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Tryndamere Build Guide by denjanz

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League of Legends Build Guide Author denjanz

A right click to Diamond: The Top lane King

denjanz Last updated on June 20, 2017
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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.


18 Ferocity
















0 Cunning
















12 Resolve
















Threats to Tryndamere with this build

Show all
Threat Champion Notes
Dr. Mundo Mundo early game is very weak and Tryndamere is very good at punishing once he hits level 2. Grab ignite and try and kill mundo as much as possible before he gets tanky. Be wary of jungle ganks, the slow from mundo cleavers makes it hard for Tryndamere to escape a gank. Consider buying Executioner's Calling.
Riven I find this lane very easy. Your level 2 all in will destroy any Riven who doesn't play smart. One crit does more than 1/4 of Riven's health and after you get that one kill Riven will fall too far behind. But the lane is a snowball lane after all so if you do die be wary of the consequences. Also know that you do have the advantage throughout the early levels of laning phase. Good Riven players will be aware that their ult CD is lower than Tryndamere's so if you use your ult as Tryndamere wait for it to come back up because Riven will have hers and will use that chance to kill you. This lane difficulty depends entirely on the Riven's skill. As most Riven's don't know what they are doing (no offense!) it is normally a lane I love going into. My favourite and fun lane
Yorick The Yorick rework has worked in favour of Tryndamere, it is a very easy lane. If Yorick casts his wall you can simply spin out of it. Plus you can gain fury from his ghouls and you outduel him. The only time this lane can get a little more difficult is if Yorick stacks armour and when he gets a buff.

Hello and welcome to my Tryndamere guide. My IGN is The Witcher and I play on the EUW server. I was an Ex Diamond 3 player (too lazy for ranked looking to get back into it!) who fell in love with the crit meister. This is my first MOBAFire guide, I made this guide generally for fun and to help others out there hoping to learn how to play Tryndamere correctly.

This guide will focus mainly on top lane Tryndamere, jungle Tryndamere in my opinion is definitely viable but weak; I play it mostly for fun, I would not recommend it so much in your ranked games!

A very special thanks to MissMaw! <3 She did all the aesthetics to the guide and it looks fantastic! Without her this guide would look like garbage.

Here is MissMaw's profile:

Please take time to +rep her, read her guides and upvote them even, if you don't play the champions because the guides themselves look great. And she's a lovely person!

Here is my OP.GG if you are interested:

If you catch me streaming on very rare occasions:

+ Great sustain with Bloodlust
+ 35% crit chance potentially at level one
+ Reliable gapcloser and escape Spinning Slash
+ Awesome duelist and split pusher
+ Tryndamere is often underestimated and cheesing your enemies is very easy at lvl 2
+ Can't die for 5 seconds
+ Smashing people's faces in is fun

- Can easily be bullied in certain matchups
- Easily kited
- Thornmail is very hard to deal with especially when you are in a full AD comp
- Vulnerable to burst damage and silences which can take you by surprise and you can easily fail Undying Rage. It happens to the best of us.
- Has a generally bad teamfight unless fed.
- Tryndamere is seen as a "noob champ" and if you ever do well, people will hardly ever praise the player of being good but rather criticize the champion of being nooby.

Tryndamere gains 5 Fury for striking a unit or 10 Fury for a critical strike, and 10 extra Fury for killing a unit. When out of combat for 8 seconds, Tryndamere loses 5 fury every second. Each point of Fury grants +.35% Critical Chance.

Very nice passive. For every point of fury you gain (from hitting creeps and killing them) you gain 0.35% crit chance which means you can essentially have 35% crit chance once you hit level 2. This means that cheesing your enemy opponent is very easy since those crits will hurt a lot. For 85% of your matchups you will be wanting to get that first blood at level 2 by taking advantage of your early crit chance.

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% of ability power) Health plus 0.5 / 0.95 / 1.4 / 1.85 / 2.3 (+1.2% of ability power) Health per Fury consumed.

This is Tryndamere's Q. It passively grants you AD based on its rank. Plus it gives you AD based on the % health you are missing which synergizes really well with Undying Rage The active on his Bloodlust heals Tryndamere for a flat amount based on how much fury you have. So the more fury you have the more health will be given to you. The active is Tryndamere's main sustain and is also the ability you go to nearing the end of Undying Rage so you are able to survive. Although my main concern is to preserve my fury as much as possible to hold onto the 35% crit chance. I'd only use my Q active if it was worth trading the sustain for the 35% crit chance

Decreases surrounding champions' physical damage by 20 / 35 / 50 / 65 / 80, and enemies with their backs turned also have their movement speed slowed by 30 / 37.5 / 45 / 52.5 / 60%. Lasts 4 seconds.
Mocking shout is Tryndamere's W. The active reduces surrounding enemies AD which means using your W for simply trading a few hits is totally worth it so don't be scared to spam your W. Also enemies with their backs against you will be slowed which helps Tryndamere chase enemies.

Active: Tryndamere spins through his enemies, dealing 70 / 100 / 130 / 160 / 190 (+100% of ability power) (+1.2 per bonus attack damage) physical damage to enemies in his path. Spinning Slash's cooldown is reduced by 1 second whenever Tryndamere critically strikes (2 seconds upon critically striking an enemy champion).

Spinning Slash is Tryndamere's E. It can be used in several different situations from chasing down enemies, initiating a teamfight, running away from enemies (this means spinning through walls!), clearing waves and also doing tons of damage to your enemy. The cooldown of your E is reduced whenever you crit by 1 second and by 2 seconds when you crit an enemy champion so the cooldown on his E can be very short. I 95% of the time max my E over my W since it encourages a more aggressive play which is what Tryndamere is all about and it does lots of damage. Plus the cooldown is reduced when you upgrade it and I believe that his gap closer is much more valuable than Mocking Shout. However in certain matchups I do max my Mocking Shout over Spinning Slash such as Tryndamere vs Irelia as your W mitigates her sustain she gets from prolonged fights as you reduce her ad, as well as against Jax.

Tryndamere becomes completely immune to death for 5 seconds, refusing to be reduced below 1 Health and instantly gaining 50 / 75 / 100 Fury.
This is Tryndamere's ultimate. Tryndamere's ultimate allows him to stay alive for 5 seconds no matter how much damage he takes. This naturally makes Tryndamere really "tanky" and a huge force since he is essentially a glass cannon that cannot be killed for 5 seconds so lots of resources are needed to stop Tryndamere. Undying Rage provides Tryndamere with fury at the ready which means you don't have to stack your fury before ulting which can be used to activate your Bloodlust to survive. The general uses of Undying Rage are diving, surviving a dive, teamfights and generally jumping in 1 vs 5 which feels awesome. The idea of Undying Rage is to do as much damage before your time runs out meaning you can potentially kill 3 people during your undying rage if you use it correctly and position yourself well and potentially surviving by using your Bloodlust.

Berserk's A choice of preference between Ionian Boots or Berserk's Greaves. I personally prefer Berserk's Greaves more now as it synergies better with . You can lifesteal more effectively with more attack speed.

Ionian's These are my second favourite with Beserker's Greaves being my favourite. Gives CDR and more kill potential with ignite, syngerises better with Black Cleaver if you want to aim for 40% CDR with Death's Dance.

Mercury's Mercury's treads are really useful boots against top laners that have CC which makes it impossible for Tryndamere to hit their enemy for example Nasus's Wither Merc's Treads gives Tryndamere tenacity and reduces these CC effects by 35% plus gives some nice magic resist. However these boots are more expensive but very useful in certain scenarios.

Ninja Tabi Useful boots against champions that heavily rely on AD for example . It gives you more survivability and helps you trade with your opponents easier. I'd buy if I was struggling in my lane against a heavy AD champion.

The rest of the boots I would not recommend for Tryndamere since the stats they provide do not suit Tryndamere or they are simply not worth the gold.

FLASH I pick Flash over Ghost since I find that a flash allows me to take my opponent by surprise easier in my level 2 all in and plus it is more useful when it comes to escaping ganks early on which is vital whenever I play Tryndamere since you will have a very hard time once you fall behind.

GHOST Ghost is a much riskier summoner spell compared to flash however the payoff is that it is a better late game summoner spell for Tryndamere as it helps not get kited as much and helps him stick with his opponents more than what Flash does. Just be wary of being ganked with Ghost since it will not save you as effectively as Flash.

IGNITE Ignite is something I pick for Tryndamere if I am confident I can win the matchup. It offers so much kill potential and is totally worth it if you can get first blood and snowball your lane. It will suit more aggressive playstyles but if you are not aggressive or the matchup is difficult I advise you pick a different summoner spell which will be more effective for your playstyle.

TELEPORT Teleport is a better summoner spell over ignite if the matchup will involve you getting poked, and if you are not confident. Teleport is very good for smart players too, late game, teleport opens up many opportunities for you to splitpush and backdoor providing a lot more map pressure than ignite would do. Usually in higher elo games I do take teleport just for this reason.

EXHAUST I rarely pick it but sometimes it's worth picking it over ignite for example against Lulu and Azir since you will struggle a lot to even get to those sort of champions so ignite is not going to help you out at all. Grabbing Teleport will help you stay in lane for longer to avoid being poked down and help you grab more gold and Exp.


Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Attack Speed

Greater Mark of Attack Damage

Provides you early ad which helps with farming and trading.

Gives you some good defensive stats early on which helps reduce the poke you take early on when ranged champions have an advantage over you and will help you to trade evenly with other champions.

Provides some MR defense against AP champions so you won't find yourself getting bursted down too fast.
I have 3x attack speed quints since they were buffed once season 4 started and lifesteal was nerfed. The attack speed quints really help you with last hitting and scales very nicely into late game when you build attack speed items.

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

1.) I start Spinning Slash with Tryndamere because first of all it is a reliable escape level 1 if you do get invaded and you get caught and second of all it can be used to trade level 1 effectively which often catches your opponent off guard. You also need it for the cheese level 1/2

2.) Grab Bloodlust next for the sustain if you end up in a fight to heal yourself when things get sticky mid fight and also to provide you with an extra ad. Generally Bloodlust benefits you more than Mocking Shout at level 2.

3.) Upgrade your W so you have all of Tryndamere's skills now OR get a second point in your Q if you want to heal yourself with max fury.

4.) Following the skill sequence I max his Bloodlust first since it provides Tryndamere with most of his sustain which is needed to survive laning phase and also provides some nice ad.

5.) Continue maxing Bloodlust and get Undying Rage once you hit 6. Don't think I need to explain why.

6.) Max your Bloodlust and then move onto maxing Spinning Slash. I find that maxing Spinning Slash over Mocking Shout suits my playstyle more and that's why I do it. Maxing E provides you with more burst and helps you clear waves faster. Also it reduces the Cd of your only gap closer and escape so as a whole I find that maxing out Spinning Slash is far more useful than Mocking Shout especially against ap damage.

7.) Continue maxing E and upgrade your ultimate at level 11 and 16. Once you finish maxing Spinning Slash start upgrading Mocking Shout

Provides Tryndamere with extra crit strike, more burst from its unique passive, extra clearing speeds, more attack speed and movement speed. I get this over Phantom Dancer as I love the AP damage. It is great vs tanks who build armour and gives more kill potential for snowballing.
This item is currently very strong on Tryndamere. Provides substantial AD and lifesteal with a sweet cdr attached. It's a fantastic item that gives Tryndamere everything he needs early on. Rush this after Statik Shiv! The self damage doesn't effect Tryndamere due to his Ultimate and Tryndamere's great sustain from his abilities and lifesteal.

Provides you with the large bulk of CDR, but it also provides you with a lot of movement speed if you kill a unit or hit an enemy champion. This allows Tryndamere to chase his targets and with the CDR you can spin more.
Most useful of all, is that it can reduce armour up to 24%. This can be easily achieved if you are constantly spinning and hitting a tank and soon enough, their stacked armour becomes useless. Other than that, it gives you +400 health which is not that great on Tryndamere but always welcome.

After the Black Cleaver nerf, I do not consider this item as a core item. It is now a situational item as its build path is not suitable for Tryndamere early game, and its stats that benefit Tryndamere most got nerfed. RIP

I may get this over Statik Shiv if I am against a duelist and not a tank. This provides extra dueling power over Statik Shiv. For example against Yasuo, Riven, Pantheon. The PD allows you to stick on those champions more and gives damage reduction making you stronger in a 1 vs 1.

Ravenous Hydra is a very good item for an increased wave clear speed, however I woudn't recommend this over other items in the build.

Helps Tryndamere take down those really tanky champions. This item is especially useful against champions who are stacking a lot of health, as the item does more damage based on how much more health they have on you. The item provides more damage than Mortal Reminder. It is a good last item if you are dealing with a tanky team comp.

You get this item when you are dealing with champions that benefit a lot from healing. I don't get this often over Lord Dominik's Regards, however it is useful vs champions such as Aatrox and Dr. Mundo.

This is what gives Tryndamere his late game power spike. Getting an Infinity Edge gives Tryndamere such a big power spike due to the increased damage from his critical strikes. If you are snowballing or playing in a snowball lane such as against Riven getting an early Infinite Edge can be devastating over a Blade of the Ruined King

Ghostblade is really nice with the extra ad and armour penetration that it gives. It's advantage over Mortal Reminder and Lord Dominik's Regards is that it has a really nice active. So you can use Spinning Slash very often and have huge amounts of movement speed. It's also extremely nice for taking down towers quickly. Getting a ghost blade over a Blade of the Ruined King is definitely an option if you are against squishy champs.


You could grab yourself one if you are so far ahead that a defensive item really isn't necessary. The lifesteal a bloodthirster gives you is massive so in 1 vs 1 duels this item will basically make you unkillable. Smurfs can enjoy themselves with a The Bloodthirster, although other items do provide more benefits.

Is really nice on Tryndamere because whenever you pick it essentially means they are going to have to kill you 2x + having to deal with 5 seconds of you not dying. Just never use Undying Rage before your guardian angel procs. You can burn your ultimate whilst the death animation for the guardian angel is taken place so you are just wasting your ultimate. Use your ultimate after the Guardian Angel procs.

Helps you remove CC from yourself which is nice for Tryndamere since CC is his worst enemy. Plus it gives Tryndamere movement speed which helps him chase down his targets. If you are stunned for too long and you can't split push or group for a team fight then consider getting a Mercurial Scimitar or a Banshee's Veil whichever one suits the situation best. A Mercurial Scimitar is very useful against the likes of Lissandra

Useful against ap laners although I would only get it for the unique passive which provides you a shield. But I find it not as useful on Tryndamere since he can already not die for 5 seconds so the shield is not going to do anything for Tryndamere.

The item is good but I find that Death's Dance is a stronger item when comparing the stats. The item is effecient against heavy stacking hp champions. I will get it maybe after my Death's Dance or Infinite Edge.

To get the most success out of Tryndamere, there is a huge emphasis on winning your lane and destroying the enemy tower first(first tower gold). You also want to make sure you dominate the lane very hard getting 2~3 kills with the constant use of ignite and playing aggressive.

Rift Herald is also really strong. As soon as you get a single advantage over your laner, get your jungler top lane and take it. Make sure your jungler gives it to you. (Far too many junglers take the buff!) and once you have the buff dueling will become even harder for your opponent. Eventually you'll be smacking on the inhib towers and their whole team will need to gank you.

After you have successfully snowballed you need to make sure you get map objectives and finish the game as soon as possible.

Playing Tryndamere is tough in the meta since several champions can counter him hard in lane and stop Tryndamere ( Quinn) but when played well and right Tryndamere can be a wrecking beast and a great champion for carrying SoloQ which is why I picked him up.

Tryndamere's main goal is split pushing like crazy. Only a few champions can stop Tryndamere split pushing and when you can't stop him. The enemy team are going to have to co-ordinate at least a 2 man gank to take you down and even then the chances of you potentially 1 vs 3 the enemy team and getting away with 2 kills is something you are going to have to do. Further down the guide I will go through split pushing in more detail.

After you have got tower objectives and using your team gold advantage you should be able to teamfight and win them. With the 40% CDR build, it's very hard to kite Tryndamere, and so teamfighting as Tryndamere really is not that bad as people make it.

In most matchups you are going to want to all in level 2. It's not that hard unless you overcomplicate it.

It's as simple as stacking your Fury level 1 and hitting the opponent whenever he gets too close. A single crit will destroy him so try your luck and don't be scared.

Push the lane so hit the creeps a couple of times to gain fury faster and hit level 2 first . Once you have done so straight away upgrade Bloodlust and use Spinning Slash into your enemy and then keep hitting him and hope for a crit. If you crit him 1~3 times instantly ignite him and you will have first blood.

Sometimes you will not be able to kill him but instead burn his flash. In which case don't flash after him unless you are certain you can kill him and then ask your jungler for an early dive since he will be without flash and very low under tower.

After performing your level 2 all in you must ward the brushes since you are very pushed and the last thing you want is getting killed but if you have chunked your opponent enough and he is unable to heal then the enemy jungler will struggle to fight you 1 vs 1.

Ward at number 3 if you are on blue side

Ward at number 1 or deeper between number 9 and 2 which is better unless they have a Lee sin which could ward jump from position 4 to position 1 if you are on purple side.

Although this video is from season 3 it summarizes Tryndamere level 2 all in very well thanks too How to top lane. I did not make the video.

The main thing to a successful splitpush is communication. Before you split push tell your team that you are going to do so and tell them to prepare drake as soon as they see that more than 1 person is top lane or around the top lane area.

This way you can constantly get objectives whenever you split push. The worst thing you can do when you split push is die and find that your whole team is buying in the meantime. It just means that you gave free gold and they have map control.

Split pushing is not as simple as killing those who try and gank you. You need to ward the enemy jungle so that you can see who is approaching for a gank. This way you can communicate with your team around the situation to get the best possible outcome and it also helps you decide whether you can take the enemy on and not get caught out by surprise. Normally when I split push I buy 2 wards each time I base.

Also whilst split pushing and presuming you are ahead try and steal jungle buffs from the enemy team and killing the enemy jungler and their jungle camps.

During the mid game split push top lane so that your team can get map control over drake however as the game drags on start splitting bot lane so you can drag the enemy team towards the bottom part of the map so that your team can get baron whilst the enemy team is mindlessly chasing you across the map and you are 1 vs 5.

Of course you are not going to simply give them a kill. You are going to have to kill at least 1 person every time you get ganked. That means even if they five man gank you.

Most important of all you have to keep stock of pink Vision wards!

Teamfighting as Tryndamere is all about positioning. You should never engage a teamfight as Tryndamere since that makes it really easy for the enemy team to CC you and make you useless.

You must always wait for someone else on your team to engage, whilst you enter from an angle or from the back. You want to always enter the fight where you can reach the backline, and when they have used their main CC abilities. Never engage head on.

You have to also take in consideration the enemy team. Keeping track of the CC they have used and haven't used to plan your approach to the fight. For example, you never want to enter a fight when the enemy Amumu has not used his ultimate (unless you take in account your qss.)

Before you teamfight you have to consider whether your team can win a teamfight. There is no point grouping for a fight that will 80% be a loss. If your team is losing or your so far behind that you won't be impactful in fights carry on splitpushing and farming. Get the enemy towers to give your team global gold so that when you group up you are stronger.

Remember that you have 40% CDR with this build, you can often spin multiple times across a teamfight if you position correctly. It's all about getting to their carries and this build makes it much easier and gives you damage to kill them quickly.

Instead of updating the jungle Tryndamere section I decided to completely delete it.
I felt this was the best choice as Tryndamere jungle is too weak at this point.

It's not the same as it was before with the old farming jungle item that was extremely abusive.

Tryndamere jungle doesn't have the kit/build to be useful in that role. Before there was a huge advantage of farming the jungle but now with the new devourer there is less incentive.

Top lane Tryndamere gives you that advantage of being able to snowball and at the same time doesn't leave your team exposed by the fact that you haven't picked a traditional jungler, that can snowball the game out of control Lee Sin.

Not to say it isn't fun. If you want advice on Jungle Tryndamere feel free to add me.

Add my IGN The Witcher on EUW and send me a screenshot of your scores/games so that I can post them on here!

Mr Yasuo:

I really hope you enjoyed my guide and that it was informative but at the same time not too boring to read through.

I wish you luck in your future Tryndamere games (hopefully Tryndamere, he really is awesome)and I hope the guide helped you become a better player.

I did spend quite long doing this guide so comments are very much appreciated as well as likes!

Also if you have advice to improve my guide or any questions regarding Tryndamere feel free to ask me and I will there to answer your question.

Add my IGN The Witcher on EUW server if you have any queries
I hope the RNG gods are nice to you all.