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Tryndamere Build Guide by jesusgamer

Tryndamere: The Undying Rage

Tryndamere: The Undying Rage

Updated on April 22, 2011
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League of Legends Build Guide Author jesusgamer Build Guide By jesusgamer 4,685 Views 4 Comments
4,685 Views 4 Comments League of Legends Build Guide Author jesusgamer Tryndamere Build Guide By jesusgamer Updated on April 22, 2011
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1
jesusgamer | May 4, 2011 8:15am
On top of the last comment, Ghost is used in various ways. I find it five times more necessary for myself to have than flash. Flash only moves you a couple units away. Ghost will get you the same distance in a tiny bit slower pace, but also ghost lasts for seconds longer. This makes escapes/chase downs easier.
1
jesusgamer | May 4, 2011 8:13am
I see where the comment leads to and why he feels that way. I have played Tryndamere more than any other champion. My play style is to finish whats left and try to survive while doing it. This build was experimental for myself and worked out wonderfully, but that doesn't mean its the way most people play. I like the extra health and other runes for the sole purpose to stay alive but yet still be able to hit through armor. I will figure out a way to record my games and possibly make it visible to see how and why I chose this build.
1
Deluxe Bagel | April 26, 2011 3:46pm
I agree with the comment above, not to be mean, but ghost is highly unnecessary. Also, if your going off a crit only build, then pick up another phantom dancer. You will never be killed due to pure speed.

Thanks though
Deluxe Bagel
1
Steel-Blade (1) | April 22, 2011 11:11pm
I dont like your rune choices.
I would go marks for crit to get the more out of them.

Trynd is a carry, his team role is to kill the enemy dps and they hardly use any armor items and even if they pick an item with armor it really dont matter for trynd. The damage output negates the armour a dps carry with him.

Trynd is not suppose to attack tanks as primary targets. They only time trynd should attack a tank is when all the dps are dead and he has nothing else to attack.

Armor pen is not needed there cause if you are attacking there tanks that means you won the team fight.

Health runes are ok i guess but i would prefer dodge or armor runes. Trynd problem is the early levels, those health per lvl are not helping at all at lvl 1-6 which he is extremly weak. Dodge or armor is much useful at those levels.

As for your blue runes, well thats pretty much fail, not to mention expensive as hell with no benefit. You gain total of 5.06% crit which they wont help him much at his starting game.
Flat resistance or even resistance per level is much more helpful to him at the starting levels. Trynd always gets pushed back from ranged champs or melee champs with ranged attacks, thats his nemesis.
Some early resistance will help you to be a bit more aggresive and get some last hits on minions.

You didnt mentions quints at all. I take it you are not using them. Personally i would go with critical stike damage. Thats almost 15% extra damage on your crits.


As for skills, perseverance is not useful for him either, trynd has a low starting health and no mana bar so that pretty much 3 points wasted. Exp gain is ok but you are wasting 4 points to get there.

If you start with boots and 3 potions, you wont be needing the extra exp gain. You will do fine at a lane, that extra mobility will make it easier to move in, get last hit on minion and then move out. Is not easy like other chars but is very doable with trynd.

I would go with a 21/9/0 built getting the magic res, armor, dodge and extra speed after dodge. Combine with dodge runes and magic res runes it will make your life until lvl 6 a lot easier and u can actually get some kills cause you have that extra durability, With crit chance marks, mastery crit and passive you ll have about ~31% to crit. Thats pretty much 1/3 hit.
It will be basically 50% crit most of the time since the opponents will always target you when you are on a lane, which means you will be at half health most of the time. Its a rule to push the other teams carry of farming. Use that as your advantage to get last hits and heal with the 2-3 stacks of bloodlust you will get.


For starting items i would go boots, 3x potions, berserker boots, then zeal then infinite edge if am doing well, if am not doing well, i would finish phantom blade to get that extra mobility and crit so i can move around more easily and farm more creeps and jungle. If things are going well for your team, when you get your zeal start building your IE, then complete your PB.

After that its pretty much on what the opposite team is having. If you got more melee in your team stack fervor is not a bad idea instead of 2 Bloodthirster.


This gives you a more balance champion that can survive the early onslaught which is the problem for trynd. Trynds late game doesnt care about what runes he has to be honest. Trynd is pretty much unstoppable with berserker boots, PB and IE. Add in a 12% leech weapon and you are set.

If you can get your IE by the 17-18 mark it means GG 100%. If you get it at 22-27 mins then the game is balanced. If you get it at 30 mins in the game it means you have already lost, cause as a carry, correction, as an extremely heavy carry that you are, you havent been feed enough which means either you failed or your lane partner doesnt know how to play with you as a partner.


I have downrated this because personally I see many faults in the build but mostly because you are not explaining many things in detail as a guide should.

Also, trynd should be using flash instead of ghost. Spinning slash + ghost creates a big distance from you enemies, not to mention you can jump 2 walls.
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Tryndamere: The Undying Rage

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