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I do realize that this build is intended for use on TTL, however, I think that the build should be re-thought of or made different to be made more beneficial. I'll explain myself: yes it's nice to have power from your items, but most oftentimes we'll need to set limitations early on so that we can benefit throughout an entire game's length. More or less, most games last around 20-30 minutes, ranked can sometimes last longer. However, you will never reach your MR item in most cases because you will never get that much gold in TTL. Once you have IE and BT from your build, you're looking at a finished game. I believe that once IE is obtained then you need to start worrying about items that will be most beneficial to you and your team. If there's anyone people will hate in 3s, it's usually Tryndamere. Personally, I get Thornmail if i foresee a successful Tryndamere. This is another instance where MR will me most beneficial in your case, on-top of the fact that you very well may be against an ap carry.
I think that many questions can be answered based off what Jeffy has said to finish up my thoughts. I like his analysis so I won't repeat what he has said. As he has stated, we are all for more questions that you may have. I'd recommend that you PM me if you do end up with more to ask. Also, you may link your guide in my threads to get more publicity, but I would recommend that you clean up the guide a bit before you did.
Skill sequence I'd recommend maxing Spinning Slash first. AFTER you get 2 points in Blood Lust. The flat damage you get from Spinning Slash is better than the stacked damage you get from BL. My skill priority would be R>E>W>Q. Blood lust is important but not until you hit mid to late game where the heal can be a bit more beneficial (as well as the bonus AD).
Your item build is standard Tryn, I wouldnt list Oracle elixer. FoN isn't terrible...But QSS (Quick Silver Sash) is much better, it removes ALL debuffs. QSS basically should be standard on Tryn now a-days.
Overall your BUILD is alright, nothing completely out of the ordinary which is good. And nothing to weird like a Hextech Revolver or some such nonesense (at least for AD Tryn). If I had to pick a bone with anything it's your item order. the AS and Movespeed from Zeal is great on Tryn, but my experience (primarily on Summoner's Rift) since Tryn's re-work is that he needs a better balance of damage and AS early game. Pre nerf Tryn's crit damage was epic because Blood Lust granted bonus Crit Damage so you could get away with Zeal. Now that all you get is damage, the need to crit early game is a bit less important to me. I'd like to see a Brutalizer for mid game before you get your IE and then Ghost Blade. TTL is perfect for Tryn because of his spinning slash mobility. So an item like Zeal is less noticeable than it would be on SR where lanes are larger and there is a lot more ground to cover. Mocking Shout when used properly will give you the edge to catch an opponent, so you won't need a lot of movespeed passed boots/zerker greeves for early to mid game.
Guide-Very informative. But there is too much to read for this to be 1 guide. Your section about TTL has little to do with Tryn. I would recommend making an additonal guide suited to TTL only. Your guide should first and foremost be about Tryndamere, no one is going to read the whole thing if they notice it has 100 sections and only 10 of them pertain to Tryndamere.
So to summarize: Streamline the guide, the additional things like ward placement/start game/tricks and traps etc. Basically anything that goes past your first 5 chapters is TOO much. You should have 1,2, 3 chapters at the most devoted to additional information that pertains to Tryn indirectly. Those sections could be something like
"Tips and Tricks for Tryn on TTL"-Covers spin/flash locations success in lane. 4-5 paragraphs maximum
"Wards and You"-Covers general warding with the broad statement of "Vision means control, and control means you'll know what your enemy is up to" 1-3 Paragraphs maximum. Anything more and people will get burned out. Keep it simple, remember this guide is meant to foucs heavily on Tryn within TTL not TTL and Tryn. Discussing metagame strats is getting too detailed.
"Optional Items"- You have "Item Discussion" WAYYYYYYYY at the bottom of your guide. WHY??? It's something that directly affects Tryn and how people will build. It needs to be up higher, right after your masteries section or so. It's an important part of the guide and something people would likely want to know is available to them rater early in your guide. It should be moved up.
Overall I won't +/- this. Mainly because I think you have a very in depth set up. But it's too much. You get way to deep into strategy that, while important, pertains to the overall TTL meta, and not to Tryndamere. As I said streamline it, make a second guide for TTL that takes pretty much ~60%-70% of your current guide away which is good. Keep the core things that directly affect Tryn, that includes Build/Runes/Masteries/Summoner's/SOME Tips with Tryn/SOME basic strategy for Tryn/Items/SOME Ward information/Pros and Cons of Tryn...So basically (or even more basic) chapters you should keep:1,2,3,4,5,11,13,18,19. Everything else goes into a seperate guide.
Hope I helped if you have any questions just PM me or respond here.
Also, if you kill the dragon, spin through one wall, flash over the other, you're immediately at the red buff lizard.
Ghostblade give him some AS so stacking PDs isnt a must. +1
FoN is nice since it gives him some MR and ups HP regen. This is good since HP is important on tryd. +1
Over all its different, which I personally like, so Ill be checking in to see if things are updated and/or you add more to the guide. But +1 overall.