Don't think you can turret dive for kills either! That's something you can do later in the game when the game is stable for your team and you're full health. Lane with people that can grant you success. Taric, Sion, Mundo, Blitz, etc. are great examples. These champions all have some form of cc. Basically those who can harass real well are awesome candidates. I'd say only solo lane when you've got the experience just because Tryn isn't the best carry. His spin comes in handy here though for mobility, hence carry.

Many people think that it's ultimately important to gank non-stop. I love to gank, who doesn't, but this game is about strategy, and you get kills through strategy. Tbh, I usually crush teams that think they can pull that ****. They let their egos get in the way and I let them fall. They could try turret diving and other shenanigans just to get some kills. Most teams are safer about what they do when playing aggressively, but what it comes down to is who has the better teamwork and who responds best against the opposing teams strategies. Be a leader if you have to! Prevent your teammate's stupidity from getting in the way of the team's success and prevent over-feeding the other team. Eg: They might get cocky because they think they have the upper-hand, so they go and get themselves killed and this might anger them. Why? Because they expected to kill the enemies without flaw. What happens? They go and get themselves killed again for the same ******** reason. How does the game end? You lose.















Item Builds


Early Game
    Usually I start off by getting
and usually as many as I can get so I can stay in the game longer for exp and gold. I'll upgrade to and get Grab your when you can so that you can start working on

OR

    The alternative option, is to start off the game just absolutely pwning. Every now and then I might choose to get
and some . It works real well if you're someone who is real offensive, or even stacks crit strike runes. You'd have around 40% crit strike rating and an additional 20% att speed.

SO

    Around early game still, you're going to want to look like this:
or you might even get a different pair of boots depending on what you're up against. I love Mercs boots and Ninja Tabi

OR

    Say you're going to need some ArP for those tanks or armor loaded champions:
is nice and its active is helpful when you need someone dead asap or say you're trying to escape a gank, pop that and ghost or w/e you've got. Do remember to get later on if you need it.

    The main focus of the beginning of every game for:

    3s: If you can lane solo for your team and push yourself so that you're getting kills early game and/or your pushing your lane with ease and you're farming when you can making sure that your allys are doing fine below and the top turret isn't taking dmg ever. If you can do this, you're going to be ahead of everyone in the game in levels and hopefully items as well. If you happen to face an aggressive team, let them fall and be safe.

    5's: In 5's, you can pull the same trick, only if you solo. Now many people say/think that Tryn isn't a good carry/mid. That's all determined by you. If you can make it happen, then by all means, do it. Otherwise many prefer laning with another ally. If 5's, usually I'll lane with someone else too, but if I happen to be mid, I'm taking advantage of the 2 mobs of creeps on both sides of me if I'm the one pushing my lane and making sure that the pressure is on my opponent. By the time everyone starts moving and ganking, I have the most minion kills and I'm most likely ahead in levels.

    So, a little recap and more thoughts:

    The reason I'm so successful end game is because I had that extra crit chance early game. This is mainly spoken for in 3's, but as my skill sequence shows, I stack Bloodlust first just like any other smart Tryn would. When you crit, you are obviously going to trigger and stack Bloodlust. With my 40% crit at the start of a match, I basically crit half the time, so you know I'll stack Bloodlust decently fast. If I'm wounded, I'll stack it even faster. My point here is, if you can't get a kill(s) early game, then the comp you're facing has to be a hard one. Finally, as stated earlier, I find myself always ahead in levels because I'm able to farm so very well with the crit runes. Remember, with crit comes dmg, but with no crit comes no dmg obviously.






Mid Game
    Welcome to Mid Game. This can either make you or break you! Either way, bottom line is if you **** up here, theres a good chance you're gonna take a lot of **** from the other team for the rest of the game.
    The focus here is to get your
so that when we crit, we're hitting our targets @ 25.26% (If Rune Built) + 50.00% = 75.26% extra crit dmg along with the other crazy stat it gives. Hello insane crit dmg!
    So basically the ideal order is
starting with 1st since it isn't so expensive and it'll help us get that crit up.


    So you're going to want to look like this by the end of mid game:
and starting on


    The general idea for Mid Game for:

    3's: At this point, either one team will be fed, or both teams will be continuing to struggle for victory. Your job might be either to gank with your team, or continue to farm, watch turrets that haven't yet been taken down, and gank. Mainly what I'll do at this point, as long as my team isn't a bunch of ******s (which my friends can be, but I always have to hold their hand and figure a way to win games they mess up), is continue to farm and grab kills when the opportunities arrive. My team is usually very good at making sure there are wards where they should be: in the top and mid jungles. This makes jungling much safer and I almost always come ahead in levels. I usually don't stop grinding until I have my main build, which consists of, in order, Zeal, Boots, Infinity Edge, and possibly Vampiric Scepter. By this time, I'll have estimated 40% crit chance along with great pre-mid to mid game dmg. Upon obtaining these essential items, I can focus more on feeding off others.

    5's: Mid Game for 5's usually starts when everyone starts roaming around fighting as a team. You can't let yourself: wander alone too far in a lane without backup, fight without your team in a recluse area when you have no clue where the other enemies are, or even let your team fight without you more than 25-50% of the time. Most battles can be full team battles, and if you're off farming while you should be aiding your team, you could find you and your team **** out of luck. It's a great way to waste 30+ minutes. Basically, don't **** around. Get down to business, and succeed along with your team. Constant communication and coordination are key to your team's success! Don't focus primarily on PvP, this is a strategy game. If you have minions beating up on your turrets because you all think you've won it, and you think there's no possible way minions can win the game for the other team, think again. The other team might have someone clear out lanes of your mobs so that they can have even bigger mobs tearing down your turrets while you enjoy a good team fight with them. To some it all up, focus on winning and what it might take to do so. Don't be greedy!





Late Game
    I focus this portion of the game on finishing my
and
Since we have a decent crit chance, especially for those who rune stack it, we want more dmg. I've looked through the items that dish out more dmg and compared prices. can max out at a whopping 100 att dmg + 25% lifesteal in bonuses. This is a nice direction to head in b/c now we have both nice crit chance and dmg output. I'm not saying Tryn needs the lifesteal, b/c he has bloodlust as a great resource for healing, but later in the game, it's not a bad bonus at all!

    So you're going to want to look like this at the end of late game:




WE CAN GO 3 DIFFERENT ROUTES WHEN CHOOSING THE LAST ITEM (USUALLY DEPENDS HOW THE GAME HAS PLAYED OUT AT THIS POINT)


    The final item you can get would be either
OR
    I would use Wit's End only if the other team has some mana users. Otherwise stick with Last Whisper, which is pro against tanks with heavy armor


OR


    You could also decide to go for more att dmg, seeing that Tryn is all about dmg. In this case
    This is probably the overall smartest direction to head in when ensuring maximum dmg outputs on squishy teams, and even non squishy teams.


OR


    I'd go with either
for the health, extra att dmg, and making sure your opponents aren't fleeing little *****es, OR more for the defensive side of view to help keep you from dieing so you can stay in the game a bit longer. It also has a 15% Cooldown Reduction and 20% chance on being hit to slow the attacker's movement and attack speeds by 25% for 3 seconds. The active isn't the best simply b/c it's based off armor and magic resistance, but that's not what I get this item for anyway.

    Your focus End Game for:

    3's: Continue to work as a team, and get the primary and secondary turrets down if you haven't already done so, so you can focus on that main turret. Most games you'll only get up to The Bloodthirster in your item build, and maybe even complete a Phantom Dancer. If you're fed, you can work as an independent and win the match most games. However, don't underestimate teamwork at this time, even if you are fed (which most people won't have that issue). If you aren't fed, and your team's struggling to keep that last turret standing with constant hassle with super minions and possibly enemy opponents gaining ground so they can make their final push, you will need to turret fight. Don't separate and allow them to kite you away from your base/main turret. As long as your team still has a fair chance of gaining an ace, you can make an attempted push while they're on still on rez timer.

    5's: By this time in the game, you're either suffering or doing well. 5's can be difficult because if you're behind by a landslide mid or late game, then the chances of you winning are slim to none. But, usually you're pushing those last turrets or being pushed upon on your own turf. Most likely, if your pushing, they'll be more worried about defending the spot your team's at rather than the environment. They won't be too worried about watching the other turrets unless they have some action in those locations. Your minions need to be knocking on these turrets so that you can keep them focused on all 3 turrets, thus spreading them out and allowing your team to take out one of the turrets. If you accomplish this, your in their turf and it's usually just going to get worse for them. They won't focus as much on the other 2 turrets, you or your teammates can take them and the inhibs out and before you know it, they are getting ****ed from every angle.





Final Results

These are what your possible builds could look like, but you'll usually never complete your build lol:


Health Points
2225 + 0

Hp5
26 + 0

Dodge (%)
35

Armor
70 + 0 or Damage Reduction (%) 41

Magic Armor
52 + 0 or Damage Reduction (%) 34

Damage
114 + 215

Attack Speed (APS)
2.26

Damage Per Second (DPS)
743.54

Critical (%)
90.64 (if you're not crit runed)

Life Steal (%)
15

Movement Speed
479



Health Points
2225 + 0

Hp5
26 + 0

Dodge (%)
19

Armor
70 + 0 or Damage Reduction (%) 41

Magic Armor
52 + 0 or Damage Reduction (%) 34

Damage
114 + 275

Attack Speed (APS)
1.81

Damage Per Second (DPS)
704.09

Critical (%)
60.64

Life Steal (%)
30

Movement Speed
429



Health Points
2225 + 775

Hp5
26 + 0

Dodge (%)
19

Armor
70 + 0 or Damage Reduction (%) 41

Magic Armor
52 + 0 or Damage Reduction (%) 34

Damage
114 + 235

Attack Speed (APS)
1.81

Damage Per Second (DPS)
631.69

Critical (%)
60.64 + 20.25 (if, say your fully runed crit chance)

Life Steal (%)
15

Movement Speed
429
OR could be good for fighting tanks, but make sure you don't have too much ArP. You can use your imagination for the last item if you so happen to reach it. Ask yourself, what could give me better results? Am I dieing too much or could I use more dmg?

Health Points
2225 + 0

Hp5
26 + 0

Dodge (%)
0

Armor
70 + 0 or Damage Reduction (%) 41

Magic Armor
52 + 0 or Damage Reduction (%) 34

Damage
114 + 235

Attack Speed (APS)
1.76

Damage Per Second (DPS)
614.24

Critical (%)
30.64

Life Steal (%)
15

Cooldown Bonus (%)
15

Movement Speed
390

Armor Penetration (ArP)
gives 20 Armor Penetration + 40% Armor Penetration from or Physical attacks reduce your target's Armor by 12 for 5 seconds (maximum 5 stacks) from .



Just play with these builds, remember, you shouldn't be using the same build each game. Any of these builds work assuming, as stated earlier, that you've thought out how you want to approach enemy comps with a counter build. You don't always have to go in the orders I have given, they are PRIME EXAMPLES ONLY. There are still other ways you can build, these are simply EXAMPLES.

Remember that the boots wont always be , you choose boots depending on what you're up against.



Other Good Choice Items to Get (Under Construction)

Now, if what you thought I gave to you earlier was everything, then guess again. I repeat myself over and over because it's important to understand that there are many possibilities and that it is all based on who you fight against. A lot of my questions are answered when I ask and think about the other builds Tryns come up with, or possibly what they might add in their build because they saw what my team composed of, or saw the way we were building so that they could counter build. Once you learn how to do this, you can play against any team with more confidence.

Health

Banshee's Veil: I consider this a viable item because it neglects 1 harmful spell. The only problem is, when I see this on other players, I'll try to get rid of it with a weaker spell so that someone else on the team can immobilize, etc. Regardless, it is worthy against teams with a Ryze in it for example. No one wants to be immobilized with no turning back. The health is nice too and its even got magic resistance, so you know already that this is a pure anti-caster item.

Frozen Mallet: Usually a great last item for Tryn when things start getting rough and the game could go either way. The health will keep you in the game longer, but the real beauty of this item is it's slow. You become a vital member for success with this. Anything you can do for your team to get kills is always greatly looked upon, even if your the assist.

Randuin's Omen: This is kind of a nasty item to get because of the passive and active. First of all, 15% cd reduction, I'm all for that. Tbh, Tryn's Ult has a fairly low cd. To stack an item like this on top of that is a nice add. Plus, we get back to why I liked the previous item: Slow effects. Not 1, but 2! Passive: 25% slow on att speed and movement for 3 seconds (20% chance after being victim of a hit). Active: Slows movement by 35% for 2 seconds. It has armor, health and Hp5 as well, so, an overall decent item that I would get for team fights and cd reduction.

Magic Resistance

Force of Nature: What an item we have here! First of all, it has some decent health regen. Let's say you had 2,000 health, you'd receive 8+7=15 HpS. 4,000 health, 22 HpS. It greatly increases your magic resistance for heavy caster teams and movement speed. I'd recommend this for defense against casters.

Health Regen

Stark's Fervor: Again, with the whole "team player" thing, everyone needs this for the attack speed and lifesteal. I'd say this is more of a 5's item than anything. It's something I usually don't get, however with a cluster**** of people in one spot, I'd hope your team had the advantage.

Damage

Madred's Bloodrazor:
I see people get this very seldom (Tryn Users). I could only recommend it for tank fights as long as you had some decent ArP and hopefully with your build, you would still have crit and some decent dmg before getting this item. But it's an item I've never personally used with Tryn. Not saying its bad, but I tend to stay close to items with dmg and crit chance along with ArP in this case.















Calculating Tryndamere's Stats

Dodge

Dodge works with diminishing returns. As an example, let's say you have 10% dodge in your runes. 10% dodge.

You grab Ninja Tabi, which gives 11% dodge. 11% dodge + (89 * .1) = 8.9% dodge For a total of 19.9% dodge. (Note that the 89 comes from the percent remaining from the previous dodge percentages have been calculated.)

You then get Phantom Dancer, which gives 20% dodge. 20% dodge + (80 * .11) = 8.8% dodge + (71.2 * .1) = 7.12% dodge

For a total of 35.92% dodge.


Movement Speed

First, you have your base movement of say 300. You add boots first, always boots first, so if you have boots added - Boots 1 give a flat 50 movement, boots 2 give a flat 70 movement, boots 3 give a flat 90 movement.

Let's say you get boots 2. That's 370 movement. Then, you get 35% movement speed buff from items or runes or masteries or buffs: that 370 is multipled by 1.35, or 499.5 movement speed. If this is the only thing affecting your movement speed, the diminishing returns formula kicks in.

Diminishing returns - For each point of movement you would have above 475, that amount is reduced by 50%. So if your final movement speed was 733, it would be reduced to 475 + (733-475)*0.5 = 604. For each point of movement you would have above 400, it is reduced by 20%. So if your speed after all mods was 430, you would end with 400 + 30 * 0.8 = 424.


Armor and Magic Resistance

Every 1 armor means the damage it takes to kill you is extended by 1% of your hitpoints. At 100 armor, it takes 100% more damage to kill you, ie it requires double damage, ie you're taking half-damage. At 300 armor you're taking 25% damage, etc.

Magic resistance works in the exact same fashion, except it does so against spells only. There is no overlap between armor and magic resistance at all. (Ex. Having 500 Armor would have no impact on spells, having 500 Magic Resistance would have no impact on physical attacks)


Why No One Should Ever Buy Crit Dmg

It angers me, because I didn't do the math, or at least read up on it, before choosing my runes. But clearly ArP is better than Crit Dmg. I take no ownership for the following quotes and information provided by EnderA in any way! But I'll paste and provide the link to the spreadsheet he provides for choosing the correct runes as well as the math he has done for his reasoning why Arp > Crit Dmg. Hope this helps!

EnderA's Spreadsheet
http://www.leagueoflegends.com/board/showthread.php?t=70173 The link is given from his thread. It won't pickup by a direct link if I gave it.

EnderA's Blog
http://www.leagueoflegends-wiki.com/lol/guides/why-no-one-should-ever-buy-crit-dmg---by-endera-1

Which Basically states:

Crit damage seems great. At first I thought it would be awesome. Then I checked the math. I have not looked back since.

First of all, Crit Damage fully relies on having a chance to crit to do *anything*. That means your item build is locked-in, and your effectiveness is purely late-game. You *have to* go crit chance in order to make it effective, meaning you can't adapt to the game as it progresses.


Second, only two champions benefit significantly from Crit Damage. Shaco can benefit because he starts at level 1 with a skill that makes him reliably Crit. Ashe's passive gives her somewhat reliable Crits as well, but is still quite conditional - realistically the passive only affects the first attack of any fight.

Third, and probably most convincing, Crit Damage is strictly worse than Armor Penetration, even on the crits.

In Marks, you're trading 17.64 Armor Penetration for 20.07% Crit Damage. In Quints, you're trading 11.73 Armor Penetration for 13.38% Crit Damage. The sum of those is: 29.37 Armor Penetration for 33.45% Crit Damage.

This is how damage is calculated on a crit:

Final Damage = Damage * Crit Damage * (100/(100 + armor - armor pen))

So let's assume the opponent has around 30 armor, perfectly normal early game. Since the amount of damage you're doing is irrelevant to the comparison, let's say it's 100 damage for the sake of simplicity:

With 33.45% Crit Damage: 100 * 2.3345 * (100/130) = 179.58 damage
With 29.37 Armor Pen: 100 * 2 * (100/100.63) = 198.75 damage

That's right, Armor Penetration did more damage on a Crit.

But, you say, people have more than 30 armor. Alright, what if they have 100 armor?

With 33.45% Crit Damage: 100 * 2.3345 * (100/200) = 116.73 damage
With 29.37 Armor Pen: 100 * 2 * (100/170.63) = 117.21 damage

That's right, Armor Penetration did more damage on a Crit. Again.

But, you say, late game people can have a ton of armor. Alright, what if they have 200 armor, and you have an infinity edge?

With 33.45% Crit Damage: 100 * 2.8345 * (100/300) = 94.48 damage
With 29.37 Armor Pen: 100 * 2.5 * (100/270.63) = 92.38 damage

That's right, Armor Penetration almost did more damage on a Crit. Late game.

Convinced yet?















I am always looking at ways to improve my builds and these happened to be ones that, after many attempts of putting the right items together, worked the best. This guide was made to give you choices, many of them. I don't give you just one build, but several to choose from for your taste. Simply put, my guide gives you options, choose whats right for you! In the future, hopefully I can get some guides/videos up for team matches. I do appreciate your feedback, but never harsh negativity. Thanks for reading and I hope that after having put all the time I did into this guide, that it may help you become a better Tryn or maybe give you a better build idea.

This guide will be updated accordingly, PLEASE ask all questions that you may have in the comment section below!!!
Comments and ratings are greatly appreciated! :D


"Follow my blade!" Tryndamere