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Runes are ******ed, pick some and explain alternates in your guide, but pick your main ones for up top.
Skilling order is ******ed and can't be achieved, plus getting yout ultimate at levels 16, 17, and 18? That's Trynd's most important skill.
You have zero good information in this guide, and I mean ZERO. People can learn more about Tryndamere from playing a bot game with him for the first time then they will wasting time reading this.
Also, your items aren't going to work in any good games. The people you're facing have to be horribly bad for those items to even be halfway decent. You have no attack speed (except for a Youmuu's active, which you can't use most of the time), you won't be farming very well at all, and you have a number of low tier items on the (debatable, but imo) hardest carry in the GAME, who is pretty much completely reliant on items to do well.
In my opinion, a Tryndamere guide needs to be something spectacular, or it's not even worth writing. Most builds and playstyles are exactly the same for this champion, unless they are horrible (like yours is). As such, I honestly think you should just delete this "guide", or rewrite the whole thing, cuz this is going nowhere.
(yes, it really pisses me off when you comment on other people's guides just to advertise your own)
Also, if you actually DO intend to turn ths into a REAL guide, you should look at JhoiJhoi's "Making a Guide" guide. It will help immensly.
FIrstly.
How to even pump Bloodlust continuously from lvl 1-5 Lmao?
Secondly.
U are not even well know in Sea client.
Thirdly.
You sucks _1_
The tier 3 movement speed quints help me with some neat movespeed, rising Tryndamere's base move speed from 320 to 325. This will allow Tryndamere to approach minions and last hit them easier and backoff.
The Alacrity, Desolation, Attack Damage, Critical Chance runes all is used to increase his ability to deal more Damage. With the alacrity runes, I find it much easier to last hit creeps with accelerated attack animation of Tryndamere.
The Vitality runes is to give Tryndamere some HP in late game, with the Resilience and Warding to ensure he doesn't go down in HP early in game, allowing him to last longer in lane.
The two cooldown reduction Glyphs are to reduce his skills cooldown.
The AP per level glyphs are meant to enhance his "Q" with an AP ratio of 1.5. It may miraculously save you after you use your undying rage at 0hp just in time.
Finally, it is up to your preference.
I designed the runes this way to stand out from other Tryndamere guides which are almost similar to one another.
Good luck! Hope I've answered your questions. :)