Take 3 rejuv and double MR into her, and just try to survive. She can Trade with you in ways where there is no recourse. If you can bait out her shroud, when it's down is the only chance you have to possibly fight her. I would consider her a first or second priority for bans, in both mid and top lane. Akali did get nerfed in 10.3, but then they did a micropatch buff, so she is still worth the ban.
LeBlanc
Leblanc can reliably burst you, and kite you with her W's to the point where you can never kill her. Take Triple Rejuv, hope to survive, and try to effect the map in other ways.
Ahri
Take 3 rejuv beads against her. Don't stand near minions so she can't poke and push at the same time. Do what you can to force out her charm, then she doesn't do much against you. Once you force her charm, then you can force her ult, which gives you a chance to make a play.
Zoe
Take double MR rune stats vs her with a Dorans shield start and make sure to stay behind minions so you don't get bubbled. If she misses her bubble, she has no way to stop you from getting on top of her and killing her. Watch out for the random ignites that she gets from minions. Take cleanse vs her, and you can just cleanse the bubble and run her down.
Strongly consider cleanse as an option in this matchup.
Azir
Take Triple Rejuv beads against Azir.
Spin between him and his tower and he won't be able to shuffle to safety.
Aatrox
Aatrox used to be a tough matchup, but he's been nerfed enough to where he is reasonable. Time your spin to go past him during his q's, and make sure to walk to the other side for his Q3. This matchup is about knowing your damage, and when you are able to win trades.
Anivia
Good anivia players will wall you if you use your spin and get a full combo off on you. If you can dodge her stuns she is a fairly easy matchup. Make an effort to roam post 6, and don't blow your spin until she burns her Q.
Aurelion Sol
Phase Rush Makes this matchup fairly easy. Spin into him past his orbs, and you can get a decent amount of damage on him before he can eventually proc his own Phase Rush.
Brand
Try to stay away from minions so that he can't clear minions at the same time he is harrassing you. Once you get tiamat, you can often tank his stun with your spin and all in him. If he misses his stun, he has no way of stopping you from running him down.
Cassiopeia
This matchup goes from one of your hardest, to one of your easiest if you take phase rush. The entire point of this champion is to kite you, and when you have phase rush, you can't be kited. Her W is useless, as you can just run right past it easily and get your spin off. If you take Q poke in lane, back off a bit, so she can't follow up with Twin Fangs.
Cho'Gath
Chogath has little he can do to stop you from running him down. Bait out his [[Rupture]] and he is a free kill. Very useful lane to try to freeze in, since he is very unsafe without a tower to protect him.
Corki
Nobody plays this champ lmao. When he has his package immediately force a trade on him to make him burn it defensively. Otherwise he is a free dive with your ult and ghost. With triple rejuv bead he shouldn't be able to poke you out of lane unless you facetank everything. He's been given buffs, but they don't mean anything.
Diana
She can definitely do enough damage to kill you pre 6, but if you don't let her sit on you and do damage, you should easily be able to win. Try to bait out her shield by auto > spinning away, then going back in next cooldown. New diana stat checks you for a bit, especially before you have ult. If you can burn her cooldowns, you should be able to win a fight with her. Trade with her after she uses her shield, and right after she does her third auto attack.
Ekko
You can always win trade with him provided he doesn't hit stun and you don't let him get his passive off for free and run away from it. For Ekko to farm from range he pratically has to push the entire wave, and he can't control his pushing very well. you can use this to freeze on him and force a situation where you can run him down the lane. This matchup is much more free if you learn to freeze so you can deny him.
Fizz
He is a very slippery champion who can often easily trade onto you and you can't react if you don't prepare for it. If you make sure to not get hit by his slower troll pole at the end of his trade, you should be able to survive until you find an opening to kill him.
Galio
Galio is definitely much harder after his recent changes. he can very easily 100-0 you and overall outtrade you from early on. If you go on him early when he has all cooldowns up, he will win the trade. Wait for him to use his Q to farm or harrass and then jump on him. When you are going out from a trade, his charge is much faster than your spin now, so you have to spin much earlier in the animation to dodge it.
Gangplank
Either make sure to dodge his barrels, or contest them if you can. Don't fight him early when he has his passive up at the start of the fight. If you aren't going on top of a barrel, once you get a slow you should have no problem running him down for a kill for to get him low.
Heimerdinger
It's practically impossible to get on top of him until level 6, and even then it's hard to actually kill him. He can often 1v2 if he gets ahead of you, and it's easy for him to deny you. Just farm it out until 6 and you should be able possibly get onto him or just outskirmish him and getting leads through playing with your team.
Take Triple Rejuv beads, and wait for ganks. Make sure you tank the turret during the gank with your ult. If you get a small lead on him, you can easily kill him through all of his damage.
Irelia
She can possibly beat you lvl 1-2, but past the first few levels, it becomes impossible for her to win a trade. Even if she gets ahead, you can still always win fights by just hovering your mouse over her and clicking.
Jarvan IV
He is a burst champion who at 6 can one shot most laners. The problem is that you aren't like most laners. If he ever tries to burst you, you can just ult and kill him. be careful pre-6, and make sure to use your spin to dodge his EQ combo, then you can fairly easily kill him.
Jayce
He's someone who can hard poke you out, then if you try to get on top of him, he can disengage very easily. Try to CS as much as possible without getting poked out pre 6. Phase Rush allows you to chase him down despite all of his disengage.
Jhin
An immobile ADC who has little way to deal with you if you get on top of him. You can outsustain any poke he can reasonably throw out, and the later the game gets, the less chance he has to survive you spinning on top of him.
Kassadin
The second easiest matchup for Tryndamere. Pre 6 if he ever tries to go for CS you get a slow and either burn flash or kill him. The only way you lose this matchup is if he takes grasp and you let him trade with you freely to the point where you can't all in him. Expect a lot of jungler assistance for Kassadin in this matchup.
Katarina
Be aware of where she throws her daggers, and if she can trade on you freely without giving you a chance to answer. You can often try to bait her by standing on her daggers and forcing her to take several autos if she wants to use them. Be diligent in telling your team where she is, because no matter how far ahead you get on her, she can still roam bot and get a triple kill and be back into the game.
Kayle
Reworked kayle is incredibly weak early, and really easy to get on top of and yeet her out of existance. If you get the wits end build, its easy to duel her at all stages of the game. -
Kennen
He can very easily poke you out, and if you try to get onto him he can just stun you and speed away. If he doesn't take phase rush, it can be much easier to get on top of him. If he ever blows his E, you can fairly easily kill him. Heavily consider taking Legend: Tenacity into this matchup, as it will help not getting perma-stunned.
Lissandra
If you time her W, you can spin through it and be effectively stunned for less time. Make sure to take Triple Rejuv beads or dorans shield so you can survive early poke. Her role is to burst people and lock them down, which is fairly useless when you have Undying Rage.
Fun fact: Lissandra was the champion that I had the highest winrate against for the year of 2018.
Lucian
Lucian is a very powerful early laner, and if left alone, he can completely poke you out of lane and make you irrelevant. A single jungle gank will help you survive this matchup. Try to farm as much as you can without getting poked out of lane. If you don't get too far behind, you quickly outpace him in fights.
Lux
Either dodge her snare or spin through it and she is a free kill. She has 0 mobility, and no way to really stop you from killing her, since snares don't stop auto attacks.
Malzahar
Malzahar is by far the easiest matchup for Tryndamere in the game. Your Mocking Shout pops his passive, and Tiamat auto clears all of the his voidlings. At level 6, you can always dive him even if he has ult up, no matter how high health he is.
Mordekaiser
In this matchup, New morde is a complete stat check champion. You are either stronger than he is, or you aren't. You should win this most of the time if you are even, and it's fairly easy to gank him pre 6. Post 6, he is very hard to gank as he can just ult one person and make it a 1v1. Think about saving spin so you can dodge his pull, as that's his strongest ability.
Morgana
She generally won't have any pressure on you unless you go into her with her snare up and you can't dodge it. Try to bait out her snare then spin onto her. After tiamat you can beat her pushing ability, and will generally have an easy time roaming and stealing enemy jungle camps. She is good for setting up jungle ganks, so don't put yourself in a position to get snared if you aren't sure where the jungler is.
Nocturne
Spin away from the fear. Make sure you are away from the minions he hits when his passive is up, because the free damage can add up quickly. You can fight him between passive procs. Don't let him roam to other lanes for free. If he does go for a side lane gank after a back, punish him by taking several turret platings.
Orianna
Pantheon
Pantheon isn't too hard as long as you don't take too much free damage early. Try to force out his Q's by faking going for a CS, then you would be able to CS freely. Pantheon is very easy to gank for, so be careful of that.
Pyke
Solo lane pyke is an interesting pick. He sacrifices lane hard and just gets mobis and roams around the map. He can also easily soak up harrass. Don't get pulled under tower for free, and attack him any time he every tries to even think about CSing.
Quinn
Rumble
Rumble has been seeing much more play recently, and his power as a lane bully is very high right now. Make sure to fight him when his shield is down, he burned his cooldowns, and he isn't going to overheat soon. If you fight him with overheat, he will beat you, especially early. Post 6, he doesn't have many tools to stop you from killing him, especially if you have Phase Rush to stop him from kiting you.
Ryze
Swain
Syndra
Take boots vs her and if you don't get poked out you can run her down rather easily
Taliyah
This champion can absolutely poke you out, and after a few levels she can quickly push the wave and roam much faster than you. Remember to ping roams in advance, and just push the turret if you can't show up on time. Her Q isn't AOE, so be sure to stand behind minions. Be aware of spinning into her when her W is on the ground, because it deals a massive amount of damage. If you can dodge seismic shove, she has no tools to stop you from killing her. Try to bait it out, then engage on her when it's down.
Talon
Don't let him use his rake to both clear the wave and harass you, and don't get hit by both parts of the rake, or he can dash onto you and chunk you for a very large amount of your health.
Teemo
Take triple Rejuv beads, and at level 6, if you aren't too low, spin on him, wait out the blind, and then you should be able to kill him. You also have a chance level 1, especially if he takes poison to kill/pressure him.
Tryndamere
This champion sucks, and anybody who plays it is the ultimate sinner. Stop playing normals.
Twisted Fate
As a gold card is being thrown at you, you can spin through it, and the stun will happen during your spin duration, meaning you effectively aren't stunned at all. You can also queue up an auto attack, which can happen during the stun duration if you time it right. TF players will tend to overextend when they have gold card, because they feel like they are in a safe position. Don't let him harrass you while clearing with red card, and every time he attempts to roam and you can't follow, hard push the wave and take some turret platings.
Viktor
With Phase Rush, you can proc it and run around his gravity well. Don't let him CS and poke you with his Laser at the same time. As soon as you have fury, you should be able to win an all in if you weren't poked down too hard. Post 6, he's a burst champ and you have the best anti burst champion in the game.
Vladimir
Xerath
Wukong
Free Harambe.
Zed
Try to stay above 50% health, or he can potentially all in you. Don't stay near your minions and force him to make a decision between poking you, and CSing from range. Try to contest him for CS, especially when he doesn't have cooldowns up.
Ziggs
Yasuo
He wins fairly hard before lvl 4. Afterwards, you outtrade him, especially if you can dodge at least one Q. Don't give him outs to dash through during fights. If you stand between him and his tower, it makes it much harder to get a kill on him.
Zilean
Zyra
Neeko
This matchup can be very annoying if she keeps landing roots. Save your spin always to dodge the roots, as that is where 90% of her damage stems from. Be diligent about who she is cloned as. It's really easy for her to get a 5 man stun when you are doing baron because you thought it was the enemy top lane tank going into the pit.
Aatrox
[TOP]
Not particularly hard to face him, just make sure to attempt to dodge his knockups, and you can use spin aggressively to engage while you dodge. Abuse Phase Rush MS to dodge any additional Q's after you spin in. Check my YT channel for an example game against Hashinshin.
Darius
[TOP]
Darius is the ultimate noob stomping champion. He will absolutely punish you if you take him lightly. When trading, don't let him get 5 stacks onto you, or you will auto lose the fight early. take shorter trades, and punish him if he uses abilities to try to harrass you or to CS. Make sure to keep spin up, because if he pulls you when it's down, you are all but dead. Be aware of his Conq stacks too. Don't let him get free Q heals in lane, even if it means giving up CS. Once you get enough items, you should be able to simply beat him in fights.
Camille
[TOP]
She is is very all in champion that can't particularly out trade you, especially after lvl 6. Don't let her get her charged Q damage onto you, and you should be fine. When she uses her W to try to harrass, you can spin into her to not take damage or the slow, and it's hard for her to outtrade you at that point. She is a decent champ for gank assistance, so watch out for the jungle camp when against this champion.
Dr. Mundo
[TOP]
Mundo is one of the freer matchups in the game, but you have to make sure to play aggressively. Often times you will end up zoning him, and he will try to CS with his cleaver. Consider body blocking CS and attempting to freeze to deny him further. If he does get ahead of you, consider an Executioners, but you generally don't need it if you are ahead or even.
Fiora
[TOP]
Her vitals and the MS they give allow her to often have great windows to freely trade with you, and her Parry has a major attack speed slow attached to it, so she also has decent protection against all ins. If you can dodge the parry, you can attempt to go for a trade on her. Try to block off vitals so she doesn't get free harrass. If you back out far enough from her, the vital will reset and hopefully go into a position where she can't proc it easily.
Gangplank
[TOP]
GP is one of the freer lanes for Trynd, but can be hard if you play passively, and let him poke you out. Try to kill the barrels, and engage onto him, and there isn't much he can do. He can cleanse your slow, so be aware of that, but if he uses it for your slow, he can't cleanse the ignite.
Garen
[TOP]
You are one of Garen's hardest matchups. Try to trade with him as often as possible, and your W resets his passive healing if you hit the slow, so make sure he can't sit back and regen while you are freezing the wave on him. Attempt to deny him XP as much as possible, because Garen is going to play this lane fairly passive generally. If you let him Q and spin to disengage with you, he can win this matchup if you just let him do that.
Gnar
[TOP]
Historically a very annoying champion, but not as strong anymore. If you can land the slow on him, you should be able to get the distance to trade with him in Mini Gnar, especially if you can get him when his boomarang is down. Phase Rush Makes this matchup incredibly easy, since he can't kite you at all. Don't trade with him when he's getting ready to go mega.
Gragas
[TOP]
His body slam is a decent disengage tool, but overall, you should be able to trade with him despite that. Try to save your spin til he uses body slam, so he doesn't have any hard CC to peel you off of him.
Heimerdinger
[TOP]
This matchup is generally going to leave you under your turret the entire time. Try to get your tiamat and farm up as much as possible, then it will be possible to engage on him after level 6 and your first back, especially if you can bait out his stun. Be careful when ganking him, because he can often turn around and kill you or your jungler, or both. Tank the turret during ganks with your ult, and once you get a small lead on him, you should be able to kill him. If he burns grenade, he has no way of stopping you from killing him. Try to make him burn it.
Illaoi
[TOP]
This is another one of those facetanking matchups that is going to fight you head on. Try not to get your soul succ'd from your body, and trade with her when that is down. Make sure to keep ignite up for her ult, since she gains massive healing during that time period. always try to be aware of random tentacle damage, and try to kill the tentacles when you have a chance to.
Irelia
[TOP]
Great Irelia players will try to constantly kite you around with minions, while gaining passive and conqueror stacks, and waiting for a good chance to get you. Generally, don't use your spin when she has her Q up near a wave, because then she can easily kite and dash around you. Aside from that, just keep auto attacking her until she dies, and save your spin to dodge the stun.
Jarvan IV
[TOP]
This champ can cheese you, but when he tries to use his Flag or Drag to harrass you, he has no method of escape, so it's a perfect time to all in him. This champion has decent gank assitance and snowballs well, so be aware of potential ganks.
Jax
[TOP]
This matchup is often thought of as a counter matchup, but you can consistently win it with experience. walk up to him and trade to force the counterstrike, then spin away into brush and he can't follow you. Force trades whenever counterstrike is done. If you do get behind, it's impossible to duel him, though, especially after he gets Spear of Shojin, since his counterstrike will practically have a 90% uptime, and the other 10% is the stun duration. If you want to beat him, you are going to have to do it early to mid game.
Jayce
[TOP]
He can poke you from range, and then knock you back when you attempt to engage. This is a particularly great matchup for Phase Rush , since it will give you enough MS to catch him to him and kill him, despite all of his safety tools. Always be hyper conscious of his shockblast. If you dodge that reliably, he doesn't do enough damage to force you out of lane. If he tries to harrass you enough and you aren't too low, he is easy to engage upon when he is OOM. The later the game goes on, the easier this matchup becomes, provided you aren't too far behind.
Kayle
[TOP]
Kayle is one of the weakest early game champions in the game. If she ever goes too far to attempt to get a CS, punish her hard for it. You generally win this matchup even late game, since all of her massive amounts of damage don't bother you at all. Be careful of ganks, since junglers will attempt to baby her through the early game so she can wreck your team later.
Kennen
[TOP]
This little rat is one of the most annoying champions to play against. He has great harrass, and whenever you try to engage onto him, he can just stun you can Pikachu away with his E. If you are able to bait it out, however, there is a good window to being able to kill him. If he does the AP build, he will be much weaker in the 1v1, so you should be able to beat him there. If he gets ahead and goes an AD or gunblade build, however, you are honestly best to stick to teamfights, since he will be much weaker in that situation. Phase Rush makes this matchup much easier, since you have an easier time sticking to him.
Kled
[TOP]
This champion has major all in potential. If you use your spin freely, and he gets his rope onto you, it's all but 100% death pre lvl 6. Try to always either dodge the rope, or avoid the second proc of it. When you dismount him, if you don't have enough damage quickly enough, he can remount before you have a chance to kill him. don't commit too hard if you aren't sure you can kill him before he gets his remount, because then you will die.
Lissandra
[TOP]
Her waveclear is much weaker than her peak. You can go into her, and her root doesn't actually stop you from damaging her. Don't let her freely poke you without any recourse, or you will be behind the entire lane. Play this lane fairly aggressively, and you will have few issues. Don't let her waveclear and harrass you at the same time with her Q. Great gank assistance, so watch out for a jungler camp.
Malphite
[TOP]
This rock can be killed early, especially if he goes a comet dorans ring start to try to harrass you out of lane. To win this matchup, you need to go aggressively as possible early. The later the game gets, the more impossible it becomes to kill him. If you don't snowball against him, you have to make clever map rotations to try to take fights or turrets when he isn't there, since you will end up doing 70 DMG crits with a full build. This matchup is a ticking time bomb, but most people who play this champion against you are just trying to counter you, and will likely think they are unstoppable, so you can punish that cockiness. Try to force him to use his groundslam without hitting you, then you can go in for very decent trades with him.
Also note that most people are playing this to counter you, not because they are experienced with the champion. Often times every malphite you face will have less than 5 games played on the champion.
Soraka
Soraka top has come into the meta recently, but you are one of her best counters. Take Phase rush, and spin on top of her any time she gets close enough. If you force her to pop ult to try to save herself, she can't use it to help her team.
Sett
Take very small trades with Sett, as his 4 punch combo is stronger than what you can do early. Once you hit 6, get him low enough, and you should be able to kill him faster than his healing can do anything. Don't get hit by W's for free, especially when they are charged. If you are fighting him, make sure to go behind him during this, then move back to stop his ult escape.
Maokai
[TOP]
As it stands, this champion is very weak in general, and you should have no problems being able to kill him with ease. Try to walk up to him to engage, since his Q can stop your spin, and ruin any engage you attempt to start that way.
Mordekaiser
[TOP]
In this matchup, New morde is a complete stat check champion. You are either stronger than he is, or you aren't. You should win this most of the time if you are even, and it's fairly easy to gank him pre 6. Post 6, he is very hard to gank as he can just ult one person and make it a 1v1. Think about saving spin so you can dodge his pull, as that's his strongest ability.
Nasus
[TOP]
If you aren't able to snowball on him before he stacks enough armor, it can become impossible to 1v1 him. Your best bet with this matchup is fighting as much as possible early, and asking for jungle assistance so you can snowball on him so he doesn't have a chance to scale. This is a matchup where you can consider freezing. Be as aggressive as possible with denying him, and not letting get to his mid game powerspike dream.
Olaf
[TOP]
He does have a lot of damage in all in's, and becomes stronger while lower just like you. Don't get poked down by his axes, and if he misses one, that is your window to go in for a fight. The way you lose this matchup is by getting poked down to the point where you can't win an engage. However, his ult makes him squishier, and doesn't do much against you, so you should be able to win this matchup even if you do get behind early, which is Olaf's strongest point.
Quinn
[TOP]
This is the ultimate cheese champion. In a pure 1v1, there isn't much you can do, but she is vulnerable to ganks. If you get ahead, your slow should be enough to let you get onto her and kill you before she can poke you down. This matchup is best to call jungle assistance for.
Whoever uses their E first will lose. If she uses hers on you, you can spin on her and engage and there isn't much she can do. Phase Rush makes this matchup much easier.
Neeko
[TOP]
Try to have spin up when engaging onto her, so you can dodge her ult. You are much stronger in any kind of 2v2 skirmish, so it would be wise to ask for jungle assistance in this matchup. Just focus on not getting poked down, and engage on her when she misuses her root.
Renekton
[TOP]
Renekton is strongest in the early laning phase, so don't try to trade with him when he has cooldowns up, especially with fury. When he uses his cooldowns to CS, or to heal, that is the perfect chance to go onto him. Be aware of him being able to stun you and disengage out of the fight, though. The later this goes on, the easier it is to fight him, so don't be too impatient with this matchup. Renekton is a lane bully who is there to cheese you, so don't get cheesed and you should win.
Rengar
[TOP]
This champion is the ultimate cheese champion. He will constantly be jumping in and out of the brush, getting fairly free damage onto you. If you are able to generate enough fury without getting whittled down by him, you should be able to win a trade. If you stand next to the brush all game, though, expect to lose this matchup very easily. If you can, kite the minions away from the brush as they come to lane, and he will have a much harder time getting in and out of the brush. If you try to spin on him while he is walking into the brush, he will just leap to a minion and disengage from you, so try to avoid that.
Ryze
[TOP]
Early levels you are stronger than him, and attempt to spin on him as much as possible. Don't stand near your minions that has his E on them, so he doesn't get free harrass onto you without committing. This matchup can be very hard if you play it passively, so make sure to engage before he can poke you down. Phase Rush Makes this matchup much easier, since he can't kite you.
Riven
[TOP]
Try to bait out her cooldowns, and go for an auto spin away with her when you are trading with her. Fight her when her cooldowns are down early. Post 6, if you aren't behind, you should be able to win a straight up fight. Don't use spin first when fighting her generally, because she can just stun you can escape with ease.
Rumble
[TOP]
This champion's early harrass is very strong, so don't stand in his fire without getting anything in return. Try to dodge the harpoons, and engage onto him when they are down if you aren't too low by that point. This matchup is all about playing around his cooldowns, so punish him whenever he uses them without efficacy. Will often rush Zhonyas into you, so be careful when trying to set up a dive against him.
Poppy
[TOP]
Her W stops your E spin, and she can trade with you very well, especially if you let her get a wall stun. It's really easy for you to get ganked against poppy, so be aware of that. Try to fight her just using auto attacks, and use short spins so that she can't react in time to pop her W and knock you up. She can also get very tanky very quickly, preventing you from being able to realistically create windows to kill her if you don't get ahead.
Urgot
[TOP]
Your ult counters his ult. Just don't get poked down too hard in the early levels, and by lvl 4 you should be able to all in him with even health. You win this matchup hard from lvl 6 onwards, but if you are going to pop your ult, you need to make sure you can kill him, because he can time his ult after yours, so you end up getting eaten after your ult duration is up.
Teemo
[TOP]
You can win fights lvl 1 and level 2. Spin onto him, and walk with him while you wait out the blind, then try to kill him. Afterwards, you have to be relatively even health, but you can possibly kill him post 6. Don't let him kite you into shrooms unless you know you can take the slow. It's fine to deny yourself in this matchup. Just try to get as much XP as possible, and ask for jungler assistance if you can.
Yasuo
[TOP]
Be careful around minions, as he can easily kite you. Save your spin until he has nowhere else to dash to, and fight him whenever he is away from the nearest wave. After Tiamat, you can pop his passive shield without committing anything, and he becomes a very squishy champion after that. Try to dodge his Q's, and bait them out as often as possible. the best time to engage on him is right after he uses his tornado, since it will take the longest for it to come back up. He generally wins the early levels, but post lvl 4, and especially after tiamat, this matchup becomes much easier.
Viktor
[TOP]
He can poke you down fairly easily if you just let him. Don't let him get both parts of his empowered auto ability off on you, and try to engage on him when it's down. When you spin on him, immediately start moving between him and his tower, since he is going to place his gravity well under him. Phase Rush can be great in this matchup, since you don't get slowed by Gravity well, and have more than enough MS to keep up with him and kill him. Just don't get poked out before you are strong enough to do any of this. It's okay to give up some CS if needed.
Tryndamere
Tryndamere is the best champion to have on your team, and you will have the best chance of winning, since he has the most synergy with your pick..
Champion Build Guide
In Depth Rank 1 Grandmasters Tryndamere by Yasukeh
As a general rule, it's always best to rush a mythic item. Kraken Slayer seems like the best, because of the sheer amount of damage output you can get.
The pairing of Kraken Slayer and Phantom Dancer seems to be the strongest 2 item spike by far. Once fully stacked, PD gives you 80% Attack speed and 14% Movement speed, which makes it incredibly easy to get Kraken Slayer procs consistently. Your tower taking speed is also incredibly fast. To properly prepare for a fight with this build, stack up 5 auto attacks on minions or jungle camps, then make sure your next auto attack is a Kraken Slayer proc when you spin onto the enemy, this lets you get 2 "Bring it down" true damage procs within 4 auto attacks.
Essence Reaver feels the strongest, as it's 500 gold cheaper than Navori Quickblades, has similar stats, and the Spellblade proc gives tons of burst damage, especially combined with "Bring It Down". Phantom Dancer and Essence Reaver are also the best items to help take down turrets quickly. 80% attack speed combined with the Spellblade proc working on turrets means you very rapidly melt them, which gives you more potential to backdoor and splitpush. When splitting alone, make sure to time your Spinning Slash and Bloodlust to make the most efficient use of the Sheen proc.
The most important time to think about is the 2 item spike in this build. Once you have Kraken Slayer and Phantom Dancer, there are few situations you can't fight your way out of and come out on top. Instead of finishing Tier 2 boots, consider just getting zeal, which gives 7% Movement speed, which is more than the boot upgrade. This allows you to reach your 2 item spike 800g faster, which is great difference.
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:
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!!
Featured Video
Coaching session with C9's strategical coach, Max Waldo.
Highly recommend any players who want to improve to check this out
A ton of very important concepts and knowledge talked about and explained here.
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,
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.
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.
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
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.
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.
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.
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!
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.
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.
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 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
This item In addition to our next item will give you 30% CDR just from items, which is a very strong spike for you. At this point, the extra attack speed is also very valuable for clearing, taking towers, and having more chance to crit.
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 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.
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.
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
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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