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Tryndamere Build Guide by Vondill


[9.9] Comprehensive GM Top Tryndamere Guide by Vondill

By Vondill | Updated on May 3, 2019
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Runes: Scaling Lane Pressure

1 2 3 4 5 6
Lethal Tempo
Legend: Alacrity
Last Stand

Second Wind

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


LeagueSpy Logo
Top Lane
Ranked #53 in
Top Lane
Win 49%
Get More Stats


Starter Items
Doran's Blade Offensive Start
Cloth Armor Defensive Start
Doran's Defensive Start
Long Sword Offensive Start
Rejuvenation Bead Defensive Start
Buy These Every Game
Situational Items
Tank Busting or High Mobility
Tank Busting and High DPS
High Mobility CDR
Anti-Healing Armor Shred
Heavy Armor Busting
Armor Busting Mobility
Anti-AP Tank
When You Don't Have Enough Money For Anything Else Before The Game Ends

Ability Order Ability Order

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

[9.9] Comprehensive GM Top Tryndamere Guide by Vondill

By Vondill

Who are you?

Hey guys my name is Vondill. I've been playing League of Legends since Season 1. Tryndamere was the second champion I bought and mained. And I have been spamming him ever since. I have played thousands upon thousands of Tryndamere games throughout the years. I enjoy testing new builds and finding new ways to make the champion work.


Past Season Ranks?

  • Season 1 - Casual; no ranked.
  • Season 2 - 3v3 and Dominion all year. Ranked 5's a month before the season ended and got Gold.
  • Season 3 - Diamond 1
  • Season 4 - Diamond 1
  • Season 5 - Retired
  • Season 6 - Retired
  • Season 7 - Peaked Diamond 3; started very late into the season.
  • Season 8 - Diamond 1
  • Season 9 - Currently Grand Masters and shooting for Challenger. (Demoted due to decay from busy schedule. Will be back to GM in no time!)

Do You Stream?

Yes I do! You can find me at:

Other Socials?



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Field Testing For Patch 9.9! Updating Constantly!

Patch 9.9
-A lot of updates coming soon! Stay tuned!

Patch 9.8
-Big changes started happening in the last few days of 9.8; pushing updates to 9.9!

Patch 9.7
-Updated Wit's End in the Items chapter under the Situational section.
-Updated the Rune Builds section at the top. Cut all the pages with Domination secondary runes Keep in mind these are examples and deciding which runes to use will always depend on your lane opponent. These rune combinations are all useful in their own ways. Lethal Tempo and Conqueror are interchangeable depending on the matchup.
-After Testing: Updated the Buy These Every Game, Mid Game Build Examples, and Full Build Examples sections under the item builds at the top. Included Wit's End and On-Hit Anti-Tank builds. Clarified some build names.
-Updated Ghost Poro in the Runes chapter under the Secondary Runes section.
-Updated Ghost and Flash combination under the Summoners Spells chapter to clarify possible matchups.
-Coming soon! A new Current Personal Builds Chapter. In this chapter I will go over specifics about the builds I currently use along with their strengths and weaknesses.
-Updated Elixir of Sorcery in the Items chapter under the Elixirs section. I was mistaken, you do not get the true damage on towers when no minions are around. Towers gain a buff that make them immune to true damage when there are no enemy minions nearby.

Patch 9.6
-No changes.

Patch 9.5-A well deserved change I had been suggesting since the crit items revert of Patch 9.3
-Updated Buy These Every Game and Full Build Examples section under the item builds at the top.
-Updated Conqueror in the Runes chapter.
-Added Press the Attack under the Runes chapter.
-Updated Berserker's Greaves in the Items chapter under the Boots section.
-Updated Ionian Boots of Lucidity in the Items chapter under the Boots section.
-Updated Phantom Dancer in the Items chapter under the Core section.
-Updated Statikk Shiv in the Items chapter under the Core section.
-Updated Essence Reaver in the Items chapter and demoted it from Core to Situational.
-Removed Stormrazor in the Items chapter under Situational.
-Updated Black Cleaver in the Items chapter and promoted it from Situational to Core.
-Updated Trinity Force in the Items chapter and demoted it from Core to Situational.
-Updated Infinity Edge in the Items chapter under the Core section.
-Updated Mortal Reminder in the Items chapter under the Situational section.
-Updated Lord Dominik's Regards in the Items chapter under the Situational section.
-Added Lethal Tempo in the Runes chapter under the Keystones section.
-Updated Glacial Augment in the Runes chapter under the Keystones section.
-Updated Grasp of the Undying in the Runes chapter under the Keystones section.
-Updated Fleet Footwork in the Runes chapter under the Keystones section.
-Updated the Rune Builds section at the top. Keep in mind these are examples and deciding which runes to use will always depend on your lane opponent. These rune combinations are all useful in their own ways.
-After Testing: Updated the Buy These Every Game, Mid Game Build Examples, and Full Build Examples sections under the item builds at the top.
-After Testing: Updated Essence Reaver again in the Items chapter and also promoted it back to Core from Situational. Added more clarity on when to purchase. After testing the changes you're still going to want to buy Essence Reaver every game.
-After Testing: Updated Black Cleaver again in the Items chapter under the Core section to give more clarity on when to purchase.
-After Testing: Updated Infinity Edge again in the Items chapter under the Core section to give more clarity on when to purchase.

Patch 9.4
-Updated Buy These Every Game section under the item builds at the top.
-Updated Ionian Boots of Lucidity in the Items section.
-Updated a few example builds under the item builds at the top.
-Updated Conqueror in the Runes section.
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  • High Sustain
  • High Damage
  • High Mobility
  • Hyper Carry
  • Abilities don't cost resources
  • Creates a lot of map pressure
  • One of the strongest duelists in the game


  • Early game can be RNG dependent
  • Can be bullied early game
  • Vulnerable to CC locks
  • Easily bursted down
  • Cannot typically initiate fights with teams
  • Has considerable counters
  • Requires a lot of macro play
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What Are Tryndamere's Abilities And What Do They Do?

Battle Fury (Passive)

Tryndamere gains 5 fury each time he lands a basic attack, and 10 fury on critical strikes and each time he kills an enemy. After not dealing or receiving damage for 8 seconds, Tryndamere loses 5 fury per second. Tryndamere gains 0% − 35% (based on fury) critical chance.

Bloodlust (Q)

Passive: Tryndamere thirsts for blood, gaining 5/10/15/20/25 Attack Damage plus 0.15/0.2/0.25/0.3/0.35 per 1% Health missing.
Active: Tryndamere consumes his Fury, restoring 30/40/50/60/70 (+30% Ability Power) Health, plus 0.5/0.95/1.4/1.85/2.3 (+0) Health per Fury consumed.

Mocking Shout (W)

Range: 850
Cooldown: 14

Decreases surrounding champions' Attack Damage by 20/35/50/65/80 for 4 seconds, and enemies with their backs turned also have their Movement Speed reduced by 30/37.5/45/52.5/60% for 4 seconds.

Spinning Slash (E)

Range: 660
Radius: 225
Cooldown: 13 / 12 / 11 / 10 / 9

Tryndamere spins through his enemies, dealing 80/110/140/170/200 (+130% bonus Attack Damage) (+100% Ability Power) physical damage to enemies in his path and generating (2) Fury per minion and monster and (5) Fury per champion. Spinning Slash's cooldown is reduced by 1 second whenever Tryndamere critically strikes. This reduction is increased to 2 seconds against champions. (The 5 Fury gain per champion struck is actually not listed on the wiki or riot's official site.)

Undying Rage (R)

Cooldown: 110 / 100 / 90

Tryndamere instantly gains (50 / 75 / 100) fury and becomes immune to death for 5 seconds, during which his health cannot fall below a certain amount (30 / 50 / 70).

Undying Rage can be used even when affected by any form of crowd control.

Ability Order

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Always start Spinning Slash level 1. The only exception to that rule is Pantheon in which case you can start Bloodlust so you can spam it as soon as he begins bombarding you with Spear Shot.

Spinning Slash level one enables you go to in for aggressive trades as soon as you start generating enough rage.

After that you want to prioritize Bloodlust. Bloodlust is your bread and butter; it's what keeps you alive and keeps you doing damage. Tryndamere is all about damage, so it should be your first priority when leveling up.

Mocking Shout is typically learned at level 4. But there can be times where you can take it lvl 3 or even level 2 if your jungler is coming for an immediate gank and you need to slow down your opponent in the assist.

Always take your Undying Rage at level 6.

After level 6, you want to finish points into Bloodlust to keep the passive damage coming. But once it comes time to level your Undying Rage again, choose to level Spinning Slash instead. You do not gain much from leveling your Undying Rage more, you only get 10 seconds off the cooldown and an additional 25 rage with each rank. You also get an additional 20hp boost to the minimum amount of health you are left with afterwards but that's inconsequential.

Overall you will be using your Spinning Slash much more often than your Undying Rage, giving Spinning Slash additional damage and cooldown reduction will give you more opportunities for finishing your opponent than an extra 10 seconds off your Undying Rage typically will. That being said there are times when leveling your Undying Rage first may be more helpful, but those cases are very niche and cannot go wrong by delaying leveling Undying Rage further until last.

Mocking Shout after that for the same reasons, you want to level up the abilities that directly help you catching and killing your opponent the most rather than shaving a little extra time off your Undying Rage cooldown.
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These are you standard summoner spells you will take for most matchups. You want Ignite for the all in potential, anti-healing and diving carries in team fights. You want Flash to be able to get in quick and dodge powerful crowd control effects that can lock you down. Ghost used to be an alternative to Flash in earlier seasons, but it was nerfed and now it's more situational. Overall Flash is just more reliable.

If you're really uncomfortable with a very difficult poke lane matchup (ie Teemo) you can use this as a safety net until you get better as surviving the lane. I do not recommend teleport on Tryndamere for any games below diamond. It's a spell that's simply too team reliant and you're better off just killing your opponent and popping off.

You can replace Ignite with Ghost in some matchups such as Teemo, Jayce, and Quinn when combined with Glacial Augment and a Bilgewater Cutlass to make you impossible to kite. But you'll be fine with Ignite and Flash into mostly everything.
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What Do I Ban?

What do you ban? There are a lot of champions worth banning. But most importantly you need to ban the champion that you struggle with. Kennen giving you trouble? Ban him. Renekton giving you trouble? Ban him. Keep in mind some champs such as Teemo may be really hard for you, but are picked so rarely they may not be worth the ban. In the end, you should just ban a champion that commonly gives you trouble.

Asking For Trades

The game starts in champion select. As a Tryndamere you're not always going to want to give the enemy an opportunity to counter pick you with something like Teemo or Kennen. If given the chance you may want to ask your team if they would like to pick first as long as they already own Tryndamere. That way you may get a more favorable matchup and start the game with an edge.
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What do the team compositions look like? Does your team have a lot of magic damage? Physical damage? Does your team have a reasonable way to initiate a team fight? Do you have some tanky front line champions? Does the enemy have enormous amounts of crowd control? These are all questions you need to know in order to evaluate how you will approach the game. For example playing with a team with no front line or initiation can be very difficult for Tryndamere. Understanding team compositions of your team and the enemy team can be a big factor in deciding whether to split push or to group with your team. See the chapter "Team Fighting And Split Pushing" for more more details.
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Choosing Your Starting Items

This is going to be one of your most common starts. Doran's Blade is very important for asserting early lane control over your opponent. The stats you get for the gold are just too valuable. Yes you lose some gold verses a Long Sword start, but you get something more important: more control and all in potential.

Tryndamere has some of the highest base health regeneration (8.5 health per 5 seconds) in the game. Which is why this start is actually particularly useful in high poke lanes. Typically magic based poke lanes that have a limited mana pool, such as Viktor, Teemo, Lissandra. This build also has the convenience factor of already putting gold down towards your Tiamat. Which a Doran's Shield does not do. Think of this as a defensive start that scales quicker into your items. Keep in mind as your champion levels, up, so does your base health regeneration, and in turn, the effectiveness of the Rejuvenation Beads. They also sell back to the shop for 105 gold, meaning you only lose 45g per purchase, making them quite the value. In total you lose 90g for this start, versus losing 270g from a Doran's Shield purchase.

A great start against a very aggressive AD champion with a lot of all in potential for example Pantheon. This will give you the sustain to survive the first few levels and potentially outlast their resources and keep you healthy to prevent being dove under your tower before level 6. It's also a very economic choice if you're planning on building Ninja Tabi. If you end up not committing to Ninja Tabi you can always sell this later for 210g for only a 90g loss.

This is a more economic offensive start. This is good vs lanes you completely and utterly control, while also needing a shortcut into starting your build quicker. I typically get this versus Dr. Mundo since his cleavers do % health based damage anyways and the extra health from Doran's Blade doesn't make as much of a difference. You can also do this start if you're feeling confident vs some other tanks such as Maokai. That being said, this start is more greedy and puts more pressure on you to establish control over your lane early, as it does not have as much sustain as a Doran's Blade because of it's lifesteal. If you greed for this start, there's a good chance you may end up taking too much damage early without being able to sufficiently recover it, and may lose control of the lane or get zoned. Keep in mind it's not always your lane opponent that can cause this, but the enemy jungler as well.

This is a defensive start with Doran's Shield. While it is still an option, after the recent nerfs to Doran's Shield there are not many lanes where this is the better option than 3 Rejuvenation Beads + Health Potion. Though it may still have it's uses versus Darius because his passive resets Doran's Shield's passive.

Generally you want to stay away from Cull as a starting item. While the value can be very tempting, you will often regret buying this item after being punished early game for your lack of stats vs the other choices. That being said, it has one niche matchup: Singed with Teleport. When Singed runs teleport, he generally plays safe or tries to proxy farm behind your tower. The amount of gold you save from purchasing/selling other starting items plus the passive allow you to get a considerable head start into your build. Take advantage of the passive singed, and start the game in the most gold efficient way possible. If you buy Cull, it's important play passive and just try your best to farm every CS to put this item to good use.

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Where Is The Jungler?

Knowing where the enemy jungler is pathing is a big factor in winning your lane. You can out perform the enemy laner over and over but if you consistently get caught out by their jungler none of that will matter. This is especially important early game where things can snowball out of control quite quickly.

There are early game hints that give you an idea of where the jungler will be. Was your laner late to lane? Do they have missing health? Resources? They may have leashed for their jungler. Did the enemy bot lane get to lane early or late? You almost always have the information of where the enemy jungle started at the beginning of the lane phase available to you if you check. Do you know the answer? Do yourself and your team a solid and let them know as well because they may not be as perceptive as you.

How is your lane opponent playing? Are you completely dominating them in lane, only for them to suddenly get aggressive seemingly out of nowhere? Careful, his jungler might be right behind him. Check for inconsistencies in your opponent's playstyle during the lane phase; it might give away their plan to gank you.

Before you go for aggressive trades make sure you are thinking about where the jungler might be. Even though sometimes the kills may look free; you could be walking right into a trap. Be especially careful around gank heavy junglers or junglers with hard cc such as Xin Zhao, Camille, or Sejuani.

What About My Jungler?

As well as the enemy jungler, you need to know where your own jungler is at all times. Are they in a position to help you during a gank? If not play more passively. Are they close by and ready to gank? Bait your opponent or go for more aggressive trades. Are they across the map when the enemy is preparing to dive you under turret? Even though it hurts, you may have to simply concede the tower or cs. Will your jungler need help contesting an objective? Buff? Scuttle? Try to be available to help them, or let them know that you won't and to back off. If the enemy has no summoners let your jungler know, this is useful information that can lead to a gank in your favor.
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Coming Soon!
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What Is The Early Game?

The early game is generally accepted as the laning phase, or typically the first 12-14 minutes of the game.

Early Laning Phase: Levels 1-5

In general you want to build rage off the first three melee minions. Once you get 100 or close to 100 rage. You'll want to go in for a trade and pray to the RNG Gods.

There are some very important timings with level 2 and level 3 that you can use to your advantage to get a favorable trade.

After you get the first 6 minions of the first wave, the FIRST melee minion of the SECOND wave will give you level 2.

After you kill the first 2 waves of minions. Killing all of the FIRST THREE melee minions of the THIRD wave will give you level 3.

Use those two level power spikes to spin in for a good trade. You can do the same for any level up throughout the game if you know you will level up first.

As always, do not get aggressive if you think the jungler is or may be pathing around your lane. If you blow your spin for a trade and their jungler shows up from the fog of war then it may not work out well for you.

It's important to be able to identify if the wave is either pushing towards you or away from you. If the enemy jungler is nearby you may want the wave pushing towards you. Alternatively, you can also hard shove the wave into the enemy tower so you can recall and buy safely before returning to lane.
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What Is The Mid Game?

The mid game generally starts when the first tower is taken down on the map and the lanes begin to roam more and look for more objectives/towers as a team. This usually happens around the 12-14 minute mark. The mid game typically lasts until around the 30 minute mark. This is where you put your macro to the test.

What Do I Do Mid Game?

During this time you should be looking to take your opponents tower if you haven't already. If your bot lane took the first tower and the dragon is down they may swap to your top lane to take your opponent's tower if you haven't already. If and when that happens it's important you let the lane that's ahead rotate to take more towers/objectives while you split on the opposite side of the map.

Alternatively, bot lane may go mid instead in which case your mid may end up going bot. You can use this time to take top towers, topside enemy jungle, roam mid, or the rift herald until baron nashor spawns.

Push down a side lane (usually bot) and try to get an inhibitor. Push waves and rotate to your team for objectives or an opportune pick or fight. Fight for dragons. Fight for baron nashor . Fight for rift herald . Establish vision control as you move across the map. Just be aware of where the enemy is or could be and do not get caught and picked.

The choices you make and the options you have to move around that map will vary from game to game. There are a lot of choices to consider, but you will always have more options the bigger the lead you have.
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What Is The Late Game?

The late game generally starts sometime after the 30 minute mark and lasts until the end of the game.

What Do I Do Late Game?

Good question. This is an answer you will be trying to get right for a long time. Because typically this is where your macro game is going to shine. Your decisions here can make or break games. But most importantly try to learn from your mistakes. Should you group? Split? Go for a pick? Take an objective with your team? Solo? Chase? Run away? Take towers? Take inhibitors? Backdoor? The answers to all of these will change depending on the game and sadly I can't really tell you what the correct answer is.
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Towers And Plating

You're Tryndamere and one of if not your biggest job is to just smash towers. And it's a fun job!

Tower Plating has become one of the best changes in the game lately. And you better believe as a Tryndamere player they should excite you. What's not to love? Extra gold! Each plating is worth 160g. Destroying all 5 is an extra 800g! First blood tower is an additional bonus 150g. If you take one tower by yourself and get first blood tower, that's an additional 1200g total! All of that sounds wonderful, and it is, but don't get greedy for it. Don't die because you wanted to greed for one more plating. Dying for the last of the plating and finishing a first blood tower though can sometimes be worth it.

Red, Blue, And
Rift Scuttler

Red Buff , Blue Buff , and Rift Scuttler are all small objectives you should be keeping an eye on. In the current meta early game skirmishes over the Rift Scuttler in particular are very common. Be ready to help your jungler by hard pushing your lane or allowing it to slow push to you while you roam to assist in securing a Rift Scuttler or assist in an offensive or defensive invasion on corresponding Red Buff or Blue Buff . If you do not have control over your lane and you think you cannot help make sure you ping to let your team know beforehand. One bad skirmish early can tilt teammates and snowball a game for the enemy. If you're ahead in your lane always try to roam and secure these if you can do so safely. Always keep in mind your team's locations as well as the enemy team before you invade though.

Rift Herald

Rift Herald is an early-mid game objective you can solo or sneak when ahead. If you and your team has plenty of control and vision of the map you can usually just push out top lane and solo it or have your team help you. If you're ahead but your team is not, you might consider sneaking it. If you want to sneak it, buy a Vision Ward for the baron pit or use a vision plant to sweep the pit and make sure the enemy does not have vision. Make sure if you're sneaking it you pull it towards your side of the map. That way you can make a clean escape if the enemy discovers you.

Dodge the Rift Herald 's swipe attack and spin behind him to smack the eye and deal significant damage to it. The eye on its back will stop spawning when it reaches below 2,000hp. A good way to secure the objective is to stop damaging it right before it drops below 2,000hp and waiting for the eye to spawn. Once the eye spawns, auto one or two more times followed by a spin from behind and hit the eye. That will also diminish any chance the enemy jungler has to outsmite you for it. As long as you have your spin up to immediately get behind it and hit the eye, you should almost always be able to secure it. Remember to face it's back in the opposite direction you think the enemy might be approaching from so they don't get a free shot at the eye once it spawns.


Infernal Drake grants + 10 / 17 / 24% attack damage and ability power per kill making it the strongest of the elemental drakes. Infernal drake grants + 10 / 17 / 24% attack damage and ability power per kill. If one of these is on the map early game, tell your jungler that securing that is more important than ganking your lane, because it is most often always the case. If you're in or approaching the mid game and you have an opportunity to roam, securing this Infernal Drake should be your number one priority. The buff scales really well with Tryndamere and just amplifies your damage and scaling power.

Mountain drake grants + 16 / 23 / 30% bonus true damage to epic monsters and turrets. This is another very powerful dragon in the hands of Tryndamere as you split push towers of take objectives with your team. Securing multiple Mountain Drake s will give your team insane pressure on objectives such as more dragons or Baron Nashor .

Cloud Drake grants + 3 / 4.5 / 6% bonus movement speed, tripled to 9 / 13.5 / 18% while out-of-combat. Extra movement speed is invaluable to Tryndamere. This allows you to close the gap on your targets or roam and split the map quicker. It's not the best dragon, but it's definitely still worth securing.

Ocean drake restores 6 / 9 / 12% of missing health and missing mana every 5 seconds when you haven't taken damage from champions or turrets within the last 8 seconds. This is decent in the lane phase and early game especially when you're up against a poke lane. Overall this dragon is not a priority in most games and usually isn't worth the risk factor so you should only take it when it's free.


Take them when you get the chance. This is your job after all. Get two and double super minions spawn. Just taking down one can put immense pressure on the map and make your job splitting much easier.

Baron Nashor

Baron Nashor is a very important mid to late game objective that spawns at the 20 minute mark and grants Hand of Baron once defeated. Very important objective to take, you may join your team to secure it, or you can split the bottom lane to occupy the enemy from being able to contest your own team as they take it. One you have Hand of Baron try to split a different lane from your team so you can use as many baron charged minions on the map as possible. Be patient though, wait for your team to push and try to push separate towers simultaneously. That may mean not shoving the lanes down immediately.

Elder Dragon

Elder Dragon grants Aspect of the Dragon for 2.5 minutes dealing damage to non-turrets burn the target for 45 + (45 per Elemental Dragon Slain) bonus true damage over 3 seconds and reveals them for the duration. It also increases the strength of all Dragon Slayer buffs by 50%. The second time you kill Elder Dragon you get Empowered Aspect of the Dragon for 5 minutes dealing damage to non-turrets burn the target for 135 + (90 per Elemental Dragon Slain) bonus true damage over 3 seconds and reveals them for the duration. It also increases the strength of all Dragon Slayer buffs by 100%.

Elder Dragon is an extremely powerful objective and very important to secure if your team has secured a lot of dragons all game. It's also important to keep out of enemy hands if they are the ones with multiple dragon kills because the buff becomes stronger for each dragon you have killed throughout the game while also amplifying even further if a second one is a secured. At these stages into the late game these dragons typically die insanely fast and fights here usually decide the game. You typically want to make sure you're securing them with your team or just straight ending the game while the enemy is distracted.
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Tryndamere Shakespeare once wrote: "To split or not to split? That is the question." It's a tough question and each game is different. But there are some factors that come into play that you should consider when deciding. I will give you a list of reasons to split and a list of reasons to group. Part of becoming a good Tryndamere is weighing the pros and cons of each and deciding what is best for your game to secure the win.

Split Push

-You can 1v1, 1v2, 1v3, 1v4, 1v5
-You are consistently damaging towers
-The enemy team doesn't have global ultimates
-The enemy team cannot catch you
-Your team is successfully pressuring other lanes
-Your team can 4v4
-Your team is not getting caught
-Your team is not instigating 4v5 fights
-You are confident you can dive the enemy matching you under tower
-You cannot win 5v5
-The enemy lacks engage.
-Your team has considerable disengage.

Group with Team

-You can't 1v1
-You aren't doing meaningful damage to towers
-The enemy team has global ultimates
-You keep getting caught
-Your team cannot/will not pressure other lanes
-Your team cannot 4v4
-Your team is getting caught
-Your team is starting 4v5 fights and losing
-You are not confident you can dive the enemy matching you under tower
-You can win 5v5
-The enemy has considerable hard engage.
-Your team lacks disengage.
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Bind Your Rank Up Abilities So You Don't Have To Click Them

This is an important trick to being faster and catching your enemy off guard. Once you're about to hit a level up, you can spin to the enemy while spinning over the last minion(s) you need to level up. While mid spin, rank up your next ability before your spin finishes for a more powerful trade. Also comes in handy if you're in the middle of an intense all in while simultaneously hitting level 6.

Harass The Enemy Under Tower Without Taking Tower Shots

Once you shove an enemy under their tower, try harassing them under their turret. Wait for the tower to start targeting ranged minions. This is important because the tower shots take much more time to travel vs melee minions right at the base. The tower will not shoot again until the first shot has landed. If you time it right this gives you enough time to hit your opponent under tower and spin out before the tower fires its next shot. Simply wait for the tower to fire onto a ranged minion, auto-attack, use your Tiamat if you have it, and spin away immediately. If you're lucky you'll even crit them and not take tower damage.

Be Patient With Last Hitting

Improving your CS is one of the easiest and simplest ways to increase your level of play. It sounds boring but getting better is all about consistently performing even the little things. Even though Tryndamere has a lot of attack damage, it's very easy to miss CS due to crit rng or accidental cleave from Tiamat. How many times were you expecting to land two more auto-attacks on that cannon minion only for Tryndamere to crit it and lose it to allied minions? Be patient, give it a moment and remove the rng factor.

Save Your Mocking Shout and Spin

Knowing when to use your gap closers and when to save them can mean all the difference in securing a kill or succeeding in a tower dive. You do not always have to open with your Spinning Slash or Mocking Shout right away. If you can close the gap by simply walking up to your enemy, do that instead. It's important to save your gap closers to match the enemy's own escapes or dashes when you're closing in.

Using Tiamat Efficiently

Tiamat is one of the best items you can buy and using it to it's full potential will keep you or get you ahead. Activate it's proc to harass enemy champions as safely and often as possible for free damage and favorable trades. The effect radius is decently large and the cooldown is pretty short so be liberal with its use. Use it to knock out your opponent's Bone Plating before a trade. Use its range to last hit minions you wouldn't otherwise be able to auto-attack. Auto-attack minions near the enemy champion for extra chip damage. Freezing a lane with Tiamat can be difficult, but instead of auto-attacking to last hit every minion during a freeze, try to single minions out with the outer edge of the active proc. Ready to all in the enemy? Hold the proc until you're ready to move in for extra burst. Always wait for your auto-attack to complete its damage on a champion before you activate your Tiamat. Auto-attack, Tiamat active and Spinning Slash makes for great short trades, especially if you crit.

Rage Management

How effectively you manage your rage will be a big indicator of how proficient you are with Tryndamere. I'll be honest, getting good at this will just come with experience with the champion. If you're not going for a trade anytime soon spend your rage for a heal. If you can replenish your rage immediately because there are a lot of low health minions, use your rage to heal. You can also simultaneously consume your rage in the middle of a critical strike animation on the last auto-attack of a trade to be more efficient. Are you going to finish all those low health minions with Tiamat? Consider trying to get out as many last hits from auto-attacks as possible to generate additional rage instead. Is a tower going to 1 shot a minion that's too high health for you to CS? Hit it anyways to generate extra rage as long as doing so will not compromise your ability to secure other CS. That rage adds up and can help you sustain or fight.

Sometimes... It's Good To Be Low On Health

Don't forget Bloodlust gives you additional attack damage the lower health you are. If you're already in a safe position, delay consuming that rage for healing in order to deal more damage to towers or shove waves faster.

Here's A Trick For Not Getting Struck By Both Nexus Turrets At Once (Video)

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I will go over each rune individually under the impression that you already know what they all do. I will explain the benefits to each rune, if they're not listed here they're not worth your time. If you want complete sets look at the top or go down to more specific sets via lane matchups.


Surprisingly you have more options than just Conqueror though they are situational; I will explain their use. All builds without Conqueror will lose some power after the critical strike item changes in patch 9.3 that include the removal of the true damage on critical strikes with Infinity Edge.


This rune got gutted in Patch 9.4 and Patch 9.5. I will need to keep running tests with it to see how useful it currently is. It may still decent against some bruisers or high armor super tanks such as Poppy, Sion, and Cho'Gath, but it's not as powerful into most situations as it was previously. This rune doesn't even do well into Malphite anymore because you cannot get to the 5 stacks required to do the true damage due to Malphite's attack speed slow. Hopefully adjustments are made in the future to buff it for auto-attack reliant champions like Tryndamere without heavily favoring short bursty combo champions such as Riven and Renekton. If you do decide to use Conqueror, keep in mind with all of the nerfs to its damage you will now need to build armor penetration from either Black Cleaver, Guinsoo's Rageblade, Mortal Reminder, or Lord Dominik's Regards.

Press the Attack

Had success with this rune before Conqueror was introduced into the game. It can be a powerful offensive rune for short trades in the lane and give you decent tank busting power in a split or during team fights. This rune should do decently into champions that aren't too mobile but also don't get over-abundantly tanky such as Sylas or Renekton. I will need to do more field testing with this rune in comparison to Conqueror and the other options. Check back for more updates!

Lethal Tempo

Lethal Tempo can be a powerful offensive rune for short trades in the lane and scales decently. This rune should do well into melee champions that aren't too mobile such as Sylas or even tanks like Poppy. You may have trouble using this rune versus some melee champions that aim to cc or disengage you such as Riven, Renekton, and Jax. If you're able to get Lethal Tempo rolling and swap to a squishy target during a team fight you can burst them quite quickly. The damage potential in short skirmishes with Lethal Tempo does outshine Press the Attack, Conqueror, and Grasp of the Undying. I will need to do more field testing with this rune in comparison to Conqueror and the other options. Check back for more updates!

Fleet Footwork

This rune is especially useful into high poke lanes such as Gangplank, Jayce or Pantheon where you typically outscale them anyways. It's also useful for lanes such as Kennen or Teemo where you simply want to stay alive. This gives you powerful healing and short-term trading power coupled with a ton of sustain due to its scaling with AD. Also very useful for keeping yourself topped off and healthy to trade more often.

Glacial Augment

Very underrated and very useful rune in the right situation. I find this rune particularly useful against lanes such as Teemo, Jayce and even Gnar. With Glacial Augment you have one of the most formidable and cheesy level 1-2 all ins in the game. Opponents will simply be caught off guard by the slow and when coupled with Ignite your early game all in potential is quite huge. Couple this rune with an item like Bilgewater Cutlass or Blade of the Ruined King and you'll have a field day. Always get Approach Velocity in the inspiration tree when you take this rune. This rune isn't only for catching ranged champions, either. I've found it useful into other lanes such as Camille and Jax. I will need to keep doing testing with this rune though as we explore more options after the Conqueror nerfs.

Grasp of the Undying

A powerful rune for short trades where you may otherwise get bullied. This rune is useful into lanes such as Renekton, Riven, Camille, Darius, Fiora, and even Jax. I would not recommend this rune into ranged matchups such as Quinn or Vladimir. Your scaling suffers and there aren't enough opportunities for trades.

Phase Rush

Generally I've only found this useful in the Cassiopeia lane. The extra speed and slow resist allows you to run through her miasma and just run her down. It's an option, and I've thought about taking it into Nasus for the memes, but overall this rune is not something you should usually bother with. Like Fleet Footwork, Glacial Augment. and Grasp of the Undying you will usually have to build some sort of armor shred at some point in the game if you choose this rune.

Secondary Runes

Secondary runes are very flexible. Many of them are viable and you have many options. In the end you should always choose the runs that best fits your own play style. I will go over secondary runes along with their advantages and disadvantages so you have enough information to decide for yourself.


Amazing rune, will keep you in the fights much longer and save your life after many fights and all ins. Easily the best rune in it's tier. You tag this buddy with a Death's Dance and that extra health really carries you far and opens up many multi-kill opportunities in mid to late game fights. Also the extra gold is nothing to scoff at, in fact I'm not sure why riot even keeps the extra gold gain on it the rune would still be just as fine without it.


There is potential in this rune. Especially if you rush life steal early. With the recent changes using your Bloodlust can also help top off if you don't currently need the rage. It's hard to measure it's usefulness because you won't have it in dire situations like you would Triumph, this is more of a rune to keep you from getting there. I will have to do some playing around and testing with this rune and I will update this once I get more fieldwork done.

Last Stand

Best rune in it's tier. This just synergizes too well with Tryndamere's kit.

Taste of Blood

This rune is incredibly powerful in short trades. The heal is actually pretty significant early and throughout the lane phase.

Ghost Poro

This rune was updated in Patch 9.7. I no longer recommend Ghost Poro because the power was shifted from the early game to the mid game. You just don't get the attack damage as quickly as before where it truly made a difference. Ghost Poro no longer worth taking over other trees thus domination as a secondary page is not worth it at the moment.


This rune is so fun to use. Tryndamere actually has really high base health so even though you don't typically buy health items you still get a lot of mileage out of Demolish. Turret plating has never been so free. If you're going into the resolve tree take this rune if you do not need the extra sustain from Revitalize.

Second Wind

You will always take this rune if you dive into the Resolve tree. It just heals you for so much during the lane phase that you cannot pass it up. In my experience this rune has always out performed Bone Plating.


I usually take this rune along with Second Wind in high poke matchups such as Kennen or Pantheon. The extra sustain from your Bloodlust helps keep you alive. In combination with Fleet Footwork the rune gets even better. Keep in mind this rune does not increase the healing from Second Wind.

Magical Boots

This is a wonderful rune and one of my favorites. 10 move speed doesn't sound like much, but this is close to 3% movement speed. On top of that, they're free! Save 300g and extra passive movement speed? Yes please! Definitely an economic and scaling choice. Keep in mind 30 seconds is reduced from the timer each time you get a kill or assist which does certainly add up. Downside is you have to wait up to 10 minutes for boots, which can hurt you, but it's worth it.

Biscuit Delivery

A sustain option only if you decide to go Glacial Augment. Do not take otherwise.

Cosmic Insight

Great choice if you're going for a heavy CDR oriented build. Definitely a preference thing but I find Approach Velocity more useful most of the time.

Approach Velocity

Another extremely underrated rune and one of my personal favorites. If you land your Mocking Shout this rune will give you an extra 15% movement speed towards your target. Kill red buff to get Crest of Cinders and every time you auto-attack a champion you will gain 15% movement speed. If one of your teammates is slowed you will also gain 15% movement speed towards your slowed teammates (this can actually make a difference in a fights where slows are involved.) I prefer this rune over Nimbus Cloak for the same reason you level your Mocking Shout over your Undying Rage. You simply use your Mocking Shout much more often and you get a lot of frequent use out of Approach Velocity.

Nimbus Cloak

A great choice if you plan to dip into the sorcery tree. I personally prefer Approach Velocity but you cannot deny the value of having that extra burst of movement speed during your ult, which is one of the most important times for a speed boost. My biggest problem with the sorcery tree is none of the secondary runes help you in the lane phase.


10% CDR. Can't go wrong. Very suitable and common choice. My only problem is the rune does nothing for you until level 10.

Gathering Storm

Extra damage scaling. Not the worst option out there, but too slow these days for my taste. This rune just takes too long to take off and you will generally be better off with something else. You're better off getting Ghost Poro for slightly less damage that you can enjoy at all stages of the game as well as some free vision. Sometimes it's better to cover Tryndamere's weaknesses in other areas rather than double down on his strengths.

Stat Runes

Stat runes may be the smallest runes in the rune pages, but they are just as important as the others. Optimizing these into lane matchups will enable you to get the edge on matchups you are otherwise disadvantaged.

Attack Damage

You'll either take this or an extra armor or magic resistance rune if you're against a hard lane matchup.

Attack Speed

Always take this rune. The extra attack speed outscales an additional damage rune and the extra attack speed will help you cs.


Take this if you're against a physical damage lane. Take another if you're against a difficult physical damage matchup.

Magic Resistance

Take this if you're against a magic damage lane. Take another if you're against a difficult magic damage matchup.


Only take this if you're not sure if your lane matchup is physical or magic and they are both not difficult. Always take the attack damage rune in the second slot if you're picking health. Generally you should not take this rune. Alternatively, you can take the armor rune into a magic lane and get by just fine. Armor still helps vs their auto-attacks and minion damage.

Cooldown Reduction

This rune is just awful. It's a little less than .6% cdr per level and takes too long to scale. There are easier ways to get cdr. This rune cannot compete with 10% attack speed.

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In this portion of the Guide, I will go over each item individually. I also will explain the main build along with some of the other example builds. The goal of this guide isn't to just show you a build, but to teach you how to think more critically about which items you need in the moment, so you can apply your knowledge and adapt your builds each game. Items not listed here I would not recommend as there are better alternatives.

Can I Have Your In-Game Shop Item Set?

Sure! Go to this link: Copy that block of text, go to the items page under your collections tab in your client, select import item sets, and paste copied set! Enjoy the convenience of a shop built for Tryndamere


Berserker's Greaves

These bad boys do a lot of damage, it's really easy to forget just how much damage they add because they're only boots. But at 35% attack speed is quite a bit value. Get these most games unless you're being locked down by CC or getting one shot by physical damage. With all the nerfs to Conqueror leading into Patch 9.5 you're going to need all the damage you can get.

Ninja Tabi

Buy these if you're up against an all physical damage team. You can also choose to buy them vs auto-attack champions such as Quinn, physical bullies like Jayce or teams with a very fed physical assassin such as Rengar.

Mercury's Treads

Crowd control is the bane of your existence. And Mercury's Treads can alleviate some of the pain. A solid purchase into lanes with high magical damage and annoying crowd control such as Lissandra or Kennen. Keep in mind if you only want tenacity from one source and the magic resistance isn't important to you, take Legend: Tenacity and purchase Berserker's Greaves. You will be trading the 25 magic resistance for an extra 17% attack speed vs taking Legend: Alacrity and purchasing Mercury's Treads.

Boots of Lucidity

Ionian Boots of Lucidity are a nice utility based option if you do not need the extra attack speed Berserker's Greaves offers. The 10% cooldown reduction is nice, but the additional 10% cooldown reduction on summoner spells can be extremely useful. There are only 2 things that reduce the cooldown timers on summoner spells, Ionian Boots of Lucidity and Cosmic Insight. Having your Flash and Ignite up more often can make all the difference in winning a duel or team fight. You can either replace your Berserker's Greaves with Ionian Boots of Lucidity at the end of the game for a little extra utility when your damage is already high enough or you can get them as your regular boots with a build that emphasizes utility. With the abundance and accessibility of CDR in other items and the repeated nerfs to Conqueror leading up to Patch 9.5 you're going to need all the damage you can get from Berserker's Greaves. I do not recommend Ionian Boots of Lucidity as an offensive option at this time.



This item is just too good. You'll be buying this first every game. The waveclear, the trading power, and even the sustain make it the most value you can ever purchase for it's gold cost. Don't bother upgrading it to Ravenous Hydra if you can help it. See Ravenous Hydra under Situanional items for more details.

Phantom Dancer

If you're looking for a defensive and mobile option for your Zeal item then Phantom Dancer is your choice. The shield may not sound like much, but can really make the difference in being bursted down or diving. The movement speed is very helpful when chasing down slippery targets. The shield passive is more situational, but very powerful in saving or delaying your ult. Here's some numbers to compare it to it's previous version: in order to match the effectiveness of an extra 600 damage shield, the old 12% damage reduction passive would need to absorb 5,000 damage at level 18. This shield also has other situations where it's more useful than the other passive. For example, if you get caught off guard and bursted down from the fog of war before you can damage the enemy, say a LeBlanc or Rengar, you will still get a shield where you otherwise would not have gotten the damage reduction from the old passive due to not enabling the damage reduction before you were hit. A lot of Tryndamere players are concerned the shield may interfere with the timing on your Undying Rage. That is a valid concern, but it will just be part of the learning process with the item, plus Death's Dance will continue to make that timing easier for you. Phantom Dancer only does marginally less damage than Statikk Shiv but makes up for it in mobility and utility. Ultimately this choice comes down to preference, choose whichever item suits you, but I encourage you to give this item a try.

Statikk Shiv

A stronger damage option instead of Phantom Dancer. Choose this item if you are looking for extra burst or mixed damage and do not need the extra movement speed passive or damage shield passive from Phantom Dancer. The mixed damage can help you get past an enemy stacking armor. The range on the chain can also help you get some extra poke or take small trades.


Death's Dance is one of my favorite items on Tryndamere and highly underrated for a very long time. I have been building Death's Dance for years and I won't be stopping anytime soon. The passive prevents large burst and allows you to time your Undying Rage much easier. This is especially useful towards burst champions such as Talon or Rengar that depend on forcing out your ult and kiting you away. If you survive their burst without having to ult, you can quickly sustain back up and run them down after they have used all their burst damage. The other passive heals you for 15% of all damage dealt, that includes magic damage from items and true damage from your Conqueror which adds up to quite a bit of sustain. On top of that, the active and passive of Tiamat also gives you extra sustain, simulating the passive of a fully upgraded Ravenous Hydra. Using Death's Dance's passive is sort of like taking out a loan you don't have to pay back. When it's time to pay the damage back (death for most champions) Tryndamere can simply use Undying Rage and just take the extra damage reduction with no downside. Additionally, any damage dealt to you during your Undying Rage counts as 0, meaning the damage does not roll over after your ult ends. Death's Dance will never kill you for damage you took during your Undying Rage. Once you get Death's Dance you are very hard to kill. I rush this item right after Tiamat and Berserker's Greaves. That's right, I purchase Death's Dance before I begin my Phantom Dancer as long as I have Berserker's Greaves for attack speed. The extra damage and sustain gives you a much heavier power spike than the traditional Phantom Dancer. Typically I do the Death's Dance rush when I'm laning into melee champions including tanks but I do also rush it for some ranged matchups depending on the team compositions and my runes/boots. The build path is easy, it's mostly a bunch of long swords, and the early sustain in lane can be quite nice. Prioritize getting more damage from the components unless you really need the lifesteal from Vampiric Scepter. The early damage in lane will make your short trades extremely powerful in conjunction with your Spinning Slash and Tiamat, especially if you crit. The extra damage will also help you shred towers earlier, because you are investing all of your gold value into damage vs crit, which doesn't affect towers. That being said you shouldn't rush it every game, it will always depend on your lane, your runes, your boots and the team compositions. If you decide not to rush Death's Dance and get your Phantom Dancer first then buy it after. Death's Dance should find it's way into your core build as a 1st or 2nd complete item (not counting Berserker's Greaves or Tiamat. Alternatively, you can purchase Death's Dance as your 3rd item after Essence Reaver.


With the buff to Tryndamere's passive Battle Fury in Patch 9.5, Essence Reaver may no longer find a place into a six item build. Since you no longer need both Essence Reaver and Infinity Edge to reach 100% crit. It now competes directly with Infinity Edge for its item slot. You can get the CDR from other sources such as Black Cleaver or possibly even Trinity Force. Alternatively, builds including both Infinity Edge and Essence Reaver and skipping a Zeal item may become a possibility. It's a little early so say how viable builds like that will be as you may be giving up a lot of mobility to do so. And while I think builds skipping Zeal may see play, it might be more common to drop complete Zeal item with Essence Reaver after you've already completed six items. After further testing in Patch 9.5 I think Essence Reaver is still core to mid-game strength and will still find a place in most builds. However, you will want to replace it with Infinity Edge after you finish your 6 items and perhaps replace another item in your build with Black Cleaver if you still need cdr on top of armor shred and mobility. Most games will not get to that point, so enjoy the power spikes and mobility in the mid-game.


With both Conqueror being nerfed all the way to Patch 9.5 and Battle Fury being buffed, Black Cleaver is a great replacement for Essence Reaver in most builds. Without the need for extra crit, Black Cleaver can fill the same role with it's CDR and damage as Essence Reaver while simultaneously giving you extra movement speed and the armor shred you will need now more than ever with the repeated nerfs to Conqueror. You should consider this as a late game item to finish a build after you have already replaced Essence Reaver with Infinity Edge or a mid game item if you need the armor shred immediately.


You want to include this in every build. With the buff to Battle Fury in Patch 9.5 you now only need two crit items to reach %100 crit. Because Infinity Edge does more damage than Essence Reaver and you can find CDR from other items such as Black Cleaver, Infinity Edge takes a slot in every build at 6 items.

Guinsoo's Rageblade

A lot of Tryndamere players may think Guinsoo's Rageblade is no longer a viable choice. Has it been nerfed many times? Yes. Is it still a beast? Hell yeah. This item still gives you incredible stats for the gold. Not only that, but it is also stronger against high armor targets after the change from bonus AD stacking to scaling armor/magic penetration. Guinsoo's Rageblade was never an item you needed to rush in order to kill slippery or squishy champions. This item is great for the insane amount of dps it deals to tanks, towers, and other objectives. Getting this thing rolling in a duel or team fight enables you to just shred your opponents, regardless of the small nerfs of the past. Guinsoo's Rageblade should find it's way into your build as a 5th or 6th item.

Blade of the Ruined King

Great item for not only tank busting champions like Sion and Cho'Gath but also catching very slippery champions such as Jayce and Vayne. This item can find a place in almost any build. Combined with a non-traditional rune like Glacial Augment, this item can really work for you. Also combos well with Guinsoo's Rageblade for extra passive proc damage. This item generally competes with other lifesteal items such as Death's Dance. Blade of the Ruined King can be rushed before or after finishing your Phantom Dancer or Statikk Shiv. Additionally, it can also find its way into the 5th or 6th item slot of a build that already has a lifesteal item.


Mercurial Scimitar

If you're against a team composition with extremely heavy amounts and long forms of crowd control. Purchase a Quicksilver Sash and just sit on it. The stats on Mercurial Scimitar are weak so don't upgrade Quicksilver Sash until one of your last if not your last item. Quicksilver Sash is useful to break free from suppress such as Malzahar's Nether Grasp or Warwick's Infinite Duress. But you can even get it for annoying crowd control effects such as Veigar's Event Horizon stun or Zilean's Time Warp. If the enemy has forms of crowd control that are shutting you down and preventing you from doing your job, buy this item. Extra tip: you can use Quicksilver Sash and Mercurial Scimitar during a knock up. They won't reduce the knock up's duration, but they will allow you to Flash away before the knock up ends rather than waiting until after.

Executioner's Calling

Great anti-healing item and it's only 800g with an easy build path. It is worth delaying your build to buy this item into certain matchups. Consider this, healing you deny the enemy might as well count for true damage because it's health they would have otherwise gained for free, by preventing it you are bypassing all of their armor and magic resistance in a way. Even if you run Ignite, it is not up 100% of the time. Executioner's Calling is especially powerful against top lane champions like Fiora and Dr. Mundo. Even team compositions involving Soraka can give Executioner's Calling a lot of value.

Mortal Reminder

If the enemy team has a lot of healing, this is the armor shred item you will buy. This is a viable choice just for it's anti-healing alone. If that is the case, you'll want to sit on Executioner's Calling as long as possible and finish this item last.

Dominik's Regards

If you find yourself in a game vs a high armor tank and the enemy does not have a lot of healing, this is your option.


Trinity Force can be a replacement for Black Cleaver for extra damage in a build if the enemy team does not have much armor.

Ravenous Hydra

Tiamat is a great item, and core to most Tryndamere builds. That being said, Ravenous Hydra is not. There just isn't enough additional power outside of Tiamat that this item offers. You can get lifesteal and damage from many other items. And even Death's Dance in combination with Tiamat emulates the same effect of Ravenous Hydra's unique cleave lifesteal passive. Every other lifesteal item will be much more useful to you, and you're better off investing into items that will help you more. You can buy this item for convenience sake if you are out of inventory slots, or you simply don't have enough for another complete item before the game will end. If you did buy this sometime during the game and it's still going into the late game, you can sell this item later for something better.

Wit's End

It sounds like a troll item on Tryndamere but in reality it isn't that bad. This item is useful into magic damage oriented champions that favor longer trades and armor stacking tanks that deal mostly magic damage. Malphite, Dr. Mundo, Cho'Gath, Sylas and possibly Akali. When Wit's End is built alongside Blade of the Ruined King and Guinsoo's Rageblade, it makes for quite the powerful on hit tank-busting build. That being said, into more aggressive magic users such as Akali, Sylas, and [kennen]], Wit's End competes with and fills a similar role to Death's Dance. They both reduce incoming magic damage in their own ways and provide sustain with some form of utility (cdr vs movement speed.) For this reason I mostly recommend Wit's End for a tank busting on-hit role, where the on-hit magic damage stacked with the effects of Blade of the Ruined King and Guinsoo's Rageblade can give it more value. However, if you are against an all AP team feel free to build it at some point regardless of matchup. If you're going to buy Wit's End against a tank, I recommend you buy it after your Blade of the Ruined King and Guinsoo's Rageblade. If you're buying it vs a more aggressive ap assassin, mage, or bruiser I recommend buying this item after Tiamat. One last thing, be mindful of hitting the attack speed cap if you are stacking too many attack speed items and don't buy Berserker's Greaves if you're going to go over the 2.5 attack speed cap.


Elixir of

This elixir may be the best of the three. Crowd control (especially late game) can be devastating for Tryndamere in a team fight. The extra health is also useful when damage is at its highest at the later stages in the game. There's also a little synergy with Triumph since your total health will be higher. Overall this elixir will always be a great choice especially if you don't have Legend: Tenacity or Mercury's Treads.

Elixir of

A solid choice. Extra damage and lifesteal when attacking champions. This is a great option if you still want a little more kick. Choose this if the enemy does not have a lot of crowd control or you want a little extra dueling power.

Elixir of

Even this elixir has a use for Tryndamere. This can be very useful when backdooring towers late game. The true damage in addition to all your attack speed from items will allow you to burn through tower's extremely fast. While it is extremely niche, there are situations in which even this elixir has some use.

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Coming Soon! Mini-Guides For Each Individual Matchup Including Runes, Item Builds, Laning Strategy And More!