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so yea, what u'r saying about the runes is right and i shall look over it,
and the resent buff to spinning slash makes it better than maxing bloodlust; changing spell sequence nao.
Regarding what u'r saying about the build: There are loads of Maximum damage tryndamere builds out there, better, more solid and fully written then any of my work atm will be, therefore if that's what you're looking for, follow them builds.
I've created this build because this is new, ok? i wan't that tanky tryndamere since it's kindof my playstile, anyhow, you've made me think abit about the items and u will probably see some changes to the build shortly.
1. Forgoing IE on Tryn is like building Frozen Mallet on Ashe. It's just not smart IMO. Sure you can do damage just fine without it, but the whole thing is that Tryn is supposed to have high crit chance making IE synergize well with him.
2. Your rune set up gives you survivability....How about gankability? The only thing I hate more than a feeder is a jungler who can't do their job. Two parts to jungling 1. JUNGLING 2. GANKING. With your runes you have 1 offensive stat. ArP, and it isn't even enough ArP to hit for true damage on squishies early game which means you basically can't gank for a kill until leve 5-7. That's a no no imo, Tryn needs early game kills and assists meaning Tryn needs to get out and ganking ASAP. Especially with this build set up you need more kills than a Mafia hitman to even come close to making this build viable. Or *** loads of farm, which junglers generally don't get.
3. If you're going to keep your runes as are, I'd switch to MR per level glyphs. The flat armor makes you durable against creep camps while you jungle, the MR per level will come out for late game against casters when it's more useful. You get a bonus ~75 HP from your Quints, if you do get to build your Atma's that's a whooping 1.5 EXTRA DAMAGE.....Change your quints, more HP doesn't matter if you're doing less damage than the guy(s) focusing you early game....Which tbh with the lack of damage items you get early/mid game they will be dealing more damage than you...A lot more. Those quints are garbage, udder garbage for Tryn. I know Atma's is to synergize with Warmogs, and that's fine...But that bonus 1.5 Damage from your health quints isn't worth those 3 quints slots...It's not even worth 1/8 of 1 quint slot IDK where you got it to put them in there, but I hope after seeing the math you regret ever putting it in your build.
4. More on your item build: Vamp scepter start is fine....Farming into Avarice Blade? I see the reasoning behind it, but it's not good reasoning. "Oh this will get me gold while I travel"...Yeah it will but it takes ~2-3 seconds to get from creep camp to creep camp...3 creep camps and you've just made ~5g from walking and ~300 from creeps? woot 305g...GP10 (Gold per 10) items aren't terrible, but there are better items. My mind set for Tryn (post nerf errr re-work) is that he needs a fine balance of AS and Damage to have a viable early game. Your build completely forgoes damage for survivability, which is alright. It's different but the crutch of this build lies with Atma's, but Atma's benefit won't be visible until Tryn hits 18 and has his full amount of HP. That is to say unless you get your Warmog's. Problem is overall you have no damage at all....You have AS, AS and more AS there is no damage item in your core build. It's just bad, I have no idea how people have upvoted this build without damage being in your core items. Atma's imo is a defensive item with an offensive bonus, but it only gives you an additional ~40 damage late game. Which is nice IF you have other damage items to go with it.
Skill Sequence- Blood Lust has been horribly nerfed. I would recommend only getting 2 points in it early game maxxing Spinning Slash and Mocking shout over it first. The amount of damage from spinning slash goes up 30 damage per point in spinning slash. The amount of damage earned per % of HP missing only goes up by 5....The healing recieved is overall less effective than the damage you can get with spinning slash. Overall this tells me you have no ACTUAL idea of how to build Tryn, even if you're doing an off-tanky build this isn't one I would reccomend.....
Overall verdict: Solid looking guide, but in terms of actual useful or viable or relevant information, you fall quite short. Your runes are sub optimal, your build just doesn't accomplish anything special Your skill sequence is lacking etc. etc. -1....
Even with Tryn's revamp it is sub-optimal to forgoe damage. Yes getting Fury stacked is a great thing, but it doesn't do enough. You'll lose everytime with this build against a Xin Zhao, Udyr, probably even master Yi....
In all, +1 from me pal :)
I checked your build and you're right. We have a similar view on Tryn. And acctually your build does a little bit more than mine. But here's the catch:
Mine costs about 5000 gold less in terms of main items. That is a big difference. Wit's end has both At speed and magic resist. You suggest building stark's and banshee's. Good idea but they cost over 5000 in total while Wit's is a mere 2000 and you get both stats in one item. Sure there's no lifesteal or spell bubble, but the advantage is you have a full core build very early in the game. And that has always been Tryn's main problem.