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Choose Champion Build:
Spells:
Exhaust
Smite
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Introduction - Why not pure AD?
This guide will show you a slightly different approach, giving Trynda some extra agility. It is more of a late game build. There is no sacrifice of early or mid game performance, though, in fact, early game is very similar to most jungling Trynda builds with a small twist.
This guide can help you with solo top Trynda as well, but you might need to adjust it a bit, best by using some good solo top build in comparison.
In AP scaling, Trynda is a bit similar to Master Yi. He has two abilities that scale with AP, one of them being heal. Unlike Yi, he can't be played as pure AP nuker. He can make somewhat useful tanky AP, but I am not sure it is more than a joke. Even fully AD Trynda has some use for AP, but it is mostly cooldown reduction which I think helps him greatly. For playing with 0 AP, I gave you alternative items.



- The one with
Bloodthirster can get you as far as to 44% lifesteal. The additional 20% not evaluated by the system here are for a teammate's Zeke's Herald and for 40 stacks on The Bloodhirster.
- The one with
Nashor's Tooth gives you 40% cooldown reduction. It also gives you some slight AP to survive any DoT (damage over time) debuffs after your
Undying Rage is over and you are running away. The active slow of
Hextech Gunblade is very useful, too, however, this build gives you slightly less destructive power.
- Added
Guardian Angel and
Trinity Force as situational items.
- Added one result into the ranked play section.
- Changed the title a bit. In Introduction, I added the reason why pure AP Trynda would fail.
- Updated team work section
- Added some info about tanking with Trynda and link to my tanky AP Trynda build
- Improved the masteries section with more explanations and a bit of choice
- Revamped most parts of the guide slightly. My rating grows, the guide should reflect it.
- I noticed some guys voted me down, if I keep diving, I think I stop working on that build. Not worth it if I am not read anymore. Well, let's see ...
- I added a notion about playing Trynda on solo top or with 0 AP, to the introduction. I added a build with Zeke's Herald as primary build, moved the one with AP as secondary. This way, when someone is illiterate, watching only items, he will miss the AP, not the AD one.


The topmost advantage of higher CDR is lowered cooldown of

Just an example of its usefulness: Let's say you spinned into a fight and landed two crits on their AP carry, the poor guy being stunned by your team. Now he is dead and you need to move elsewhere before the ground becomes too hot. Their AD carry already tries transforming you into a swiss cheese from a range of 550 and he even made you rage. You spin right behind him, denying him escape and killing him quickly as well. Then you just spin away from the fight ...
Your short while of immortality,

Other skills take advantage from CDR as well, but your






A bit of extra AP can help, but the items should help with something more important as well. In case of

In this build, I even have spell vamp. Trynda has not much use for it though.





+ more agile in a fight thanks to lower cooldown on

+ slightly better self-heal than on fully AD Trynda
+ lower cooldown on everything, including the so much hated

- slightly lower damage than on fully AD Trynda
- no free wards or armor from

- no

- you can keep forgetting to use the actives of items; in this build, there are two of them
- risky before level 6, you run in your jungle nearly naked and on low hp
Take the usual jungler seals, 9x

For glyphs, take 9x

For quints, take 3x



From defense tree, take only some vital minimum for jungling,




You should take






You can build it different way, you can even include some AP instead of time spent dead. I fiddle with masteries sometimes, trying some other approaches. The basic rule is clear, though: You have to be a killing machine, not a tin can.














- You can take Zeke's Herald instead. Just make someone else buy it as well. With double aura, you get 40% attack speed and 24% lifesteal. It is a great item in teamfights, but a poor one if your teammates are selfish. This makes it situational.
Nashor's Tooth lets you cap your cooldown reduction, Zeke's Herald leaves you at 30%. You can still steal enemy blue or buy a blue elixir to compensate this loss.


- You can choose
Bloodthirster instead. The item gives you 5% more lifesteal and even that only when fully stacked. Still, it gives you much more attack damage (100 instead of 40, when fully stacked), resulting in more powerful autoattacks. You lose a nice active by that, and the extra heal. But I think you can live without these.






















I am sure there are other useable items. Many of items useable for Trynda are in other guides though, and this build is unusual for a reason. If there are some good ideas in the discussion that can become a nice part of this build, I will gladly include them there.













Somewhat useful




Rather useless












My jungling route starts on











*) This is a bit risky without



As for ganks, Trynda ganks poorly before level 6. He is item dependent and he should gank on at least moderate health, but on lower levels he jungles with very low health, being completely unable to gank. If some ally needs you to hold their lane, you can carefully try to do so. Don't gank though, you could die too easily. Gank only if it's safe, preferably with

Since level 6, you are to be afraid of. Your short immortality makes many enemies prefer running instead of fighting. Use that for your advantage. However, they will only run slowly, because you use your


You should gank a lot from now, but don't forget farming your jungle. Being on a gank all the time sets you back in levels, if not gold. You can counter-jungle as well, but beware of enemy jungler and misses on lanes. Your

When laning phase ends, you can now kill minions, too. Your team should let you hit a minion once per several seconds to keep your rage full. Feel free to clear any monster camps along the way unless you are in a hurry. However, you should concentrate on teamfights, pushing and objectives, not only farming.


The squisher
If you are fed better than most of your enemies, you should use the advantage to squish enemy carries. Let tank initiate the fight, so you aren't the main target of crowd control and damage. Your



The ambusher
Similar to previous role, however, you wait for the teamfight somewhere in a bush or behind a wall and appear behind their team when the fight starts. This can cause a lot of disorder in the enemy team, causing your team to win the fight much more easily. You go for carries and squishies as usual. Don't fall into a trap though, and don't surprise your own team. They must be prepared for that, while enemy team shouldn't know about you (better check wards).
The burst tank
This role is good if you aren't fed so well or your enemies have too much CC like throws, suppresses and knockbacks. You pretend an attack on their carries, being CCed instantly with most of what the enemy team has to offer. Now it is your team's time to leap into the fight, your tank should overtake the tanking role and you should run away in time, maybe landing some crits first. Beware you are only a "burst tank", you can survive any burst, but then you are very vulnerable. Letting your enemy waste some ultimates can be very useful though, it can turn your teamfight into a victory.
For this role, tanky AP Trynda is better suited. I wrote a guide on tanky AP Trynda as well, but consider it mostly a funny or trolling build. Try it only if your team can dish enough of damage and they need some more tank, but you have locked in with Trynda already.
- If enemy team has Darius, you can try to bait him into using
Noxian Guillotine on you. If he does it while you have
Undying Rage turned on, he is half so useful in the rest of teamfight, because his ulti won't reset now. He messed up, while you probably saved some lives.
The bait
You can wander in enemy jungle or other places to provoke them trying to kill you. In this case, map control should be denied to enemy team. You look like an easy kill, then you spin over a wall, where your allies wait. In chasing, the team strategy goes to hell, enemy carries or assassins can even go in the front of the hunting party. Your team can nuke them instantly, making it easier to push or kill

In that role, you should try to run away without using your


The hunter
You can chase the guys who run away. With this build, you can be the best chaser in team. With







You also have item that allows you slow the enemy,

Your

Your healing with






My averages with Trynda in ranked games are 7.5/4.5/5.3 so far. I started with other builds, so it says nothing. In my Match History, I have a game where I had 14/6/4 score. The game was a loss, our AD carry was bad and mage had somewhat successful laning phase, but failed the teamfights as well. I still did well, killing both on ganks and in teamfights, killing their carries. It would be a victory if the rest of team played better, I was crushing them. Still, it wasn't enough to stop the enemy team from destroying our base.

To perform well in late game, Tryndamere needs something more than just pure damage. Using cooldown reduction and some slight AP, he can be more agile and less vulnerable to slows or damage over time.
This guide is not perfect, so I am open to critics. I thank for all positive reactions and I am glad there are no stupid-kid-style comments like "Trynda is pure AD, you are an idiot". I welcome any your experience with playing Trynda this way, or any advices how to improve the build or the guide. I will keep this guide up-to-date in case anything changes Trynda's gameplay significantly.
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