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Recommended Items
Runes:
+10% Attack Speed
+6 Armor
+10% Tenacity/Slow Resist
Spells:
Flash
Smite
Items
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Threats & Synergies
Jax
He can block your basic attacks. This renders your build nearly useless during this duration.
Champion Build Guide
My name is racecarx. I've been playing League of Legends since early Season 3. Way back when I first started, Tryndamere Top was where I spent a good chunk of my time. His mechanics were smooth (and as a new player, it was nice having high survivability in a champion). I earned Mastery Levels 1-4 at this stage.
After realizing that the Jungle was where I belonged, I stopped playing Tryndamere to pick up Vi. Ever since then, for the most part, I didn't play Tryndamere again.
Towards the end of the Preseason for Season 8, as I was running test builds for champions that might work as Junglers, I remembered seeing "Tryndamere Jungle" somewhere on a Reddit post a few weeks back. I wanted to see if he was a viable choice to play in Season 8. Now in season 9, if you are looking to play a champion with a higher skill-cap, but still viable, Tryndamere is your man.
Sure enough, after testing and perfecting my build, Tryndamere is an interesting pick as a Jungler. It's actually astonishing at how much raw damage comes from this build. As of the date of making this guide, I have a 70% winrate with him. I am now Mastery 7 and thoroughly enjoying the benefits that Tryndamere has to offer.
-Clears extremely well
-Amazing Survivability
-Has soft crowd control[CC] (slow)
-Strong carry potential
-Excellent ganks
-Able to clear drake solo at Level 5
Cons:
-He is only reliable when he has ult
-His CC only works when enemy champions are running away from him
-Requires a some prior Jungle knowledge to play him efficiently
This ability also provides you more damage, the lower your health.
Spinning Slash is Tryndamere's primary mode of movement and AoE clearing (of camps or groups of champions). This can enable you pass through walls. This is helpful for either engaging or escaping the enemy.
Key notes: Whenever Tryndamere critical strikes, it reduces this ability's cooldown by (2 seconds if the crit is on a champion) or (1 second is the crit lands on any minion/monster/dragon etc).
Mocking Shout this is one of his primary abilities used in ganks. It slows any enemy champions that try to run from you. This allows you and your allies to catch up and heavily damage/kill the enemy.
Undying Rage is Tryndamere's ultimate ability. This part of his kit is what truely makes him into who he is. This ability prevents your HP bar from dropping below 1HP, for 5 seconds. Since your ult prevents you from dying at such a low health pointage, you should not activate it until the last possible second.
The ability also fills your rage bar. This is so that, at the end of the 5 seconds, you are able to use your Bloodlust to return some of your HP.
Flash - In almost all cases, you should take this as your secondary Summoner Spell. It provides an easy escape when you are caught off-guard.
I like to use it as an extension to my Spinning Slash during engages:
Flash -> Spinning Slash -> Mocking Shout -> AA(x3).
Conqueror - I find that this rune is a lot more reliable than Lethal Tempo or Press the Attack. Landing consecutive attacks, while in combat allows you to deal true damage on top of your already existing damage. Also, most skirmishes that you participate in will be a quick pop-in-pop-out.
Triumph - More health. More money. Who could refuse?
Legend: Alacrity - This build relies on Tryndamere being able to rapidly apply critical strikes. This rune grants him permanent attack speed when he kills an enemy champion.
Coup de Grace - Deals more damage to low health enemy champions. What's not to love?
Sorcery
Waterwalking - Being a jungler, the river is the central means of transportation when prepping for ganks. Also, with the rift scuttler being such a key camp, movement speed is vital for its capture.
Celerity - Tryndamere is all about movement. His Spinning Slash speeds him up and his Mocking Shout slows his enemies down. This rune fits him perfectly because it allows him to gain more movement speed and then gain extra AP or AD because of it.
Core
Hunter's Machete - This provides the "Special Bonus Experience" from Jungle monsters, needed to allow Tryndamere to be a viable Jungler.
[*] After Patch 7.14 - Because of the new anti-funneling change, it is recommended to sell this item after you buy Statikk Shiv.
Statikk Shiv - This gives a Tryndamere amazing wave/Jungle clear rates. This item is extremely important for gaining gold, as well as solo lane pushing. The attack speed combined with critical strike PLUS the electro-static passive provides a great boost for Tryndamere.
Berserker's Greaves - For most (if not all) games, these are the boots for you. Attack speed is vital.
Infinity Edge - This is the main source of your damage. It doubles your critical strike chance, then converts 15% of your crit damage into true damage.
Hextech Gunblade - This item is a main source for Tryndamere's survivability. His Bloodlust scales with AP. This item allows Tryndamere to deal AD while increasing his healing power. Also its passive: "15% of the damage you deal is gained as health." He is dealing a TON of damage with this build, that passive keeps him alive for a longer chunk of time. ALSO this item's active ability both deals damage, and slows the enemy champion it is targeted with.
Other Items
Phantom Dancer - This item is so good on Tryndamere as it gives critical strike chance, attack speed and movement speed.
Ravenous Hydra - This item is very helpful for wave clear and attacking groups. The life steal on it also provides Tryndamere with a means to stay alive longer.
Dead Man's Plate and Spirit Visage - Armor, magic resist and health. Typically I don't find defensive items to be as effective on Tryndamere with this build. However, if you have that 10/0 champion that you can't kill fast enough, you may need to build some form of defense.
Jungle Clear
Red Buff -> Raptors -> Scuttle (only if you feel safe to do so) -> Wolves -> Blue Buff -> Gromp -> other Scuttle (check if it hasn't been taken yet) -> Recall. If you need a little more gold, then take Krugs (then afterwards recall).
By this point, your Raptors would have spawned. Take those -> Red Buff -> Dragon.
This was my first guide, so let me know how I did! Is there anything I should touch up on, or add to future guides?
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