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Spells:
Ghost
Exhaust
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Introduction
Pros:
Amazing damage output
Can bait enemies into attacking him due to Endless Rage
Great tower diver
Amazing crits
Scary endgame
Can 3v1 enemies late game
Good escape ability with Spinning Slash (can go thru walls)
Reliable heal (blood lust)
Cons:
Hard early game
Can be shut down early game if underfarmed
Can be easily killed after endless rage if you can't escape in time
Focused heavily
Vulnerable to CC (crowd control: stuns, slows, taunts, snares, etc)
Amazing damage output
Can bait enemies into attacking him due to Endless Rage
Great tower diver
Amazing crits
Scary endgame
Can 3v1 enemies late game
Good escape ability with Spinning Slash (can go thru walls)
Reliable heal (blood lust)
Cons:
Hard early game
Can be shut down early game if underfarmed
Can be easily killed after endless rage if you can't escape in time
Focused heavily
Vulnerable to CC (crowd control: stuns, slows, taunts, snares, etc)
Greater Mark of Desolation
This is the best mark to get for Trynd. Armor pen is very necessary to decimate enemies and carry your team to victory. Not very many items in the game will give you armor pen, and these marks are simply the best marks to get for any AD carry. Let's go over why other marks just aren't as good.
This is a common rune, I've seen tons of other trynds use. Is it useful, yes. Is it better than armor pen, no. This is only good for early game. And you aren't gonna be playing as aggressive early game as you are late game. Plus, mid to late game you will crit so hard that these marks will make no difference. And then you will be wishing you had armor pen when you aren't taking down enemies as easily as you would like. If you don't believe me, test it out for yourself. Very few items grant armor pen. But you can get crit chance/crit damage through many items. Armor pen just makes more sense.
I chose these seals to boost Trynd's early game survival. You want to be able to farm effectively and harrass constantly to keep enemies out of exp and gold range. I always like these seals, just cause they help improve my early game so I can dominate late game. You can switch these out for something else if you like.
Greater Seal of Attack Speed is a good alternative if you find you need more attack speed early game.
I choose this for early game survivability. Can easily swap this out for
Greater Glyph of Scaling Cooldown Reduction if you need CDR more.
This is the best mark to get for Trynd. Armor pen is very necessary to decimate enemies and carry your team to victory. Not very many items in the game will give you armor pen, and these marks are simply the best marks to get for any AD carry. Let's go over why other marks just aren't as good.

This is a common rune, I've seen tons of other trynds use. Is it useful, yes. Is it better than armor pen, no. This is only good for early game. And you aren't gonna be playing as aggressive early game as you are late game. Plus, mid to late game you will crit so hard that these marks will make no difference. And then you will be wishing you had armor pen when you aren't taking down enemies as easily as you would like. If you don't believe me, test it out for yourself. Very few items grant armor pen. But you can get crit chance/crit damage through many items. Armor pen just makes more sense.

I chose these seals to boost Trynd's early game survival. You want to be able to farm effectively and harrass constantly to keep enemies out of exp and gold range. I always like these seals, just cause they help improve my early game so I can dominate late game. You can switch these out for something else if you like.


I choose this for early game survivability. Can easily swap this out for

So I am sure you are wondering, how does this new Fury-Infused Trynd work? Well, they knocked off the health cost to use abilities and introduced the Fury bar.
Tryndamere receives 0.35% critical strike chance per Fury.
Tryndamere starts with 0 Fury, and has a cap of 100 Fury. He gains 5 Fury per autoattack, plus 5 extra Fury per critical strike and 10 extra Fury per any unit he kills. When out of combat for 10 seconds, Tryndamere loses 5 Fury every second.
This passive rocks. Instead of gaining crits the more health you lose, you gain more crits by attacking more. This will want you to fight more so you can crit more.
(Passive): Permanently grants attack damage. Additionally, it grants bonus attack damage per 1% of health he is missing.
(Active): Tryndamere consumes all of his current fury, restoring health equal to a base amount plus extra health per fury consumed.
No cost
Cooldown: 12 seconds
Bloodlust just got a hell of a lot better. Before, you would only gain temporary attack damage for 15 seconds. Now you can permanent attack damage. Plus once you max out the fury bar, you can heal for a lot more. You will want to max this ability out first.
(Active): Decreases surrounding enemy champions' attack damage, and enemies with their backs turned also have their movement speed reduced for 4 seconds.
No cost
Cooldown: 14 seconds
Radius: 400
No changes here. Still a great ability to reduce enemy attack damage and reduce movement speed when their backs are turned. Max out this ability second.
(Active): Tryndamere spins through his enemies, dealing physical damage to enemies in his path. The cooldown is reduced by 2 seconds whenever Tryndamere critically strikes.
No cost
Range: 660
Spin radius: 225
Cooldown: 13 / 12 / 11 / 10 / 9 seconds
Physical Damage: 60 / 90 / 120 / 150 / 180 (+1.0 per ability power) (+1.0 per bonus attack damage)
Attack damage got slightly nerfed, but not much to make a difference. Still an awesome chasing/escaping ability. I take one point in this at level 2 and then max out last.
(Active): Tryndamere instantly receives fury and becomes immune to death for 5 seconds during which his health cannot go below 1 health. This move is usable even when stunned, silenced or suppressed.
No cost
This move can now be used if stunned, silenced, or supressed. This is an amazing change. You used to not be able to use this ability if you were CC'd by stuns, silences, and supresses. But not anymore. And no stun, silence, or supress lasts longer than five seconds.
Did warwick just ult you? Hit R, survive the attack, then kill him. Amazing change. Tryndamere jsut became a lot harder to kill.
This ult also lets you tower dive. Is the enemy turret hugging like no tomorrow? Spin slash to him and start critting the hell out of him. Once you get low, hit R and kill him. Then spin slash away before Undying Rage ends and hit bloodlust to regain health.

Tryndamere receives 0.35% critical strike chance per Fury.
Tryndamere starts with 0 Fury, and has a cap of 100 Fury. He gains 5 Fury per autoattack, plus 5 extra Fury per critical strike and 10 extra Fury per any unit he kills. When out of combat for 10 seconds, Tryndamere loses 5 Fury every second.
This passive rocks. Instead of gaining crits the more health you lose, you gain more crits by attacking more. This will want you to fight more so you can crit more.

(Passive): Permanently grants attack damage. Additionally, it grants bonus attack damage per 1% of health he is missing.
(Active): Tryndamere consumes all of his current fury, restoring health equal to a base amount plus extra health per fury consumed.
No cost
Cooldown: 12 seconds
Bloodlust just got a hell of a lot better. Before, you would only gain temporary attack damage for 15 seconds. Now you can permanent attack damage. Plus once you max out the fury bar, you can heal for a lot more. You will want to max this ability out first.

(Active): Decreases surrounding enemy champions' attack damage, and enemies with their backs turned also have their movement speed reduced for 4 seconds.
No cost
Cooldown: 14 seconds
Radius: 400
No changes here. Still a great ability to reduce enemy attack damage and reduce movement speed when their backs are turned. Max out this ability second.

(Active): Tryndamere spins through his enemies, dealing physical damage to enemies in his path. The cooldown is reduced by 2 seconds whenever Tryndamere critically strikes.
No cost
Range: 660
Spin radius: 225
Cooldown: 13 / 12 / 11 / 10 / 9 seconds
Physical Damage: 60 / 90 / 120 / 150 / 180 (+1.0 per ability power) (+1.0 per bonus attack damage)
Attack damage got slightly nerfed, but not much to make a difference. Still an awesome chasing/escaping ability. I take one point in this at level 2 and then max out last.

(Active): Tryndamere instantly receives fury and becomes immune to death for 5 seconds during which his health cannot go below 1 health. This move is usable even when stunned, silenced or suppressed.
No cost
This move can now be used if stunned, silenced, or supressed. This is an amazing change. You used to not be able to use this ability if you were CC'd by stuns, silences, and supresses. But not anymore. And no stun, silence, or supress lasts longer than five seconds.
Did warwick just ult you? Hit R, survive the attack, then kill him. Amazing change. Tryndamere jsut became a lot harder to kill.
This ult also lets you tower dive. Is the enemy turret hugging like no tomorrow? Spin slash to him and start critting the hell out of him. Once you get low, hit R and kill him. Then spin slash away before Undying Rage ends and hit bloodlust to regain health.

Best summoner spell for Trynd. Lets you chase or escape faster. Flash just isn't as good on him. Plus, this spell will net you kills, since you have to be close to kill the enemy. A flash just won't do the trick.

I use this because, well, trynd needs to be close to kill the enemy and most times I find the enemy escaping still even after I use mocking shout. This will help you get kills faster, or even escape.
Even though these two spells are the best to get on Trynd, there is one other spell that is very effective on Trynd.

This spell is god on Trynd. Did the enemy just stun you? Hit cleanse and continue to wreck face. This spell is better in ranked, because enemies will be smarter in ranked and will do anything to stop you from carrying. IN normal games, a lot of people just don't CC trynd as much as in ranked. You can still take this in normal games, but the ghost exhaust duo is just ten times better in normal. However, it wouldn't be a bad idea to take it in normal.
Other spells:
Don't need any other spells. The ones I mentioned are the only ones effective for Trynd's play style.
Now for items. You are probably wondering why I chose these items, so I will explain.
I take this item first so I can improve crit chance early game. Plus, it is the first item to get in order to start building
Youmuu's Ghostblade. I also take two health pots for some extra health.
I take this item next. Sometimes, I will take dagger first, to increase my early game attack speed. Plus, both items build into Beserker's Greaves.
I buy this next, for more crits and extra gold. Plus, it is the next item to build for Youmuu's Ghostblade.
Trynd desperately needs attack speed early on, so this is the item I build next. Plus, it gives you more movement speed.
This item is mandatory on Trynd. There are situational items, but this isn't one of them. Trynd needs this item to be effective. That's why I build this item right after boots and zeal.
This item gives you more damage, CDR, and some more armor pen. Plus, it is the last item you get to build the Youmuu's Ghostblade.
You will want to turn your zeal into this. It gives you more attack speed, movement speed, and more crits. You will love this item on Trynd.
I have been talking about this item a lot. And for good reason. This item turns the mighty trynd into a freaking god. This item provides a lot of good bonuses in one package:
+30 Attack Damage +15% Critical Chance UNIQUE Passive: +20 Armor Penetration 15% Cooldown Reduction UNIQUE Active: You gain +20% movespeed and +50% attack speed for 4 seconds. Attacking enemy units with melee attacks increases the duration by 2 to a maximum of 8 seconds. 60 second cooldown.
Once you get this item, make sure you use the active. This active will cause you to kick some serious ***. You can get up to 8 seconds of +50% attack speed and +20% movement speed every 60 seconds. Great for chasing and killing. This item gives Trynd everything he needs to dominate.
This item is pretty awesome. It gives you more attack speed, crit chance, and some tenacity. The tenacity will help reduce CC on you. Believe me, you will love this item on trynd. Yes, you can get
Mercury's Treads instead, but I prefer Beserker's Greaves for the additional attack speed. Purely based on preference. But this item gives you more attack speed, more crits, AND tenacity. This item is just very good.
]
I usually get this item last, because you really don't need the lifesteal til end game and the other items you need before this. However, this item is very good on Trynd. Gives you more AD and lifesteal you won't have to go back to base end game to heal and you can focus on kill enemies and destroying the nexus. And since Trynd doesn't have mana, you won't have to go back to base.
There are other items you may get, but they are situational. These items you should get pretty much every game. If you play Trynd right, this build is the most effective.

I take this item first so I can improve crit chance early game. Plus, it is the first item to get in order to start building


I take this item next. Sometimes, I will take dagger first, to increase my early game attack speed. Plus, both items build into Beserker's Greaves.

I buy this next, for more crits and extra gold. Plus, it is the next item to build for Youmuu's Ghostblade.

Trynd desperately needs attack speed early on, so this is the item I build next. Plus, it gives you more movement speed.

This item is mandatory on Trynd. There are situational items, but this isn't one of them. Trynd needs this item to be effective. That's why I build this item right after boots and zeal.

This item gives you more damage, CDR, and some more armor pen. Plus, it is the last item you get to build the Youmuu's Ghostblade.

You will want to turn your zeal into this. It gives you more attack speed, movement speed, and more crits. You will love this item on Trynd.

I have been talking about this item a lot. And for good reason. This item turns the mighty trynd into a freaking god. This item provides a lot of good bonuses in one package:
+30 Attack Damage +15% Critical Chance UNIQUE Passive: +20 Armor Penetration 15% Cooldown Reduction UNIQUE Active: You gain +20% movespeed and +50% attack speed for 4 seconds. Attacking enemy units with melee attacks increases the duration by 2 to a maximum of 8 seconds. 60 second cooldown.
Once you get this item, make sure you use the active. This active will cause you to kick some serious ***. You can get up to 8 seconds of +50% attack speed and +20% movement speed every 60 seconds. Great for chasing and killing. This item gives Trynd everything he needs to dominate.

This item is pretty awesome. It gives you more attack speed, crit chance, and some tenacity. The tenacity will help reduce CC on you. Believe me, you will love this item on trynd. Yes, you can get


I usually get this item last, because you really don't need the lifesteal til end game and the other items you need before this. However, this item is very good on Trynd. Gives you more AD and lifesteal you won't have to go back to base end game to heal and you can focus on kill enemies and destroying the nexus. And since Trynd doesn't have mana, you won't have to go back to base.
There are other items you may get, but they are situational. These items you should get pretty much every game. If you play Trynd right, this build is the most effective.
The new Fury Trynd is alot better than the old Trynd, which I hoped I made you realize. This Trynd remake was an incredible buff on Trynd, which makes it easier than ever to dominate with the Barbarian King. Using my build, you will notice your gameplay improving. If not, then I am sorry, I cannot help you there. Please try out my build before voting. It is surprisingly effective. Thanks for reading my guide.
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