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Tryndamere Build Guide by pain train

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League of Legends Build Guide Author pain train

A new look at Tryndamere

pain train Last updated on September 3, 2013
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Top Lane
Ranked #105 in
Top Lane
Win 49%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

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I may not be the best Tryndamere player and this may not be the nicest guide but this is my first guide and its a bit of a different way to build Trynd. I am currently in Silver 3, recently placed there after reaching 30.

I don't always get to play top but when I do Tryndamere is one of my go to choices if my team doesn't need a true tank. I feel that unless your team really does need a tank Tryndamere is a very effective pick overall.

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As far as runes go I feel Tryndamere leaves alot of room for flexibility. Personally I run with 9 Greater Mark of Attack Damage, 1 Greater Quintessence of Life Steal, 2 Greater Quintessence of Attack Damage, 2 Greater Glyph of Attack Speed, and 7 Greater Glyph of Magic Resist. I like the little bit of early life steal for the sustain but at the same time the early attack damage is huge, that's where the flexibility comes in. Tryndamere running 3 Greater Quintessence of Life Steal is still going to be very effective, personally I like 3 Greater Quintessence of Life Steal when jungling with a melee champ such as Trynd.

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21/9/0 is pretty much a standard Tryndamere build. Taking points in Lethality and Frenzy are pretty much must haves for Tryndamere who is just about centered around crit. While Tryndamere is crit centered I don't necessarily build Tryndamere full on crit, personally I like a good amount of crit, 75% crit in this build. While a high crit percent is good, a high level of AD that allows higher crits is more important to me.

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Skill Sequence

Like always max your Q first its pretty important for Tryndamere. Now here's where I'm different I don't max my E or W next, I alternate which one I put points in maxing W at 17 and E at 18. Oh yea don't for about that little thing called an ulti.

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This is where I start to stray off the beaten path. While I don't stray far I still like to mix it up a little. While Blade of the Ruined King is pretty much standard on Trynd I feel that with the recent nerfs to BOTRK Ravenous Hydra is as effective or better than BOTRK. I go Statikk Shiv early for the aoe dmg and additional crit it provides. Both Infinity Edge and Phantom Dancer play an important part in a good final build for Tryndamere. A defensive item like Warmog's Armor or Guardian Angel are purely situational. An item like Frozen Mallet or The Black Cleaver would be the better choice in most situations. Even getting Blade of the Ruined King, Ravenous Hydra, or The Bloodthirster, depending on which you got earlier, as a final item would help. The speed from Blade of the Ruined King plus the damage from either of the other two is a very strong comp. The only flaw to that is being kitted by a ranged, since you have no defense you can't withstand being kitted. On the other hand you have so much crit and life steal you can take almost any 1v1 and most 2v1 with your ulti.

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This section pretty much isn't needed honestly. If you've played Tryndamere at all before you know that all you do is farm, farm, farm, get a kill, back to farm. I think this explains it best.

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Early Game: Early game with Tryndamere is pretty much don't get killed and don't be stupid until level 6. Level 6 and on just don't dive head first into something crazy other than that Trynd is pretty insane as long as you time your ulti correctly. Even post level 6 don't go all in on someone with CC or someone that can kite you down.
Mid Game: By now you should have some nice farm going and couple major items bought or soon to be bought. If you've been winning your lane start roaming after your first tower is down to help push other lanes. If other lanes are already pushing simply keep the split push going, especially if you have Statikk Shiv. Again don't dive into something crazy but at this point as long as you farmed up like you should you can win most 1v1's as long the other champ can't kite you.
Late Game: Now you should be able to split push like a boss and nuke towers, don't split push deep into the enemy side unless you have vision on most of the other team. If you have already successfully split pushed to inhib turrets group with your team and win a team fight so that you can take an inhib turret and hopefully the inhib.
Team Fights: YOU ARE NOT THE TANK, but you should go in right after the tank. If you go in first you will get focused down, unless your ADC is dumb enough to go in headfirst as well. With that being said it is much better to go in with full rage than to go in with no rage. As long as you go in after the tank, giving the enemy team long enough to focus the tank, you should be able to dish out a lot of damage. You should use Spinning Slash to enter the team fight followed by Mocking Shout don't use Bloodlust unless the fight is over and you are dangerously low. If at anytime during a team fight you get low on health use Undying Rage and try to hit anyone you can to get health back from your life steal, this is the one other time using Bloodlust is acceptable. If undying is down don't go headfirst into a team fight give it a second or two for the enemy team to use some major abilities so that when you do go in you can deal major damage without getting nuked down. Tryndamere is pretty much solely based on auto attack which means the only cooldown that you need to watch at all times is Undying Rage.

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Playing Tryndamere is simply a matter of learning your limits though trial and error. Once you know your limits as Trynd there is no limit to what you can do. As long as you play cautious pre level 6 and don't get caught out while split pushing you should dominate.