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Tryndamere Build Guide by Yasukeh

Middle In Depth Rank 1 Challenger Tryndamere by Yasukeh

Middle In Depth Rank 1 Challenger Tryndamere by Yasukeh

Updated on August 30, 2023
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League of Legends Build Guide Author Yasukeh Build Guide By Yasukeh 1807 147 5,378,518 Views 43 Comments
1807 147 5,378,518 Views 43 Comments League of Legends Build Guide Author Yasukeh Tryndamere Build Guide By Yasukeh Updated on August 30, 2023
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Yasukeh's Featured Video

Runes: Lethal (Standard page)

1 2 3
Lethal Tempo
Legend: Tenacity
Last Stand

Second Wind

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3 4
Ultra mobility summs
LoL Summoner Spell: Flash


LoL Summoner Spell: Ghost


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

In Depth Rank 1 Challenger Tryndamere by Yasukeh

By Yasukeh
Season 13

Tryndamere has gotten the most commically large buff possible.

Attack range is one of the strongest stats in the game, and Tryndamere had a very low range due to how old he is as a champ.

This new change will allow you to auto over minions, as well as have a *much* easier time tower diving.

It will be way harder to kite you.

This change allows you to auto a nexus turret while not taking aggro from the other turret.

The AD nerf is a revert of a previous buff that was given when Tryndamere became weaker due to crit changes.

The AD nerf is a cosmetic change that allowed Riot to justify giving 50 range over 25 range.

Overall, Tryndamere should be incredibly powerful after these changes.

Mid Tryndamere started out as something I did so I could play more roles than top, since I’m only good at Tryndamere. What was once only thought of as a possible flex-role, became my main role for playing Tryndamere..

Everything in this guide is relevant to top as well as mid. Consider looking through the rune setups for different matchups, and all top matchups are listed under "Top Matchups" at the top of this guide!

In Tryndameres current state, I feel like he is best suited for mid lane, and likely will be until some kind of rework happens. This pick relies on several mechanics and differing playstyles from top, which I will be focusing on extensively after basics, such as builds and runes are covered.

If you take the same mentality with mid Tryndamere as you have with top Tryndamere, you will not be met with much success. A lot of the weaknesses you have top lane are not present in the mid lane, and you do have different challenges that are unique to the mid lane that you must be aware of. You have very clear strengths, that no other mid-laner can match.

The number one reason you would take Tryndamere Mid instead of top is Agency.. Top isn't a very impactful role in the game right now, and it doesn't look like much is going to change about that. Mid lane however, is one of the roles with the highest agency in the game. Tryndamere can greatly affect the map in a much more dominant fashion from the mid lane, whether it be invading the enemy jungle, or ganking side lanes and diving them easily with your ult. No champion can dive bot lane as easily as Tryndamere, and the amount of options you have to pull out a tough win are massive.

I have updated this guide to have all of the information be the most optimal for top lane aswell, and the difference between the playstyles has shrunk since I first made this guide.

I have reached challenger as of May 2021.

This would make me the highest ranked player who plays Tryndamere on NA! At this point, I was the highest ranked Tryndamere on a major region server in the entire world!

When I hit challenger, I was the only Tryndamere in the world above GM, as Tryndamere was in a really bad state, but I was still able to make it work.

If you would like to check me out elsewhere, You can find me at:


I will be continually updating this guide to add more information, such as Matchups/Mid game/Late game/other builds/etc. soon, along with making the guide nicer to look at in general. Stay tuned!

If you have any questions about anything in the guide, or about Mid/Top Tryndamere in general, don't hesitate to hop by my stream and ask! If I'm not streaming, I can answer any question on discord! Let me know what sections and information you would like me to add!
Featured Video

Explanation of early jungle invade strat I've been having a ton of success with. Tryndamere is uniquely suited to this, and it can gain you MASSIVE leads reliably.
Tryndamere has strengths that aren't comparable to anyone else. You can play the game in a way that no other champion can. Your ability to continue staying on the map even after taking a near fatal fight is unmatched.

The sheer amount of unhindered mobility allows you to pressure the map much better than other champions. Diving other lanes is a very easy, relatively safe way to get your other lanes ahead. Turrets are not safe for anyone on their team.

Laning phase is strong, and you can consistently get early kills on basically every champion, but if you don’t get a lead against certain champions, you can get denied very hard.

You have to be proactive against certain lanes/team comps. Aside from a few champions, you don’t have many hard counters in lane, mainly because they are all in the top lane; 90% of matchups mid lane would be the best matchup top lane.
The best matchups you have are generally squishy champions who can be killed fairly easily. This describes 9 out of 10 matchups you play. Getting a lead against these kinds of champions is fairly easy, even if they are aware that you plan on killing them early.

Building Tiamat allows you to push and clear jungle camps very quickly, and that potential is much better realized in the mid lane. You would have a hard time diving bot from top lane.

Tryndamere is possibly strongest in early/mid-game skirmishes, which are much more likely to happen while playing mid. Your ability to influence the game is stronger when you aren’t on the island that is top.

That being said, with great power comes great responsibility. Letting the enemy mid laner get a lead off of you is much more of a problem than if the enemy top laner gets ahead. If you aren’t behind, Tryndamere is the most frustrating mid laner to play against for their entire team.
Tryndamere has a very consistent ability to get early solo kills against virtually every matchup. You can translate leads into other lanes easily by having very strong roams and denying the enemy jungler.

If you are ever ahead, but can’t kill the enemy mid laner, you can push very quickly with Tiamat, then invade the enemy jungle or gank other lanes. You can make plays regardless of how low your health is, or how fed the enemy carry is.

You always have options of what you can do on the map, whether it be killing your laner, farming jungle, or roaming.

Taking the first turret mid is fairly easy when you are able to at least reliably get them to back. If the turret is low enough after 6, you can ult for the turret to open up the map for even more map control opportunities. Whenever the enemy mid roams or backs, you take turret plates faster than most other mids.

He works best in comps that have some other reliable form of waveclear, and AP would be needed depending on the enemy team comp, but it’s not needed most of the time.

Tryndamere plays fast enough that being a full AD team isn’t a detriment. You are the most persistent turret-taker in the game. Every successful roam generally should lead to a turret being taken down. Provided your team has any type of wave clear, you always have a win condition no matter how far behind you are. You can also be flexible with builds.
Tryndamere mid is weak when he isn’t able to get a lead against champions who can harrass from range and have good disengage. Those type of matchups can be won, but if you don’t, you are going to have a very hard time being a productive member of your team.

You are very susceptible to ganks levels 1 and 2, since you are more often than not going to be using your escape to go forward to establish pressure in the lane.

If they pick a team with several tanks and you don’t have a reliable source of magic damage on your team, you will have a hard time winning if you don’t snowball by 20 minutes.
The way you improve at any champion is by playing that champion. No matter how much information you have, the experience to back it up is the most important aspect of improving. I would recommend starting off with playing Trynd in the matchups that are easiest, so you can get a feel of all the other factors that go into properly utilizing Trynd mid. Learning how to rotate, pressure jungle, gank other lanes, etc. is much easier when you are against a champ that is not going to be able to pressure you out of lane easily.

Ultimately, the best way to get good at anything is to put games in. The more experience you have, the more you will be able to use it.
You are a leader, who can lead your team to follow the right macro calls, creating situations in which you can thrive in your win conditions. You can use time effectively, and always be able to justify why you are spending time doing one thing, and not another. You can find ways to create lane priority, and help your team throughout the map. You will always find ways to be useful, no matter how far you, or your team get behind.


+Simple mechanical champion
+Great 1v1 potential
+Strong splitpusher
+Clears jungle quickly
+Early snowball potential
+Very safe in split.
+High raw damage output
+Can stay on map while low


-Diffucult to learn macro champ
-Low teamfight utility
-Easy to fall behind
-Hard to first pick(Only applies to top lane)
-Needs coordinated team
-Easy to counter with coordination
-Loses 1v1's late to certain champs
-Useless without ult
-Easily kiteable
-Easy to miss ult
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Starting your E - Spinning Slash will be what you do in 99% of matchups. You always max your Q - Bloodlust. It is both your highest damage ability, and your best defensive ability, since both AD and healing are attached to it.

You often see Tryndamere players opt out of putting more than one point into ult, but I prioritize the increased uptime on ult after Spinning Slash is maxed, as you are often useless without ult. If your jungler is coming to help you at Lvl 3, or you feel like you can get a kill with a slow, then taking a point in your W - Mocking Shout at Lvl 3 is a good idea. Otherwise, follow the prioritization.
What Are Tryndamere's Abilities And What Do They Do?

Battle Fury (Passive)

Tryndamere gains 5 fury each time he lands a basic attack, and 10 fury on critical strikes and each time he kills an enemy. After not dealing or receiving damage for 8 seconds, Tryndamere loses 5 fury per second. Tryndamere gains 0% − 35% (based on fury) critical chance.

Bloodlust (Q)

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% Ability Power) Health, plus 0.5/0.95/1.4/1.85/2.3 (+0) Health per Fury consumed.

Mocking Shout (W)

Range: 850
Cooldown: 14

Decreases surrounding champions' Attack Damage by 20/35/50/65/80 for 4 seconds, and enemies with their backs turned also have their Movement Speed reduced by 30/37.5/45/52.5/60% for 4 seconds.

Spinning Slash (E)

Range: 660
Radius: 225
Cooldown: 13 / 12 / 11 / 10 / 9

Tryndamere spins through his enemies, dealing 80/110/140/170/200 (+130% bonus Attack Damage) (+100% Ability Power) physical damage to enemies in his path and generating (2) Fury per minion and monster and (5) Fury per champion. Spinning Slash's cooldown is reduced by 1 second whenever Tryndamere critically strikes. This reduction is increased to 2 seconds against champions. (The 5 Fury gain per champion struck is actually not listed on the wiki or riot's official site.)

Undying Rage (R)

Cooldown: 110 / 100 / 90

Tryndamere instantly gains (50 / 75 / 100) fury and becomes immune to death for 5 seconds, during which his health cannot fall below a certain amount (30 / 50 / 70).

Undying Rage can be used even when affected by any form of crowd control. The only exception would be channels.
The Ultimate Mobility Summoners /

This is the standard rune page for Tryndamere, and take it any time you go Lethal Tempo. Take this if you really don't want to ever get kited. You will also be much safer from ganks, since you are more likely to have a mobility summoner up. Ghost is incredibly strong in skirmishes, and you still have flash to do everything you need. The downside of this is that it's harder(but not impossible by any means) to get early kills in lane. If you are against champs with significant healing, it is also much harder to kill them if you are even with them. Overall, this is still a very powerful summoner combo, and always worth considering, especially if you aren't likely to get solo kills in your lane.

Standard Aggressive Summoners /

This summoners will give you the highest amount of early power you can get.

Tryndamere has a lot of potential to get early kills in lane, and Flash/ Ignite can create more opportunities for them to occur. Flashing onto a target to auto attack and ignite them can make for a surprising kill that you can easily snowball off of. They can also give you decent target access on squishies in late game teamfights. Spin flashing on a carry can very easily take them out of the fight, if not net you a kill.

The downsides of this page are high cooldowns, and the amount of mobility Ghost would bring. It will make you stronger in the split if they are up, but you have little recourse if you need to make a teleport play to assist your team in a teamfight. It’s a very lone wolf style of playing Tryndamere, which is what most people are used to.

This is required if you take Lethal Tempo

Take these against Zoe /

Zoe is an incredibly annoying matchup, being able to poke you out, and stopping you every time you engage by just saving bubble until you try to engage on her. However, if her bubble doesn't work for some reason(Like Cleanse, she has nothing to stop you from running her down and killing her. It also stops you from getting oneshot by any stray bubbles she randomly throws onto you throughout the map.

This video explains ten tips to help you survive and thrive in the mid lane as Tryndamere.

All of these tips apply to top lane against ranged matchups aswell.

1.Phase rush
4. Give up CS
5. Stay away from wave
6. Use spin backwards
7.Spin through cc
10. Best defense is a good offense

Many of these tips apply to Top Lane, especially in ranged matchups. I will have an indepth video on Top laning soon! Removed tips that are no longer valid.

Standard DPS Runes ( Lethal Tempo, Triumph, Legend: Alacrity/ Legend: Tenacity, Last Stand, Second Wind, Unflinching)

is the bread and butter of the standard Tryndamere setup. You're a champion who likes to attack, and this makes you be able to attack more. When using it, you can easily get many kills where you shouldn't in 1vX situations. The extra range on the auto attacks feels great. When trading, try to get an auto right before the stacks fall down, so you can keep them for longer. It's mandatory that you take Ghost and Flash when running this page.

This is the best in slot rune that allows you to survive that little extra damage after you kill someone, and paired with your Q can make you survive most burns. All around good rune.

is effectively scaling attack speed, with some of the attack speed front loaded into early levels. Tryndamere is a champion who has a lot of AD and Crit already in his kit, so the best way to scale his damage is through attack speed. This gives a lot of added DPS, and make last hitting easier, since you can auto in succession easier. Only take this if you are against *really* low CC teams.

is great against team comps that have several layers of hard CC, which is to say, every decent comp in League. The DPS you get from Alacrity doesn’t matter if you are unable to auto attack from getting CC locked. Taking Tenacity and Berserker's Greaves getting gives you more useful stats than taking Legend: Alacrity and Mercury's Treads. With the amount of attack speed you get from Tempo, it's best to not be CC'd so you have higher uptime on your auto attacks.

gives you more damage when you are low, and you are an angry man who refuses to die.

paired with Bloodlust makes you one of the best sustaining champions in the game. One of Trynd's greatest strengths is how hard he is to push out of lane.

not only gives slow resist, but it gives an extra 30% tenacity max when low, which is a state you're often in when fighting and getting cc'd. Paired with Legend: Tenacity, you'll have basically 50% tenacity, which does wonders for your ability to stick on people and auto attack them.

Movespeed Sticky runes ( Phase Rush, Nimbus Cloak, Celerity, Gathering Storm, / Legend: Tenacity, Last Stand

Take this runepage against most matchups(especially ranged ones, or those who can kite you) I take this in every matchup with no variation.

The amount of Movement speed you gain from Phase Rush will ensure that you never get kited again, even by the slipperiest of champions. It gives you an alternate strength, compared to trying to straight melt through people. You are much stronger against ranged champions, and champions who aren't specifically designed to be duelists.

Paired with 40% CDR, your teamfighting and overall mobility are much stronger than standard, which lets you take fights you wouldn't normally be able to take.

Whenever you get ganked, or caught out during a splitpush, simply proc Phase Rush, and get to safety in a much more reliable way. This allows you to play more aggressively during a splitpush, and apply more pressure overall.

Mocking Shout, Tiamat, and Ignite Count as a stack to proc the MS, but your W will only proc it if it slows. Engaging with a slow, then a Spinning Slash + auto attack will proc the ability, giving you a very easy time sticking to targets, even if they react well. Weaving in the Tiamat active as you go in with a spin and auto can instantly proc the rune aswell, which makes it incredibly reliable to proc.

In lane, a trade you should take is W>Spin>AA>AA + third AA possibly(especially after you get AS). This style of trade will leave you with a bit of duration left on Phase Rush, which allows you to disengage without giving the enemy a chance to trade back.

Things that can proc Phase Rush:

Auto, Spin, W Slow, Tiamat active, and ignite.

Combos are:

Spin > Auto > Tiamat

Tiamat > Ignite > W slow

Those are the most commonly used combos.

Auto > Auto > Tiamat is the most optimal, so you can save spin.

W Slow > Spin > Auto is another useful trade pattern.

I will create a full section explaining Phase Rush in depth, and how I've been having so much success with it!

Rune Stats

Slot 1: Always take Attack speed.

Slot 2: Take Adaptive Damage most of the time, or Armor/MR in tougher matchups

Slot 3: Take Armor Every time, unless it's a full magic damage team.
TL;DR Doran's Shield+ Health Potion > Berserker's Greaves > Tiamat > Ravenous Hydra > Essence Reaver > Kraken Slayer Or Eclipse > Situational based on situation ( Phantom Dancer Mortal Reminder Lord Dominik's Regards Serylda's Grudge

Potential Starting Items

Doran's Shield

This is the only thing you ever want to start. It's the best offensively, and it's the best defensively. More health means more chances to trade. When paired with your kits innate healing and potentially Second Wind, you stay healthy and become nearly impossible to push out of lane.

Standard build


Kraken Slayer
Kraken Slayer is the strongest default crit mythic. The damage is not only helpful for killing tanks, but the burst makes squishies cower in fear.

Berserker's Greaves

Berserker's Greaves gives you a very large amount of attack speed for the gold (35%), and getting T2 boots early not only helps you dodge skillshots in lane, but it helps you roam faster, which gives you more room to make plays. You can consider getting this first before Tiamat if you believe that freezing will be more valuable than pushing, but that won’t be common.

Essence Reaver

This item gives 3 stats that Tryndamere loves in CDR/AD/Crit. This item gives you a ton of mobility, since CDR makes your Spinning Slash come up much faster, since crits reduce the cooldown of Spinning Slash. Once you finish this, it's the point to where you get really strong, and can start taking much more aggressive fights. The mana passive not being relevant for you doesn't matter, as the rest of the item is more than valuable enough for the price.

Infinity Edge

Infinity Edge is an incredibly strong item, that is effectively just a huge damage boost. Paired with Essence Reaver your crit is capped. Build Pickaxe and Cloak of Agility instead of B.F Sword if you have the gold for it, as the crit is more valuable. Once you get this item, you really start melting through people.

Ravenous Hydra

Ravenous Hydra is the upgrade to Tiamat. It's very slot efficient, and gives you a very healthy amount of sustain through the AOE healing. Upgrading this instead of buying another item allows you to keep the active, which allows you to proc Phase Rush or Conqueror much more efficiently.

If you do need to build a last item, however, get one of these:

Mercurial Scimitar

Quicksilver Sash and it's upgrade, Mercurial Scimitar are often vital if you ever want to do anything in skirmshes/teamfights. The general counter to Tryndamere is to CC lock him before he can oneshot the carries, but with QSS, it becomes really hard to stop you from getting priority target access. Quicksilver Sash alone is good, but the added MS from its upgrade is often the difference that lets you catch up to the enemy. The fact that it also had both AD and lifesteal just make it that much more worth it to upgrade.
You can consider taking Cleanse if you think you are going to 100% need to buy this item, and you will trade an item slot for a summoner spell, but it will be up the entire game.

Death's Dance

Death's Dance is very useful item when you are going against champions that you fear can one shot you before you can react in time to ult. The burst damage is spaced out over 3 seconds, so champions like Rengar/ LeBlanc/ Kha'Zix don't leave you looking stupid for not pressing ult. You are incredibly tanky with this item, and the sustain it gives you allows you to stay on the map much longer, since you can heal to full off of a single jungle camp.
Item set
This is the item set that features the most common builds you have on Trynd. You can import this build in the client through the items tab.

Updated as of patch 13.4

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This item set features both of the most common builds you will see have success on Tryndamere.

After the preseason, this will be updated for what the build shakes up to be.
This guide will be continually updated to add more information. The next sections will go in depth on Laning, mid game, and late game.

Anything else you want out of the guide? Comment and let me know!

If you would like to check me out elsewhere, You can find me at:

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