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Spells:
Flash
Teleport
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Introduction
On my third game, I rushed


That really was the start of the build. The active slow was really really nice on Tryndamere, and netted me a lot more kills. Full AP trynd is just bad though, so I figured I'd try hybrid. Turns out hybrid gave me a nice balance of autoattack damage and improved heals and spins. So i ran with it.
Going hybrid gives you 3 things, a targeted slow, AP (bigger heals and stronger spin), and the low cooldowns necessary to take advantage of your stronger heals and spins.
Some quick pros and cons:
Pros
More sustain
More aoe damage (your spins do more damage and come off cooldown faster)
Targeted slow
Cons
Less overall AD (meaning smaller crits)
Less crit chance (however still over 60% with full build)
Less attack speed (also remedied by end game)
I'd call this a version 0.9 of the build simply because I don't have the math on how much less damage you do with your autoattacks. I never found, however, that my autoattacks kept me from getting kills. You will have over 200 ad, and you will be critting fairly often. Along with your new aoe damage and bigger heals, you are a more versatile Trynd. I can see this build losing to a 1v1 with a normal AD build trynd when both of you have full builds, but hey, this is a team game.
Some quick pros and cons:
Pros
More sustain
More aoe damage (your spins do more damage and come off cooldown faster)
Targeted slow
Cons
Less overall AD (meaning smaller crits)
Less crit chance (however still over 60% with full build)
Less attack speed (also remedied by end game)
I'd call this a version 0.9 of the build simply because I don't have the math on how much less damage you do with your autoattacks. I never found, however, that my autoattacks kept me from getting kills. You will have over 200 ad, and you will be critting fairly often. Along with your new aoe damage and bigger heals, you are a more versatile Trynd. I can see this build losing to a 1v1 with a normal AD build trynd when both of you have full builds, but hey, this is a team game.

It was between these and Greater Mark of Desolation. I prefer crit chance because doing so will give you a little under 50% crit chance with full rage. Since



This is a choice of preference. Some of you will even choose to opt for




CDR is important for trynd. He needs it or else he has a nice 10 seconds between spins. This will not do. These runes along with


I choose this because I like a little extra health early, and I suppose you get a little extra damage out of atma's (very little), but a lot of people will disagree with me here.


You have a few options as Tryndamere for summoner skills.
Flash: Flash will always be a get out of jail free card. It gives you escape and initiation options you just don't normally have. I run this every game.
Teleport: This is generally my second choice. Again, this is a summoner spell that is good on every champion all the time.
Cleanse: Now that cleanse removes
Ignite (again), this is a great summoner for Tryndamere. I would choose this over
Teleport and not
Flash, but it's personal preference as much as I like
Flash. If the other team has multiple
Ignite users, it's probably a good idea to pick this up.
Exhaust: If no one else has it, you can grab it. Someone should always have it on your team.












If you find that you are having an easy lane top, or just want to do some extra damage early, feel free to max

I start with













BUT, I suppose, if there is a speedy team that you have trouble chasing down (which you shouldn't), you could go


Pick based on what you need.


Pretty standard items for Trynd. After you've boosted your healing and spin damage with AP, it's time to put some love into your autoattacks. Rounding your build out with this, you'll have the big crits Trynd is known for (smaller than AD build, but still big) combined with the bigger heals and stronger spin from the AP you grabbed earlier.
This choice needs a lot more testing. I've played a few games and I seem to like it, but I'm not sure this is a better choice than


The beefy choice. If your team needs a soak (not a tank), you can be that guy. You don't even have to sacrifice too much because



With just a
Vampiric Scepter, you want to play it safe. Your first priority is to get enough gold for an
Avarice Blade, as well as your
Boots. Once that's completed it's pretty matchup dependent how aggressive you should be.
Once you get your
Hextech Gunblade, harass the enemy, disengage, heal what you lost, and repeat. Walk up and auto attack. If your target didn't immediately do significant damage back, keep autoattacking. When you've taken some damage, spin back such that the initial spin hits your target. This should yield you some good damage to the enemy, while taking enough that you can heal all you lost. Wait about 8 seconds for your cooldowns to reset, grabbing some cs since your opponent probably just backed off, and repeat the combo.
If you get ganked,
Hextech Gunblade is great for getting out. Pop the targeted active and spin away. If you choose your targets wisely, Hextech's active is a very good defensive tool for an already slippery champion.



Once you get your

If you get ganked,

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