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Spells:
Cleanse
Flash
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Introduction
This guide is under construction - it will be updated soon, please be patient and wait with your votes until it is finished!
under construction
Still testing.
21 in Offense is a MUST for trynda.
Still trying if I should go 21 9 0 (more defensive, easier jungle,but less xp) 24 6 0 (more offensive vs creeps and a bit defensive, but less xp :-( ), 21 0 9 (xp+longer buffs) or 21 3 6 (for more xp+safer jungle early on).
Still testing.
21 in Offense is a MUST for trynda.
Still trying if I should go 21 9 0 (more defensive, easier jungle,but less xp) 24 6 0 (more offensive vs creeps and a bit defensive, but less xp :-( ), 21 0 9 (xp+longer buffs) or 21 3 6 (for more xp+safer jungle early on).
Take Bloodlust whenever you can.
This is your damage and healing resource. And you need this heal for your jungling.If you want to gang or not - take Mocking Shout. I recommend to take this spell whenever you can after you finished maxing Bloodlust. The slow gets up to 60% (!) and the damage-reduction goes up to 100 (!!!) - and this makes your gangs so ugly for the enemy.
At level 2 you have to take Spinning Slash for the extra damage. This gets maxed at last, because every level just gives you poor 30 physical damage. No cooldownreduction or anything.
Undying Rage is the spell why everyone hates Tryndamere. Take this whenever you can. The extra-fury (this includes +35% critical chance on level 3!) is worth every single level.
will be updated soon
Justification for Runes:
Other viable Runes:
Runes you should NOT use:
Greater Mark of Furor
Greater Quintessence of Furor
Greater Seal of Furor
Greater Glyph of Furor
Why don't use them? Go and calculate. All attackspeed-runes (Greater Mark of Alacrity, Greater Quintessence of Alacrity, Greater Seal of Alacrity, Greater Glyph of Alacrity) are simply better (and cheaper!!!). They let you deal more damage early on (and give you more rage means heal+critchance) and for the damage lategame - there is like 0 difference.
Here is the proof:
Excelsheet - no items
Excelsheet - Endgame
Justification for Runes:
Greater Mark of Desolation gives you the armorpen you need to deal massive damage vs heroes early on.
Greater Quintessence of Desolation gives you even more armorpen. Hiiyaah! Oh, sorry, we're not a ninja. RAAAAAAAGH!
Greater Seal of Alacrity give you the attackspeed you need to jungle.
Justification for Greater Glyph of Alacrity see above.
Other viable Runes:
Greater Mark of Alacrity Another very strong rune for you. More attackspeed means more rage means more crits&heal means more survivability&damage.
Greater Quintessence of Alacrity As I said above: More attackspeed means more rage..........
Greater Quintessence of Fortitude is always a good choice.
Greater Seal of Resilence makes your skin harder, so you can jungle easier and stay there longer.
Greater Glyph of Focus gives you the little -1 second cooldown on your skills. It can be worth it.
Greater Glyph of Warding are a nice choice, because you will most likely gank the AP-Heroes. These ones can grant you the little bonus resistance you need to survive. Do not chose Greater Glyph of Shielding btw, because later in the game you don't need the extra-resistance any more.
Runes you should NOT use:




Why don't use them? Go and calculate. All attackspeed-runes (Greater Mark of Alacrity, Greater Quintessence of Alacrity, Greater Seal of Alacrity, Greater Glyph of Alacrity) are simply better (and cheaper!!!). They let you deal more damage early on (and give you more rage means heal+critchance) and for the damage lategame - there is like 0 difference.
Here is the proof:
Excelsheet - no items
Excelsheet - Endgame
Recommended:
Cleanse
As Tryndamere you HATE CC - and we don't want to waste money on Mercury's Treads for CC-reduce. With this spell you can show your enemies your middle finger if they Exhaust you or try to stun you too often. In my opinion this is a must-have for Tryndamere, because now you can deal full damage while your Undying Rage is active. Take it!
Flash
One of my favourite spells and most of the time I chose it over Ghost for many, many reasons:
You want to escape? Just jump over a wall, use your Spinning Slash to get through another wall and leave your enemies behind you.
You want to initiate? Jump into the fight (or flash&spin) and crush your enemies!
Ghost
will be updated soon
Exhaust
Well... you can get this with Tryndamere, but be aware - you have a spell which is very similar to this one: Mocking Shout
Well, I don't like Ignite very much, because I think you need some more survivability with Tryndamere and this little extra damage is not worth using a summonerspell for it. But that's up to you.

As Tryndamere you HATE CC - and we don't want to waste money on Mercury's Treads for CC-reduce. With this spell you can show your enemies your middle finger if they Exhaust you or try to stun you too often. In my opinion this is a must-have for Tryndamere, because now you can deal full damage while your Undying Rage is active. Take it!

One of my favourite spells and most of the time I chose it over Ghost for many, many reasons:
You want to escape? Just jump over a wall, use your Spinning Slash to get through another wall and leave your enemies behind you.
You want to initiate? Jump into the fight (or flash&spin) and crush your enemies!

will be updated soon

Well... you can get this with Tryndamere, but be aware - you have a spell which is very similar to this one: Mocking Shout

will be updated soon
Golems->Wolves->Ghosts->Blue Buff->
When will I be able to solo Dragon?
When you have Wriggle's Lantern you will be able to do it.
Golems->Wolves->Ghosts->Blue Buff->
When will I be able to solo Dragon?
When you have Wriggle's Lantern you will be able to do it.
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