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Spells:
Exhaust
Flash
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Introduction
~~~~~~~~~
- Changed item purchase order: Phantom Dancer before Stark's Fervor (Thank you purpleges)
- Added late late game item: Sell Berserker's Greaves and buy another Phantom Dancer (Thank Prometheus56)
None of his abilities cost health now.
Passive:

Old: Tryndamere's Critical Strike chance increases as he becomes more wounded.
New: Tryndamere now uses Fury, gaining 5 per hit, 10 per crit, and 10 extra per kill, maxing out at 100 fury. Fury decays at 5 Fury per second after being out of combat for 10 seconds. Tryndamere's critical strike increases by 0.35% for every point of fury (at full fury: 35% critical strike chance). He can consume all Fury to heal Tryndamere for 30-80/40-135/50-190/60-245/70-300 depending on how much Fury was consumed.
Q Ability:

Old: Tryndamere thrives on the thrills of combat. Whenever Tryndamere kills a unit or critically strikes, he temporarily gains additional Attack Damage and Critical Damage.
Passive: Whenever Tryndamere kills or critically strikes a unit, he gains 5/5/5/5/5 Attack Damage and 1.5/2.25/3/3.75/4.5% Critical Damage for 15/15/15/15/15 seconds (stackable 8 times). Killing a unit or critically striking while not Bloodlusted applies 2/2/2/2/2 stacks instead of 1. Active: Tryndamere consumes his Bloodlusts, restoring 10/20/30/40/50 health per Bloodlust stack, (+1.5).
Cooldown: 12/11/10/9/8
New: Passively adds 5-20/10-30/15-40/20-50/25-60 Attack Damage depending on how wounded Tryndamere is. Active: Consumes all fury which heals him for an amount.
Cooldown: 12 at all levels
W Ability:

Tryndamere lets out an insulting cry, decreasing surrounding champions' Attack Damage. Enemies with their backs turned to Tryndamere also have their Movement Speed reduced.
Decreases surrounding champions' Attack Damage by 20/40/60/80/100 for 4/4/4/4/4 seconds, and enemies with their backs turned also have their Movement Speed reduced by 30/37.5/45/52.5/60%.
Nothing has changed for this ability except now it does not cost health.
E Ability:

Old: Tryndamere slices toward a target unit, dealing damage to enemies in his path.
Tryndamere spins through his enemies, dealing 40/90/140/185/240 (+) (+1) magic damage to enemies in his path.
Passive: Spinning Slash's cooldown is reduced by 2/2/2/2/2 seconds whenever Tryndamere critically strikes.
New: 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. Passive: Spinning Slash's cooldown is reduced by 2/2/2/2/2 seconds whenever Tryndamere critically strikes.
Ultimate Ability:

Tryndamere's lust for battle becomes so strong that he is unable to die, no matter how wounded he becomes.
This ability is unchanged.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The major changes is Tryndamere's passive



Also, now you can heal anytime you need to with his q; you no longer have to wait until you critical strike/kill a unit to heal. This is why i take ability power glyphs

Note for AP Tryndamere players: There is no more valid reason to go ap on Tryndamere now that

Greater Mark of Desolation
By far the best marks for any ad champion. This significantly helps Tryndamere's last hitting as well as damage output.

Seals for Tryndamere can go many ways. You can stick with your critical strike chance runes for yellows if you wish but I find that the dodge helps and works will with your masteries.

Now I know what you're probably thinking. Why AP on Tryndamere? Well it turns out that his q ability, bloodlust, scales pretty well with AP. This is just for the early game because at a base amount (without any fury), this will heal you for 50-90 hp depending on the rank. You can switch these out with magic resistance runes or critical strike chance runes but the extra healing ap runes provides is really helpful.

His attack speed early game is ****. I find these Quints very useful. You may switch these out if you want for something you're more comfortable with but these quints synergies well with this build.


Because of Tryndamere's new passive, you do not have to worry too much about raising your critical strike chances early on. It allows you to focus more on your damage output. Even without any critical strike runes and only three critical strike items (



Edit: Just a






Note: I do not jungle with Tryndamere because there are many other champions who are much better at jungling. To be an effective jungler, you must have good ganking abilities. Yes, Tryndamere does have his


Early Game
Farm, Farm, Farm. Tryndamere does not have any great poking abilities so do not focus on harassing the enemy (obviously do so if they are being ******ed). I level up

First Trip Back to Fountain
Turn




On your next trip back, finish off your




Mid Game: By now you should have a Youmuu's Ghostblade, level 2 shoes, and a completed/almost completed Infinity Edge. Here, just jungle/farm whenever you can. Stick with your team if you guys have a lot of team fights.
Late Game: At around the 30-40 minute mark, you should have your

If you do ever go into the super super late game, you pretty much can just burn your gold on pots. By now, you are a farming machine and can easily restock on pots whenever they run out. By this time, you should have 100% critical strike chance with max fury, healing for a **** load, and overall just destroying.
Edit: If you do go into super late game, It would probably be a good idea to sell your level 2 boots for another Phantom Dancer. Thanks Prometheus56 for the suggestion :)
Tryndamere is especially susceptible to CC so be very cautious when playing CC heavy teams.
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