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Spells:
Smite
Flash
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Introduction
Hello! My name is wugpanda and I have been playing League of Legends religiously for the past 6 months. I have taken many builds from MobaFire and I have decided that I should give something back in return.
Here I present a Jungle

I would like to thank jhoijhoi for putting up a guide to creating guides (haha), please look at her guides!
Also, this is meant as a GUIDE, not a cookie-cutter build. There will always be adaptation and special-circumstances. What I am trying to achieve is for you guys to be able to use Jungle

This is my first guide on MobaFire, if you dislike and/or disagree with my thoughts, please tell me, don't randomly down vote me, I would like to know what I need to improve on :D
Let's begin shall we?
DISCLAIMER: I expect you to have a basic knowledge of




spaaaaaaaaaaaaaace |
Pros
![]() + Very high damage. + Has a very good gap closer with ![]() ![]() + One of the harshest slows with ![]() + Natural 35% crit chance with ![]() + Has nice sustain with his ![]() + Your ![]() + You will feel like a badass playing as ![]() |
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Cons
![]() - Gets banned alot in ranked games and draft pick. - You will be focused down if you're doing well. Hell. You might be focused down anyway. - If you are caught with your ![]() ![]() - Anyhard disables will rape you. But can be mitigated with ![]() ![]() - A weak early/mid game will not turn late game into your favor which is where ![]() - If an enemy tank gets ![]() |
Let me start off by saying MY GOD. I do love these new masteries.
Anyway the masteries are a standard 21/9/0 build but will need to be changed if you are choosing different summoner spells.
OFFENSIVE: Pretty self-explanatory, swap out





DEFENSIVE: Again, straight-forward. The goal of this branch is to get the reduced damage from minions with





You do NOT have to follow these masteries exactly, this is just my opinion on what I think is best for Jungle

- greater quintessence of desolation: Armor penetration is always good on an AD carry especially
Tryndamere. This is mainly to make up for the lack of armorpen in my marks.
Greater Mark of Attack Speed: Marks for Jungle tryn are controversial so let me explain my choice here. Some people believe that with the added crit chance from
Greater Mark of Critical Chance with
Tryndamere is mandatory because of his passive:
Battle Fury.
Although that is a valid point, I believe that going down this path will make your jungle extremely unpredictable. You can achieve faster jungle speeds with crit chance, but being at luck's mercy is not very reliable.
Therefore,Greater Mark of Attack Speed are my preferred choice of marks on
Tryndamere. You will notice a huge increase in your attack speed.
However you are free to choose your choices, but know the detriments of each choice.
Greater Glyph of Armor: Standard yellows to help minimize damage taken from the jungle and overall durability during team fights. Pretty straight-forward.
Greater Seal of Magic Resist: Some people may want to get
Greater Seal of Scaling Magic Resist for late game strength.
But I believe that using flat MR will help your early game ganks, and that yourQuicksilver Sash will give you the MR you need late game.
What I love about

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Battle Fury: 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.
This is one of the traits that separateTryndamere from other carries. At 100 percent fury , you will have an added 35% of dealing massive damage.
Phantom Dancer (30%) +
Infinity Edge (25%) + battlefury (35%) = 90% crit chance.
If this doesn't make you **** your pants in excitement, I don't know what will. Just try it in a game and watch your jaw drop in the pure carnage you will release. This will make you destroy objectives like Baron and Dragon.
Overall, a freaking awesome PASSIVE.
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Bloodlust (Q): 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 0.5 / 0.95 / 1.4 / 1.85 / 2.3 Health per Fury consumed.
Most people just pay attention to the Active ofBloodlust, and although it IS amazing (with a crazy AP ratio that would make
Karthus cry), the Passive is equally if not more important than the active.
I implore you to read the passive, now let me do some (god forbid) math for you.
Here's the situation, you gank a lane at Level 6 and you just achieved manhood, also known asUndying Rage. You are at 50% hp, and you should have around 75 base AD and +
Bloodlust passive 15 AD = 90 AD.
Impressive? Now add the 2nd part fromBloodlust and get .25 * 1(50)% = 12.5 Bonus AD. Giving a total of 102.5 AD with the base damage. Now that may not seem like alot, but this gives MORE AD than you get from a longsword. Wow. And this is with only Level 3
Bloodlust.
Now I will some calculations late game, Level 18 with a full build WITHOUT fullBloodthirster stacks. You dive in, use your
Undying Rage, your manliness, drop down to 1 HP. It's safe to say you are missing 99% of your HP.
.35 * 1(99)% = 34.65 Bonus AD, giving you a grand total of 342.65 AD. Jesus. This is even WITHOUT full stacks ofBloodthirster.
Now take your 90% crit chance combined with yourInfinity Edge this: 367.65 * 2.5 = 919 DMG
Ok you get it.
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Mocking Shout (W): Decreases surrounding champions' physical damage by 20 / 35 / 50 / 65 / 80, and enemies with their backs turned also have their movement speed slowed by 30 / 37.5 / 45 / 52.5 / 60%. Lasts 4 seconds.
Holy hell the slow on this is ridiculous, it is impossible to escape your manliness. Now again, this ability is likeBloodlust in which half the ability is overlooked. Most people use
Mocking Shout to proc its crazy *** slow (60 PERCENT!!!!), but there are also other situations when you can use
Mocking Shout.
At level 5Mocking Shout will remove 80 AD from everyone who gets affected by it.
Ok. Let me say it again.
At level 5Mocking Shout will remove 80 AD from everyone who gets affected by it.
80 AD?!? Think about thatMaster Yi who is raging because he can't do damage while you,
Tryndamere is criting everyone to death. And not just
Master Yi but everyone one their ENTIRE TEAM. You just reduced their damage output by 240 (following the current meta-game), and can be more or less depending on their team!
So using it in the middle of a teamfight is NOT ******ed. The other team might call you out on it, but you know inside that they just got kicked in the balls and did not realize it.
You can also use this ability to find enemies hiding in the brush and people in stealth (yet to be confirmed but I am confident it does). When you are venturing out like a man through the jungle and you see in your toolbar thatMocking Shout is NOT grayed out, there is someone nearby at the mercy of your man roar. This can prevent instances such as "A wild
Udyr appears!", and give you the upper hand in an ambush. This is great for preventing counter-jungling, also known as counter-counter-jungling (lolol).
Think of this as your "Hold on, we got a badass here" move.
- ABILITY THREE ABILITY THREE (E): // explanation of ability here
- ABILITY FOUR ABILITY FOUR (R): // explanation of ability here
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