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Choose Champion Build:
Spells:
Flash
Smite
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Introduction

v1.0.0.122 - 2011-07-26
General
New model and animations!
Tryndamere has been working out and is now approximately 20% bigger
Tryndamere now uses Fury, gaining 5 per hit, 10 per crit, and 10 extra per kill.
Fury decays at 5 Fury per second after being out of combat for 10 seconds.
Bloodlust
Passively adds 5-20/10-30/15-40/20-50/25-60 Attack Damage depending on how wounded Tryndamere is
Consumes all Fury to heal Tryndamere for 30-80/40-135/50-190/60-245/70-300 depending on how much Fury was consumed
Cooldown adjusted to 12 seconds from 12/11/10/9/8 seconds
Mocking Shout is now free to cast
Spinning Slash
Spinning Slash is now free to cast
Cooldown increased to 13/12/11/10/9 seconds from 9 seconds
Base damage adjusted to 60/90/120/150/180 from 40/90/140/190/240
Scaling adjusted to 1.0 bonus Attack Damage from 0.5 total Attack Damage (still scales with AP)
Now deals physical damage instead of magic damage
Battle Fury now grants up to 35% Critical Chance, depending on how full his Fury bar is
Thoughts: The birth of New Tryndamere. Improved his jungle consistency at the cost of nerfing his passive and Q heals and his crit dmg. Isn't really as bad as people are making it out. But his damage has been hurt pretty badly.
v1.0.0.123 - 2011-08-09
Bloodlust heal per 1 fury increased to .65/1.15/1.65/2.15/2.65 from .5/.95/1.4/1.85/2.3
Spinning Slash
Base damage increased to 70/100/130/160/190 from 60/90/120/150/180
Bonus AD ratio increased to 1.2 from 1
Fixed a bug where Tryndamere was not gaining the proper Fury upon using Spinning Slash
Thoughts: Really not much change. His Q heals for 15-35 more. Not a big deal. His Spinning slash deals 10 more damage.
But who uses Spinning Slash to do damage?
General
New model and animations!
Tryndamere has been working out and is now approximately 20% bigger
Tryndamere now uses Fury, gaining 5 per hit, 10 per crit, and 10 extra per kill.
Fury decays at 5 Fury per second after being out of combat for 10 seconds.
Bloodlust
Passively adds 5-20/10-30/15-40/20-50/25-60 Attack Damage depending on how wounded Tryndamere is
Consumes all Fury to heal Tryndamere for 30-80/40-135/50-190/60-245/70-300 depending on how much Fury was consumed
Cooldown adjusted to 12 seconds from 12/11/10/9/8 seconds
Mocking Shout is now free to cast
Spinning Slash
Spinning Slash is now free to cast
Cooldown increased to 13/12/11/10/9 seconds from 9 seconds
Base damage adjusted to 60/90/120/150/180 from 40/90/140/190/240
Scaling adjusted to 1.0 bonus Attack Damage from 0.5 total Attack Damage (still scales with AP)
Now deals physical damage instead of magic damage
Battle Fury now grants up to 35% Critical Chance, depending on how full his Fury bar is
Thoughts: The birth of New Tryndamere. Improved his jungle consistency at the cost of nerfing his passive and Q heals and his crit dmg. Isn't really as bad as people are making it out. But his damage has been hurt pretty badly.
v1.0.0.123 - 2011-08-09
Bloodlust heal per 1 fury increased to .65/1.15/1.65/2.15/2.65 from .5/.95/1.4/1.85/2.3
Spinning Slash
Base damage increased to 70/100/130/160/190 from 60/90/120/150/180
Bonus AD ratio increased to 1.2 from 1
Fixed a bug where Tryndamere was not gaining the proper Fury upon using Spinning Slash
Thoughts: Really not much change. His Q heals for 15-35 more. Not a big deal. His Spinning slash deals 10 more damage.
But who uses Spinning Slash to do damage?
I jungle as
Tryndamere simply because he gets beaten in lane most of the time.
In bot lane he will be typically be harassed 24/7 by the ranged ad and will most likely lose the lane.
In mid he will almost always lose to the AP carry as burst damage really counters Tryndamere especially before level 6 [and even after level 6].
Lane Tryndamere can only possibly go top.
And in top he just isn't a strong enough laner and will often be completely zoned out and underfarmed.
Overall, Tryndamere isn't a strong laner and should be played as a jungler where the opposing team can't harass you out and deny you farm.

In bot lane he will be typically be harassed 24/7 by the ranged ad and will most likely lose the lane.
In mid he will almost always lose to the AP carry as burst damage really counters Tryndamere especially before level 6 [and even after level 6].
Lane Tryndamere can only possibly go top.
And in top he just isn't a strong enough laner and will often be completely zoned out and underfarmed.
Overall, Tryndamere isn't a strong laner and should be played as a jungler where the opposing team can't harass you out and deny you farm.

The marks are used to help your attack speed to improve your jungle speed and increase your speed in getting Fury. These are better than Armor Pen Marks in the jungle.

The Seals are used to help sustain you in the jungle. These are now required to jungle as the new Tryndamere.

The Glyphs are used to help your attack speed to improve your jungle speed and increase your speed in getting fury. Used in conjunction with the marks can really help your jungle. And much better than any other Glyph you can get.
Greater Quintessence of Desolation Greater Quintessence of Desolation:
The Quints are used to give a nice amount of Armor Pen to improve your jungle speed and help you throughout the game. These are universally the best quints you can get.
The major things to note is that I focus more on Attack Speed than Armor Pen. This is because runes are mainly used to help your early game and, as a jungler, this is to help your jungling speed. As most jungle creeps have 12 armor I figured that the Armor Pen Quints along with the Armor Pen Masteries would already give you true damage to most jungle creeps. That said, Attack Speed really helps his jungle speed in building up more Fury and attacking more often.
Critical Chance Runes are no longer good on Tryndamere.
21/0/9 on
Tryndamere is the only recommended path and is pretty much standard runes on any AD carry.

Best Summoners

Hands down the best summoner in the game. It's versatily is insane and can be used offensively and defensively. Even though Tryndamere already has a built in Flash, having another flash allows him to dive easily [Spin in, kill, Flash out], gives him double flash and can be used to escape when his Spinning Slash is on cooldown.

Hands down the best summoner for junglers. Required to jungle. No exceptions whatsoever.
Viable Summoners

Helps with Tryndamere's vulnerability to CC. And because of Spinning Slash, could possibly replace Flash. I've tried it and it has done well.

Gives him better chasing and escaping. The speed really helps against Tryndamere's vulnerability to slow. Could also potentially replace Flash. But in most cases if the other team doesn't have an Ashe or Nunu, Cleanse beats Ghost.
Horrible Summoners

No mana.

Serious? No.

No. Just no.

Tryndamere gains 5 Fury for striking a unit or 10 Fury for a critical strike, and 10 extra Fury for killing a unit.
Each point of Fury grants +.35% Critical Chance.
The Fury System. Gives Tryndamere a nice amount of Critical chance, assuming you are always in combat.

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 Health (+150% of ability power), plus 0.65 / 1.15 / 1.65 / 2.15 / 2.65 Health per Fury consumed.
Gives him an extra amount of AD based on how low his health is. Alternatively you can use it to heal you at the cost of all your fury. I suggest you not to heal unless your Q is around level 2 or higher. The level 1 heal is just unbelievably low.

Decreases surrounding champions' physical damage by 20 / 40 / 60 / 80 / 100, and enemies with their backs turned also have their movement speed slowed by 30 / 37.5 / 45 / 52.5 / 60%. Lasts 4 seconds.
Only form of CC. A strong slow. However it is pretty unreliable as they have to have their back to you. It does have a 0.5 second delay which means they can turn around when you cast it to nullify the slow... On the other hand, if you know they are gonna try to run you can cast it early and slow them!

Active: Tryndamere spins through his enemies, dealing 70 / 100 / 130 / 160 / 190 (+120% of attack damage) physical damage to enemies in his path. Spinning Slash's cooldown is reduced by 2 seconds whenever Tryndamere critically strikes.
Built in flash that does little damage. The cooldown is decreased by 2 whenever Tryndamere critical strikes. Which means in situations where you are doomed and your Spinning Slash is on cooldown, it might be a good idea to hit him a few times and hope for some crcits to get your Spinning Slash up.

Tryndamere becomes completely immune to death for 5 seconds, refusing to be reduced below 1 Health and instantly gaining 50 / 75 / 100 Fury.
What makes Tryndamere Tryndamere and allows him to build full glass cannon. This makes him "immune to death", gives him a lot of Fury and works well with his Q and passive. Also it's important to note you can use this even in CC, even when stunned or silenced.




Ability Sequence with Tryndamere is very simple.
We max




The point in Spinning Slash is to help move around and run from counter junglers along with stronger ganks.
It's a great skill however adding onto Spinning Slash doesn't make a difference.
The point in Mocking Shout is for Tryndamere's only form of CC and help with ganking also.
After maxing


Finally we max

This is because points in Spinning Slash only add onto it's damage and very rarely do we use Spinning Slash for it's damage.

Spinning Flash can be used offensively as a gap closer. But it can also be used defensively to run away and can even pass through walls! Above shows the walls you can cross through with Spinning Slash.
You can pass through most of the walls in the jungle, so Tryndamere is exceptional at spinning through and stealing Baron , Dragon and Red/Blue buff.
Start
Helps to sustain Tryndamere throughout the jungle.
Preferred starting item as it can be built into a
Bloodthirster and doesn't require potions.
Preferred starting item as it can be built into a

Another viable start.
If you start with Cloth Armor, you should build it into a Wriggle's Lantern.
This slows you down in building your core items.
If you start with Cloth Armor, you should build it into a Wriggle's Lantern.
This slows you down in building your core items.
Core Items



These 3 items will enable you to clear the jungles extremely fast and allow you to gank with success.
The

The

The

Boots


For bhoices of boots, there are only 2 I would recommend:


Most of the time I will pick Mercury's Treads for the 35 Tenacity and the nice Magic Resistance. Tryndamere is extremely susceptible to CC and burst and this helps against both.
If the team lacks AP burst and has very little CC, I may opt for a

Mid Game- Getting there



You will want to quickly build your




This is commonly built on every AD Carry. And with good reason. The Phantom Dancer and Infinity Edge combo gives you insane attack damage, attack speed and movement speed along increased critical damage and a whopping 55% critical chance.
But wait! We haven't taken into account of his passive.
With max Fury, you will have a 90% Critical Chance.
Around now, people will usually start to try to counter your insane dps with Armor.
Well, that's fine! All I need is my

If the enemies are not stacking armor, you can choose to build a

Late Game- Let the kills roll in



If you didn't get the

This thing will give you so much AD and lifesteal you won't believe it. Who needs a godmode if you are healing for 500 every second!


If the game still last on, you could sell your boots for a


The Phantom Dancer will cap your Critical chance, increase your Attack speed and give you movement.
The Quicksilver Sash can remove ALL CC.
That Sion stun? No Problem.
Fiddlesticks Fear? EZPZ.
It also gives you a nice amount of MR as well!

As

Hold on the adding of skills as you may need to level up on Spinning Slash to run away from counter jungling.
In times where there is no counter jungling, you will want to clear the wolves. Then go the the Wraiths. Smite the blue wraith. Level into Spinning Slash. Spin through all the Wraiths and kill them. Then move to golems. Do not use your heal until you clear golems. After clearing golem, you can level into

Get boots and health potions and you should be able to kill the Red Buff with smite and one health potion. Then you can clear Wolves/Wraiths and start ganking at Level 4.
Ganking with
Tryndamere is simple.


You will want to come in where the red arrows indicate with Spinning Slash. Mocking Shout when they are running. And attack, attack, attack until they are dead.
It's important to note that Red Buff will increase your success rate of ganking by a lot. Ganking for kills should almost always only be done when you have red buff.
Note, This doesn't mean you shouldn't gank without red. If top lane is losing, you should gank to help him. I do not want to see any
Tryndamere saying that they can't gank without red when that top lane is getting raped.
It's important to note that Red Buff will increase your success rate of ganking by a lot. Ganking for kills should almost always only be done when you have red buff.
Note, This doesn't mean you shouldn't gank without red. If top lane is losing, you should gank to help him. I do not want to see any

Tryndamere is an AD hyper carry and should be played so.
Your job is to go into the fight, instantly destroy their AD carry and continue to murder their whole team.
You must wait until your tank initiates.
It doesn't matter if you have a 5 second godmode, if you get chain stunned and killed before you can land a hit. Remember, a dead Tryndamere does 0 damage per second.
After your tank initiates and can hopefully CC their team, Spinning Slash to their AD Carry and kill him as fast as possible. Then proceed to kill their team starting with the squishiest.
Do not ever attack the tanks at any point unless they are 1 hit away from death.
When you are almost dead, use your ultimate and continue to attack. If the fight still isn't over when your ultimate is almost finished
Spinning Slash out, heal with
Bloodlust and just back out.
If you did your job correctly, that would have been an easy ace.
Your job is to go into the fight, instantly destroy their AD carry and continue to murder their whole team.
You must wait until your tank initiates.
It doesn't matter if you have a 5 second godmode, if you get chain stunned and killed before you can land a hit. Remember, a dead Tryndamere does 0 damage per second.
After your tank initiates and can hopefully CC their team, Spinning Slash to their AD Carry and kill him as fast as possible. Then proceed to kill their team starting with the squishiest.
Do not ever attack the tanks at any point unless they are 1 hit away from death.
When you are almost dead, use your ultimate and continue to attack. If the fight still isn't over when your ultimate is almost finished


If you did your job correctly, that would have been an easy ace.



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