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Tryndamere Build Guide by ThePanda

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League of Legends Build Guide Author ThePanda

Jungling Tryndamere (guide)

ThePanda Last updated on November 24, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 23

Honor Guard

Defense: 6

Strength of Spirit

Utility: 1

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1. Introduction

i've only seen a few Jungle Tryndamere guides and most seem to either be out of date or wasteful in the item choices. My build seeks to avoid waste in the form of armor or an Agility Elixer as a starting item.

I am not a high level player nor do I claim to be. This is simply something that has worked for me. I've tried many different starting items and jungling paths and in most cases this will allow you to maintain a constantly clear jungle with at or around /B HP over level . This is the "No Waste" guide, because I do not start with typical "Jungling" items such as a cloth armor and HP pots but with an item that will benefit you throughout the game and build into other items late game.
So please Enjoy :)

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2. In-Game Reference

You need information RIGHT NOW. Here you go. Come back and read the rest when you get tired of feeding.

9x Greater Mark of Critical Chance
9x Greater Seal of Critical Chance
9x Greater Glyph of Attack Speed
9x Greater Quintessence of Critical Chance

Summoner Spells:
Smite & Ignite --OR-- Smite & [[Cleanse

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3.Pros & Cons

Avoid early game harass.
No "wasted" jungle items such as armor or agility elixers.
Fills jungle roll to allow for solo lanes.
FAST jungler.
Late-game hard carry.
Does not have to B while jungling.

Vulnerable to counter-jungling or ganks at low levels.
Low HP jungling through around level ….
Countered by focused CC.

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4. Abilities

Battle Fury
A great passive for Tryndamere. Since you will be doing much of your fighting at HP, this gives a boost in Crit chance during that time.

This is your most important jungling skill. You will activate this skill whenever you reach Bloodlust stacks and between most jungle camps. Never let this skill time out, always activate to receive the heal. This is the skill the keeps you from having to buy HP pots or having to go back to base for more HP. The more often you crit, the more often you heal. This also has a AP ratio so a little AP goes a long way.

Mocking Shout
Great for chasing fleeing enemies and lowering enemy attack damage. Lowering of attack damage is more for your teammates than for you. Enemy damage output is not of huge concern to you as their attack damage only effects when you must activate your Ulti. If you're still in range when your Ultimate wears off and you activate your heal, times out when Mocking Shout it on cd you're going to die anyway, regardless of how much damage they are capable of doing.

Spinning Slash
This skill is a -point wonder and is spectacular at what it does. This skill has many many uses. First it is nice for jungling as it will damage all of the mobs in a camp potentially reducing A hit needed on each monster. It is great for getting into and out of team fights quickly. You can spin through walls so it makes getting around the map that much faster, and makes Tryndamere a superb juker. Also keep in mind that Spinning Slash's cooldown is reduced by seconds whenever Tryndamere critically strikes. If you're being chased by the enemy team, spin through a wall into a monster camp, hit the mobs a few times which should refresh your cooldown, and when the enemies come around the corner to find you, spin back out! You'll have lost your tail and gotten a bit of farm while at it.

Undying Rage
Obviously this is Tryndamere's defining skill. Allows you to tower dive at level . It lasts ƅ seconds at all ranks. You will eventually get a feel for it and you'll start knowing exactly when you need to exit fights in order to save yourself a death when this ends. This skill can be activated no matter what CC you are under. Silences, stuns, suppression, etc. will not keep you from activating this skill. You are vulnerable to CC while this skill is active which is Tryndamere's biggest weakness. This spell is on a relatively low CD, usually allowing you to have it up for all team fights. Often you do not need this skill up for it be effective though! If you run into a single champion and know their teammates are not near by while this is on CD, CHARGE THEM. Unless they saw you Ult recently and are confident enough to know it is on CD, most of the time they will run from you thinking it is up. If they run, now you can slow them with Mocking Shout and usually chop them down in a matter of seconds simply because of the threat of this skill.

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5. Runes

9x Greater Mark of Critical Chance
9x Greater Seal of Critical Chance
3x Greater Quintessence of Critical Chance
Tryndamere is all about being able to Crit, especially at early levels while jungling. More crits means more healing, allowing you to stay in the jungle longer, and keeping you safer from ganks.

9x Greater Glyph of Attack Speed
The blue crit chance runes give far less of a boost than the reds or yellows, so I decided to go with attack speed which gives a better bang for your buck. I don't mathcraft, but it seems the greater number of swings should result in a higher crit chance per minute than going with crit chance runes would (and if you don't crit more, at least you'll hit a few more times!)

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6.Summoner Spells

Recommended Spells:
Smite is a must for ANY jungler, especially this one, end of story.

CC is the bane of Tryndamere. Shaking off that second Rammus taunt, or  second Sion stun means you now get to -shot-kill  of their squishies instead of just . As of patch A� Tryndamere's Ult duration is down from Ɇ seconds to , all the more reason to grab cleanse in order to get back to the killing before that timer is done tickin'.

There are two (ł) purposes for taking Ignite.
First, Tryndamere is a killer and Ignite helps you kill. Say bye to your HP regen Mundo. He'll go down in no time. Sometimes Undying Rage wears off half a second too early. Not to worry, ignite will finish that kill off for you.
Second, with the mastery Burning Embers, while Ignite is on cooldown you gain o߽ AP. This is going to help you in your early jungling phases with +E HP per Bloodlust activation.

Other Spells:

Exhaust - In my opinion there are about three uses to Exhaust, none of which benefit Tryndamere. The first is to keep people from hitting you. It doesn't matter a lot if people auto-attack you as Tryndamere, most of your fighting will be done at HP and getting hit more once you're there doesn't hurt any more anyway. The second is to slow someone you're chasing. Tryndamere already has W for this. The third is to slow someone that's chasing you. If you're being chased you shouldn't be running in a straight line trying to outrun your pursuer anyway. You should be spinning through walls or executing other juke moves.
Ghost - A generally useful skill on almost any champion. I believe that your spin should be enough to get away, and your spin + mocking shout should be enough to catch up to fleeing champions in most cases.
Teleport - I think there are better options to fill this slot. Good for pushing but that's about it. You don't have a lane to hurry back to.
Fortify and Rally - I think there are better options than these spells. Useful in certain situations, but generally not as useful as others.
Heal - You've got one built in with your Q.
Clairvoyance - This is someone else's job.
Flash - You already have one on short CD (with crits) that also does damage.
Revive - No. Your Ult won't be up, people will know this, and you will die very quickly.
Clarity - You don't have mana. Derp!

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7.Core item builds

Start with a Vampiric Scepter. This item helps you keep enough health to make it through the first few levels without the waste of HP pots. When you crit you will see a noticeable health return. Armor and health pots gives the same effect, but then you've wasted gold on HP pots and gold on armor that is completely useless on Tryndamere.
Often you DO NOT NEED to return to base for HP while jungling with Tryndamere. This allows you to choose when to go back to buy. Here I provide targets for gold to acquire for when you do choose to go back:
Brawler's Gloves. Sometimes you will not be able to kill Lizard at level because you didn't crit enough. You should have exactly Enough gold if you kill double golems camp, wraithes, wolves, and the two small golems at lizard though.
Brawler's Gloves & Dagger


Zeal & Boots of Speed

Zeal & Boots of Speed & Dagger
 Zeal & Berserker's Greaves
Zeal & Boots of Speed & Null-Magic Mantle
Zeal & Mercury's Treads

After you've got a Zeal and whatever boots you decided on you'll want to start building your Infinity Edge.

This is your core build after which you can turn your Zeal into a Phantom Dancer, or start building any other items that may best fit the game you are in.

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8.Other Items

uicksilver Sash - I've upgraded this item over Banshee's Veil. It cost approximately half as much as BV, it now gives MORE magic resist than BV, you CHOOSE which bit of CC to remove, and no waste from added mana as in BV. The cooldown on the part you care about (CC removal) is o߽ seconds vs. ń seconds with BV, but that's still going to be up nearly every teamfight. More and more I find that good teams will lock you down with CC in team fights, and you need ways out of that quickly. If you've got Cleanse and QSS, that team is most likely going to have to direct ALL of their CC at you to slow you down. If they do, the rest of your team should be free to go crazy. If they don't, they'll be sorry after you pick up that Quadra.

Banshee's Veil - Very useful against teams with a lot of CC (or just a little CC that always finds its way to you). The HP and Magic Resist is nice but you're interested in negating Ł spell. Hopefully it is a long CD stun and not an Ashe Volley. The problem is, good players will take your BV down with a low cooldown, low impact spell, THEN hit you with their stun, suppression, root, slow, etc. I recommend QSS over this item.

Executioner's Calling - Maybe if you're playing against a Mundo and you didn't take Ignite, or a cheaper upgrade from Vamp Scepter than The Bloodthirster.

Last Whisper - Cuts through tanks like buttah.

Phantom Dancer - When it is time to upgrade that Zeal.

Zeke's Harbinger - Team friendly but also requires you stay alive and near the battle for the Aura to effect your teammates. If the other team is playing well they will focus you so that you will be in, Ult, and out or dead along with or ƒ of them as well. This is also my one of my favorite end game items for Tryndamere

Sword of the Divine - Attack so fast! Active also eliminates enemy dodges for seconds. When every hit counts, missing one crit of dmg due to a lucky dodge is a big deal.

Sword of the Occult - You better have a good start and know you can keep the stacks rolling to buy this. Fully stacked would just be silly.

The Black Cleaver - More tank chewing.

The Bloodthirster - Build your Vamp Scepter into this or an Executioner's Calling.

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9.Skill Order

As a general rule of thumb you want to prioritize as follows:
Undying Rage > Bloodlust > Mocking Shout > Spinning Slash

In order to jungle, you need to start level -C with the following:

LvL 1== Bloodlust -1 Point
LvL 2== Spinning Slash-1 point
LvL 3== Bloodlust-1 point

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10.Jungling path

1.Start with wolves kill the big one first
2.The move over to the wraith's smiting the large one then leveling
3.go to red and kill the two small things then Spinning Slash over to golems and either A:have a teamate pull golems or B: Tele Back and buy some Items then kill golems.
4.Go to blue giving it to whichever team-mate can best use it
5. Go through jungle killing wolves- wraiths -red-double golems in that order than either go B or Gank but ONLY GANK IF YOU HAVE RED UNTIL YOU REACH LVL 12!

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11. Thanks


Until next time