Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Introduction
- His E,
Spinning Slash has a 100% AP ratio
- His Q,
Bloodlust scales off of 30% of your AP
- On top of the 30% AP scaling,
Windspeaker's Blessing buffs his heal by 10%
- I was super high at the time (okay, not really)
Now keep in mind, this guide is heavily theory-based due to a lack of actual experience with AP Tryndamere. Also, for those who are interested there is a section with a bunch of math for damage and healing, so be warned. Make sure to take the information in this guide with a pinch of salt.
Runes








Marks
When I first started this guide, I was running 8








Seals


Glyphs
5


















Or
Battle Fury is your passive. It gives you 5 stacks of Fury for hitting an enemy, with either an autoattack or your
E, 10 stacks for critically hitting, and 10 more stacks if you kill that enemy. So you can get between 5 and 20 stacks from one hit. Once you leave combat, you lose 5 stacks every 5 seconds. Also, for every point of Fury, you get +0.35% Critical Chance, up to a maximum of 35% Crit Chance at 100 stacks. The key to Tryndamere is maintaining your Fury stacks so that when s**t hits the fan you can whip out your umbrella.
Bloodlust is the reason why you run
Windspeaker's Blessing
. The sustain from
Bloodlust is just insane, and it allows you to stay in lane for way longer than you could if you were running a boring AD Tryndamere. However, the heal isn't the only part of this ability. It also gives 5/10/15/20/25 AD, plus 0.15/0.2/0.25/0.3/0.35 AD per every 1% of missing health, so at your lowest possible health while ulting (70), you gain 59 bonus AD. Max this ability first for maximum sustain and bonus AD.
Be sure to use
Bloodlust when you are at maximum Fury stacks so you can get the most healing done.
Mocking Shout is kinda meh, but it's still a good ability. It's an AoE debuff that reduces the physical damage of nearby enemies by a decent amount, and slows them from 30% to 60% (based on ability level) when their backs are turned. Both effects last for 4 seconds. Max this ability last.
If you're going against an AD champion, make sure to use this ability before trades, but be careful.
Mocking Shout has a 14 second cooldown, so don't spam it as you will be weaker in the event of a gank without it.
Spinning Slash is your basic dash ability that deals damage to anyone in your path. Max this ability second.
Use
Spinning Slash to dash over small walls, clear out creep waves, or use it in conjunction with
Mocking Shout to get in front of the enemy and catch up to fleeing enemies.
Undying Rage is the reason why people hate him so much, regardless of their skill level, but for some pretty different reasons. Enemies hate it because he just can't be killed and is able to either escape a massive gank with a pixel of health, or take down the Nexus with everyone trying to kill him. However, allies hate it because he uses it to 1v5 under the enemies' Fountain turret. This ability is really easy to use wrongly, and knowing when to use it takes some time, as well as looking at other guides that can explain this ability better.
Abilities







Be sure to use



If you're going against an AD champion, make sure to use this ability before trades, but be careful.



Use




For AP Tryndamere, I run 12/18/0, making sure to take
Windspeaker's Blessing
Honestly, both of them are equally viable, however I take
Sorcery for more damage on
Spinning Slash, which translates to more healing from
Hextech Gunblade
This should be self-explanatory, but in the case that you don't understand, then here's why you don't want
Feast
or
Expose Weakness
.
Feast
restores only 20 hp, and it also has a 30 second cooldown, which makes it kinda mediocre in a lane where you're almost always gonna be trading damage and need some form of decent sustain.
Expose Weakness
is just useless, unless you are a champion who is not designed to deal a lot of damage.
So far, I've only been running
Natural Talent
for more scaling on my abilities, however I have not yet determined how
Vampirism
would fit into the build. If I find out, I'll edit it into this section.
This is kind of obvious for me, since
Oppressor
works very well with Tryndamere's
Mocking Shout. Of course, if you plan on just steamrolling the enemy, then
Bounty Hunter
will give a much better bonus, as long as you can kill at least 3 enemies. At that point, the damage boost from
Bounty Hunter
is superior to
Oppressor
.
Since you're going to be spending a lot of time in combat, especially in the laning phase, the damage buff from
Savagery
is a better choice than the out-of-combat movement speed buff from
Wanderer
This mastery tier is pretty simple. You won't need
Runic Affinity
since you won't be going after jungle buffs for most of the game.
Secret Stash
is technically viable, however I do not recommend it since the heal from the base
Health Potion combine with the heal from your
Q is more than enough sustain. I personally take
Assassin
for better damage in lane, although this will not be as useful in the late game, especially in team fights.
This isn't even an option. Mana regen is useless on Tryndamere
This choice is entirely situational and based on who you're laning against (at least, that's how I see it). If you're against someone who can zone you out and prevent you from last hitting, then go with
Bandit
. Otherwise, your default mastery will be
Dangerous Game
.
You honestly don't need 45% CDR on Tryndamere, since your cooldowns are pretty decent by late game, assuming you get 40% CDR from your items by then. With 40% CDR your cooldowns are reduced to 7.2 seconds on your
Bloodlust, 8.4 seconds on
Mocking Shout, 5.4 seconds on your
Spinning Slash (which gets reduced even further by crits), and 54 seconds on
Undying Rage.
Okay, first I'm going to give a brief explanation of what each of these do, in case you don't like looking at the numbers from the official descriptions.
Stormraider's Surge
: If you burst an enemy hard enough within a couple of seconds, you gain bonus movement speed and slow resistance.
Thunderlord's Decree
: Damaging an enemy 3 times causes Zeus to bonk that enemy on the head for magic damage that scales mostly with AD, and a bit of your AP, however it has a cooldown so you can't taser multiple enemies in succession.
Windspeaker's Blessing
: Buffs all your heals and shields. Healing/Shielding an ally gives them bonus Armor and MR.
Now, why do we go with
Windspeaker's Blessing
? Because of the 10% buff on your Q. I will go into the math in a separate chapter, for those who are curious, but TL;DR,
Windspeaker's Blessing
increases the heal by 116 health at level 18, with the example build (which gives 579 AP). While 116 health might not seem like a very significant increase, I feel as though every extra point of health matters, thus making
Windspeaker's Blessing
worth it in my mind.
Now, if you aren't one to worry about that increase in health, then the other keystone masteries in the Cunning tree are all viable, and in the end it comes down to personal preference. Of course, if you want to put more points into Ferocity, then that also works. In that case, you can put 5 points into
Battering Blows
, and for the keystone in that tree, you can choose between
Fervor of Battle
and
Deathfire Touch
.

Ferocity
Fury
or
Sorcery
Honestly, both of them are equally viable, however I take 


Double Edged Sword
or
Feast
or
Expose Weakness
This should be self-explanatory, but in the case that you don't understand, then here's why you don't want




Vampirism
or
Natural Talent
So far, I've only been running


Bounty Hunter
or
Oppressor
This is kind of obvious for me, since





Cunning
Wanderer
or
Savagery
Since you're going to be spending a lot of time in combat, especially in the laning phase, the damage buff from


Runic Affinity
or
Secret Stash
or
Assassin
This mastery tier is pretty simple. You won't need





Merciless
or
Meditation
This isn't even an option. Mana regen is useless on Tryndamere
Bandit
or
Dangerous Game
This choice is entirely situational and based on who you're laning against (at least, that's how I see it). If you're against someone who can zone you out and prevent you from last hitting, then go with


Precision or
Intelligence
You honestly don't need 45% CDR on Tryndamere, since your cooldowns are pretty decent by late game, assuming you get 40% CDR from your items by then. With 40% CDR your cooldowns are reduced to 7.2 seconds on your 



Stormraider's Surge
vs
Thunderlord's Decree
vs
Windspeaker's Blessing
Okay, first I'm going to give a brief explanation of what each of these do, in case you don't like looking at the numbers from the official descriptions.



Now, why do we go with



Alternate Keystones
Now, if you aren't one to worry about that increase in health, then the other keystone masteries in the Cunning tree are all viable, and in the end it comes down to personal preference. Of course, if you want to put more points into Ferocity, then that also works. In that case, you can put 5 points into



Starting Items





Components











Core Items










Next Items



















Boots


For this section, we will be assuming that we have the example build, in which case we have 540 AP. Assuming we have 6 stacks on Rageblade's passive, then we will have 564 AP.
Secondly, the term "modifiers" will be used. This term refers to Armor, Magic Resistance, Armor Penetration, and Magic Penetration, because that's some arithmetic that I do not want to look up.
Keep in mind that, due to these modifiers, much of the damage calculations will be off by quite a bit, so when I say that "Ability X will deal Y amount of damage", don't expect to deal that exact amount of damage.
Lastly, the specific formulas and equations for this stuff can be found on the wiki.
Math for
Without
Windspeaker's Blessing
,
Bloodlust will heal according to this formula:
70 + 30% of AP
This results in the following:
70 + (0.3 * 579 AP) = 243.7 health from the cast
Then we can add the health gained from the 100 Fury stacks, which is calculated 2.3 (+1.2% of AP)*100 stacks. At 579 AP, the health gained from 100 Fury is:
(2.3 + .012 * 579 AP) * 100 stacks = 924.8 health from Fury stacks
This leads to a total of 1168 health.
Since Tryndamere starts out with 626 health and gains 98 health per level, if Tryndamere is at level 18 by the time he gets his full build (which leaves him at 2292 max health), you can potentially heal 51% of your maximum health, which is just ridiculous.
However, when you add in
Windspeaker's Blessing
, that heal gets buffed by 10%, so the heal now becomes
1168 + (1168 * 0.1) = 1284 health, or 56% of your max health. Essentially,
Windspeaker's Blessing
buffs your healing by 116 health.
Math for
At its maximum rank,
Spinning Slash deals physical damage according to the following formula:
Damage = 190 + 100% of AP + 1.2 * bonus AD
With our 579 AP and 152 bonus AD(if we count 6 Rageblade stacks, and assuming you are at 70 hp, which means that you are missing 97% of your max health), this damage is:
190(+100% of 579 AP)+(1.2*152) = 951 Physical Damage before modifiers
When we combine this with the 15% heal from
Hextech Gunblade, we get:
951 damage * 0.15 = 142 health gained
Alright, so one of the reasons why you could opt to take Greater Mark of Hybrid Penetration over
Greater Mark of Attack Speed is this s**t. With the items in your build, you will be dealing a lot of magic damage in your autoattacks so let's take a look at that.
Wit's End for the purpose of simplicity and stick with the example build. with 579 AP and 152 bonus AD (which totals to 268 AD), which we can use to determine how much total damage we deal on a basic attack.
Without any modifiers, our basic attacks deal 268 damage
The magic damage (before modifiers) dealt is 15 + (15 + 15% of AP), so:
Magic Damage = 15 + (15 + 0.15 * 579) = 117 damage.
Thus, the total damage is 385. Therefore the healing on a normal basic attack is:
0.15 * 385 = 58 health.
However, on every other basic attack,
Guinsoo's Rageblade procs all on-hit effects twice. So, every other basic attack will deal 770 damage before modifiers. Not only that, but the heal from
Hextech Gunblade will likely be proc'd as well. In the event that the heal is proc'd twice, then the amount healed is as follows:
2 * (0.15 * 770) = 231 health gained.
However, if it does not proc twice, then the amount healed is simply:
0.15 * 770 = 115 health.
Of course, knowing how much you're healing from a single autoattack isn't very helpful, so let's look at how much you can heal per second.
Tryndamere's base attack speed is 0.67 attacks per second. At level 18, his attack speed is about 1 attack per second.
Since the attack speed bonus from items is additive, we have to calculate the attack speed given by every single item, component or otherwise, in Tryndamere's final build. Also keep in mind that the attack speed limit is 2.5 attacks per second.
Therefore, Tryndamere's total attack speed at level 18 would be
1 * 2.53 = 2.53 attacks per second.
This brings us to the attack speed cap of 2.5 attacks per second
If we multiply the attack speed by the health gained per hit, then we get:
2.5 attacks per second * 115 health per hit (before modifiers) = 285.2 health gained per second. But this is not including the health from every other autoattack from Guinsoo's Rage, so we have to figure out how long one attack is.
Since every second there are 2.5 autoattacks, that means that one single autoattack takes 2/5 of a second, or 0.2 seconds. However that isn't very helpful, so we can rewrite that as being 5 autoattacks in 2 seconds as a cleaner visual.
We know that in 2 seconds, Tryndamere does 5 autos. Therefore, he has 3 normal basic attacks, and 2 Rageblade-enhanced attacks. This means that the health restored every 2 seconds is:
(115 hp restored * 3 hits) + (231 hp restored * 2 hits) = 807 hp every 2 seconds.
And if we divide that by 2, we can get the health restored per second, which is 403.5 health restored every second. With Tryndamere's maximum health of 2292, you can heal up to max health's worth from about 6 seconds of straight autoattacking, assuming you aren't being bursted down.
Secondly, the term "modifiers" will be used. This term refers to Armor, Magic Resistance, Armor Penetration, and Magic Penetration, because that's some arithmetic that I do not want to look up.
Keep in mind that, due to these modifiers, much of the damage calculations will be off by quite a bit, so when I say that "Ability X will deal Y amount of damage", don't expect to deal that exact amount of damage.
Lastly, the specific formulas and equations for this stuff can be found on the wiki.
Math for
Without


70 + 30% of AP
This results in the following:
70 + (0.3 * 579 AP) = 243.7 health from the cast
Then we can add the health gained from the 100 Fury stacks, which is calculated 2.3 (+1.2% of AP)*100 stacks. At 579 AP, the health gained from 100 Fury is:
(2.3 + .012 * 579 AP) * 100 stacks = 924.8 health from Fury stacks
This leads to a total of 1168 health.
Since Tryndamere starts out with 626 health and gains 98 health per level, if Tryndamere is at level 18 by the time he gets his full build (which leaves him at 2292 max health), you can potentially heal 51% of your maximum health, which is just ridiculous.
However, when you add in

1168 + (1168 * 0.1) = 1284 health, or 56% of your max health. Essentially,

Math for
At its maximum rank,

Damage = 190 + 100% of AP + 1.2 * bonus AD
With our 579 AP and 152 bonus AD(if we count 6 Rageblade stacks, and assuming you are at 70 hp, which means that you are missing 97% of your max health), this damage is:
190(+100% of 579 AP)+(1.2*152) = 951 Physical Damage before modifiers
When we combine this with the 15% heal from

951 damage * 0.15 = 142 health gained
On-hit Math
Alright, so one of the reasons why you could opt to take Greater Mark of Hybrid Penetration over

Guinsoo's Rageblade has a passive that deals 15 magic damage on a basic attack.
Nashor's Tooth deals 15 + (15% of AP) as magic damage on a basic attack
Wit's End deals 40 magic damage on a basic attack
Hextech Gunblade heals you for 15% of all damage dealt

Without any modifiers, our basic attacks deal 268 damage
The magic damage (before modifiers) dealt is 15 + (15 + 15% of AP), so:
Magic Damage = 15 + (15 + 0.15 * 579) = 117 damage.
Thus, the total damage is 385. Therefore the healing on a normal basic attack is:
0.15 * 385 = 58 health.
However, on every other basic attack,


2 * (0.15 * 770) = 231 health gained.
However, if it does not proc twice, then the amount healed is simply:
0.15 * 770 = 115 health.
Of course, knowing how much you're healing from a single autoattack isn't very helpful, so let's look at how much you can heal per second.
Tryndamere's base attack speed is 0.67 attacks per second. At level 18, his attack speed is about 1 attack per second.
Since the attack speed bonus from items is additive, we have to calculate the attack speed given by every single item, component or otherwise, in Tryndamere's final build. Also keep in mind that the attack speed limit is 2.5 attacks per second.
Dagger gives 12% bonus attack speed (we have 5 in the build)
Berserker's Greaves gives 35% bonus attack speed
Recurve Bow gives 25% bonus attack speed
Guinsoo's Rageblade, at 6 stacks, gives 48% bonus attack speed
Stinger gives 35% bonus attack speed
Nashor's Tooth gives 50% bonus attack speed
Berserker's Greaves gives 12% + 35% = 47% bonus attack speed
Guinsoo's Rageblade (at 6 stacks) gives 12% + 12% + 25% + 48% = 97% bonus attack speed
Nashor's Tooth gives 12% + 12% + 35% + 50% = 109% bonus attack speed
Therefore, Tryndamere's total attack speed at level 18 would be
1 * 2.53 = 2.53 attacks per second.
This brings us to the attack speed cap of 2.5 attacks per second
If we multiply the attack speed by the health gained per hit, then we get:
2.5 attacks per second * 115 health per hit (before modifiers) = 285.2 health gained per second. But this is not including the health from every other autoattack from Guinsoo's Rage, so we have to figure out how long one attack is.
Since every second there are 2.5 autoattacks, that means that one single autoattack takes 2/5 of a second, or 0.2 seconds. However that isn't very helpful, so we can rewrite that as being 5 autoattacks in 2 seconds as a cleaner visual.
We know that in 2 seconds, Tryndamere does 5 autos. Therefore, he has 3 normal basic attacks, and 2 Rageblade-enhanced attacks. This means that the health restored every 2 seconds is:
(115 hp restored * 3 hits) + (231 hp restored * 2 hits) = 807 hp every 2 seconds.
And if we divide that by 2, we can get the health restored per second, which is 403.5 health restored every second. With Tryndamere's maximum health of 2292, you can heal up to max health's worth from about 6 seconds of straight autoattacking, assuming you aren't being bursted down.
EDITS
Patch 6.11
- Reduced the attack speed of
Stinger to 35% from 50%
- Attack Speed of
Berserker's Greaves buffed to 35% from 30%
Early/Laning Phase
This phase is all about putting the "sus" in sustain.
At level 1, just last hit. If you think the enemy laner is going to try and bad-touch you, then


Once you hit level 2 and you have your

After level 3, your



Once you hit level 6, you can continue playing aggressively, but you will still need to ward heavily and watch out for ganks. Don't go all-in unless you are completely sure you can kill the enemy laner without dying. Even with your ult, if the enemy laner is someone like


After Laning
Will add this part later
Well this is my first serious guide and it took me forever to make it. I am incredibly sure that there are a lot of spelling/grammatical/mathematical/mechanical errors, so make sure to point them out so I can correct them!
Also, if there are any questions that you would like to ask about this build than feel free to tell me and I will try to respond to the best of my ability.
I will be regularly updating this guide as new patches are released, as new information is given, and when I feel as though updates are necessary.
Thanks for giving this guide a read!
Also, if there are any questions that you would like to ask about this build than feel free to tell me and I will try to respond to the best of my ability.
I will be regularly updating this guide as new patches are released, as new information is given, and when I feel as though updates are necessary.
Thanks for giving this guide a read!
You must be logged in to comment. Please login or register.