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And
One problem with this is you put in the con section it can be resisted to counter ap tryndamere you have to build armor not magic resist. So anyone that typically builds armor will generally counter him. Also i dont agree with taking q first and you should pretty much always take e first as ap tryn and max it 1st e is your main damage and you shouldnt need you q pre Lvl 2 and if i ever played against an ap tryn that took q first i would take advantage of it as he has no trade.
You should definitely neither take nor max Tryn's E first when playing ap. You do have a higher dmg out put then maxing your Q first but you do not have enough safety as your dmg out put on ap Tryn is not that much. Maybe the runes and masteries i used were not good for ap Tryn but i don't think it's legit to play Tryn on ap.
Thanks for the Suggestions! I will certainly use use those when I update (well, version 2.0) AP Tryn soon enough.
I will implement everything but perhaps the skill order sequence. Although that's not a absolute, its just I generally try to avoid giving specific examples since there never is one way to build any champ. Its a known fact many Pro's make fun of most guides purely of this.
AS always, Strategy beats Tactics.
Thanks, CanadianBadArse!!
Oh cool, your making a second guide like this? Can't wait to downvote it.
Meh, it's okay. It's just incredibly short. I wan't to clarify I am not downvoting you because this is an AP
As a final note, you should add a skill order maxing sequence. Though different situations call for different maxing orders, there's generally a certain order that works best.
Thanks for the Suggestions! I will certainly use use those when I update (well, version 2.0) AP Tryn soon enough.
I will implement everything but perhaps the skill order sequence. Although that's not a absolute, its just I generally try to avoid giving specific examples since there never is one way to build any champ. Its a known fact many Pro's make fun of most guides purely of this.
AS always, Strategy beats Tactics.
Thanks, CanadianBadArse!!
Second, the ONLY reason you GET LICH BANE is if you have AP. Which in fact this Tryn does.
Would you play Fizz without Lich Bane? The reasoning is the same for AP Tryn.
Also, since I don't explain how I play him but rather who AP Tryn is, please understand this isn't a normal guide. Its also called a guide, not game-plan idea.
P.S. With Critical and CD, you get to use your E a lot more often than Yi can.
It wasn't a case of a pro player "doing it once for the lols". It was a case of a diamond player repeatedly carrying games in diamond with AP Trynd, then carrying his smurf to diamond with nothing but AP trynd in like a week, then a bunch of other players trying to emulate him, and succeeding with excellent results. AP Trynd was broken as hell. I don't know whether Pantheon would beat him or not, but he sure as hell wouldn't stop him from pushing late-game. Also, I feel I should mention that AP Trynd's early-game is even stronger than AD Trynd's because he also takes armor pen, making his auto-attacks and crits hurt like hell, as well as his spin doing more damage than AD Trynd's.
Again, you seem to be looking at him from a team-fight perspective, what with the "one damaging skill". He doesn't team-fight. At all. His spin is on a 5 second cooldown or something, it clears an entire minion wave in one click, clearing an entire minion wave gives him max fury, max fury heals him for his full HP bar. If you ever catch him out while he's split-pushing, he's going to spin away, heal his full HP bar if you somehow manage to get him low, then spin away again 5 seconds later, ult if for some reason you're still on him and dealing massive damage, spin away again, heal for his full HP bar once more, spin away again, and there's no way in hell you'll still be able to chase him, let alone kill him. Then as soon as you leave, he spins your minion wave and it starts again.
I honestly have no idea how AP Trynd is doing since they changed his Q, probably not as strong anymore, but it was broken as **** at the time when it was popular. I personally got carried by an AP Trynd in a game vs gold players.
I'm annoyed more that this guy decided to downvote ALL THREE of my guides just because I downvoted his for multiple legitimate reasons. Whether AP Tryn is viable or not (I guess it is if you say so, can't ignore facts like that) this guide is still terrible. If I was going to play AP Tryn for some reason, I would never consider using this build. The coding is practically nonexistant, and in short the guide is just bad. And yet he retaliates and downvotes all of my perfectly fine guides just because he's angry
Lmao.
Oh, and how incredibly ****ing mature of you to revenge-downvote all three of my guides. Don't blame me for you falling into a noob-trap and thinking its viable.
It wasn't a case of a pro player "doing it once for the lols". It was a case of a diamond player repeatedly carrying games in diamond with AP Trynd, then carrying his smurf to diamond with nothing but AP trynd in like a week, then a bunch of other players trying to emulate him, and succeeding with excellent results. AP Trynd was broken as hell. I don't know whether Pantheon would beat him or not, but he sure as hell wouldn't stop him from pushing late-game. Also, I feel I should mention that AP Trynd's early-game is even stronger than AD Trynd's because he also takes armor pen, making his auto-attacks and crits hurt like hell, as well as his spin doing more damage than AD Trynd's.
Again, you seem to be looking at him from a team-fight perspective, what with the "one damaging skill". He doesn't team-fight. At all. His spin is on a 5 second cooldown or something, it clears an entire minion wave in one click, clearing an entire minion wave gives him max fury, max fury heals him for his full HP bar. If you ever catch him out while he's split-pushing, he's going to spin away, heal his full HP bar if you somehow manage to get him low, then spin away again 5 seconds later, ult if for some reason you're still on him and dealing massive damage, spin away again, heal for his full HP bar once more, spin away again, and there's no way in hell you'll still be able to chase him, let alone kill him. Then as soon as you leave, he spins your minion wave and it starts again.
I honestly have no idea how AP Trynd is doing since they changed his Q, probably not as strong anymore, but it was broken as **** at the time when it was popular. I personally got carried by an AP Trynd in a game vs gold players.
As a final note, you should add a skill order maxing sequence. Though different situations call for different maxing orders, there's generally a certain order that works best.