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Tryndamere Build Guide by Yasukeh

Middle diamond

In Depth Rank 1 Grandmasters Tryndamere by Yasukeh

By Yasukeh | Updated on February 22, 2020
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Yasukeh's Featured Video
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Runes: Phase Rush (Anti Kite)

1 2 3 4
Sorcery
Phase Rush
Nimbus Cloak
Celerity
Gathering Storm

Precision
Last Stand
Legend: Tenacity
Bonus:

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

Spells:

1 2 3 4 5
Aggressive Lane Dominance
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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Top Lane
Ranked #53 in
Top Lane
Win 49%
Get More Stats

Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

In Depth Rank 1 Grandmasters Tryndamere by Yasukeh

By Yasukeh
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 peaked Grandmasters 275LP As of september 27th, 2019.

This season, I have peaked Grandmaster tier as of Feb 02, 2020

This would make me the highest ranked player who plays Tryndamere on NA!

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

Twitch: https://www.twitch.tv/Yasukeh
Youtube: https://www.youtube.com/c/Yasukeh
Twitter: https://twitter.com/yasubro
Discord: https://discord.gg/PDJHVc9


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!


If this guide helped you, don't forget to vote on it!!



The abilities, tips and tricks, and When to Split sections are from Vondill's guide! With permission from him to use, as he doesn't play league much anymore.
Featured Video Back to Top


The new Phase Rush buffs are absolutely insane. There is now no champion who can catch up to you when falling back, and no champion who can escape you when you are pressing forward.

This MS buff was only for melee champions, brining an extra 5-15% movement speed scaling with level, and a 4 second window to activate, which makes it easier to proc.


This shores up all of this champions biggest weaknesses.
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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.
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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.
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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,
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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.
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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.
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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.
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Pros



+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

Cons



-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
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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. Starting Bloodlust is hypothetically viable against matchups which would like you poke you lvl 1 while you can’t trade back, such as Pantheon. 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, 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.
When to split Back to Top
Tryndamere Shakespeare once wrote: "To split or not to split? That is the question." It's a tough question and each game is different. But there are some factors that come into play that you should consider when deciding. I will give you a list of reasons to split and a list of reasons to group. Part of becoming a good Tryndamere is weighing the pros and cons of each and deciding what is best for your game to secure the win..

Split Push


-You can 1v1, 1v2, 1v3, 1v4, 1v5
-You are consistently damaging towers
-The enemy team doesn't have global ultimates
-The enemy team cannot catch you
-Your team is successfully pressuring other lanes
-Your team can 4v4
-Your team is not getting caught
-Your team is not instigating 4v5 fights
-You are confident you can dive the enemy matching you under tower
-You cannot win 5v5
-The enemy lacks engage
-Your team has considerable disengage

Group with Team


-You can't 1v1
-You aren't doing meaningful damage to towers
-The enemy team has global ultimates
-You keep getting caught
-Your team cannot/will not pressure other lanes
-Your team cannot 4v4
-Your team is getting caught
-Your team is starting 4v5 fights and losing
-You are not confident you can dive the enemy matching you under tower
-You can win 5v5
-The enemy has considerable hard engage.
-Your team lacks disengage.
Tips and tricks Back to Top

Bind Your Rank Up Abilities So You Don't Have To Click Them


This is an important trick to being faster and catching your enemy off guard. Once you're about to hit a level up, you can spin to the enemy while spinning over the last minion(s) you need to level up. While mid spin, rank up your next ability before your spin finishes for a more powerful trade. Also comes in handy if you're in the middle of an intense all in while simultaneously hitting level 6.


Harass The Enemy Under Tower Without Taking Tower Shots


Once you shove an enemy under their tower, try harassing them under their turret. Wait for the tower to start targeting ranged minions. This is important because the tower shots take much more time to travel vs melee minions right at the base. The tower will not shoot again until the first shot has landed. If you time it right this gives you enough time to hit your opponent under tower and spin out before the tower fires its next shot. Simply wait for the tower to fire onto a ranged minion, auto-attack, use your Tiamat if you have it, and spin away immediately. If you're lucky you'll even crit them and not take tower damage.


Be Patient With Last Hitting


Improving your CS is one of the easiest and simplest ways to increase your level of play. It sounds boring but getting better is all about consistently performing even the little things. Even though Tryndamere has a lot of attack damage, it's very easy to miss CS due to crit rng or accidental cleave from Tiamat. How many times were you expecting to land two more auto-attacks on that cannon minion only for Tryndamere to crit it and lose it to allied minions? Be patient, give it a moment and remove the rng factor.


Save Your Mocking Shout and Spin


Knowing when to use your gap closers and when to save them can mean all the difference in securing a kill or succeeding in a tower dive. You do not always have to open with your Spinning Slash or Mocking Shout right away. If you can close the gap by simply walking up to your enemy, do that instead. It's important to save your gap closers to match the enemy's own escapes or dashes when you're closing in.


Using Tiamat Efficiently


Tiamat is one of the best items you can buy and using it to it's full potential will keep you or get you ahead. Activate it's proc to harass enemy champions as safely and often as possible for free damage and favorable trades. The effect radius is decently large and the cooldown is pretty short so be liberal with its use. Use it to knock out your opponent's Bone Plating before a trade. Use its range to last hit minions you wouldn't otherwise be able to auto-attack. Auto-attack minions near the enemy champion for extra chip damage. Freezing a lane with Tiamat can be difficult, but instead of auto-attacking to last hit every minion during a freeze, try to single minions out with the outer edge of the active proc. Ready to all in the enemy? Hold the proc until you're ready to move in for extra burst. Always wait for your auto-attack to complete its damage on a champion before you activate your Tiamat. Auto-attack, Tiamat active and Spinning Slash makes for great short trades, especially if you crit.


Rage Management


How effectively you manage your rage will be a big indicator of how proficient you are with Tryndamere. I'll be honest, getting good at this will just come with experience with the champion. If you're not going for a trade anytime soon spend your rage for a heal. If you can replenish your rage immediately because there are a lot of low health minions, use your rage to heal. You can also simultaneously consume your rage in the middle of a critical strike animation on the last auto-attack of a trade to be more efficient. Are you going to finish all those low health minions with Tiamat? Consider trying to get out as many last hits from auto-attacks as possible to generate additional rage instead. Is a tower going to 1 shot a minion that's too high health for you to CS? Hit it anyways to generate extra rage as long as doing so will not compromise your ability to secure other CS. That rage adds up and can help you sustain or fight.


Sometimes... It's Good To Be Low On Health


Don't forget Bloodlust gives you additional attack damage the lower health you are. If you're already in a safe position, delay consuming that rage for healing in order to deal more damage to towers or shove waves faster.
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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 lack of options that teleport would bring, or 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.


The Ultimate Mobility Summoners /

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 rune page, and always worth considering, especially if you aren't likely to get solo kills in your lane.


The 600LP Korean Challenger Summoners /

These summoners have the highest potential out of any summoners.

Ghost has a much higher uptime than Flash, while being better for being able to stick to targets who are trying to get away from you. It’s also much better for escaping, especially when paired with Nimbus Cloak. It is weaker early, but the power and value you get from it grows rapidly after Lvl 6. Tower dives are very reliable with being able to stick to them much more easily. Also pairs well with celerity.

Teleport would seem like an obvious choice on Tryndamere, yet it’s power seems to be lost by most people. Tryndamere is a splitpusher, and the amount of options teleport gives you in the splitpush is way too valuable to pass up. teleporting from splitpushing to baron is something that can be game winning, as well as teleporting to the splitpush. Another big strength of TP is being able to keep up map pressure, since your uptime on the map is much higher, allowing you to get large gold leads fairly easily. An example of a teleport play you can make is if you can get an inhibitor turret through a splitpush, but not inhibitor, ward just outside their base, and you can teleport back to it later to get a free inhib.

This is by far the hardest summoners to use, but can be the most rewarding. When I hit masters in S8(when it meant something) I used these summoners to do it.


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.
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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
2.Double resistances
3x anal beads
4. Give up CS
5. Stay away from wave
6. Use spin backwards
7.Spin through cc
8. Take cleanse against Zoe/Ahri
9. Use tiamat to CS from range.
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!
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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!

Fleet Footwork Sustain Runes ( Fleet Footwork, Triumph, Legend: Alacrity/ Legend: Tenacity, Last Stand, Nimbus Cloak, Transcendence)





is the most well balanced keystone for Tryndamere when it comes to offense and defense. The sustain you gain from fleet is very nice within lane and out of lane, as it allows you to forgo lifesteal for the majority of the game. The mobility from the MS is great both as a defensive and offensive tool. It lets you stick to champions better, and you can auto attack someone to use the MS to escape from bad situations. This rune pairs very well with the first build shown in the guide.

was probably one of the bigger buffs to Tryndamere with the runes reforged system. It allows you to survive the last turret shot along with a Q heal after a dive, and getting assists in skirmishes can you give that small amount of health you need to be able to still remain useful in the fight.

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. This rune is best in 90% of situations, as 18% attack speed is almost always too good to pass out.

can situationally be good against team comps that have several layers of hard CC. 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.


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


is a highly underrated rune on Tryndamere. You are much harder to kite as Tryndamere when your ult is popped. A common method of playing against Tryndamere is popping his ult, then waiting out the duration. With nimbus, it’s much harder for anyone to kite you. It also gives you more escape power in a splitpush if they collapse on you, which means you can be more aggressive with your splitting, and stay longer while still being able to get out. That added safety can make the difference between getting the inhib or not. Nimbus Cloak along with ghost can often mean you get out even if all 5 come to collapse on your split. It also allows you to easily dive under turrets without getting kited out.


gives 10% CDR after level ten which is a great source of added mobility for Tryndamere. This is primarily useful for your spin cooldown, which also gets lower every time you crit. CDR makes that flat CD reduction much more effective. Your ult being on a shorter cooldown also allows you to be able to play aggressively more often. Being unable to ult greatly limits your options, so being up more often makes you be able to focus on fighting the enemy, not your cooldowns.





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 or MR depending on enemy composition. Health isn't as useful, because your healing makes the Armor or MR more useful.
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TL;DR Long Sword+ Health Potion OR 3x Rejuvenation Bead > Tiamat > Berserker's Greaves > Stinger > Essence Reaver > Infinity Edge > Trinity Force > Ravenous Hydra >

Potential Starting Items




+ + + 3x Rejuvenation Bead + Health Potion


I explain in depth why I take these in my laning video, but I will reiterate in text.

Tryndamere has one of the highest base health regens in the game, and Rejuvenation Bead's work off of base health regen, so Tryndamere gains much more value than other champions would by buying them.

They also sell for 105 gold each, so you only lose 90 gold by buying two extra ones, compared to a Dorans item, which would lose you 90 gold by selling them.

Beads are also modular, so you can sell them as needed to buy Boots of Speed and Tiamat.

The amount of sustain these gives you allows you to trade so much more often, and be able to regen any poke you might take.


+ Refill Potion Long Sword + Refill Potion

Long Sword is the most offensive start you can take, with 10 AD, which makes your all ins very powerful. It also allows you to build Tiamat much quicker, since you already have a component of it. With Refill potion it allows you to not have to spend money on pots, while still having some extra regen through multiple backs. I would take this into any matchup in which you think you could play aggressively. I've been taking this the majority of the time recently, with great success.





Core Items






Tiamat
Tiamat is the strongest thing you can get to shore up any weaknesses you have early game. It keeps you competitive in waveclear, the active does a lot of damage, and can either be used in between auto attacks, or right after the enemy leaves auto attack range. You can also use it as a way to get CS from range by killing minions with the tip of the active if you are getting zoned. The added regen is also nice to keep you healthy, especially when considering that Trynd has one of the highest base health regens in the game. This is by far the strongest thing you can take for helping you through the early game.

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.

Stinger


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.



Trinity Force

Trinity Force is a great item in which you use all of the stats very well, with exception to the mana. 20% CDR allows you to cap on CDR with just Essence Reaver. The Sheen Proc allows you to melt through towers very quickly, and you can proc it reliably with your Spinning Slash CD being so low. The movement speed from Phage is also very nice, since the biggest issue with Tryndamere is that he gets kited easily. The CDR and MS from this item makes it much easier to stick to people, along with having more attackspeed from Stinger, which is always nice for you.

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.

This item rounds out the build very nicely, and it's incredibly rare for game to get past this point, since your first 3 items are some of the most expensive items in the game.

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

Guinsoo's Rageblade



Guinsoo's Rageblade gives you an insane amount of attack speed, and this is the most powerful item you can get for pushing turrets. If you have just one mountain drake, you can take down turrets from 100 to 0 with just a single wave of minions. With the effective removal of Conqueror, this item gives a very nice amount of armor penetration, which would allow you to still be able to deal damage to tanks without the true damage. The attack speed can also help counteract all of the attack speed slow items such as Frozen Heart from being as effective in countering you.

One of the biggest reasons to get this item, however, is the Phantom hit passive, which reduces your Spinning Slash cooldown by 4 seconds every other auto attack when it crits. With your spins CD being 5.5 seconds at 40% CDR, your spin is effectively up every 2 auto attacks. This abuse is an insane increase in both DPS and sticking power.

This item greatly increases your turret taking speed, and makes it harder for teams to play around you.


The reason we don't get this earlier, is simply because the other items provide more relative value for the time.




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.
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8.24b

Tiamat gold cost was increased from 1200 to 1325. This makes getting started on being able to push take about one wave longer to get. The cost increase doesn't make alternatives for wave-clear like Statikk Shiv become more attractive as a replacement. Tiamat is still mandatory, it will just come one wave later.


9.3



ALL CRIT ITEMS HAVE CHANGED.


The first build has been changed to reflect all of the changes to your standard build. I will revise all of the guide in the next few days to further explain all of the build choices, and why you would take them. Be sure to read the notes on the builds for explanations. All matchups are up to date, and I will also add detailed information on Laning/Mid/Late game tactics soon.

The build section, along with several other sections of the guide have been updated to reflect the changes in 9.3. The guide now fully reflects the patch as of 2/11/19


9.4



Conqueror is all but dead on Tryndamere. It takes 5 spells/autos to proc it, which means it takes Tryndamere 4 attack attacks and a spin to even start the rune being active. Other champions can proc it within half a second, and the rune is balanced around those kind of champions that can use it the best. Our right clicker can't right click fast enough to make good use out of this rune anymore. Only consider taking it if you intend on having very extended trades with hyper tanks, such as Maokai/ Cho'Gath.


The best option that I found the most value from before Conq, and now that it's gone is Phase Rush. This rune vastly increases the amount of engages you can take, since your mobility goes to an insane level, especially if you get high amounts of CDR. However, this rune requires you to have some sort of AP threat on your team, and the enemy team can't stack tanks. However, your ability to kill backline carries goes up dramatically with this rune, so you don't always need to be the one melting through the tanks. AD carries have gotten much better at that with the 9.3 crit changes.


Fleet Footwork is going to the safest, best all around option. Having the extra sustain is incredibly nice, especially since it allows you to forgo lifesteal for the majority of the game, and the extra mobility from the movement speed is really nice. You can auto attack a minion, and use that extra MS to catch up to the enemy you are zoning, and if you are being chased, get an auto attack off and use the extra mobility to get away. All around, this is probably the best keystone on Tryndamere at the current moment.


9.5



This buff is Riot's answer to Conqueror being useless on him now. On the downside, this buff doesn't really do anything to solve the issues that surround Tryndamere's early game being weaker. You gain 5% crit at level 6, and another 5% every time you hit your ult level, up to a cap of 50%. Tryndamere doesn't really benefit from this until later in the game, which wasn't where he lost the most strength.

On the positive side, you only need to build 2 crit items instead of 3 to hit 100%. With Infinity Edge being so late in this build, and it only giving 25% crit damage regardless, this new change means you can skip the item, and instead finish other items, or build other situational items. In place of building Infinity Edge, just finish your Statikk Shiv, then Ravenous Hydra

Essence Reaver's 20 CDR gives more value than Infinity Edge's 25% crit damage(which is really low relative to old IE's crit damage) so that's why we opt into getting ER over IE after the changes. You only need two crit items, and Statikk Shiv + Essence Reaver is the best combo





9.7




Changed a few things about which items to get when. Updated a few champion matchups. Overall, Trynd is in an okay spot right now. Remember, take Lethal Tempo vs bruisers/tanks. Also, that AP/Crit hybrid build you see floating around is incredibly troll, and you shouldn't consider it.


Added a NEW Onhit build feat. Wits end. Very strong vs heavy magic dmg comps. Highly recommend it if you think you will be fighting vs AP champs mainly.




4/10 update



Added a new section, and fully updated several sections to reflect the current situation with regards to build/runes/matchups/etc.




9.9



Added a brand new build that is by far the strongest since the item changes. Gives you 40 CDR faster than any other build, and has [Infinity Edge] as a second major item, so you have both max CDR and insanely high damage. The only downside of this build is it gets sustain fairly late into the game.




9.10





🦀 🦀 TRYNDAMERE IS BUFFED 🦀 🦀

This buff may not look like much at first glance, but It's much larger than you would think.

With 40% CDR, your Spinning Slash cooldown is reduced to 4.8 seconds, down from 5.5 seconds before this buff.

Since your spin CD is reduced by 2 seconds on crits to champions, and with my build, you hit 100% crit and 40% cdr fairly quickly, the effective cooldown of your spin will be .8 seconds, down from 1.5 seconds in 9.9. That's a nearly 50% decrease in the effective cooldown reduction.


Not only is this a huge buff for his mobility, but it's also a very large spike in damage, since you can immediately spin every two auto attacks..

All in all, this probably won't make Tryndamere an S tier champion, but it's more than enough to make him deadly in the hands of the right person. This champion is no longer going to be on the weaker side of champions.





9.13




I have updated all of the builds, and several rune pages to reflect what the Korean Challenger Tryndamere player is playing, as I think those are the best builds, and they are having the most success out of any builds in the world.





10.4


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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! Make sure to vote on the guide if you liked it!


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