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Tryndamere Build Guide by Liquid Truth

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author Liquid Truth

This is silly, just silly.

Liquid Truth Last updated on August 28, 2011
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Top Lane
Ranked #105 in
Top Lane
Win 49%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 21

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 9

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Hello everyone, Liquid Truth here, and this is my first build to post.

You'll be playing as Tryndamere, The Barbarian King.

This build is made for pub play and new players to Tryndamere to help them get an upper hand. Tryndamere is a Melee DPS Carry who can change the pace of an entire game in an instant, or hold it the entire time.

If you haven't played Trynd before, or have, but haven't found the success you want, I hope I can help.

Also, this build is based on a lane Trynd and not Jungle, for clarification.

*Updated! Now with icons!

*Coming soon: Chapters on fighting enemies, Pros/Cons, and teamwork.

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My Runes are extremely simple.

Greater Mark of Critical Chance Greater Seal of Critical Chance Greater Glyph of Critical Chance Greater Quintessence of Critical Chance

Everything should say Malice at the end.

Marks, Seals, Glyphs, and Quints should all be of Malice, this promises the most bang for your Tryndabuck.

Critical Hits are the Trynd player's bread and butter. If you aren't critting, you are probably losing. This heavy crit chance is what helps Trynd early, before he is building his items. At level 1, you will already be pissing people off with how hard you hit. By midgame you will be critting almost every attack, and really be a burden for the enemy team.

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For Masteries, I stick with a 21-0-9 for maximum damage output, as well as being able to out level and out gain other champs.

Speaking of outgaining, this is a must considering he NEEDS items to truly shine.

I'm sure you could also spec 9 in defense, but this is a pure offensive build...

And who needs to defense with an Ult and escaping power like Trynd's?

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Ah the item build, what makes Trynd such a nightmare for the opposing team, you NEED to follow this to be a successful Tryndamere.

Always start with Brawler's Gloves. They give you the extra Crit needed for first blood when laning with a competent partner.

You should not be going back until you can afford Zeal, for a cheap 795, this will be where your domination begins.

After Zeal, get your Boots of Speed, allowing you to get back to the fight faster. Or if you have been able to farm well and get a kill, buy these boots with Zeal.

At this point is where my guide somewhat differs from the other Trynd guides, but I have found it to work much better. Most guides would say work toward B.F. Sword B.F. Sword at this point, but for the same price, why not get Phantom Dancer?

Well, once you get Phantom Dancer, INSTEAD of B.F. Sword, your attack speed will be boosted and most of your hits will be critical. This goes back to the runes, at this point, your basic critical with attack speed will melt enemies much faster than having the B.F. Sword first, it also allows you more farming capability so you can easily soon afford the...

B.F. SwordB.F. Sword. Now that you have picked this up, your crits are hitting even harder at the rate you previously were. At this point, your enemies will be cursing you, or sending the whole team after you.

The money should now be pouring in as you kill minions in one or two hits and melt enemy champs dumb enough to fight you alone, or get caught by you in a team fight. So you should be able to afford Tryndamere's MOST IMPORTANT item, the Infinity Edge. This will be the game changer or ender in any game, you will eat casters and carries in a matter of seconds.

With the purchase of the Infinity Edge, you should also have enough to splurge on the Vampiric Scepter, giving you a nice life steal as you cut through anything in your path.

Around this time, you should be the wind that guides your team and melts the enemy team and the game should be nearly won. Yet we all know that is not always how it goes. If the game persists on, use the gold you earn to upgrade the Vampiric Scepter into The Bloodthirster. This lovely arsehole of an item stacks damage and life steal as you kill your enemies, turning you into a titan on the battlefield.

At this point, the game should be over. If not, I added a couple last items to put Trynd over the top.

Black Cleaver: AS and AD, you will be doing over 1000 damage per hit, and you will be hitting very fast.

Frozen Mallet: Just for fun. Some health, some damage, and a slow, so they will never escape.

Viable or Alternative Items:

Merc Treads are a good alternative to Berserker's Greaves if you are seeing a lot of CC.

Cloak and Dagger is useful in the same way Merc Treads are, but allows you to keep Berserker's Greaves.

Last Whisper is a must if the enemy team builds straight armor to counter you.

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Skill Sequence

My skill sequence is fairly simple.

Max Bloodlust as soon as possible, minus a point in Spinning Slash Spinning Slash at Lvl 2. This gives you the survivability to stay in lane early before you get your Ult.

Next, max Mocking Shout. This skill is extremely important to catch prey, since most people will run when they see you. When their back is turned hit it and watch them melt when you catch them. (Side Note: Also great if you don't want to pop Ult and an ******* like Yi tries to chop you down, it weakens their attacks tremendously.)

Finally, max Spinning Slash at the end. This ability is mainly used to chase and escape. The distance never changes.

Oh, and of course, upgrade your Ult whenever you can. This is what makes Trynd so silly. See a group of 3 with no tank? Spin in the middle and start chopping, once they start hurting you, pop Undying Rage and finish them off, or spin away. Also, use this in conjunction with Bloodlust to heal when you are very close to dying.

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Summoner Spells

For Summoner Spells, I use Flash and Exhaust.

Flash Flash will help you get away just in time, if you can't just get out with Spinning Slash, or lets you jump on an enemy while Spinning Slash is on cooldown.

Exhaust Exhaust will help you catch the champs who run from you, but you can't catch with just Mocking Shout. Also works as an escape tool and another Yi deterrent.

Other viable picks:

Cleanse Cleanse, because you are such a major threat to the enemy team that you WILL be CC'd a lot.

Ghost Ghost, because it can give you the extra boost of speed needed to escape, or catch someone, though I recommend Flash. Get this if you are low level and don't have Flash yet.

Ignite Ignite, because the DOT and heal reduction it provides can help with early game kills.

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This Tryndamere build is purely offensive (somtimes literally to the other team). I hope it can help you stomp pubs.

I'm new to the site and am not entirely fluent with the technology, but I will update as soon as I figure everything out.

Your comments would be greatly appreciated, good or bad, I'd love to hear what you think.

I hope you play my build, and have fun!