Tryndamere Build Guide by yetusek
[9.23] Tyndamere's right hand | Split 4 Win
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Runes: BROKEN CONQUEROR [NEW]
+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)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Make sure you are banning him every game, in case you are not then good luck...Fleet Footwork Runes. Take TP+Flash or Flash + Ignite. Rejuv bead start. The most consistent way to beat teemo is to look to farm up early with tp and wait for tiamat spike, TP back and look for pressure on him. If you take ignite you can look for early trades levels 1 and 2 and look for level 2 advantage for an early kill. If you take TP just let the teemo push you in and only look to farm. Look to avoid damage in any way possible so make sure that you position well against him either by hiding in the brush while waiting for minions to farm or hanging back behind your ranged minions. If teemo tries to harass you make sure you stand within your minion wave then kite back so that he takes minion damage. A good tip against teemo when you do trade against him is that teemo's blind affects your autos THE INSTANT YOU START THE ANIMATION not when you finish the auto. So while you are blinded pay attention to the white CC bar under your resource bars to see when his blind will run out, keep on top of teemo and don't auto attack until the white bar has COMPLETELY elapsed. Hitting your W slow against Teemo can be difficult cause he can turn back to throw his blind or auto attack. My advice is when you spin for the all in, wait until after his blind + auto to use your W slow. Or if you want to play it safe you can run at teemo to try to force him to turn his back to you and W slow him before you spin in. I heavily advise to either take Legend:tenacity or buy merc treads (or both) when playing against teemo. In the mid-late game split push against Teemo you do outscale him as long as you didnt let him get ahead of you. If you stay atleast even you should win all ins, just make sure you hit that W slow or he can punish you really hard!
Fleet Footwork Runes. Ignite + Flash or Ghost+Flash. Rejuv bead start. Vayne top is the bane of all melee tops. If you can look to swap lanes with your mid laner who might have a better chance of laning vs her to counter the cheese. Look to let vayne push you in, use the bushes top lane to avoid auto attacks while you are waiting for minions to get low to farm. If vayne trades with you make sure you are within your minion wave so she takes damage from your minion wave and it will also cause the wave to push against you. You can look for trades if you kept your health high and you are level 4 with minion advantage while pushing towards vayne. Vayne's condemn cooldown is a 20 second cooldown level 1 while your spin is a 12 second cooldown level 1 (also decreases in cooldown every time you crit.) Vayne also is really susceptible to ganks from your jungler early, so make sure that you are keeping your lane in a position where he can gank for you (keep your health high and keep your cooldowns available when your jungle is closeby.) In the mid-late game you can find opportunities to 1v1 vayne if you catch her with your w or she face checks you in a brush, but avoid trying to fight her straight up in lane. Try to catch her off guard from the fog of war.
Lethal Tempo Runes. Ghost + Flash. Long sword refillable potion start. Tryndamere is stronger than riven in level 1 and level 2 allins (as long as riven doesnt have ignite), BUT only when you play it well. You want to build up fury before engaging a trade versus Riven and you want to avoid taking small trade damage while building up fury, once you have built over 25% fury is usually when you can be aggressive and look for a trade. Riven players that know the matchup will typically play back after you have built up fury so what you want to do is get level 2 advantage by pushing in the wave and then pushing the second wave completely into turret so that the wave "bounces" back to you (pushes back towards you.) If you couldn't find a good trade into riven on the first two waves just play back and safe until the wave crashes back into your turret. You can walk up and auto minions as its pushing back to you, but if she looks to trade then just walk up and spin away from the minion (while killing it to get the farm.) In this matchup you want to make sure you are always trading with minion advantage and that you are in a good position in lane to force an extended trade. Riven will win all short trades (played correctly) so Tryndamere must look for extended trades. On Riven's first back she will most likely pick up a CDR item which will allow her to extend her Q. What extending her q means, is that if she uses her Q, and waits till the very last second to use her 2nd and third q's then she can go instantly right into another set of q's. This is very powerful against tryndamere and will provide really good burst and/or allow her to disengage after trading. Spots where Tryndamere can punish Riven is purely how the Riven player uses her cooldowns. If she does not extend her q enough then there will be a longer cooldown until she can use her set of 3 dashes again. If you notice riven use her w or e without it being a trade on you, you can look for a trade. Every trade you must be willing to all in with ghost if you see an opportunity to run her down. In the mid-late game duels against Riven are all about if you can stick onto her and force the allin, and the way Riven wants to win is by bursting you to force your ultimate then kite away. Tryndamere's Ghost + CDR will help him all in a riven but must pick a good spot preferably with rageblade stacked as well as full fury and ghost ready. If you are winning against Riven look to pressure her hard, and potentially look for dives under her turret. If you are losing, look to push out waves and rotate to other waves, jungle camps, or flank opportunities.
Lethal Tempo Runes. (Take resolve instead of Sorcery, Boneplating + demolish). Ignite + Flash. Dorans blade potion start. Renekton is one of the most annoying early game bullies to face as a melee top laner. Tryndamere has one opportunity to take control of the lane and that is with his level 2 power spike. Look to build up fury level one and take an extended trade with renekton. Renekton doesn't have as much sustained damage as you level one, so if it turns into an all in you should win (especially if you get any crits.) Once you get level two, you can look to spin in on renekton as well and force a trade. If you didn't get an advantage by the time you get the SECOND wave into turret before the third wave comes up then just play safe the rest of laning phase. Renekton will have a sustain and short trade advantage for the rest of laning phase and he should set Tryndamere behind typically. There are a few times when you can potentially take a good trade into Renekton pre-6 after the first two waves, but mostly thats dependent on the Renekton wasting his fury and not harassing the Tryndamere. Tryndamere can start fighting Renekton again once he has about 3 items, (essence reaver, tier two boots, and stinger.) If you want you can take tiamat into the Renekton matchup with lethal tempo if you are falling behind because tiamat allows you to waveclear and farm really fast which can catch you back up in the game. In the mid-late game you can duel renekton 1v1 outside his turret range past 3 items if you didnt fall massively behind from early game. If you want to dive renekton you have to prepare him with short trades (auto attack + spin out) under his turret until he gets about 2/3 hp and even then it can be risky. It can be a better option sometimes to look to push in and rotate to look for opportunities for a flank rather then try to deal with renekton directly.
Fleet Footwork Runes. Ignite + Flash. Dorans shield start. Poppy is one of the hardest counters in the game to Tryndamere all throughout the game. She is a tough lane bully to play against and in the mid-late game she can deny you from getting onto carries with her W which stops dashes (including your spin.) Her E can knock you back and if you get hit into a wall it deals double damage and stuns you. She is close to impossible to dive unless you got her low before hand. She gains a large shield with her passive auto attack on a 16 second cooldown (you can stop her from getting the shield if you step on the buckler that appears on the ground.) Very early levels though, usually just level 1-2 is your one chance to look for an advantage against her solo. Look to use and abuse heavy trades after building fury on the wave to get good trades into her. Poppy is tanky but does not have sustain. Her q deals 2 ticks of damage so make sure that if she hits her q on you that you side step the 2nd instance of damage. When trading with Poppy or if she is shoving you in, try to avoid being close to walls (when farming under turret make sure to not give her too big of an opening for her to slam you into your own turret.) In the mid-late game against Poppy assuming that you are even in gold with her, you can win allins when she is shoved deep into your side of the lane (after you are 4 items or more), but it is pretty much impossible to dive a poppy. So if you do get the ability to push a poppy in try to rotate and make a play while Poppy is stuck under turret farming the wave you shoved in. If Poppy is a part of teamfights, make sure that you look to focus carries that are not close to Poppy or wait for Poppy to blow her cooldowns before engaging.
Lethal Tempo Runes. Ignite + Flash. Long sword refillable potion start. Can also run Grasp Runes and Build with unflinching and tenacity instead of revitalize and alacrity with dorans blade start. Nasus is VERY weak in the beginning of the game. Your ability to set up a snowball against him is what will determine your ability to split push against him in the mid-late game. Here is my general strategy against Nasus, Look to pressure hard level 1 and 2, always start trades off with an auto attack when he goes up to farm a minion. Get level 2 advantage first. Get the second wave completely into turret before the third wave comes up so that the enemy minion wave can "bounce" towards you (aka push towards you.) Then only last hit at the last possible second while it pushes towards you, this makes it so you hold a freeze against him. Don't let the minion wave get too big or he will press E and hard shove the wave. Try to hit level 4 around the same time as nasus, once you are level 4 as long as you didnt take too much damage holding the position of the wave close to your turret you can look for an allin yourself OR you can set up easy ganks for your jungler. If you want, you can take tiamat to put a bunch of pressure onto nasus and you can choose to either hit nasus's turret for plates or take small auto attack + spin out trades (if you do it perfectly you don't take a turret shot.) Don't use your tiamat on the auto attack + spin out, instead after you spin out walk back in and press tiamat and damage him and walk out before you take turret aggro. Be looking to always set up ganks/dives for your jungler to easily take. In the mid-late game if you effectively shut down Nasus you can maintain pressure on him and/or rotate to flank his team while he tries to get back in the game. If you are behind in the mid-late game against him you need to look to use your superior mobility to make moves around him, but don't directly confront him 1v1 or he will drop D cane on you.
Lethal Tempo. Ghost + Flash. Rejuv bead start. Jayce is a matchup that you DO NOT trade with early. You purely look to farm and that is it. You will be down farm but as long as you stay even in experience you can outscale him in the 1v1. Tips to avoid damage, 1. When farming under turret while he is pressuring you, you do not have to go for every single minion. If you have taken too much damage usually you do not want to go for the ranged minions because they are closer to the Jayce that is pressuring you and Jayce can deal a lot more damage to you going for ranged minions then he can while you are hitting the melees. Post 6 when you have a good amount of fury and hp if he overextends in the lane against you, you can run him down with your ghost + flash and win in a single all in. You do not want to take short trades against Jayce you only want to all in and thats it. Every allin you take against Jayce have your ghost up or you can get bursted and kited. In the mid-late game you will win allins vs Jayce in the 1v1 even when diving as long as you have ghost up and he doesnt have flash advantage on you.
Lethal Tempo Runes. Ghost + Flash. Long sword refillable potion start or you can take Fleet Footwork Runes and Build with Ignite + Flash and dorans shield or 3 rejuv bead start. Against gnar you can abuse his low base stats on his mini gnar in early trades before he gets his jump (usually gnars will get their jump at level 3.) So for your first trade against him you usually want to wait out his q and either dodge it while you build up fury or if it hits you wait until the slow runs out. Then spin on him and auto attack while moving towards his turret to extend the trade as much as possible. Usually can get 3-4 auto attacks if you position your spin correctly. Once gnar hits level 3 if you havent gotten enough damage on him to look for a kill then just farm. IMPORTANT NOTE: Gnar's hop is a 22 second cooldown level 1. So if he uses it, then you will have atleast a 10 second window to spin on him (assuming you made him use his hop when you used your spin at him) to get another spin and run him down. In the mid-late game splitpush it can be hard to beat gnar 1v1. Ways you can beat gnar in the mid-late game split push, either you wait until hes exhausted (just came out of mega gnar form) so that he cannot build it back up when you allin him, you can build swifty boots to help stick on top of him thru his slows, if he face checks you in a bush and you hit your w slow that can be another way to catch him out on the split and beat him 1v1. When using your w remember that he will turn back to throw his boomerang so try to time your w slow to cast after he uses boomerang + an auto attack to guarantee you will hit it.
Grasp Runes. Ignite + Flash. Dorans blade start. Jax is a matchup that you MUST get an advantage on early game if you want to have good impact on the splitpush. The reason we take grasp is to help us get an advantage early. Grasp does not scale into jax it is purely for early game power. The reason why grasp is so good into this matchup is that you can get VERY good short trades and have a huge amount of sustain. Its hard to take extended trades against Jax because of his counterstrike stopping the allin. But if you do want to set up an allin for a kill this is how you do it. Build up your grasp by attacking minions, attack jax with the grasp proc, he will counterstrike. Walk up into his body and spin away so that you deal the spin damage on the way out. Now you have some time for a really good trade on jax while he has no counterstrike. Tryndamere's spin is a 12 second cooldown, meanwhile jax's counterstrike cooldown is 16 seconds level 1. You want to get an early level 2 in this matchup so make sure that you force a small trade early to burn jax's counterstrike before he stacks up his attack speed on his passive and then shove for level 2. Usually the player who gets level 2 first in this matchup will win the early game. When diving jax, try to burn his counter strike cooldown by auto attacking him under turret until he uses it then spin out of turret range. Then look to reengage the dive while his counterstrike is on cooldown. In the mid-late game splitpush you win if you have a lead, but lose if you don't have a lead. If you are losing the splitpush, look to force jax to come to you in the sidelane and look to make a rotation towards your team
Lethal Tempo Runes. Ignite + Flash OR Ghost + Flash. Long sword refillable potion start. Darius has very strong all in trades and his passive when stacked 5 times (stacks every auto attack and when he hits his q on the outer edge and his ultimate) gives him a lot of attack damage and does damage over time to you. Darius can use multiple keystones, starting items, and starting abilities. Darius with Q start is strong for early clear to get level 2 first, Darius with W start will look to take trades with you when you walk up for minions. Biggest thing to pay attention is they keystone + summoner spells. Ghost+Flash darius with conqueror has extremely good all in and if you are caught too far in the lane with a pull he can usually burn your summoners and then kill you as well. If this darius pulls you at a bad time for you, your best hope is to turn on him and all in and pray for crits. TP + Flash Darius with aftershock can be abused early if you take ignite, whether he starts q or w is irrelevant because your allin can be stronger then his so look to build fury and get level 2 first and all in him. Ignite + Flash darius with conqueror you basically just let him push you in and only farm don't trade. This is the strongest early game setup on darius to punish early but it falls off later since he can't kite you as well without ghost. The darius matchup in general is a lot about punishing cooldowns on his q and finding spots to take short trades with an auto attack + spin out without being forced into an all in by being pulled. Tryndamere does outscale this matchup in the mid-late game 1v1, but can be hard to dive him 100-0 so if you find yourself in that situation where he is just sitting under turret, then push him in and look for opportunities to outrotate him with your superior out of combat mobility and flank his team.
Lethal Tempo Runes. Can run Ghost+Flash or Ignite+flash. Longsword refillable potion start. Aatrox matchup is about setting up really good allins to take advantage of our superior sustained damage. Aatrox has really good trades and healing but if we can kill him in a single all in that is how we win. If Aatrox wastes his passive (his enhanced auto attack) on minions and we are able to dodge his q's we can look for an early all in even level 1 with little fury (if we take ignite), if you take ghost + flash then look to farm until essence reaver and then you can for sure kill him. We can win allins even with ghost+flash if we dodge q's and he wastes his passive . Aatrox is strong early levels but Tryndamere scales well in the 1v1 against him. Early on, if Aatrox is shoving you in, and you have a good amount of fury/hp to work with then that is probably the most optimal time to look for an allin because you will have a lot of space to run him down before he can retreat back to his turret.
Lethal Tempo Runes. Ignite + Flash or Ghost + Flash. Long sword refillable potion start. Fiora is a tough matchup early in the game especially if the fiora takes grasp of the undying as her keystone. If Fiora lets you build up fury level 1 without poking you down too hard you can get good trades on her if she q's (her dash) too close to you where you can start off a trade with an auto attack. Most of the time though, she will q you and hit a vital and stay out of your auto attack range so if you wanted to trade with her you would have to commit your spin. If you have a bad vital early (vital is directly in front of you where fiora can easily hit it) then you can reset the vital position by walking out of fiora's range, which is pretty far but usually can reset it atleast for the first minion wave. Fiora's W when it hits you will reduce 50% of your attack speed in a 1v1 so if you commit onto her with your spin she will riposte, auto attack, e to reset her auto attack, then q your vital and disengage and there isnt much you can do about it. Fiora's W however has a REALLY long cooldown (24 seconds level 1) so if she uses it and doesnt get a good trade on you, then you need to look for a spot to trade with her (usually right after she q's.)When you want to dive Fiora try to attack her and burn her W, then spin out of turret range, then reengage the dive while her W is on cooldown. When using your W just remember that she will turn her back towards you when she uses her riposte or if she wants to turn and slow you down with her e auto attack reset. Usually I will use my w when she q's away from me to disengage so that she is guaranteed facing away from me. In the mid-late game splitpush the 1v1 is pure skill on both sides. Tryndamere can hug a wall to prevent the 4 vitals from fiora's ultimate from being hit so that she doesnt get the healing, and fiora can angle to get the vitals before Tryndamere can hug a wall or fight Tryndamere when he is in the center of the lane. Usually 1v1's against Fiora will be risky unless you are ahead in items (and have your ignite/ghost available) so usually you will push her in and rotate to flank her team (fiora isnt a great teamfighter compared to tryndamere). You can build bramble vest into a thornmail in this matchup for grievous wounds rather then building mortal reminder, it does really well versus her. Especially if you run Ghost+Flash the grievious wounds helps a lot.