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Recommended Items
Spells:
Ghost
Exhaust
Items
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Introducing...
*Note: This build has been moved to "Humor", as it has begun to offend the more traditional players.
This build is not named "Blue Tryndamere" because it uses all blue items (it doesn't). It's blue because it maximizes cooldown reduction and crit chance to ensure rapid spamming of

284 AD & 125 AP = 519 Damage

40% Cooldown reduction. 84.67% Crit chance at ZERO rage. 2.03 Attack speed.
These "spins" have a 5.4 second cooldown, which is reduced by 2 seconds every time you crit.
Now with that in mind, imagine how often you will spin and where you will spin... while trading hits with another melee carry, to close gaps, to widen gaps, to avoid skillshots, while chasing panic-stricken players, and when you have to move though a wall.
WHAT THE FURY?
Greater Quintessence of Movement Speed x 3 = +4.5% Movement speed
Greater Mark of Critical Chance x 9 = 8.37% Crit chance
Greater Seal of Critical Chance x 9 = 3.78% Crit chance
Greater Glyph of Critical Chance x 9 = 2.52% Crit chance
Total base Crit chance= 14.67%
Crit Chance at level 1 with
Brawler's Gloves and 100 Fury= 57.67%
Simple.
More Crit chance= more Crits.
More Crits= more Fury.
More Fury= more Crit chance.
If I had to use one word to describe this phenomenon it would be the love child of "Exponential" and "Loophole". Please tell me if that beautiful word has already been invented.
The exceptionally great thing about landing crits as Tryndamere, is that they reduce the cooldown of
Spinning Slash by 2 seconds.
Why no flat armor? With Crit runes building Fury faster, you will maximize the heal from
Bloodlust sooner, giving your Crit runes defensive value in addition to their incredibly offensive nature.
"But if you love Crit chance so much, why do you suggest
Greater Quintessence of Movement Speed?"
For somewhat less simple reasons:
1: This build already puts Crit chance above 100% when you have built up Fury during late game. The idealist in me doesn't want to waste any more unneeded stats.
2: Tryndamere tends to cause panic and fleeing. When you are chasing, higher Movement speed will actually help you to land crits sooner, and refresh
Spinning Slash sooner.
3: The last item in the build is
Infinity Edge, which will replace your boots. Movement quints help to make up for that lost speed. The automated stats listed at the top of this guide are incorrect; with the final build, your movement speed will be slightly above 400 (without boots).
4: And, philosophically speaking, you can't get Movement speed from any other kind of rune.




Total base Crit chance= 14.67%
Crit Chance at level 1 with

Simple.
More Crit chance= more Crits.
More Crits= more Fury.
More Fury= more Crit chance.
If I had to use one word to describe this phenomenon it would be the love child of "Exponential" and "Loophole". Please tell me if that beautiful word has already been invented.
The exceptionally great thing about landing crits as Tryndamere, is that they reduce the cooldown of

Why no flat armor? With Crit runes building Fury faster, you will maximize the heal from

"But if you love Crit chance so much, why do you suggest

For somewhat less simple reasons:
1: This build already puts Crit chance above 100% when you have built up Fury during late game. The idealist in me doesn't want to waste any more unneeded stats.
2: Tryndamere tends to cause panic and fleeing. When you are chasing, higher Movement speed will actually help you to land crits sooner, and refresh

3: The last item in the build is

4: And, philosophically speaking, you can't get Movement speed from any other kind of rune.
Self-explanatory. Mostly offensive AD-based masteries.
The only questionable decisions would be the choices in the defensive tree.
Perseverance: Synergizes with low remaining health. Sound familiar? Every point counts when escaping minions or DOTS after a fight during which you used your ultimate.
Tough Skin
: For trading hits in lane, chasing through swarms of minions, and escaping after an ult.
Bladed Armor
: A single point is a modest investment, considering that you could kill a minion with this mastery and gain another 10 rage. (Would occur while attacking another champ in lane.)
Hardiness
: Anti-minion damage, mainly.
Relentless
: Because we value our movement speed (especially early game, before we start spinning at least once every 2 seconds).
The only questionable decisions would be the choices in the defensive tree.






1: 15% Crit chance... <3
2: 20 Armor penetration... Which the runes are lacking.
3: 10% Cooldown reduction... More spins and, ultimately, more ults.
4: 30 AD... Ironically, the least important feature of this item.
5: Unique active... A 6 second boost of 20% move speed and 40% attack speed, every 45 seconds? Icing on an already delicious death cake. Will make parting with your boots late-game less traumatizing.







1: 10% Cooldown reduction... More spins? Yes please.
2: Tenacity... 35% less wasted time on a temporarily invincible champion? Yup.
3: 10% Movement speed... For chasing those less fortunate than yourself (which is everyone, including your teammates).
4: 50% Attack speed... Faster crits, more spins.
5: 25 AD... If you must add Attack damage to this item, so be it.

1: 30% Crit chance... This is what made me choose this item over

2: 50% Attack speed... Still want to trade hits?
3: 5% Movement speed... Then do me a favor and run away.
4: Unique passive (ignore unit collision)... And while you're at it, try not to step on any minion's toes. But me? I don't give a god-diggity. I'm Tryndamere. I'll push over your Granny and walk directly on top of her as I take the shortest route to victory. First stop: your anus.

1: 45 AD & 65 AP... Live together in perfect harmony,
E by E on my pooter keyboard, Oh Lord, Why don't Weee?
We all know that players are the same where ever you go,
There is pro and noob... in everyone,
We learn to dive, while I 1v5 all others,
Who needs to survive? J K I HAVE ULT.
My AD & my AP work together in perfect harmony,
Spin by spin with high ratios, keep that nerf bat far awaaaaaaayyy.


2: 20% Spellvamp... Benefits


3: 12% Lifesteal... Not as impressive as most other lifesteal items, but any lifesteal is welcome in a Tryndamere build.
4: Unique active... A slow useful for inevitable chases. Keep in mind that auto attacks reduce the 60 second cooldown by 3 seconds each.

1: 20% Cooldown reduction... The clincher, making your Cooldown reduction a perfect 40%. The only other 20% CDR items do not synergize with the rest of Tryndamere's kit nearly as well as Nashor's Tooth.
2: 50% Attack speed... On par with the Attack speed stats of


3: 60 Ability power... You've already read the



4: Unique passive... "Basic attacks deal 15 (+15% AP) bonus magic damage on hit". At 125 AP, that's 33.75 on-hit magic damage, before resistances. Although this is technically the least useful aspect of Nashor's Tooth in this build, it does put the AP from





1: 25% Crit chance... At this point, an indulgent investment. Tops off your Crit chance at about 85%, meaning that at 100 Fury, your crit chance is 120%. During early-mid game there are certain situations in which you might hold off self-healing with






2: Unique passive... +50% Crit damage is incredible. On this build, it might as well say "+50% Auto-attack damage".
3: 70 AD... The highest AD item in this build. It is much appreciated.
Not much to say here.
The main reason (besides the obvious damage increase) to max
Spinning Slash first, is because every level lowers the cooldown by 1 second, whereas
Bloodlust's cooldown remains the same, despite any additional levels.
The main reason (besides the obvious damage increase) to max


Simply put, champs tend to run away from Tryndamere. Both
Ghost and
Exhaust help to make their running a useless endeavor. As a rule of thumb,
Ghost helps you cover more ground than
Flash. And if someone flashes over a wall, spin after them.
If someone actually wants to trade hits with you (be it Xin Zhao, Aatrox, Olaf, Volibear, etc.),
Exhaust their faces. The best time to exhaust depends on the champ you are facing. For
Aatrox,
Olaf, or another Tryndamere,
Exhaust when they are low on Health (or when they ult), since they become more effective fighters when they get low. When fighting
Volibear,
Pantheon, or any champ with an "execution", save
Exhaust for when you are low on Health (not too low). Keep in mind that
Darius's
Noxian Guillotine deals True damage, and cannot be reduced by
Exhaust.
Try fooling around... in a duel, save
Exhaust for after
Undying Rage expires. Assuming you also self-heal with
Bloodlust, it could cause your opponent's heart to break.




If someone actually wants to trade hits with you (be it Xin Zhao, Aatrox, Olaf, Volibear, etc.),










Try fooling around... in a duel, save



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