Build Guide by john_the_best

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.

League of Legends Build Guide Author john_the_best

Your Tryndamere Resource

john_the_best Last updated on November 1, 2010
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Brute Force
Improved Rally

Offense: 21

Strength of Spirit
Veteran's Scars

Defense: 9

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 0

"This'll be a slaughter." Tryndamere

Treat this guide as you would an actual website created for Tryndamere. There will be blogging and much explanation. THIS WEB PAGE WILL BE UPDATED FREQUENTLY BASED ON NEW SUGGESTIONS AND ITEM BUILDS!

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.

Changed Build As of Saturday, August 28, 2010 - The bottom explains what I used to do with Agility Elixir at the start of games, but many people looked down upon it. What is stated below no longer applies to my build above. It will be left here, however, for reference to those whom are truly worthy of using it.
NOTE: The item build ABOVE (Used to use Agility Elixir to begin games) 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.


Section I: News, Updates, and the Latest Discussion
Section II: Apotheosis Trailer
Section III: Abilities, Spells, Runes
- Skills
- Spells to get
- Spells not to get
- Runes
Section IV: Reasoning For My Spells, Skill Order, and Talents
- Main Spells
- Skill Order
- Talent Tree
Section V: What You Should Expect From Tryndamere and How To Play
- What to Expect + Some of My Thoughts and Perspectives Behind Tryndamere
- How to Play As/With Tryndamere
- Laning and Playing Smart
- Using Spin and Flash to Your Advantage
- You, Your Team, and Wards
- Jungling as Tryndamere
Section VII: Item Build for Beginners
- Early Game
Section VIII: Item Builds
- Early Game
- Mid Game
- Late Game
- Final Results
Section IX: Other Possible Items To Get
Section X: The Math Behind Tryndamere

News, Updates, and the Latest Discussion

League of Legends v1.0.0.103
* Lesser Mark, Mark, and Greater Mark of Desolation armor penetration reduced by 15%
* Lesser Mark, Mark, and Greater Mark of Strength damage increased by 200%
* Lesser Mark, Mark, and Greater Mark of Might damage per level increased by 35%
* Lesser Glyph, Glyph, and Greater Glyph of Strength damage increased by 200%
* Lesser Glyph, Glyph, and Greater Glyph of Might damage per level increased by 35%
* Lesser Seal, Seal, and Greater Seal of Strength damage increased by 200%
* Lesser Seal, Seal, and Greater Seal of Might damage increased by 35%
* Lesser Quintessence, Quintessence, and Greater Quintessence of Desolation armor penetration reduced by 15%

Apotheosis Trailer

Added Friday, August 20, 2010
This is a short clip that I made from scenes that I thought moved with my video. The movie quality isn't as good as it should be, but it will do for now. I'll see if I can upload a better quality video later. These were clips that I gathered over a few days. I don't expect you to think that there was a great deal of skill involved in the movie, although, it will show you that crit chance feeds you early game, so the rest is a smooth ride to victory.

Select 480p for this video for the best quality obviously, and I'll try to get it out in 1080p asap. Programs used: Sony Vegas, CS4 and Fraps.

This video includes the idea of music from Hydra's 7th movie. Great priest if anyone plays wow and wants to take a look at his movie.

Now, what the future holds:

I plan on throwing out some clips for proving my points on crit chance vs crit dmg (some theorycrafting). I also plan to provide some clips to show the ideas that I've given in this guide including some tricks. I'll give more information later.


-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. ^_^


-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!
-Although Tryn has UR, he will still be kited by most higher elo teams. Stay away if bushes if you can, for the enemies will use those to hide in real fast so you will stop auto-attacking with UR popped.

Base Stat

461 (+98 / per level)

0 (+0 / per level)

Move Speed

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)

Abilities, Spells, Runes


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

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).

* 14/13/12/11/10 seconds

* No Cost

* 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.

* 14/14/14/14/14 seconds

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

* 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.

* 9 seconds

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

* 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.

* 110/100/90 seconds

* No Cost

* 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.


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

Reasoning for my Spells, Skill Order, and Talents

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 Slash 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.

What you should expect from Tryndamere and How to Play

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.

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.

Using Spin and Flash to Your Advantage

I've noticed that many people don't know how to use the walls in Twisted Tree Line efficiently as Tryndamere. Without proper usage of these walls, Tryndamere is kind of just an useless ally. I will discuss my techniques and methods when it comes to setting up ganks and making clean escapes using walls.

1) This wall is very important for many reasons, but I'll go ahead and explain why I marked it. You'll see that I went ahead and put an X on the line that goes around it. That is there to represent that you shouldn't waste time running around the wall when, instead, you can spin through it. You may need to recall before hitting 6 due to very low health. In this case, most likely, it's because your enemy has been kicking your ***. You'll need to heal and use that wall to quickly get back in action so that you waste no time, most importantly if the enemy is taking out your turret. The wall is also prime for escaping from turret diving sons of *****es.

2) This is the whole reason I even carry. Without this wall, carrying would be a *****. First of all, if you know there's 2 enemies on bot, but the top is mia, then you must hug this wall if you wish to start killing minions. This way, you're basically safe from death. Every now and then, people hover on the other side of the wall, but they wouldn't kill you if they ranged (Unless you're low health of course). But, most importantly, this wall is your safety net for when fights go wrong. Just don't attempt to spin at the last second or you'll be risking your life. This wall is also very important for your ganks, whether it be team or solo. Also, in case you're killing dragon, try to make habit of sitting at the bottom or to the sides of this wall so that you can make your escapes if necessary. Getting killed when attempting to kill dragon isn't fun.

3) This wall is nice for up-top ganks, but important when carrying your team. You need to be aware of when your opponents on bot are close to your bot turret. They won't be capable of escaping to easily and it'll be an easy 1-2 kills.

4) I have a series of different arrows for these walls. There are so many jukes/tricks that can be pulled here for both escapes and excellent ganking opportunities.

5) I went ahead and circled this area because there are endless possibilities when it comes to using these walls. The center piece that looks like an upside triangle can be used to juke/trick your opponent. The corners of this triangle are nice for times when you get ambushed while jungling.

6) These walls are for surprise attacks on the enemy when you can turret dive.

7) For back-dooring and escaping ganks when you have no where else to run and recall. This is not always a great place to escape because when you face range/casters or others who can jump through walls as you can, you won't live long. I'll use it only when I know I can get away. Don't worry, you shouldn't end up near the turrets to receive damage.

You, Your Team, and Wards

Warding is way too over looked my many teams. I'm going to show you how to ward correctly, or at least how my team and I ward.

The red circles indicate where my team and I place our wards. We each dedicate ourselves to placing a ward in one of those green spots for the entire game. So, if I place a ward above the dragon, I must replace it when it goes out. This eliminates the costs all falling on a single member each game.

The blue circles indicate other possibilities. I simply showed how my team approaches wards. Remember that it may be important to have a member grab orcacles if you are suspicious of the other team laying wards out across the map. I remember playing one game, and destroying a total of enemy 8-10 wards. I'd say if you're team is facing a stealth, this option becomes much easier to approach.

For the time being, on a bit less of a competitive level, the green indicates where wards need to be placed on the map for a premade team. Usually, I recommend having at least two: one by dragon and the other by baron. You can make sure that these two aren't being taken and also receive a heads up when company is about to arrive. These need to become full time ward positions, so everyone needs to take turns placing wards out. The other four circles can be placed in the bushes to help prevent ganks on your team/team members. These areas are usually where the first ganks occur and normally feed a team.

Jungling as Tryndamere

I never get a break from Tryn when it comes to ranked 5's because my team won't let me be anyone else. For that reason, I had been really bored with 5's lately. So, JEFFY40HANDS posted on my threads asking me about jungle Tryn. I was skeptic at first, but after he talked about it and made a guide, I checked it out. I took his jungling idea and tried it a different way. This is what I came up with:

-Small camps (initial time and respawn counter) spawn at ~1:50, repawn =2 min
-Rune camps (same) spawn at = 2:00, respawn =2min
-Dragon (same) spawn at ~5 min, respawn is 6 min
-Baron (same) spawn at =15 min, respawn =8 min

-Golem buff (duration+effect) (25% reduced cooldowns and 1% of max mana per sec reg) 1 min
-Lizard buff (same) (15% slow on hit + damage over time which is based on your level) 1 min
-Purple Spikey Nashor Awesomeness Buff (same) 40 AP and 20 DMG, plus 1% of health/mana per 5 sec ~2min

As far as the spell and item order come along, revert back to the 2nd Tryn spec on this guide.
These instructions are for users with 20% CrC from runes at start:
Upon starting each game, I'll pick-up and 5 This is more than suffice for jungling and you might find yourself leveling faster than if you were using another champion. At 1:40, start and complete in this order: 5->3->2->1->recall->5->4->3->2->possibly dragon if you can get aid or happen to be full health with enough elixir and pots left. From there, you can choose to continue jungling or gank/aid lanes.

OR ?
My personal preference is going with I cbf'd choosing over trying to secure kills and forcing my target to miss. What's funny is, I believe that I jungle better with Tryn than I do with WW. For this reason, I don't need smite and it's merely a waste to me. Now, if your new and don't have the runes, then you will need smite.

Item Builds for Beginners

If you've just started playing the game, just started playing Tryn, or don't have the runes, you will fall under this section. You can't start out with my main build because you simply won't have the CrC to do so and will either quickly become turned off by the entire guide or possibly give up on playing this champion altogether.

An example build in the order of what you'll be buying will look like this:

Early Game
You will start off with almost always and get your two . This is going to allow you to migrate in a few directions, so choose wisely! There are three items you will look into when you have the gold to buy one of them. These items are The will provide you with 12 CrC and gold over time. You will get only if the other team has a champion that will pose a threat and heals well. Who I usually have in mind when buying this item is Mundo and Sion, or even a combo of the two. They rely on their ults to "Go where they please". It also provides 15 CrC + the lifesteal. Don't overlook this item. Lastly, there's which will bump you up to eventually. You will have to get after one of the other two items if you don't begin with it, but do remember to get your boots in between them.

If you feel safe doing so, you can always get when you feel like it. When I do 3's, at level 6 I'll often get it for jungling/ganking purposes.

So, let's say you started off with you will hold onto this item for quite some time. With it and you will have a CrC of 62%. The only downfall obviously with this build is that it will take you longer than it would for someone like me who has full CrC runes to reach There's not much more you can really do about this however. Upon receiving you can continue to build as I normally recommend. Follow the rest of the guidelines below.

Item Builds

The following information is set up for those who runed crit chance. Don't worry, there's more to see in the Final Builds. They will show options for whatever runes you decide to go with as long as they're crit chance, crit damage, or ArP.

Early Game
Usually I start off by getting and two allowing me to reach six without having to recall. I'll upgrade to and get after it. We're getting Zeal as a nice first item to start of off with some crit and later on we might reach Phantom Dancer with it. Boots are totally up to you and are usually chosen when you know what you're up against. You may choose to get either or to start working towards . Lately I've been getting to maximize damage earlier while I have a decent passive crit chance.


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 can be real aggressive and still safe. Usually, I recommend that you get this only if you have crit chance runes. You'd have around 40% crit strike rating and an additional 20% att speed.


Around early game you're going to want to look like this: OR

The main focus of the beginning of every game for:

3s: 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, but it might require you being a lot more defensive since the other team is going to usually put their best ranged in mid; someone who can harass like a mother. 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. Again, this won't always be possible and usually isn't in higher ranked 5s.

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 We need crit damage asap so we can start showing the other team what's up, and most importantly, so we can get some real damage under our belt. The game doesn't get any better without this item. Start working on by grabbing for a cheap item and some lifesteal.


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

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 sum 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 or another Since we have a decent crit chance, we'll 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!

During Late Game you'll want to look like this: Upgrade from Zeal OR

Last Items

If you decided to get as your fourth item, then go ahead and get as your fifth. It is really a personal preference as to what you will choose for your fourth item. Usually, I get more damage, but some would choose to finish they're by getting and then get another


I'd go with for the health, extra att dmg, and making sure your opponents aren't fleeing little *****es. Otherwise, choose an item of your choice from: Section IX: Other Possible Items to get. Everything about the other acceptable items will be explained there.

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

List of some fully completed final builds:

Crit Chance Rune Builds:

I'm fine with Double Phantom at the end of the match. This way you hit fast and hard while moving and dodging like a king. This makes Nimbleness more worthwhile whereas it's really nothing without much dodge. Remember, there's no reason to start getting Phantoms early game when stacking crit chance runes. I understand that your passive becomes meaningless which is why I never do this (don't ever get to this point anyway), but this late in the game, usually you'll have a good idea of whether you'll want to have some fun or if there's a chance you'll need more survivability. Which brings us to the next build...

Like the build before it, but this build is probably much better for staying in the fights longer. Usually you or the tanks will want to engage so that everyone focuses you/tank instead of the squishies. This will help you stick to your targets a bit better as well.

Crit Damage or Crit Damage/ArP Rune Builds:

I understand that there are many people still out there who prefer sticking with full crit damage runes. Usually every single Tryn that I face is fully crit damage runed if he's their main. Look, it's not as terrible against squishies as it is against tanks obviously. Do what you want, I already gave my advice on runes. Obviously I'm going to need crit chance asap if I want to ever benefit from my crit dmg runes. You can't simply wait until low health early game to start critting and benefiting from these runes. When you look at the builds I use with crit chance runes, I'm trying to get Infinity Edge as soon as I can, because it makes up for not having as much crit damage. It's vis versa with crit damage runes. After you get Infinity Edge, you'll have 50% crit chance with this build. Critting half the time is forgiving enough, not to remention your passive obviously gives your more crit chance as your become wounded. So with that said, get as much damage as you can, and you'll be making tanks rethink tanking. You might ask, why two Bloodthristers? Well if you're killing, then all you're going to be doing is stacking them to maximize damage and lifesteal and you need to understand that you don't always need to worry about losing health to benefit from your passive. If you're living from fights via lifesteal and dominating, then isn't that a good thing?

So we step back to the first build with Frozen Mallet. If you want to stay in the fights longer, and possibly never end up dying, then again, this is the way to go.

Other Good Choice Items to Get

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.


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.


Guardian Angel: The item's nice obviously when Undying Rage isn't enough. It definitely beats escaping a fight and then dieing to Ignite or some DoT. It's not an item I would get often however, if I feel like I need it to win, I'll get it.

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.


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.

Armor Penetration

Last Whisper: If you really need the armor penetration for heavily armored tanks, then this is your item. I'd say normally don't get this item unless you really need it. It'll come in handy more in 5's than in 3's, but if you see the opponent stacking up on, let's say Sunfire Capes, then hell, this could be very worthwhile.

The Black Cleaver: I used to highly recommend this, but then I was questioned by ATS. Get this item only if you have items with a decent amount of ATS and are obviously in need of ArP, otherwise you usually won't apply it's passives stacks fast enough.

Attack Speed

Youmuu's Ghostblade: This is another item that I recommend often when you feel you need it. It's a really great means of ATS and also serves as a decent source of ArP and CD Reduction. This item matched with high end damage items = fast kills.

Critical Chance

Avarice Blade: A lot of people who come to this guide say that they need more CrC early game because they don't have CrC runes and/or want some fast CrC to support their Crit Dmg runes. Most people who are new to the game and have no runes might try these out. They pay themselves off eventually and serve their purpose quite well.

Executioner's Calling: This item serves as a Mortal Strike, aka MS, to any of you who've played WoW or still do. It basically cuts your enemies healing and health regen in half. Great against healing teams and DPS champs like Yi with the capability of healing themselves.

As you look at Section VII: Item Builds, remember that you can use some of the items above accordingly to your builds. I gave explanation for these items so that you could render them in based off what teams you end up facing. Just play with these items/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. 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.

Calculating Tryndamere's Stats


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)



With everything I do, I'll admit, I take some pride in doing so. No matter what it is, I feel as if I have to perform at peak performance. With that in mind, I also thought about the viewers who'd be reading my guide. The only thing I kept thinking was that I really needed to make sure I put everything into this guide to make it exceptionally reliable for you all. As stated, I'll try to keep it updated as possible, although I don't think they'll ever change Tryn in any way. Still, I'll add new discoveries. You can't beat being perfect, yet you can never be perfect. So, that's why we continue to become the best that we can be.

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