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Recommended Items
Runes: Standard ones
1
2
3
4
5

Precision
Resolve
+10% Attack Speed
+2.5% Movement Speed
+15% Tenacity/Slow Resist
Spells:
1
2
3
Flash
Ghost
Items
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats

Yuumi
Buffing and increasing your Tryndmaxxing potential
Synergies
Ideal
Strong
Ok
Low
None

Yuumi
Buffing and increasing your Tryndmaxxing potential
Champion Build Guide
About Tryndamere
Fueled by unbridled fury and rage, Tryndamere once carved his way through the Freljord, openly challenging the greatest warriors of the north to prepare himself for even darker days ahead. The wrathful barbarian has long sought revenge for the annihilation of his clan, though more recently he has found companionship with Ashe, the Avarosan warmother, and a home with her people. His almost inhuman strength and fortitude is legendary, and has delivered him and his new allies countless victories against the greatest of odds.
Tryndamere is a character that basically is melee range ad carry, does decent physical damage with a lot of critcs.
Trynda is a strong pick vs melee and immobile champions, however
Trynda relies only on auto attacks so stacking armor and
Ninja Tabi counters him really hard.
Trynda is a really good splitpusher thanks to his high ad and his
ultimate that makes him immortal for 5 sec, allows him to dive enemy under turret. He's a snowbally laner, if played well he can get some early kills and become pretty much unstoppable, but if played from behind he can really struggle to have an impact. So it's very important to get your early game right when playing
Tryndamere.
Good and weak points
|
+ Decent sustain thanks to his Q + Immortality for 5 seconds + Carry potential + Build-in dash, crit system, slow, ad debuff, healing in kit + Getting more AD from Q depending on Trynda missing health + Manaless - Fury system |
- Squishy - Melee range adc - Expensive build - Only 1 slow as CC - Doesn't do well on lane vs hard counter matchups - Item dependent |
PASSIVE -
Battle Fury
Innate:
Tryndamere generates 5 Fury on his basic attacks, and 10 Fury on critical strikes and each time he kills an enemy. After 8 seconds without dealing or taking damage,
Tryndamere loses 5 Fury per second.
Tryndamere gains 0% − 50% (based on Fury) critical strike chance.Q -
Bloodlust COST: 100% Current Fury COOLDOWN: 12
Passive:
Tryndamere gains bonus attack damage, plus an additional amount based on his missing health.Active:
Tryndamere consumes all of his Fury to heal himself, increased for every point of Fury consumed.W -
Mocking Shout COOLDOWN: 14
Active:
Tryndamere reduces the attack damage of nearby enemy champions for 4 seconds.Targets facing in the opposite direction of
Tryndamere are also slowed for the duration.A nearby enemy champion is required to cast this ability. The target does not have to be visible to be targeted by this ability.
E -
Spinning Slash COOLDOWN: 12 / 11 / 10 / 9 / 8
Active:
Tryndamere dashes to the target location, dealing physical damage to enemies hit and generating 2 Fury per enemy hit, increased to 5 Fury against champions. Critical strikes reduce
Spinning Slash's current cooldown by 0.75 seconds, doubled to 1.5 seconds against champions.
Bloodlust and
Undying Rage Undying Rage can be cast during the dash.
Spinning Slash will cast at max range if cast beyond that.R -
Undying Rage COOLDOWN: 120 / 100 / 80
Active:
Tryndamere becomes enraged, instantly gaining Fury and a minimum health threshold for 5 seconds.
Undying Rage can be used while affected by cast-inhibiting crowd control.
Tips & Important informations
★
Tryndamere passive gives him % crit chance depending on his level and how much fury he has.
★ Attacks against turrets will not grant bonus Fury, but will still reset the timer on Fury decay.
★ Attacks against
wards behave like attacks on normal enemies, generating 5 Fury and resetting the decay timer. Attacks against
wards can critically strike, generating 10 Fury.
★ Attacks against
jungle plants will generate 5 Fury and reset the decay timer. Attacks can also critically strike, generating 10 Fury. Additionally,
Honeyfruit drops restore 5 Fury for each pod collected and reset the decay timer. Attacking an
Honeyfruit and collecting the pods generates 30 Fury, or 35 Fury if the plant was hit by a critical strike.
★
Spinning Slash has no minimum dash range.
★ The Fury gain for killing an enemy also stacks with Spinning Spinning Slash's Fury generation per enemy hit.
★
Tryndamere permanently gains bonus attack damage and gains additional bonus attack damage per 1% of his missing health from his
Q .
★
W can be cast even if
Tryndamere does not have vision on targets. The ability will lighten up once an enemy champion gets in range, even if invisible for example when someone is recalling in bush or when
Teemo is hiding on the bush.
★
E cooldown reduction is reduced by 1 second whenever
Trynda basic attacks critically strike on-hit, increased to 2 seconds against champions.
★ Basic trick on
Trynda
Spinning Slash +
Flash. Classic
Flash trick where you
E in the direction you want and then
Flash right after the ability cast time.
★ Another trick that you should abuse especially if you are pushin your opponent into their's turret is to make Auto attack and insta
E away to maximize your damage. It might require a bit of practice to not cancel your AA before making
E.
★
Undying Rage can be used when affected by crowd control.
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