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Dr. Mundo at level 1 is not very difficult to take down, as dodging his cleavers isn't very difficult as long as you manipulate your minion wave properly and stand behind it. Try and kill mundo as much as possible before he purchases health and resistance items. Be wary of jungle ganks, as the slow from mundo cleavers makes it hard for Tryndamere to escape a gank. With this build however, the cooldown reduction allows for a lower cooldown on your E (spin) which can aid with that. Consider buying Executioner's Calling for this matchup. Mid/Late Game the main goal is to spin past him while he runs into your team and assassinate either the enemy marksman and support, mid laner, or jungler, depending on whom you deem most gold efficient and who's death would most yield to a victory in teamfights.
Riven
A good riven player at level 1 is a easy/medium level matchup. But most riven players tend to use their Broken Wings (Q) strikes in order to last hit minions or to disengage. If your spin is timed properly, with luck you will critical strike her a few times and easily be granted the kill. Her itemization with black cleaver is a usual staple for Riven, as the cooldown reduction and phage passive works well with her abilities, but you will have this item as well, and can duel her well with it. Late game try to kill her first if she is ahead, if not, go for who you deem most suitable for your spin engage.
Yorick
This lane isn't very difficult, especially if yorick chooses to use his Q (Auto Attack Enhancer) on minions; spin in upon him doing so. If Yorick casts his wall you can simply spin out of it. The ghouls that he summons also grant fury when you hit them, and you can gain a little bit of gold and experience from them as well, which can aid in duels with him. In teamfights, especially late game, do not let him trap your Marksman or mid laner, as his q, wall, ultimate combo does a lot of damage to single targets. Slow him with your W and either spin past him if he uses his wall on you and attempt to assassinate the enemy team's backline, or fight him head on
Cho'Gath
Cho'gath isn't a very difficult lane opponent from tryndamere, however late game he can be hard to deal with. Try to hit level 2 first, while he is still level 1 put a quick point in mocking shout and slow him and hope for crits to shut him down. If he doesn't take teleport, and you do, take advantage of this and help your team when you deem necessary. In teamfights, as with yorick, avoid him, slow him, and go for priority targets.
Gangplank
This is not a good matchup for Gangplank. If you can dodge his barrel explosions and slows, he is an easy lane opponent. Make sure to call when he is level 6, when he has ult, and of course when he has teleport as you should with all laners if he chooses to take that summoner spell. In teamfights, rally your team in areas that are not enclosed spaces, as a barrel explosion that lands on the entirity of your team is an easy loss. Slow him and go for priority targets, unless he is one, then go for him first.
Lee Sin
Lee sin is virtually useless without his Q and E abilities. Pre-Level 6, ensure you dodge his Sonic Wave and spin in after he uses it. Level 1 victory is achieved from doing so. In teamfights, use your mocking shout (W) in order to prevent him from getting to your carry or mid laner to combo them, if he still manages to do so, dish out as much damage to him as quickly as possible then move on to the next priority target.
Ekko
This is a rather difficult matchup for ekko, but only in certain situations. Ekko is very inneffective against any champion who can maange to stay on him and deal damage for long periods of time. Avoid his timewinder, on the way to you and way back, and spin in when you know he the ability is on cooldown from some good damage. Repeat as many times as necessary. In teamfights ensure he doesnt dash to your team's carry or mid laner. Slow him early, and dive onto the backline
Akali
Akali is a relavitely easy matchup for tryndamere pre-level 6. Ensure you take advantage of her weak early game and attempt to level 2 all in and get a kill or two before 6. Play aggressive with high fury, do not go in below 70 fury. Your main priority is denying Akali experience and farm. Once she hits level 6 it gets a littler tougher, if you denied her farm and experience, it should be easier. In teamfights, if she manages to dash onto your team's carry or mid laner, auto her as much as possible, but Do NOT spin, save the spin for when she dashes away, or when you see an opening to engage on the enemy team's backline
Kled
The main difficulty of this matchup is Kled's little dinosaur guy, Skarl. When riding on him this matchup is a level 6 in difficult pre-level 6. To avoid this from happening, dodge all of his hooks, and when it is on cooldown, all in him. This rings especially true when his quadruple damage amplifier ability (W) is on cooldown, as he can not trade with you auto for auto. In teamfights, ensure as best as you can that if he makes it into your backline, you make it into the enemy team's. Play smart.
Rumble
Rumble is difficult to duel at level 1 if he takes his flamethrower ability, but proper manipulation of his cooldowns can result in a first blood for you. Rumble is quite easy to kill in lane. As soon as you start snowballing you will be diving him all day but once he gets a zhonyas it does get slightly harder. Be aware of not getting pushed under your tower since he will be able to poke you for free with his flames so push hard against him and ward up to avoid the jungler. In teamfights, avoid his ultimate, as the slow will prevent you from being able to reach the enemy team's backline entirely, resulting in an early ultimate use for you, which is never good.
Jarvan IV
Jarvan's base damage and passive yield a difficult level 1 duel. Instead of dueling him here, duel him at level 2, as dodging his E+Q combo will result in an easy opportunity to land many autoattacks, then spin into him once he either flashes, or outruns you. In teamfights, if he ults you, spin out, preferably into the enemy backline, or just back out. Slow him to make it difficult for him to reach your team's carries.
Yasuo
Yasuo excels at level 1, as his steel tempest (Q), makes his dueling power very strong, along with his passive shield and sometimes exhaust summoner spell. In this matchup I generally farm until level 4, where I have 2 points in my Q, allowing me to outsustain Yasuo even if I manage to lose a duel. Being patient is very important here, as without minions to dash through or flash, he can be dueled, especially after level 6. During a teamfight use your W on him to slow, and attempt to take him out before he ults, or while he is ulting. The cooldown build works well against him, as the black cleaver helps stick to him, and phantom dancer helps negate some of his damage.
Xin Zhao
Xin Zhao is a particularly good lane opponent against tryndamere at level 1-3. If you can play safely and survive for this duration, you can all in him by waiting for him to use his e, w, or q, and hope for critical strikes. Try very hard not to do pre-6, as being stuck below 6 while he is 6 or above due to impatient dueling is never a good thing. In fights, slow him, as he is easy to kite and can be dealt with swiftly. Save spin for priority targets, unless needed just for him.
Olaf
Olaf is really only good in top lane for his level 1. If he takes fervor of battle and lands a few q's, you die. Since tryndamere takes spin first anyway, this matchup isnt difficult after level 1. Once his q is on cooldown, duel him, and attempt to steer him away from the axe that he threw, so he cant pick it up and reset the cooldown. This holds true for the entire lane phase. Also, waiting for him to use his W helps. In teamfights, you cant slow him, as his ultimate negates it. So let him run in, yes you read that correctly.. Let him run in, and if he is strong, go for him. If not, go for the backline of the enemy team while your team takes him out.
Shen
People argue that a good shen can easily beat a tryndamere, but I have not lost lane to a single shen in my time playing tryndamere. Here's how: Abuse your fury, only fight about 70 fury, and abuse your spin. Dodge his taunt, and use spin to cut off his escape route once he lays down his W. He can't duel you auto for auto, so abuse this tactic. Always tell your team when his tp is down, when his ult is up, and call MIA's consistently. In fights, don't allow him to taunt you, instead, when he taunts a teammate and the enemy team begins to focus that champion, dive into the backline with spin and do as much damage as you can.
Illaoi
Now on to tier 5 in difficulty, Illaoi is a champion who excels in duels only when her abilities land. If you can dodge them, taking her out shouldnt be much of a problem, as she has no direct Crowd control abilities to lock you down. Taking Black cleaver further exploits this weakness. In teamfights, try to kill her as fast as possible, unless she goes full tank, in which case go for the target with the least armor, health, or most kills/damage output, then move on to her.
Aatrox
At level 1, a good aatrox will use his W toggle to use the damage aspect of it and hit you, while using the healing aspect of it to outsustain you. His burst is good, but it's only a burst, not prolonged damage. You can outduel him at level 6. In fights, exploit his passive if it is on cooldown and take him out, if it isn't take him out and save spin to go in on the enemy backline.
Sion
Avoid his q and e, especially when he slows with his e. Spin out of his q, preferably in front of him to cut off his escape, auto a few times, as he can't outtrade you auto for auto, then once he turns to run, use mocking shout and dish out as much damage as you can. Repeat this process as many times as needed. In team fights, you may want to eat his ultimate to prevent him from stunning your team, then spin out of his q into the enemy backline, leaving your team time to kill him as the enemy focuses you.
Wukong
Wukong was once my main champion, and I have allocated over 400,000 mastery points with him, and have played this matchup from both ends. Wukong's key weakness is a lack of sustain, which tryndamere excels at. I recommend using the hydra-phantom dancer build and masteries in this matchup to further exploit this weakness. Early, once he E's onto you at level one, wait a full second, until the passive part of his E wears off where he gains attack speed, then all in him, as he can not outduel you solely with autoattacks. At level 2, he has his main combo, E+autoattack+Q, this can be especially damaging if he chooses to take thunderlords decree. Be wary of this, and if he uses this at level two, force him to leap into you while you are in a minion wave, as he will take damage from it and does not have his Decoy yet to escape, All in him at this point. At level 6 you win, as your sustain will be too much from him at that point, although you can be outplayed. Be patient against this champion, he's stronger than most think. In teamfights, either wait to get knocked up before you spin so he doesnt cancel it with his ultimate, or flash past him into the enemy team. The key is to separate him from his team.
Vladimir
Sustain Vs. Sustain. Before your first back, Vlad simply outsustains Tryndamere. Try your best to force him to use his transfusion (Q) on minions, instead of you, at which point you spin in on him. The cunning mastery tree and cooldown build work well against him, as you still gain 1 gold for any minion you can't last hit that dies nera you due to fearing his poke, and black cleaver helps stick to him. Once he hits level 3, auto him before spinning, save it til after he uses his blood pool. In teamfights, he may try to use his pool and flash into the backline, so either follow him and take him out, or
Lissandra
Avoid her Q as much as possible. Most good Lissandra players will wait until you use your spin to engage, then stun you will their W. To avoid this. sidestep q's and auto attack first, then save spin until after she uses her W. A general tip against champions who have a long range ability that can hit both minions and you, such as Lissandra and Diana, is to stay on one side of the creep wave, either on the far left or right. That way they have to reposition themselves to land the Q on the minions and you. Use this to make them waste mana on you and not concentrate on last hitting minions. She can also be all in'd at level 1 if played corrently. In teamfights, she will most likely ult herself after using her E to put herself in an advantageous position, so save your spin to get out of it, and go for priority targests while she is untargetable.
Fiora
This lane's fate is largely dependent on who wins before level 6. Try to bait out her lunge, then punish her as much as possible. Do NOT spin into her while she is in her creep wave, ESPECIALLY if she has her Parry ability ready, as the slow from it and her burst plus minion damage makes you an easy kill for her. Attempt to hit level 6 first, as it is hard to take her out once she hits it. If she does duel you and you are both level 6, wait as long as possible to ult, and avoid her parry slow at all costs. Getting hit by it can be the difference between losing the duel and winning, or even losing the game and winning. Building the hydra, phantom dancer start is good against fiora with the AD runes because of the ability to counter push and have the same itemization power as her.
Gnar
Gnar is a very annoying laner, but can be defeated without too much hassle early. Avoid his boomerang, and save your spin til after he leaps away. Avoid his ultimate and slow in his Mega-Gnar form. In teamfights, avoid his ultimate and bypass him and dive the enemy ADC or other carry, unless he is very strong and needs to be taken out first. Focus on last hitting in this matchup.
Jax
A Jax that uses his E ability well is very hard for tryndamere to duel. Avoid it by either spinning in a random direction away, or spinning in front of him to cut off his escape if you think you can fight him and win. In teamfights, avoid his stun, and him all together. Avoid dueling jax late game, go for the enemy carries then deal with him after he has used his counterstrike (E)
Malphite
In lane, malphite is very hard to kill. Avoid his E slow and you can punish him well. Avoid dying in this matchup, as a malphite that outlevels you can easily kill you and shut you down for the entirity of the game. Always try to flank the backline or hard engage after malphite uses his ultimate. The cooldown build works well against him.
Maokai
Maokai isn't a very difficult matchup, although many people may think so. By dodging his ground slam, and baiting him to dash onto you while you are in your creep wave, then slowing him and dodging his ground slam once more, you can quickly take care of him. In late game, you outscale him and can bait out his dash and spin back into your team once he locks on for an easy kill. In fights, either do what I just mentioned, or avoid him and go for the enemy priority targets.
Ryze
A good Ryze player is fairly difficult to play against solely because of his range and lockdown. Avoid his q's as much as possible, and use spin wisely. Getting Rune Prisoned (W), especially more than once, can really hurt your laning phase against him. Play safe and focus on last hitting as much as possible. In teamfights, avoid him as much as possible, and try to spin past him especially if he already has used his rune prison.
Garen
Against Garen, the goal is to deal massive damage at level 1. The reason for this is that most Garen players take Q, which is not the best choice, especially against Tryndamere. If a Garen levels Q first against you, first, make sure to auto as much as possible before hand, but after he uses it, chase him down with auto attacks for as long as possible, then use spin to close the gap that the speed up from his q gave. At level 6 this matchup is in trydnamere's favor and tryndamere outscales and out-splitpushes Garen. In fights, keep him off of your carries by slowing him, then either focusing him down or initiating on the remainder of the enemy team.
Fizz
This lane is an annoying one for sure, but no one ever said victory is easy. This lane is dependent very much on who kills whom first, as both tryndamere and fizz both scale well off of kills, as their items largely determine their strength. At level 6 dueling is difficult because if he slows you with his ultimate, he can just hop away with his E if you spin in, so be careful about when to go in. In fights, take him down as soon as possible, unless he has zhonyas, in which case dont focus him first.
Nautilus
This isn't a super difficult lane, but is tough to consistently win. If the nautilus can land his slow, his stun auto attack, and his hook, the crowd control is too much for tryndamere and it is very easy to fall behind and become irrelevant. In fights, try not to get ulted, because if you do he will simply hook you and you will be forced to ult early and not deal as much damage to the back line as you need to.
Trundle
Trundle is tough to deal with as his itemization can shut tryndamere down. Later on though, you do outscale him. In lane, go in after he uses his chomp on a creep, and dodge his pillars and make him fight outside of his increased damage radius from his W.
In fights, dont let him to get your team's carries, and bypass him if possible.
Darius
Darius is very strong early on, especially with Stormaider's Surge as a keystone mastery and ignite. Be sure to engage only when at or above 70 fury and when his Q or W is on cooldown. You can negate the healing aspect of his Q by either flashing deep into his axe, or spinning into him, so the edge doesn't hit you. Stay safe, and use the cooldown build with cunning mastery tree points. Late game you can defeat him if he doesnt stack armor items like randiuns omen and thornmail.
Pantheon
This lane is pretty difficult, but can be won. His passive really cuts tryndamere's damage, and his spears are very strong against tryndamere. I recommend staying positive, as you will eventually outscale him. In teamfights, focus him and take him out early. Then move on to the remaining members of the enemy team.
Kayle
Kayle isn't as difficult in lane as she is in teamfights to play around. In lane, abuse her cooldowns and try to fight her when above 70 fury and when her E ability is down. In fights, chunk her to bait her ultimate, then quickly move to other carries.
Teemo
This lane is rough, not as bad as pantheon or renekton, but rough. Teemo's blind, range, and speed are all good against tryndamere. Get as many last hits as possible, and call for ganks also if possible. In teamfights tryndamere are much better than teemo is, so use this to your advantage and either eat the blind so your marksman can deal damage to the enemies freely if they are ahead, or wait for your team to take the blind dart then go in. Mercurial Scimitar works well here.
Nasus
Nasus needs to be shut down early or he will simply out duel you. Consider purchasing mercury treads in this lane. Play around his cooldowns as well. In fights, try not to get withered, and avoid him.
Poppy
Poppy is a pretty good pick against tryndamere, as she has CC, an ability that negates your spin move, and tank/armor items. Be sure to stay clear of walls to prevent getting rammed and damaged, and play wisely around her cooldowns. In teamfights, do not get rammed, instead flash away or spin away from her into the backline.
Renekton
This matchup is quite difficult early on, especially if Renekton takes ignite. The only build I've found Try to play around his cooldowns, and hope for crits, otherwise play as safe as you can and ask for ganks. Late game you can manage to outscale him. In team fights, he will want to double dash into your backline, or stun you, try to dodge him, or take him out early. Use Hydra to help him not push you in as easily.
Irelia
This lane is moderate in difficulty. If you time your q heal correctly, and spin in after she stuns you, and not before, then this lane pre 6 isn't too hard. Use your W as much as possible, as her damage early is pretty good. You outscale her late game and out-splitpush her. Winning this matchup is reliant a lot on denying her, and outleveling her. In teamfights, try not to get stunned, and keep her off of your team.
Kennen
Kennen has great poking ability, which makes it difficult to generate fury. Try to dodge as many of his skillhots as you can, and avoid getting stunned. Try to play around his cooldowns, especially on his dash. In fights, either focus him while he's ulting if he doesnt have zhonya's hourglass or it is on cooldown, or move on to the backline while your team focuses him.
Jayce
I ban this champion in most of my games, as I just don't like the matchup. A good jayce can't be beat easily, while an inexperienced one can be. This lane is all about using spin the right way and not fighting with low fury bar. In teamfights, focus him down, and then move on to other carries.
Singed
This champion is very annoying, but not unbeatable. You can manage to kill him at level 1 and 2, but after that it is a struggle not to die to poison. Call for ganks to shut him down. In teamfights, try to slow him to get him away from your carries and focus on the lower health enemies.
Camille
She is strong level 1, mainly because of her shield, and her double dash move. This lane is rough, but as always, not unbeatable. Manipulate her cooldowns, and force her to ult you so you can duel her, because she can't kill you auto for auto. In fights, if she ults a teammate, focus all your autos on her and save spin to initiate afterwards.
Tryndamere
"You never stood a chance" - Tryndamere
Ornn
This character is very good against tryndamere, as even with no damage items he can deal massive damage and takes hits very well. Play around his Bellows Breath and avoid fighting him near his creep wave. This lane is more of a survive til you get a gank type of lane, in which you can push your advantage upon killing him.
A good Ryze player is fairly difficult to play against solely because of his range and lockdown. Avoid his q's as much as possible, and use spin wisely. Getting Rune Prisoned (W), especially more than once, can really hurt your laning phase against him. Play safe and focus on last hitting as much as possible. In teamfights, avoid him as much as possible, and try to spin past him especially if he already has used his rune prison.
Akali
Akali is a relavitely easy matchup for tryndamere pre-level 6. Ensure you take advantage of her weak early game and attempt to level 2 all in and get a kill or two before 6. Play aggressive with high fury, do not go in below 70 fury. Your main priority is denying Akali experience and farm. Once she hits level 6 it gets a littler tougher, if you denied her farm and experience, it should be easier. In teamfights, if she manages to dash onto your team's carry or mid laner, auto her as much as possible, but Do NOT spin, save the spin for when she dashes away, or when you see an opening to engage on the enemy team's backline
Dr. Mundo
Dr. Mundo at level 1 is not very difficult to take down, as dodging his cleavers isn't very difficult as long as you manipulate your minion wave properly and stand behind it. Try and kill mundo as much as possible before he purchases health and resistance items. Be wary of jungle ganks, as the slow from mundo cleavers makes it hard for Tryndamere to escape a gank. With this build however, the cooldown reduction allows for a lower cooldown on your E (spin) which can aid with that. Consider buying Executioner's Calling for this matchup. Mid/Late Game the main goal is to spin past him while he runs into your team and assassinate either the enemy marksman and support, mid laner, or jungler, depending on whom you deem most gold efficient and who's death would most yield to a victory in teamfights.
Riven
A good riven player at level 1 is a easy/medium level matchup. But most riven players tend to use their Broken Wings (Q) strikes in order to last hit minions or to disengage. If your spin is timed properly, with luck you will critical strike her a few times and easily be granted the kill. Her itemization with black cleaver is a usual staple for Riven, as the cooldown reduction and phage passive works well with her abilities, but you will have this item as well, and can duel her well with it. Late game try to kill her first if she is ahead, if not, go for who you deem most suitable for your spin engage.
Yorick
This lane isn't very difficult, especially if yorick chooses to use his Q (Auto Attack Enhancer) on minions; spin in upon him doing so. If Yorick casts his wall you can simply spin out of it. The ghouls that he summons also grant fury when you hit them, and you can gain a little bit of gold and experience from them as well, which can aid in duels with him. In teamfights, especially late game, do not let him trap your Marksman or mid laner, as his q, wall, ultimate combo does a lot of damage to single targets. Slow him with your W and either spin past him if he uses his wall on you and attempt to assassinate the enemy team's backline, or fight him head on
Cho'Gath
Cho'gath isn't a very difficult lane opponent from tryndamere, however late game he can be hard to deal with. Try to hit level 2 first, while he is still level 1 put a quick point in mocking shout and slow him and hope for crits to shut him down. If he doesn't take teleport, and you do, take advantage of this and help your team when you deem necessary. In teamfights, as with yorick, avoid him, slow him, and go for priority targets.
Gangplank
This is not a good matchup for Gangplank. If you can dodge his barrel explosions and slows, he is an easy lane opponent. Make sure to call when he is level 6, when he has ult, and of course when he has teleport as you should with all laners if he chooses to take that summoner spell. In teamfights, rally your team in areas that are not enclosed spaces, as a barrel explosion that lands on the entirity of your team is an easy loss. Slow him and go for priority targets, unless he is one, then go for him first.
Lee Sin
Lee sin is virtually useless without his Q and E abilities. Pre-Level 6, ensure you dodge his Sonic Wave and spin in after he uses it. Level 1 victory is achieved from doing so. In teamfights, use your mocking shout (W) in order to prevent him from getting to your carry or mid laner to combo them, if he still manages to do so, dish out as much damage to him as quickly as possible then move on to the next priority target.
Ekko
This is a rather difficult matchup for ekko, but only in certain situations. Ekko is very inneffective against any champion who can maange to stay on him and deal damage for long periods of time. Avoid his timewinder, on the way to you and way back, and spin in when you know he the ability is on cooldown from some good damage. Repeat as many times as necessary. In teamfights ensure he doesnt dash to your team's carry or mid laner. Slow him early, and dive onto the backline
Kled
The main difficulty of this matchup is Kled's little dinosaur guy, Skarl. When riding on him this matchup is a level 6 in difficult pre-level 6. To avoid this from happening, dodge all of his hooks, and when it is on cooldown, all in him. This rings especially true when his quadruple damage amplifier ability (W) is on cooldown, as he can not trade with you auto for auto. In teamfights, ensure as best as you can that if he makes it into your backline, you make it into the enemy team's. Play smart.
Rumble
Rumble is difficult to duel at level 1 if he takes his flamethrower ability, but proper manipulation of his cooldowns can result in a first blood for you. Rumble is quite easy to kill in lane. As soon as you start snowballing you will be diving him all day but once he gets a zhonyas it does get slightly harder. Be aware of not getting pushed under your tower since he will be able to poke you for free with his flames so push hard against him and ward up to avoid the jungler. In teamfights, avoid his ultimate, as the slow will prevent you from being able to reach the enemy team's backline entirely, resulting in an early ultimate use for you, which is never good.
Jarvan IV
Jarvan's base damage and passive yield a difficult level 1 duel. Instead of dueling him here, duel him at level 2, as dodging his E+Q combo will result in an easy opportunity to land many autoattacks, then spin into him once he either flashes, or outruns you. In teamfights, if he ults you, spin out, preferably into the enemy backline, or just back out. Slow him to make it difficult for him to reach your team's carries.
Yasuo
Yasuo excels at level 1, as his steel tempest (Q), makes his dueling power very strong, along with his passive shield and sometimes exhaust summoner spell. In this matchup I generally farm until level 4, where I have 2 points in my Q, allowing me to outsustain Yasuo even if I manage to lose a duel. Being patient is very important here, as without minions to dash through or flash, he can be dueled, especially after level 6. During a teamfight use your W on him to slow, and attempt to take him out before he ults, or while he is ulting. The cooldown build works well against him, as the black cleaver helps stick to him, and phantom dancer helps negate some of his damage.
Xin Zhao
Xin Zhao is a particularly good lane opponent against tryndamere at level 1-3. If you can play safely and survive for this duration, you can all in him by waiting for him to use his e, w, or q, and hope for critical strikes. Try very hard not to do pre-6, as being stuck below 6 while he is 6 or above due to impatient dueling is never a good thing. In fights, slow him, as he is easy to kite and can be dealt with swiftly. Save spin for priority targets, unless needed just for him.
Olaf
Olaf is really only good in top lane for his level 1. If he takes fervor of battle and lands a few q's, you die. Since tryndamere takes spin first anyway, this matchup isnt difficult after level 1. Once his q is on cooldown, duel him, and attempt to steer him away from the axe that he threw, so he cant pick it up and reset the cooldown. This holds true for the entire lane phase. Also, waiting for him to use his W helps. In teamfights, you cant slow him, as his ultimate negates it. So let him run in, yes you read that correctly.. Let him run in, and if he is strong, go for him. If not, go for the backline of the enemy team while your team takes him out.
Shen
People argue that a good shen can easily beat a tryndamere, but I have not lost lane to a single shen in my time playing tryndamere. Here's how: Abuse your fury, only fight about 70 fury, and abuse your spin. Dodge his taunt, and use spin to cut off his escape route once he lays down his W. He can't duel you auto for auto, so abuse this tactic. Always tell your team when his tp is down, when his ult is up, and call MIA's consistently. In fights, don't allow him to taunt you, instead, when he taunts a teammate and the enemy team begins to focus that champion, dive into the backline with spin and do as much damage as you can.
Illaoi
Now on to tier 5 in difficulty, Illaoi is a champion who excels in duels only when her abilities land. If you can dodge them, taking her out shouldnt be much of a problem, as she has no direct Crowd control abilities to lock you down. Taking Black cleaver further exploits this weakness. In teamfights, try to kill her as fast as possible, unless she goes full tank, in which case go for the target with the least armor, health, or most kills/damage output, then move on to her.
Aatrox
At level 1, a good aatrox will use his W toggle to use the damage aspect of it and hit you, while using the healing aspect of it to outsustain you. His burst is good, but it's only a burst, not prolonged damage. You can outduel him at level 6. In fights, exploit his passive if it is on cooldown and take him out, if it isn't take him out and save spin to go in on the enemy backline.
Sion
Avoid his q and e, especially when he slows with his e. Spin out of his q, preferably in front of him to cut off his escape, auto a few times, as he can't outtrade you auto for auto, then once he turns to run, use mocking shout and dish out as much damage as you can. Repeat this process as many times as needed. In team fights, you may want to eat his ultimate to prevent him from stunning your team, then spin out of his q into the enemy backline, leaving your team time to kill him as the enemy focuses you.
Wukong
Wukong was once my main champion, and I have allocated over 400,000 mastery points with him, and have played this matchup from both ends. Wukong's key weakness is a lack of sustain, which tryndamere excels at. I recommend using the hydra-phantom dancer build and masteries in this matchup to further exploit this weakness. Early, once he E's onto you at level one, wait a full second, until the passive part of his E wears off where he gains attack speed, then all in him, as he can not outduel you solely with autoattacks. At level 2, he has his main combo, E+autoattack+Q, this can be especially damaging if he chooses to take thunderlords decree. Be wary of this, and if he uses this at level two, force him to leap into you while you are in a minion wave, as he will take damage from it and does not have his Decoy yet to escape, All in him at this point. At level 6 you win, as your sustain will be too much from him at that point, although you can be outplayed. Be patient against this champion, he's stronger than most think. In teamfights, either wait to get knocked up before you spin so he doesnt cancel it with his ultimate, or flash past him into the enemy team. The key is to separate him from his team.
Vladimir
Sustain Vs. Sustain. Before your first back, Vlad simply outsustains Tryndamere. Try your best to force him to use his transfusion (Q) on minions, instead of you, at which point you spin in on him. The cunning mastery tree and cooldown build work well against him, as you still gain 1 gold for any minion you can't last hit that dies nera you due to fearing his poke, and black cleaver helps stick to him. Once he hits level 3, auto him before spinning, save it til after he uses his blood pool. In teamfights, he may try to use his pool and flash into the backline, so either follow him and take him out, or dive the backline of the enemy team.
Lissandra
Avoid her Q as much as possible. Most good Lissandra players will wait until you use your spin to engage, then stun you will their W. To avoid this. sidestep q's and auto attack first, then save spin until after she uses her W. A general tip against champions who have a long range ability that can hit both minions and you, such as Lissandra and Diana, is to stay on one side of the creep wave, either on the far left or right. That way they have to reposition themselves to land the Q on the minions and you. Use this to make them waste mana on you and not concentrate on last hitting minions. She can also be all in'd at level 1 if played corrently. In teamfights, she will most likely ult herself after using her E to put herself in an advantageous position, so save your spin to get out of it, and go for priority targests while she is untargetable.
Fiora
This lane's fate is largely dependent on who wins before level 6. Try to bait out her lunge, then punish her as much as possible. Do NOT spin into her while she is in her creep wave, ESPECIALLY if she has her Parry ability ready, as the slow from it and her burst plus minion damage makes you an easy kill for her. Attempt to hit level 6 first, as it is hard to take her out once she hits it. If she does duel you and you are both level 6, wait as long as possible to ult, and avoid her parry slow at all costs. Getting hit by it can be the difference between losing the duel and winning, or even losing the game and winning. Building the hydra, phantom dancer start is good against fiora with the AD runes because of the ability to counter push and have the same itemization power as her.
Gnar
Gnar is a very annoying laner, but can be defeated without too much hassle early. Avoid his boomerang, and save your spin til after he leaps away. Avoid his ultimate and slow in his Mega-Gnar form. In teamfights, avoid his ultimate and bypass him and dive the enemy ADC or other carry, unless he is very strong and needs to be taken out first. Focus on last hitting in this matchup.
Jax
A Jax that uses his E ability well is very hard for tryndamere to duel. Avoid it by either spinning in a random direction away, or spinning in front of him to cut off his escape if you think you can fight him and win. In teamfights, avoid his stun, and him all together. Avoid dueling jax late game, go for the enemy carries then deal with him after he has used his counterstrike (E)
Malphite
In lane, malphite is very hard to kill. Avoid his E slow and you can punish him well. Avoid dying in this matchup, as a malphite that outlevels you can easily kill you and shut you down for the entirity of the game. Always try to flank the backline or hard engage after malphite uses his ultimate. The cooldown build works well against him.
Maokai
Maokai isn't a very difficult matchup, although many people may think so. By dodging his ground slam, and baiting him to dash onto you while you are in your creep wave, then slowing him and dodging his ground slam once more, you can quickly take care of him. In late game, you outscale him and can bait out his dash and spin back into your team once he locks on for an easy kill. In fights, either do what I just mentioned, or avoid him and go for the enemy priority targets.
Garen
Against Garen, the goal is to deal massive damage at level 1. The reason for this is that most Garen players take Q, which is not the best choice, especially against Tryndamere. If a Garen levels Q first against you, first, make sure to auto as much as possible before hand, but after he uses it, chase him down with auto attacks for as long as possible, then use spin to close the gap that the speed up from his q gave. At level 6 this matchup is in trydnamere's favor and tryndamere outscales and out-splitpushes Garen. In fights, keep him off of your carries by slowing him, then either focusing him down or initiating on the remainder of the enemy team.
Fizz
This lane is an annoying one for sure, but no one ever said victory is easy. This lane is dependent very much on who kills whom first, as both tryndamere and fizz both scale well off of kills, as their items largely determine their strength. At level 6 dueling is difficult because if he slows you with his ultimate, he can just hop away with his E if you spin in, so be careful about when to go in. In fights, take him down as soon as possible, unless he has zhonyas, in which case dont focus him first.
Nautilus
This isn't a super difficult lane, but is tough to consistently win. If the nautilus can land his slow, his stun auto attack, and his hook, the crowd control is too much for tryndamere and it is very easy to fall behind and become irrelevant. In fights, try not to get ulted, because if you do he will simply hook you and you will be forced to ult early and not deal as much damage to the back line as you need to.
Trundle
Trundle is tough to deal with as his itemization can shut tryndamere down. Later on though, you do outscale him. In lane, go in after he uses his chomp on a creep, and dodge his pillars and make him fight outside of his increased damage radius from his W.
In fights, dont let him to get your team's carries, and bypass him if possible.
Darius
Darius is very strong early on, especially with Stormaider's Surge as a keystone mastery and ignite. Be sure to engage only when at or above 70 fury and when his Q or W is on cooldown. You can negate the healing aspect of his Q by either flashing deep into his axe, or spinning into him, so the edge doesn't hit you. Stay safe, and use the cooldown build with cunning mastery tree points. Late game you can defeat him if he doesnt stack armor items like randiuns omen and thornmail.
Pantheon
This lane is very difficult, but can be won. His passive really cuts tryndamere's damage, and his spears are very strong against tryndamere. I recommend staying positive, as you will eventually outscale him. In teamfights, focus him and take him out early. Then move on to the remaining members of the enemy team.
Kayle
Kayle isn't as difficult in lane as she is in teamfights to play around. In lane, abuse her cooldowns and try to fight her when above 70 fury and when her E ability is down. In fights, chunk her to bait her ultimate, then quickly move to other carries.
Teemo
This lane is rough, not as bad as pantheon or renekton, but rough. Teemo's blind, range, and speed are all good against tryndamere. Get as many last hits as possible, and call for ganks also if possible. In teamfights tryndamere are much better than teemo is, so use this to your advantage and either eat the blind so your marksman can deal damage to the enemies freely if they are ahead, or wait for your team to take the blind dart then go in. Mercurial Scimitar works well here.
Nasus
Nasus needs to be shut down early or he will simply out duel you. Consider purchasing mercury treads in this lane. Play around his cooldowns as well. In fights, try not to get withered, and avoid him.
Poppy
Poppy is a pretty good pick against tryndamere, as she has CC, an ability that negates your spin move, and tank/armor items. Be sure to stay clear of walls to prevent getting rammed and damaged, and play wisely around her cooldowns. In teamfights, do not get rammed, instead flash away or spin away from her into the backline.
Renekton
Probably the hardest matchup for tryndamere. The only build I've found that works well against him is the cooldown build, and using the cunning mastery tree points. Try to play around his cooldowns, and hope for crits, otherwise play as safe as you can and ask for ganks. Late game you can manage to outscale him. In team fights, he will want to double dash into your backline, or stun you, try to dodge him, or take him out early.
Irelia
This lane is moderate in difficulty. If you time your q heal correctly, and spin in after she stuns you, and not before, then this lane pre 6 isn't too hard. Use your W as much as possible, as her damage early is pretty good. You outscale her late game and out-splitpush her. Winning this matchup is reliant a lot on denying her, and outleveling her. In teamfights, try not to get stunned, and keep her off of your team.
Kennen
Kennen has great poking ability, which makes it difficult to generate fury. Try to dodge as many of his skillhots as you can, and avoid getting stunned. Try to play around his cooldowns, especially on his dash. In fights, either focus him while he's ulting if he doesnt have zhonya's hourglass or it is on cooldown, or move on to the backline while your team focuses him.
Jayce
I ban this champion in most of my games, as I just don't like the matchup. A good jayce can't be beat easily, while an inexperienced one can be. This lane is all about using spin the right way and not fighting with low fury bar. In teamfights, focus him down, and then move on to other carries.
Singed
This champion is very annoying, but not unbeatable. You can manage to kill him at level 1 and 2, but after that it is a struggle not to die to poison. Call for ganks to shut him down. In teamfights, try to slow him to get him away from your carries and focus on the lower health enemies.
Camille
I ban this champion frequently, as I simply don't like playing against her. She is strong level 1, mainly because of her shield, and her double dash move. This lane is rough, but as always, not unbeatable. Manipulate her cooldowns, and force her to ult you so you can duel her, because she can't kill you auto for auto. In fights, if she ults a teammate, focus all your autos on her and save spin to initiate afterwards.
Dr. Mundo at level 1 is not very difficult to take down, as dodging his cleavers isn't very difficult as long as you manipulate your minion wave properly and stand behind it. Try and kill mundo as much as possible before he purchases health and resistance items. Be wary of jungle ganks, as the slow from mundo cleavers makes it hard for Tryndamere to escape a gank. With this build however, the cooldown reduction allows for a lower cooldown on your E (spin) which can aid with that. Consider buying Executioner's Calling for this matchup. Mid/Late Game the main goal is to spin past him while he runs into your team and assassinate either the enemy marksman and support, mid laner, or jungler, depending on whom you deem most gold efficient and who's death would most yield to a victory in teamfights.
Riven
A good riven player at level 1 is a easy/medium level matchup. But most riven players tend to use their Broken Wings (Q) strikes in order to last hit minions or to disengage. If your spin is timed properly, with luck you will critical strike her a few times and easily be granted the kill. Her itemization with black cleaver is a usual staple for Riven, as the cooldown reduction and phage passive works well with her abilities, but you will have this item as well, and can duel her well with it. Late game try to kill her first if she is ahead, if not, go for who you deem most suitable for your spin engage.
Yorick
This lane isn't very difficult, especially if yorick chooses to use his Q (Auto Attack Enhancer) on minions; spin in upon him doing so. If Yorick casts his wall you can simply spin out of it. The ghouls that he summons also grant fury when you hit them, and you can gain a little bit of gold and experience from them as well, which can aid in duels with him. In teamfights, especially late game, do not let him trap your Marksman or mid laner, as his q, wall, ultimate combo does a lot of damage to single targets. Slow him with your W and either spin past him if he uses his wall on you and attempt to assassinate the enemy team's backline, or fight him head on
Cho'Gath
Cho'gath isn't a very difficult lane opponent from tryndamere, however late game he can be hard to deal with. Try to hit level 2 first, while he is still level 1 put a quick point in mocking shout and slow him and hope for crits to shut him down. If he doesn't take teleport, and you do, take advantage of this and help your team when you deem necessary. In teamfights, as with yorick, avoid him, slow him, and go for priority targets.
Gangplank
This is not a good matchup for Gangplank. If you can dodge his barrel explosions and slows, he is an easy lane opponent. Make sure to call when he is level 6, when he has ult, and of course when he has teleport as you should with all laners if he chooses to take that summoner spell. In teamfights, rally your team in areas that are not enclosed spaces, as a barrel explosion that lands on the entirity of your team is an easy loss. Slow him and go for priority targets, unless he is one, then go for him first.
Lee Sin
Lee sin is virtually useless without his Q and E abilities. Pre-Level 6, ensure you dodge his Sonic Wave and spin in after he uses it. Level 1 victory is achieved from doing so. In teamfights, use your mocking shout (W) in order to prevent him from getting to your carry or mid laner to combo them, if he still manages to do so, dish out as much damage to him as quickly as possible then move on to the next priority target.
Ekko
This is a rather difficult matchup for ekko, but only in certain situations. Ekko is very inneffective against any champion who can maange to stay on him and deal damage for long periods of time. Avoid his timewinder, on the way to you and way back, and spin in when you know he the ability is on cooldown from some good damage. Repeat as many times as necessary. In teamfights ensure he doesnt dash to your team's carry or mid laner. Slow him early, and dive onto the backline
Akali
Akali is a relavitely easy matchup for tryndamere pre-level 6. Ensure you take advantage of her weak early game and attempt to level 2 all in and get a kill or two before 6. Play aggressive with high fury, do not go in below 70 fury. Your main priority is denying Akali experience and farm. Once she hits level 6 it gets a littler tougher, if you denied her farm and experience, it should be easier. In teamfights, if she manages to dash onto your team's carry or mid laner, auto her as much as possible, but Do NOT spin, save the spin for when she dashes away, or when you see an opening to engage on the enemy team's backline
Kled
The main difficulty of this matchup is Kled's little dinosaur guy, Skarl. When riding on him this matchup is a level 6 in difficult pre-level 6. To avoid this from happening, dodge all of his hooks, and when it is on cooldown, all in him. This rings especially true when his quadruple damage amplifier ability (W) is on cooldown, as he can not trade with you auto for auto. In teamfights, ensure as best as you can that if he makes it into your backline, you make it into the enemy team's. Play smart.
Rumble
Rumble is difficult to duel at level 1 if he takes his flamethrower ability, but proper manipulation of his cooldowns can result in a first blood for you. Rumble is quite easy to kill in lane. As soon as you start snowballing you will be diving him all day but once he gets a zhonyas it does get slightly harder. Be aware of not getting pushed under your tower since he will be able to poke you for free with his flames so push hard against him and ward up to avoid the jungler. In teamfights, avoid his ultimate, as the slow will prevent you from being able to reach the enemy team's backline entirely, resulting in an early ultimate use for you, which is never good.
Jarvan IV
Jarvan's base damage and passive yield a difficult level 1 duel. Instead of dueling him here, duel him at level 2, as dodging his E+Q combo will result in an easy opportunity to land many autoattacks, then spin into him once he either flashes, or outruns you. In teamfights, if he ults you, spin out, preferably into the enemy backline, or just back out. Slow him to make it difficult for him to reach your team's carries.
Yasuo
Yasuo excels at level 1, as his steel tempest (Q), makes his dueling power very strong, along with his passive shield and sometimes exhaust summoner spell. In this matchup I generally farm until level 4, where I have 2 points in my Q, allowing me to outsustain Yasuo even if I manage to lose a duel. Being patient is very important here, as without minions to dash through or flash, he can be dueled, especially after level 6. During a teamfight use your W on him to slow, and attempt to take him out before he ults, or while he is ulting. The cooldown build works well against him, as the black cleaver helps stick to him, and phantom dancer helps negate some of his damage.
Xin Zhao
Xin Zhao is a particularly good lane opponent against tryndamere at level 1-3. If you can play safely and survive for this duration, you can all in him by waiting for him to use his e, w, or q, and hope for critical strikes. Try very hard not to do pre-6, as being stuck below 6 while he is 6 or above due to impatient dueling is never a good thing. In fights, slow him, as he is easy to kite and can be dealt with swiftly. Save spin for priority targets, unless needed just for him.
Olaf
Olaf is really only good in top lane for his level 1. If he takes fervor of battle and lands a few q's, you die. Since tryndamere takes spin first anyway, this matchup isnt difficult after level 1. Once his q is on cooldown, duel him, and attempt to steer him away from the axe that he threw, so he cant pick it up and reset the cooldown. This holds true for the entire lane phase. Also, waiting for him to use his W helps. In teamfights, you cant slow him, as his ultimate negates it. So let him run in, yes you read that correctly.. Let him run in, and if he is strong, go for him. If not, go for the backline of the enemy team while your team takes him out.
Shen
People argue that a good shen can easily beat a tryndamere, but I have not lost lane to a single shen in my time playing tryndamere. Here's how: Abuse your fury, only fight about 70 fury, and abuse your spin. Dodge his taunt, and use spin to cut off his escape route once he lays down his W. He can't duel you auto for auto, so abuse this tactic. Always tell your team when his tp is down, when his ult is up, and call MIA's consistently. In fights, don't allow him to taunt you, instead, when he taunts a teammate and the enemy team begins to focus that champion, dive into the backline with spin and do as much damage as you can.
Illaoi
Now on to tier 5 in difficulty, Illaoi is a champion who excels in duels only when her abilities land. If you can dodge them, taking her out shouldnt be much of a problem, as she has no direct Crowd control abilities to lock you down. Taking Black cleaver further exploits this weakness. In teamfights, try to kill her as fast as possible, unless she goes full tank, in which case go for the target with the least armor, health, or most kills/damage output, then move on to her.
Aatrox
At level 1, a good aatrox will use his W toggle to use the damage aspect of it and hit you, while using the healing aspect of it to outsustain you. His burst is good, but it's only a burst, not prolonged damage. You can outduel him at level 6. In fights, exploit his passive if it is on cooldown and take him out, if it isn't take him out and save spin to go in on the enemy backline.
Sion
Avoid his q and e, especially when he slows with his e. Spin out of his q, preferably in front of him to cut off his escape, auto a few times, as he can't outtrade you auto for auto, then once he turns to run, use mocking shout and dish out as much damage as you can. Repeat this process as many times as needed. In team fights, you may want to eat his ultimate to prevent him from stunning your team, then spin out of his q into the enemy backline, leaving your team time to kill him as the enemy focuses you.
Wukong
Wukong was once my main champion, and I have allocated over 400,000 mastery points with him, and have played this matchup from both ends. Wukong's key weakness is a lack of sustain, which tryndamere excels at. I recommend using the hydra-phantom dancer build and masteries in this matchup to further exploit this weakness. Early, once he E's onto you at level one, wait a full second, until the passive part of his E wears off where he gains attack speed, then all in him, as he can not outduel you solely with autoattacks. At level 2, he has his main combo, E+autoattack+Q, this can be especially damaging if he chooses to take thunderlords decree. Be wary of this, and if he uses this at level two, force him to leap into you while you are in a minion wave, as he will take damage from it and does not have his Decoy yet to escape, All in him at this point. At level 6 you win, as your sustain will be too much from him at that point, although you can be outplayed. Be patient against this champion, he's stronger than most think. In teamfights, either wait to get knocked up before you spin so he doesnt cancel it with his ultimate, or flash past him into the enemy team. The key is to separate him from his team.
Vladimir
Sustain Vs. Sustain. Before your first back, Vlad simply outsustains Tryndamere. Try your best to force him to use his transfusion (Q) on minions, instead of you, at which point you spin in on him. The cunning mastery tree and cooldown build work well against him, as you still gain 1 gold for any minion you can't last hit that dies nera you due to fearing his poke, and black cleaver helps stick to him. Once he hits level 3, auto him before spinning, save it til after he uses his blood pool. In teamfights, he may try to use his pool and flash into the backline, so either follow him and take him out, or
Lissandra
Avoid her Q as much as possible. Most good Lissandra players will wait until you use your spin to engage, then stun you will their W. To avoid this. sidestep q's and auto attack first, then save spin until after she uses her W. A general tip against champions who have a long range ability that can hit both minions and you, such as Lissandra and Diana, is to stay on one side of the creep wave, either on the far left or right. That way they have to reposition themselves to land the Q on the minions and you. Use this to make them waste mana on you and not concentrate on last hitting minions. She can also be all in'd at level 1 if played corrently. In teamfights, she will most likely ult herself after using her E to put herself in an advantageous position, so save your spin to get out of it, and go for priority targests while she is untargetable.
Fiora
This lane's fate is largely dependent on who wins before level 6. Try to bait out her lunge, then punish her as much as possible. Do NOT spin into her while she is in her creep wave, ESPECIALLY if she has her Parry ability ready, as the slow from it and her burst plus minion damage makes you an easy kill for her. Attempt to hit level 6 first, as it is hard to take her out once she hits it. If she does duel you and you are both level 6, wait as long as possible to ult, and avoid her parry slow at all costs. Getting hit by it can be the difference between losing the duel and winning, or even losing the game and winning. Building the hydra, phantom dancer start is good against fiora with the AD runes because of the ability to counter push and have the same itemization power as her.
Gnar
Gnar is a very annoying laner, but can be defeated without too much hassle early. Avoid his boomerang, and save your spin til after he leaps away. Avoid his ultimate and slow in his Mega-Gnar form. In teamfights, avoid his ultimate and bypass him and dive the enemy ADC or other carry, unless he is very strong and needs to be taken out first. Focus on last hitting in this matchup.
Jax
A Jax that uses his E ability well is very hard for tryndamere to duel. Avoid it by either spinning in a random direction away, or spinning in front of him to cut off his escape if you think you can fight him and win. In teamfights, avoid his stun, and him all together. Avoid dueling jax late game, go for the enemy carries then deal with him after he has used his counterstrike (E)
Malphite
In lane, malphite is very hard to kill. Avoid his E slow and you can punish him well. Avoid dying in this matchup, as a malphite that outlevels you can easily kill you and shut you down for the entirity of the game. Always try to flank the backline or hard engage after malphite uses his ultimate. The cooldown build works well against him.
Maokai
Maokai isn't a very difficult matchup, although many people may think so. By dodging his ground slam, and baiting him to dash onto you while you are in your creep wave, then slowing him and dodging his ground slam once more, you can quickly take care of him. In late game, you outscale him and can bait out his dash and spin back into your team once he locks on for an easy kill. In fights, either do what I just mentioned, or avoid him and go for the enemy priority targets.
Ryze
A good Ryze player is fairly difficult to play against solely because of his range and lockdown. Avoid his q's as much as possible, and use spin wisely. Getting Rune Prisoned (W), especially more than once, can really hurt your laning phase against him. Play safe and focus on last hitting as much as possible. In teamfights, avoid him as much as possible, and try to spin past him especially if he already has used his rune prison.
Garen
Against Garen, the goal is to deal massive damage at level 1. The reason for this is that most Garen players take Q, which is not the best choice, especially against Tryndamere. If a Garen levels Q first against you, first, make sure to auto as much as possible before hand, but after he uses it, chase him down with auto attacks for as long as possible, then use spin to close the gap that the speed up from his q gave. At level 6 this matchup is in trydnamere's favor and tryndamere outscales and out-splitpushes Garen. In fights, keep him off of your carries by slowing him, then either focusing him down or initiating on the remainder of the enemy team.
Fizz
This lane is an annoying one for sure, but no one ever said victory is easy. This lane is dependent very much on who kills whom first, as both tryndamere and fizz both scale well off of kills, as their items largely determine their strength. At level 6 dueling is difficult because if he slows you with his ultimate, he can just hop away with his E if you spin in, so be careful about when to go in. In fights, take him down as soon as possible, unless he has zhonyas, in which case dont focus him first.
Nautilus
This isn't a super difficult lane, but is tough to consistently win. If the nautilus can land his slow, his stun auto attack, and his hook, the crowd control is too much for tryndamere and it is very easy to fall behind and become irrelevant. In fights, try not to get ulted, because if you do he will simply hook you and you will be forced to ult early and not deal as much damage to the back line as you need to.
Trundle
Trundle is tough to deal with as his itemization can shut tryndamere down. Later on though, you do outscale him. In lane, go in after he uses his chomp on a creep, and dodge his pillars and make him fight outside of his increased damage radius from his W.
In fights, dont let him to get your team's carries, and bypass him if possible.
Darius
Darius is very strong early on, especially with Stormaider's Surge as a keystone mastery and ignite. Be sure to engage only when at or above 70 fury and when his Q or W is on cooldown. You can negate the healing aspect of his Q by either flashing deep into his axe, or spinning into him, so the edge doesn't hit you. Stay safe, and use the cooldown build with cunning mastery tree points. Late game you can defeat him if he doesnt stack armor items like randiuns omen and thornmail.
Pantheon
This lane is very difficult, but can be won. His passive really cuts tryndamere's damage, and his spears are very strong against tryndamere. I recommend staying positive, as you will eventually outscale him. In teamfights, focus him and take him out early. Then move on to the remaining members of the enemy team.
Kayle
Kayle isn't as difficult in lane as she is in teamfights to play around. In lane, abuse her cooldowns and try to fight her when above 70 fury and when her E ability is down. In fights, chunk her to bait her ultimate, then quickly move to other carries.
Teemo
This lane is rough, not as bad as pantheon or renekton, but rough. Teemo's blind, range, and speed are all good against tryndamere. Get as many last hits as possible, and call for ganks also if possible. In teamfights tryndamere are much better than teemo is, so use this to your advantage and either eat the blind so your marksman can deal damage to the enemies freely if they are ahead, or wait for your team to take the blind dart then go in. Mercurial Scimitar works well here.
Nasus
Nasus needs to be shut down early or he will simply out duel you. Consider purchasing mercury treads in this lane. Play around his cooldowns as well. In fights, try not to get withered, and avoid him.
Poppy
Poppy is a pretty good pick against tryndamere, as she has CC, an ability that negates your spin move, and tank/armor items. Be sure to stay clear of walls to prevent getting rammed and damaged, and play wisely around her cooldowns. In teamfights, do not get rammed, instead flash away or spin away from her into the backline.
Renekton
Probably the hardest matchup for tryndamere. The only build I've found that works well against him is the cooldown build, and using the cunning mastery tree points. Try to play around his cooldowns, and hope for crits, otherwise play as safe as you can and ask for ganks. Late game you can manage to outscale him. In team fights, he will want to double dash into your backline, or stun you, try to dodge him, or take him out early.
Irelia
This lane is moderate in difficulty. If you time your q heal correctly, and spin in after she stuns you, and not before, then this lane pre 6 isn't too hard. Use your W as much as possible, as her damage early is pretty good. You outscale her late game and out-splitpush her. Winning this matchup is reliant a lot on denying her, and outleveling her. In teamfights, try not to get stunned, and keep her off of your team.
Kennen
Kennen has great poking ability, which makes it difficult to generate fury. Try to dodge as many of his skillhots as you can, and avoid getting stunned. Try to play around his cooldowns, especially on his dash. In fights, either focus him while he's ulting if he doesnt have zhonya's hourglass or it is on cooldown, or move on to the backline while your team focuses him.
Jayce
I ban this champion in most of my games, as I just don't like the matchup. A good jayce can't be beat easily, while an inexperienced one can be. This lane is all about using spin the right way and not fighting with low fury bar. In teamfights, focus him down, and then move on to other carries.
Singed
This champion is very annoying, but not unbeatable. You can manage to kill him at level 1 and 2, but after that it is a struggle not to die to poison. Call for ganks to shut him down. In teamfights, try to slow him to get him away from your carries and focus on the lower health enemies.
Camille
I ban this champion frequently, as I simply don't like playing against her. She is strong level 1, mainly because of her shield, and her double dash move. This lane is rough, but as always, not unbeatable. Manipulate her cooldowns, and force her to ult you so you can duel her, because she can't kill you auto for auto. In fights, if she ults a teammate, focus all your autos on her and save spin to initiate afterwards.
This guide is solely for Tryndamere in the top lane, and all of the information I have about him in that lane. It consists of FOUR item builds, 3 mastery tree pages, 3 rune pages, in depth match up analysis, general tips, advanced techniques, and much more, for the terror of top lane, Tryndamere, the Barbarian King.
Through reading this guide you will acquire the knowledge that I've gained through my experience with the champion that has allowed me to climb in ranking quicker than I ever have.
My IGN is Axenstar (Seconday Profile is "Wimmenz") , and I have been playing League of Legends since July of 2012, and my best rank was 2200 Elo Last Season. I am currently Diamond V:
I must mention Boxerpete, the summoner who has inspired me to play this champion and gave me the urge to want to play again.
Also thanks to foggedftw2 who from watching his streams has helped me obtain matchup information and general tips. Give him a watch, follow, and subscribe: https://www.twitch.tv/foggedftw2
**NOTES** Simply click on a box that has the champion sprite portrait that you wish to view matchup information for, above the Table of Contents, in order to view detailed matchup text information! To view detailed information for masteries, purchase order, and even runes are found under "Notes" in blue next to each, simply mouse over the blue tabs that are next to each.
Pros / Cons
Pros / Cons
PROS
Has high base damage and good sustain with Bloodlust
Teamfighting is challenging against enemy team compositions with hard crowd control
Weak against nearly all ranged champions in lane
Cannot teamfight very well, or sometimes at all, without his ultimate Undying Rage
Abilities
Abilities
Battle Fury : "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."
For every point of fury you gain from striking any enemy unit you gain 0.35% crit chance. This is very important, as it can result in having 35% crit chance once you hit level 2. Early engages can yield easy first bloods with crits on your side. Look to take advantage of this early! Bloodlust : "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 ability. It passively grants you attack damage based on its rank. Plus it gives you AD based on the percentage of health you are missing. This synergizes really well with Undying Rage. The active on his Bloodlust heals Tryndamere for a flat amount based on how much fury you have. Thus, the more fury you have the more health will be given to you. The active part of Bloodlust is Tryndamere's main sustain and is also the ability you need to heal you when nearing the end of Undying Rage. The main priority is to preserve my fury as much as possible in order to hold onto the 35% crit chance, without it, Tryndamere is much weaker, so do not heal randomly. Find the balance of sustain and crit chance. I'd only use my Q active if it was worth trading the sustain for the 35% crit chance. I max this ability first.
Mocking Shout : "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 ability. The active part reduces surrounding enemies attack damage, which means using your W for dueling in order to negate the enemy's AD is worth it even if the enemy's back are not turned. Enemies with their backs against you will be slowed, which obviously aids Tryndamere in chasing enemies. I max this ability third. Spinning Slash : "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 ability. It is extremely useful, especially with the cooldown reduction build, as you are able to initiate or disengage every 5 seconds. The cooldown of your E is reduced whenever you critically strike by 1 second, and by 2 seconds when you critically strike an enemy champion. This is part of why Tryndamere does well with critical striking items. I max this ability second.
Undying Rage : "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 ability (R). This ability is the reason that Tryndamere players do not have to buy any armor or magic resistance items if they do not want to, as building as much crit chance, attack speed, and damage as possible is the most optimal choice in order to maximize damage and make full use of his ultimate. Undying Rage provides Tryndamere with fury upon being cast, which helps when you don't have any fury and need some critical strikes in order to win a duel. The general concept behind this ability is to deal as much damage as possible before the 5 seconds on your ultimate ends, and escape afterward. I max this ability last.
Personally, I always take Flash, as it gets me out of sticky situations, allows me more kill potential against enemies who also took Flash, and allows for a cool combo which I will discuss in the "Unique Skills" tab. Ghost is a summoner that isn't as useful as flash in most situations, despite the lower cooldown when compared to Flash
This decision of Teleport or Ignite is mostly up to the player, but can also be dictated by the matchup. Against ranged champions, I would always recommend taking teleport, even if you are proficient with ignite. My playstyle isn't one that uses ignite very often, as I used to play Wukong frequently and just stuck with Teleport. Also, taking ignite and not getting a gold and experience advantage from getting kills can put you behind, especially if you are ganked many times. Taking teleport can resolve this issue.
Exhaust can be taken against enemy Tryndamere players if you are in normal games, but for ranked play I would only really recommend usage of this spell if you think you either need it to survive, or think it will provide kill pressure in lane or teamfights.
Runes
Runes
Notes for each Rune Page can be found by hovering your mouse over the blue tab that says "notes" at the top of this guide.
Skill Sequence
Skill Sequence
Explanation of Leveling Skills:
Level 1: Bloodlust and Mocking Shout do not provide much kill pressure, and against champions who have a strong level 1, you will need Spinning Slash to be able to disengage effectively.
Level 2 and 3: I put 2 points in Bloodlust, as you gain attack damage per level passively by leveling it up, which synergizes well with the ferocity tree mastery tree when you allocate points into "Natural Talent" which gives you Attack Damage per level.
Level 4: You need a slow/attack damage reducer at this point, waiting any longer for Mocking Shout simply is not efficient for dueling, kill pressure, or even escapes.
Level 5: Bloodlust is leveled once more for more AD and healing power.
Level 6: Put a point in your ultimate Undying Rage, as this is Tryndamere's biggest power spike level-up wise. He becomes one of the best duelists in the game at this point.
Levels 7 - 10: These levels are devoted to first maxing out your available points in Bloodlust, then putting points into Spinning Slash, as I max out this ability second.
Levels 17 and 18: Finish the final two points in your ultimate Undying Rage
Itemization Description Information For All Three Item Builds
Itemization Description Information For All Three Item Builds
Current Season 8 Build
This build's main focus is to play to the strengths of the recent item changes that were executed in patch 8.11, and provide Tryndamere with the damage necessary to balance the lack of cooldown reduction items with critical strike items to allow for a lower cooldown of Spinning Slash despite not building CDR items. Here we equip Tryndamere with a high amount of attack damage, sustain, and pushing power with Ravenous Hydra, and as such diminish the usefulness of Statikk Shiv for pushing power. This is why Phantom Dancer is built second, as it enhances attack speed, critical strike chance, and movement speed with better stats than Statikk Shiv can provide at a less expensive gold cost. The goal is to repeatedly push the wave in as much as possible when your laner is away, and to use the advantage that your wave clear creates in order to exert a constant pressure that the enemy team is forced to deal with. Phantom Dancer is a fantastic dueling tool, and its passive makes up for the movement speed lost from the passive of Black Cleaver that was used in seasons past.
First Items :
Doran's Shield and Health Potion. This is my favorite start for Tryndamere, as the stats from Doran's Shield and also the health potion allow for great sustain in lane.
This build is my attempt to bring life to the cooldown build of old times. 40% CDR was originally achieved through runes, Black Cleaver, and Ionian Boots of Lucidity. Since the runes have long since been changed, there is no way to achieve 40% CDR with those two items with runes that are efficient on Tryndamere. This is where Essence Reaver is purchased to suffice. Since it's passive has been changed considerably, it now only provides 20% CDR, which is identical to the 20 that Black Cleaver provides, adding up to 40% total.
The main focus of this build is to reach very high levels of attack speed while also hitting hard, as well as allow you to dish out as many critical strikes in as short amount a time as possible (Especially Thanks to Lethal Tempo . Although there are no cooldown reduction items in this build, Spinning Slash's cooldown is reduced by 1 second every time you critically strike an enemy unit, and if that unit is a champion it is reduced by 2 seconds. This is how the build compensates for a lack of cooldown reduction.
Now that you know three different build paths, rune pages, masteries, what his abilities do, and how matchups fair for Tryndamere, I will now explain the core of his gameplay.
As Tryndamere your main objective is to win lane, snowball the lead that you've gained, and most importantly, Attract Pressure WITHOUT Dying. Doing these three fundamental things are what helped me win games, especially the third, because if you are constantly running the enemy team around the map, splitpushing effectively and intelligently, and also helping your team when needed, games will be won.
Fighting above 70 fury is optimal for duels, as critical strike chance is very important when playing Tryndamere. Landing your Mocking Shout and timing the perfect ultimate to where you have the least amount of health possible before its use, and using Spinning Slash effectively are all essential fundamentals when playing this champion.
Teamfighting
Tryndamere's engagements are decided much by positioning, enemy cooldowns, and priority targets. You should never be the first one to engage as Tryndamere, as you will be crowd controlled and focused by the enemy team, allowing them to kill you without you getting any of your damage off. Always wait for another member of your team to engage so you can flank from a side angle or from behind the enemy team. This is part of why I use the summoner spell Teleport, as League is becoming more and more of a team game. Before even teamfighting, you must decide whether your presence is: Needed, would make a difference in the fight, would result in a victory in the fight, or would be more beneficial then split pushing at that current time. If it is, then use the tips written above, and all over this guide to help you focus priority targets.
**Hint** LOOK AT THE CHAMPION MATCHUP DESCRIPTION INFORMATION FOR SMALL CLUES ON HOW TO PROPERLY FIGHT WITH YOUR TEAM
Some things that help gain an advantage as Tryndamere are:
Knowing Your Matchup : I've detailed every matchup you are likely to see in top lane, and added very descriptive details on how to play when facing those champions, so please read them if you are struggling in a certain matchup
Get Rift Herald Buff : The Rift Herald grants a buff that is extremely strong on Tryndamere, and definitely should be taken in as many games as possible.
Split Push Intelligently : If the enemy team is taking the Dragon, and you know that no one will defend top from being pushed in, and your team can not contest the dragon, push hard. Whenever there is action on one side of the map, split push the other, unless your team TRULY needs you. Also, the most important inhibitor to take is bot lane inhibitor, as it is farthest from Baron Nashor, and is usually the lane with the least occpupants mid to late game. So be sure to not solely push top for the entirity of the game, but split intelligently! During the mid game split push top lane so that your team can get map control over dragon, however as the game drags on start splitting bot lane so you can drag the enemy team towards the bottom part of the map. This will allow your team team to slay Baron Nashor whilst the enemy team is mindlessly chasing you across the map and you are 1 vs 5. Also, split pushing is not simply throwing yourself at a turret until it dies, while repeatedly dying yourself and putting yourself behind. It is rather a way to gain gold and experience through last hits and turret destruction, and a distraction procedure that provides pressure that when not dealt with can result in taking an enemy team's nexus.
Focus : When in games, do not expect to win because of a large kill deficit in kills between your team and the enemy team. Do not expect to win because you have destroyed more turrets and taken more Dragon's and Baron Nashor's than the enemy team. It is critical to have laser like focus into the game, and as such I play without any music in the background, and focus entirely on what is in front of me. Call MIA's consistently, know when to teleport, when to splitpush, death timers, cooldown timers, summoner spell timers, Dragon and Baron Nashor timers, and make each duel and every game count. Take enemy buffs if you know their timers, ward properly, and make your enemies pay for their mistakes. You must have the mentality that the people you are playing against are trying to take your league points away from you, and if you are unlucky with unskilled teammates, you need to play perfectly, attract pressure, and most importantly DO NOT DIE. Do this, and your ranking will skyrocket.
Tryndamere is the only champion in League of Legends that can survive any amount of damage for 5 full seconds, take advantage of this and do not waste it ever. It's cooldown can result in the difference between winning and losing a fight, a teamfight, or even the game.
The All In At Level 2:
Stack at least 70 fury, and do as this video explains:
E + Flash Combo:
Using Spinning Slash then near the very end of its animation, flashing, instantly deals the damage of the spin onto whoever you flashed onto, and allows for instant auto attacks. Here is a video example:
Matchup Analysis Videos:
Tryndamere Vs. Pantheon:
Closing
Closing
Read this guide thoroughly, as its contents are all of the information I've gathered from playing this champion. Enjoy playing the game, and win.
Thank you for reading my guide, and I hope it wasn't too long or boring to read, as I tried to include as much information as possible.
If you have any comments, post them! I will reply!
If you have any questions specifically about Tryndamere or League of Legends, feel free to add me as a friend on any of these three profiles: Axenstar
Wimmenz
Matt The Shy
I am on the NA server and am usually active daily.
May the Crits be with you!
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