Build Guide by 69alfonso69
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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.
It's my 1st build =) STILL WORKING AT IT! SOME INFORMATIONS FROM TRYNDAMERE RESOURCE http://www.mobafire.com/league-of-legends/build/your-tryndamere-resource-4964
Elixir of Agility
- Now grants 12-22% Attack Speed and 8% Critical Chance, reduced from 15-25% Attack Speed and 15% Critical Chance
- Cost reduced to 250 from 300
- Infinity Edge
attack damage reduced to 75 from 80
- Phantom Dancer
Upgrade cost reduced to 400 from 900
No longer provides Dodge Chance
- Flash no longer pops projectiles
Flash cooldown increased to 255 seconds, from 240
Tryndamere's Pros and Cons
-Lower health = More Crits
-Insane Crit Dmg
-Can spin through walls
-Has to be one of the best end game damagers averaging at 1200-1400+ off crits.
-Has Undying Rage: Immune to all dmg for 6 seconds.
-With this guide, doesn't have to be bad early game.
-Perfects escapes and has a great ability for staying on targets.
-If you think about it, he is difficult to master, idc what others whom say he's "OP" say.
-Can be gayed before lvl 6, sometimes I'll even have to play defensively.
-Sometimes it may be hard to predict a necessary time to use Undying Rage, especially against a nuke.
-If you have a terribad video card, you will almost have to turn your settings all the way down or a massive amount of spells unleashed on you all at once will create a lag and you will not be able to ult in time.
-You have to be careful when spinning through walls, don't be too far away from them!
-Although Tryn has UR, he will still be kited by most higher elo teams. Stay away if bushes if you can, for the enemies will use those to hide in real fast so you will stop auto-attacking with UR popped.
461 (+98 / per level)
0 (+0 / per sec]
14.9 (+3.1 / per level)
30 (+1.25 / per level)
0 (+0 / per level)
2 (+0.18 / per level)
0 (+0 / per level)
Abilities, Spells, Runes,
Tryndamere's Critical Strike chance increases as he becomes more wounded.
Tryndamere thrives on the thrills of combat. Whenever Tryndamere kills a unit or critically strikes, he temporarily gains increased attack damage and critical damage.
Passive: Whenever Tryndamere kills or critically strikes a unit, he gains 3 Attack Damage and 1.5/2.25/3/3.75/4.5% Critical Damage for 15 seconds (stackable 8 times). Killing a unit or critically striking while not Bloodlusted applies 2 stacks instead of 1.
Active: Tryndamere consumes his Bloodlusts, restoring 10/20/30/40/50 health per Bloodlust (+1.5).
* 14/13/12/11/10 seconds
* No Cost
Tryndamere lets out an insulting cry, decreasing surrounding champions' physical damage. Enemies with their backs turned to Tryndamere also have their movement speed slowed.
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.
* 14/14/14/14/14 seconds
* Costs 25/25/25/25/25 Health
Tryndamere slices toward a target unit, dealing damage to enemies in his path.
Tryndamere spins through his enemies, dealing 50% of his Attack Damage +40/90/140/185/240 (+1) damage to enemies in his path.
Passive: Slash's cooldown is reduced by 2 sec whenever Tryndamere critically strikes.
* 9 seconds
* Costs 40/50/60/70/80 Health
Tryndamere's lust for battle becomes so strong that he is unable to die, no matter how wounded he becomes.
Tryndamere becomes completely immune to death for 6 seconds, refusing to be reduced below 1 health. His abilities have no cost during this time and he gains 4/6/8 Bloodlust stacks.
Spells to Get
Cleanse: Removes all debuffs from your character.
Cleanse is an exceptionally good spell. Some people choose to combo using Flash/Cleanse. For us, cleanse is very good against other users with Exhaust and champions such as Teemo who can blind.
Exhaust: Blinds the target (100% miss chance) and slows its Movement Speed by 40% for 3 seconds. 550 Range (estimate).
Flash: Teleports your champion to target nearby location.
It's sweet enough that you have Spin, but Flash adds to the hacks! Awesome for escaping in dire/instant moments where ganks would've occurred at your expense.
Ghost: Your champion ignores unit collision and moves 32% faster for 14 seconds.
You're already fast later in the game, this could make you make you uncatchable or you might even be the one catching someone. This could be your safety net along with cleanse if you have no walls to go through or don't like risking the odds.
Heal: Restores 140 + 20 x level health to your champion and 50% of that to nearby allies.
Popped along with an 8 stack Bloodlust after a 1v1 or 1vX, this could get you that unexpected kill if losing the battle 1v1 or save you're *** if you're 1vX.
Ignite: Ignite is a damage over time spell that targets a single champion dealing 50 damage plus 25 damage per level over 5 seconds. This damage is not lowered by armor or magic resistance. Also reduces the target healing and regeneration by 50%. 600 Range.
Personally, I dislike this Spell. I see many Tryns using it, and that's all good, but, I honestly think you'd be better off with another spell.
Spells Not to Get
Clairvoyance Reveals an area of the map for 6 seconds (castable anywhere).
Clarity: Restores 100 + 25 x level mana to your champion and 50% of that to nearby allies.
Fortify: Grants invulnerability to all Allied Turrets and causes them to attack 100% faster for 7 seconds. While Fortify is ready to cast, you deal 9 bonus damage to minions.
Promote: Promotes an allied minion into a Siegerider, a powerful unit with a +Armor/Damage Aura and turret damage reduction, this minion grows more powerful with the level of your champion.
Rally Summons a beacon with 200 + 25 x level Health for 15 seconds which increases allied Attack Damage by 10-35 and used to give Health Regen by 15 + 1.5 x level per second. 0 Range Cast, 850 Range Aura (estimate).
Revive: Instantly revives your champion at your spawning pool, 9 minute cooldown.
Smite Deals 420, plus 35 times your level, damage to target enemy minion or pet.
Teleport After 4 seconds, teleports your champion to target friendly minoin or turret.