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Spells:
Heal
Exhaust
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Updates
The 5v5 variation of the build and added stuff to extras,made a who to lane against section, june 14th 2011
How to use the skills was published, may 14th 2011
Implemented Tryndamere skills greeting and upgraded old stuff, may 10th 2011
Started build renovation, may 10th 2011
Implemented the update chapter, may 3rd 2011

Hi, I'm Zettus and this is my first build for the champion named


I will be keeping this build as updated as possible and will take suggestions maturely. If you have any criticism/suggestions please comment below. Remember if this helped you leave a +1 if it didn't leave a -1 and explain why! If you really want more coming from me leave a +Rep and I will make more builds!
Now please, read the whole build before you jump to conclusions as you never know how this will work out until you try after reading it!

Trydamere falls in to these categories but does not have to be played/built this way!
- Melee
- DPS
- Carry
- Lifesteal
- Healing
- Slow/a bit of CC
- Critical
- Jungler
- Very diverse strategies
- Can escape
Cost: 1350IP or 585RP
I'd recommend buying



If you come from different champions such as





Battle fury adds more critical strike chance when you have less health.
For every percent missing you get 0.4% increased critical chance. 1% health missing = 0.4% critical chance.



Passive: Whenever Tryndamere kills or critically strikes a unit, he gains 3 Attack Damage and 1.5/2.25/3/3.75/4.5% Critical Damage for 15 seconds (stackable 8 times). Killing a unit or critically striking while not Bloodlusted applies 2 stacks instead of 1.
Active: Tryndamere consumes his Bloodlusts, restoring 10/20/30/40/50 health per Bloodlust (+1.5 per ability power).
Cooldown:
18/16/14/12/10 seconds
Cost
No Cost
Range
318.9
One last note is that the ability power doesn't add how much health per stack but how much health restored in total.

This skill isn't one of

Attack Damage Reduction: 20 / 40 / 60 / 80 / 100
Slow: 30 / 37.5 / 45 / 52.5 / 60 %
Cost: 25/25/25/25/25 Health
Range: 400


Cost: 40 / 50 / 60 / 70 / 80 health
Magic Damage: 40 / 90 / 140 / 185 / 240 (+1 per ability power) + (+0.5 per attack damage)
This is a very useful skill for escapes and getting into battle as you can spin through walls!



Cooldown: 110 / 100 / 90 seconds
Bloodlust Stacks: 4 / 6 / 8


Keeping your stacks up is very key to properly playing and playing to your best. If you are in a lane you wanna last hit a lot of minions for you will need the stacks. These stacks will help you get more stacks and protect yourself. So you should get at least 2 criticals or 2 last hits during each minion wave so you can continue playing strongly. If you are running out of

Whilst jungling you will need to move around fast and make a stop at every minion available. To help you with this


On healing you will need to know the right time to heal yourself with the current amount of stacks you have. If you're casually farming without getting hurt too bad then you should definitely not heal for keeping the stacks has way more benefits. If you are being chased by a mob of enemies I do recommend using your heal for it will most likely save your life. If you're in a one on one fight and your health is getting really close and you have no heal summoner spell then just tap it and get the kill. So, don't heal when you have lots of health when the situation isn't an emergency and you won't get more benefits from healing and just be wise with your healing choices. As well, in team fights try coming out alive.

This skill is sometimes mistaken to be bugged or glitched. It's not! The reason it doesn't work sometimes is because you're not close enough, so don't say this skill only works 50% of the time.
But back to how to use this. In team fights you wanna use it just as you notice the victim has no other choice then to run and you will surely at least get an assist. Sometimes I find myself using this skill not only for chases but in hand to hand combat. It reduces the damage if you haven't noticed which would make it a fabulous skill in the beginning and maybe middle game but not too good on the damage reduction side for late game. Just use this skill when someone is running away, wisely choose in 1v1 combat and help your team out with it!

This skill is fabulous! It works in almost every situation to either escape, chase, farm or get that last bit of damage.
For chasing it is really simple all you need to do is press E and move your cursor as far to the direction of the victim unless he is turning. You will deal some damage and get close enough to get about one or two hits on him.
Escaping. Escaping will come in handy even for a fed

If you're farming you can take out rows of minions if they have low enough health which is pretty awesome. Getting that extra damage to champions is done by doing a short spin through them so you can get back to melee right after.

This skill is so oftenly terribly used I can't believe it! If you are being ganked and they have some CC don't rage unless you think you can escape because you won't make it alive and just leave a cooldown for rage. It's better to die and keep the cooldown then to die and lose the cooldown am I right?
If you are doing well as a





Here are some skills that are needed to use this build to its full potential.
- Ability to wisely choose who to jungle with
- Making good choices of partners
- Tweaking the build up to suit the situation/your opponents
- Skill to maintain your

- Good usage of





You may be thinking why I choose heal but let me explain. Heal can be useful in a lot of sticky situations and for this build I want















Possible summoner spells




These are just some of the possible ones to use, which shouldn't work with this build and
I don't recommend the other summoner spells


Offense
We need all the damage and critical we can get for this is a key part to



Defense
For defense, other then the heal cooldown reduction we have some armor because if you want to survive armor would come in handy! Just some helpful things here
Utility
We have health regeneration for obvious purposes. And a shorter death time as if you die you wanna get back to the battlefield as fast as you can so you can kill some champions am I right?
This may not be the typical mastery set up since its 22 4 4 but it still works, quite well actually. But these masteries are very tweak-able so you can change them around but it gives you the idea.





I chose these runes because they increase your critical chance which will help you tremendously at the beginning of the game. All the squishies will die by your critical strikes. It's also really good because your

My Build
Early Game
At first I get a




Mid Game
I get the







Late Game
Then I get one of the most powerful items in the game called


Honorable mentions and explanations
Here are some honorable mentions
A second










Remember you don't always need to follow the rules of a build if you think it's better to do otherwise but I like these items.
Beginning
I start with





Middle
Since I have a team helping item (the



End
You are now gonna be getting a very important item.













- Tanks
- CC
- Range(depending on who it is and who your partner is)
- Burst damage users
TOP OR BOT LANE
Tanks>CC>Burst damage>Ranged
Here is a list of champions that are bad to lane against their partner usually does well even if it's not so deadly.
Not to lane against
























OK to lane against

















For a champion to be good to lane against as

OK good to really good



































Please comment on this section I'd like some feedback on it.
Jungling
In this build the jungle is a must have. You will need to visit the jungle before fights and after fights. If you are severely injured and wish to heal, STOP! Don't recall! Go to the jungle and kill as killing any epic monster will bring you back to full health once you get to the part of the build where you receive



Teamwork



My thoughts on Tryndamere
I think

on critical hits, damage, attack speed and for this build lifesteal. He is a carry that
can completely destroy squishies early game. If thought out well at the beginning he could
be the most devastating champion on the map late game. He should be played with care
but also be aggressive when victory is over 50%. The thing with critical hitters is that
you can have many bad games and many good games for some games you get that critical hit
for first blood and others you hit the opponent 10 times with 25% critical chance and not
get a single critical hit. I love playing this champion for he brings lots of fun into
League of Legends!
Items that Tryndamere can use for real games
These are items in their final forms only.





















Here are items you could put into your own build or variation of this build depending on your opponents and/or team, please comment on more ideas for these!

Pros:
- No need to

- Good jungling
- Can solo turrets from full health and with ultimate
- Will be draining health a ton
- Will be dealing immense damage with critical hits making you able to two shot guys.
- Can take on partners at once
- With lower cooldown, better chasing
Cons:
- Bad team work
- Bad at the beginning (but really good later on)
- Weak against debuffers if the debuffer is a tank
- Bad against range at the beginning
This build will turn you into a fearsome


You should rotate around your builds because this build won't work for all situations as won't other builds. But there is usually a build that fits in well for your situation. It is also highly recommended that you tweak builds!
Find more possible ways to play

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