Tryndamere Build Guide by Crusading Angel
[10.10] Top & Jungle Tryndamere- The Splitpush MonstermeBy Crusading Angel | Updated on May 13, 2020
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On-Hit Jungle Build
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Runes: Normal Jungle Runes
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Champion Build Guide
Updated guide to patch 8.13
Updated guide to patch 8.16 and I added a top lane build.
I will no longer do an update log.
I plan to add a critamere build as well as a top build
Hi! I'm Crusading Angel. Welcome to another one of my Mobafire guides! This is my second ever build guide here. This guide will focus on playing Tryndamere as a very agressive jungler and split pusher at the same time. I've used this build for a decent bit on my two accounts which are in Silver and Gold. I can't vouch for this build/guide in higher elo, but I believe it works decently fine in lower ELO. Please continue reading below in order to get a more in depth explanation.
Note: This guide will use the same format that I used in my first Mobafire guide. I like keeping things uniform. Hence I will use the same format and BBC codes to write this guide. I will also try to update this guide on a consistent basis (based off of feedback and in-game updates).
+ High Damage
+ Great at splitpushing
+ Amazing 1v1
+ Easy to learn
+ Does not use mana
Tryndamere is very good at fighting champions 1v1. Hence the reason why I like to play him as a split-push jungle. The fact that his e has such a low cooldown means that that can be used as both an engage as well as an escape. Pair that with your ultimate and it can often be very easy to go in with your e, finish the champion off (and ult etc.), and go out with that e. For that reason, I like to take ignite instead of flash when jungling to make him even more dangerous.
- Little crowd control (cc), only has a slow
- Timing your ultimate can be difficult
- Susceptible to teams with a lot of cc
- All or nothing sort of champion
Tryndamere's biggest weakness is probably cc. Tryndamere is a champion that deals damage mostly through melee basic attacks. This means that Tryndamere has to get up close and in that opposing champion's face. This can be difficult if opposing champions can just lock him down or stun him in order to get away. At the same time, it can be somewhat hard to time your ultimate. His ultimate is put to best use when Tryndamere is at low health. I often try to time the ult at around 10-25% health for maximum damage output. However, sometimes that leads me to mistime everything and end up dying instead of ulting. This can lead to a lot of loss damage and can even cost you the game!
Lethal TempoIt will help speed up your autoattacks.
TriumphYour ultimate is your bread and better. Going face first into an enemy means you'll generally come out with low health. Using this rune will help ensure you come out alive if you get some kills.
Legend: AlacrityThis is build focuses somewhat on attack speed. Use this rune to help add some more attack speed to help you split push and take turrets. You may want to switch to Legend: Tenacity if the other team has a lot of cc.
Cut DownThis rune will be of best use to you. You are generally going to be low health a lot. Hence this rune will be of best use to you.
Nimbus CloakThis will help you move quicker so that you can chase and damage your enemies.
TranscendenceThis rune will help reduce the cooldown on your skills. It specifically helps to decreae the cooldown on your Spinning Slash which will help you do more damage/chase/or escape.
Other Viable Runes
Gathering StormAgain another pretty common rune taken on Tryndamere. This rune is naturally more helpful for you during the late game.
Legend: TenacityThis rune will be good in situations where the enemy team has a lot of cc.
I will generally go Smite and Flash while jungling. I may take Flash and Ignite or Teleport when going top.
Smite-A must for when you're jungling.
Ignite-I take Ignite when I know I can play very agressive in lane. Otherwise I will take Teleport and just play safe/farm it up for late game.
Teleport-A great spell to use if you want to get back to turret, to farm, or to help out a teammate etc. This is great for when you are playing Tryndamere top.
Flash-This skill is great for chasing, running through walls, initiating, etc.
Ghost-I can't say that I use this much, but it may be helpful for ganks, escapes, kiting, and chasing.
Exhaust-Your challenging smite already helps to decrease damage when jungling. Your Mocking Shout already helps to decrease damage. There are better ones to use.
Barrier-This build focuses on doing as much damage as possible not shielding yourself.
Clarity-Tryndamere doesn't even use mana! Plus this spell is no longer available in SR.
Cleanse-It's true that cc hurts Tryndamere, but honestly there are a lot better summoner spells out there.
Heal-This is generally used for ADCs. You already have an ult to "trick people" and an e to escape and a q to heal. You don't need heal when your kit has the same functionality as this spell.
Battle Fury (Passive)
Each point of Fury grants 0.35 / 0.4 / 0.45 / 0.5% Critical Chance (at levels 1/6/11/16).
Active: Tryndamere consumes his Fury, restoring 30 / 40 / 50 / 60 / 70 (+30% of ability power) Health , plus 0.5 / 0.95 / 1.4 / 1.85 / 2.3 (+1.2% of ability power) Health per Fury consumed.
Mocking Shout (W)
Spinning Slash (E)
Undying Rage (R)
Long Sword+Rejuvenation Bead+Warding Totem
I like to start these two items first because I like to finish my Tiamat as soon as possible. I most often try to play more so for the late game. I do not take pots so that I can finish my tiamat on my first back and then be able to teleport back into lane with it. From that point on I'm able to make up for the slow start by eventually (and most often) outfarming the opposing top laner.
Afterwards I like to finish my phantom dancer as my first complete item. The item increases your 1v1 potential through the lament passive. Furthermore you can strike down turrets a lot quicker.
Next up I build infinity edge so that I can get some damage on Tryndamere. Getting this item should provide you with a very nice amount of damage when paired up with your Phantom Dancer.
Blade of the Ruined King
Next up is a life steal item. I often like to build a Vampiric Scepter after I finish my infinity edge so that I can get some sustain. I often like to solo dragon by myself a lot of time. Tryndamere is very efficient in take dragon. At the same time his E/spin provides a very easy means of escape. I also like to build a BORK because it can help shred tanks better as well provide a slow.
I then like to build guardian angel for my 2nd to last item. The respawn time at this point in the game begins to very long. Guardian angel added onto your ult essentially gives you 3 lives. (Doesn't that sound fun).
I generally don't get to this point in the game, but if I do and need more damage, I go for the ravenous. Otherwise I like to build the titanic if I need some more tankiness.
Hunter's Machete+Refillable Potion+Warding Totem
Take Hunter's Machete since you're playing a basic attack focused champ. Get Refillable Potion for the sustain.
Skirmisher's Sabre - Bloodrazor
I feel that this is the best jungle item for tryndamere. The challenging smite gives you a nice burning effect on basic attacks as well as 20% damage reduction for 4 seconds. It's a must have item when playing on-hit tryndamere. I generally finish this item first if I'm behind.
I generally max this first if I'm ahead. Meaning that I've had several successful ganks. You can make use of all three of its main stats. The attack damage and attack speed is obvious. What you may not know is that your Q and E actually scales with ability power as well. This was definitely a first buy for me earlier in the season when the item cost 3k gold to build. At 3.3k gold it's now more of a toss-up.
Basically get the B. F. Sword for the damage if you an and then finish the item. I chose this item because it has high damage along with some nice attack speed, passive, and movement speed. This item essentially replaces Infinity Edge for my build in patch 8.13. It's also cheaper than infinity edge which is a plus.
Then you want to finish your boots. I sometimes finish my boots. after I get my Guinsoo's Rageblade or after my Stormrazor. I generally finish it as my third item. Get Mercury's Treads for AP/CC heavy teams. Get Ninja Tabi against heavy AD teams. Berserker's Greaves is an okay item on Tryndamere, but I find I get more utility out of the two other boots. You may want to build Ionian Boots of Lucidity if you are doing a cooldown reduction build.
Blade of the Ruined King
Next up is a life steal item. I often like to build a Vampiric Scepter after I finish my Guinsoo's Rageblade in order to get extra sustain in the jungle. I then proceed to finish my Infinity Edge before moving on to an item such as Blade of the Ruined King. I like to stick with a BOTRK because it works as my quasi-tank-shred/on-hit item. I like to use the passive to help chase people down too. You may want to alternatively get Death's Dance instead. I build this close to last because Tryndamere already has high sustain from his Bloodlust.
I very often like to get this for my last item. Chances are that you are really ahead right now if you're able to get this far. I get this item to help further my lead. Undying Rage in addition to Guardian Angel means that there is a good chunk of time when you are unkillable. I like to sell this item after the passive is gone. You may want to get additional armor penetration by building a Black Cleaver, Lord Dominik's Regards, or a Mortal Reminder.
Attack Damage (Offensive items)
I don't always take this item when jungling with Tryndamere. There's a simple reason for that. Most games now a days are either your team stomping the enemy team or the enemy team stomping you. If my team is stomping, I generally build more damage. If we're losing, chances are I won't be able to get this far to build a tank shred item. This is otherwise a great item if the enemy team has a tank heavy comp in those very close and nail-biting games.
I've recently been falling in love with this item while using this on Garen. This item is great for giving you some extra tankiness while at the same time giving you some more damage to hit towers with.
The stats and price are very similar to Bloodthirster. The only difference is Bloodthirster a shield. While Hydra has a passive for pushing and an active for more damage. I personally don't use this item when I'm building on-hit as I feel like it takes from your 1v1 power. I honestly find I can also just Spinning Slash through a minion wave and just kill them as quickly with my attack speed. This is a decently good item on Tryndamere. Just don't build it when you are going on-hit. It's a lot better when you are laning and are looking to farm as much as possible. My build emphasizes 1v1 and taking down objectives as a split pushing jungler.
This item now goes in the situational section because it sort of got nerfed in terms of crit chance. You generally only want to build this once you've already finished another crit chance item first.
It removes debuffs, while supplying attack damage at the same time. Definitely buy this if you're playing against a heavy crowd control team. Also it gives more magical resistance which is good against heavy AP teams. Again, I don't typically build this, but it has its' uses in different situations.
I don't personally use this item much, but it does help you with your survivability. You deal a lot of damage so the passive should heal you for a lot. The 80 attack damage and 10% CDR is no slouch either. I don't use this item much because it's hard for me to tell whether it's helping to make a difference in my gameplay/damage. People rarely build this in general.
This item would be great to use if you were planning to build cdr on Tryndamere. The new passive is also pretty great.
This item is very similar to Ravenous Hydra. I'd rather go for ravenous if anything, just because I try to play this champ as a strong 1v1 champ and not as a tankier one. This item has more health, but you lose the lifesteal and the damage. You may want to build this if your team is all squishies.
Lord Dominik's Regards
You definitely want to get this for the armor penetration. Teams tend to start building more armor and health on tanks in late game. This and your Blade of the Ruined King will shred tanks. You might want to switch this item out for Black Cleaver depending on the situation.
This item is very similar to the one listed above. The one major difference is that it's great against healing/regen champs and items. Bring this to counter Sona, Dr. Mundo, Janna, Soraka, or Warmog's Armor, just to name a few.
Maw of Malmortius
A great offensive and defensive item. The magic resistance is great for AP heavy teams. At the same time the passive can sometimes come in handy. The shield will give you some extra time to put some damage in. Furthermore the extra 10% lifesteal from the lifegrip passive is very helpful as well. A very viable item.
The item's passive is very helpful for split pushing and extra damage. Although I tend to take this item when I play top so that I can farm. I prefer to take Phantom Dancer because I can do more 1v1 damage.
This item is very similar to Statikk Shiv. The main difference is that this item has a different passive and higher attack speed. This item is much better to use when 1v1 with opponents. I prefer to build this more when I play jungle. I prefer to build statikk more when I'm laning. It provides 12% damage reduction every time you make a basic attack.
I can't say I really use this item much. At the end of the day it's an on-hit item. However I generally only build this if the other team has like 3 or 4 AP damage champions.
This is a guide for people who may want to try and play Tryndamere in jungle. I've included a simple jungle section on what you should do on Tryn.
Your role as a jungler is to:
Farm and level in the jungle.
Secure dragon/rift herald/baron.
Gank over-extended lanes.
Cover lanes whenever your teammate needs to recall.
This means that you should cover the enemy champion from taking your teams turret. Also, if the enemy champion is not there I suggest last hitting minions for some money. This means that you should let minions do 90% of the damage and last hit the last 10%. (This allows you to get some gold, hold down the turret, and benefits you because otherwise the minions would take all the gold anyways). People generally get mad at this because they think you're pushing their lane, but in general if you just last hit, you're not really stealing any cs. Because otherwise your minions would just kill the enemy minions.
Simply follow the steps listed below. Preferably go smite less blue buff first. Ask your teammates to help you.
1. Blue Buff: Go smiteless blue with help from your teammates. Or use smite.
2. Gromp/Wolves: At this point smite is still on cool down. Finish Gromp/wolves smiteless.
3. Red Buff: Use smite on Red buff if you have it. If you get to level 3 add a point into meditate and heal your health. I like to go red buff last because it will stay up longer post-3 allowing for easier ganks for a longer period of time.
4. Rift Scuttler: At this time the scuttler is probably up. With the season 8 changes, the scuttler gives a lot more exp and gold. Plus it does no damage to you. You definitely want to secure this if you can before the other jungler takes it.
I rarely deviate from this path. Generally I gank after getting blue and red buff because red buff will really make your ganks easier. After that I usually continue ganking until the buffs run out.
After ganking, it generally doesn't matter which neutral monsters you go for, just try and kill them in a line as to minimized the time walking as much as possible.
I then proceed to going for a gank. Either that or I recall to get Boots of Speed and Skirmisher's Sabre for my first back.
1. You should generally use this combo when ganking: walk in/use E -> W-> Challenging Smite -> auto attacks -> use R (if needed)/E again (if off cd)/Ignite(if needed).
2. I often like to push the lanes to turrets after a successful gank. I like to make use of my Demolish rune as much possible if I decide to take it. You especially want to do this if you see an enemy jungler bottom while you are top and vice versa. Otherwise recall if you are low.
3. Don't be afraid to go in and gank the same lanes again. Especially if the enemy laner has already used their summoner spells.
Main Points to Know When Playing Tryndamere
1. You want to max your Q,E, then W. Max your R ASAP.
2. You generally want to have your challenging smite up when you go in for a gank or a 1v1 fight.
3. Your combo is generally to do the following: walk in/use E -> use W-> Challenging Smite -> auto attacks -> use R/E/Ignite if needed. You generally want to just walk into ganks to save your E for an escape or gap closer. You want to use your W and challenging smite at basically the same time. Then hit the champ(s) with some auto attacks. Use E to chase if needed, or ult if you're low on health, and then ignite if you need the extra damage.
Thank you for reading my guide! If you have any questions, comments, concerns or suggestions, feel free to post in the guide discussion below! Otherwise, please up vote my guide! If you find any problems with my guide please tell me and let me know so that I can make it better. I usually check this guide every so often to fix grammar/spelling errors and to update minor details.