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Tryndamere Build Guide by eQu Bruzer

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League of Legends Build Guide Author eQu Bruzer

Tryndamere: Toplane.

eQu Bruzer Last updated on February 21, 2012
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Top Lane
Ranked #105 in
Top Lane
Win 49%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Hello, Bruzer here.

First of all, i have been playing this game for alittle more than a year now, and i have almost exclusively played toplane since i started playing seriously.

I have quite recently picked up tryndamere as a toplaner, and i find him quite fun to play aswell as effective if played correctly.

This will be my first attempt at making a guide here, so please bear with me.

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Pros / Cons.

- High damage output.
- Very mobile.
- Sustain.
- Hard to gank.
- No mana.

- Weak until level 6.
- Almost no cc.
- Very item dependant.
- Can be countered if done right.

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I use armor penetration marks and quints, armor seals and flat/scaling magic resist glyphs depending on lane matchup.

The heavy armor penetration in quints aswell as marks will massively boost my damage output through out the game, which is what tryndamere is all about. I have tried trading these in for flat attack damage, while this does help with that raw damage early game, i have found the armor penetration to be overall more useful. Flat attack damage marks will be superior until early mid game, when you hopefully will have gotten enough items to make the armor penetration really shine. It really is up to the player what to choose here, but i beleive armor penetration is overall more viable.

The armor seals are kind of self explanatory, early game survivability in lane will help you farm and tank minions to zone your opponent, aswell as decrease your opponents damage output all in all, assuming you are going up against an AD based bruiser, which will be the case most of the time.

The glyphs are just standard, if you are laning versus an AP based toplaner, go flat magic resist to aid you in the laning phase, if not, take scaling magic resist for that boost in survivability lategame.

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The starting items are debatable, but i find going cloth armor + health potions, or boots + health potions will be most cost efficient.

If you decide to go cloth armor, you should be getting an early wriggles, for cheap sustain and overall useful stats. Getting boots will help you lasthit, i usually get boots if im going up against an AP based toplaner, because this will help me dodge skill shots aswell as help me close the gap between me and my opponent, since most AP's are ranged. Here's a twist. When im laning versus an AP top, i do not go the path of wriggles, i usually rush a Wits End if this is the case - to hard counter my opponent with that flat magic resist + stacking magic resist when lasthitting / harassing my opponent. It will also boost my offensive capabilities with some attack speed and magic damage.

I consider Wits End / Wriggles to be my major early game item.


Now you should have quite some farm. By this time you normally will have a Wits End / Wriggles and berserkers greaves, aswell as quite some money, if you have succeeded in farming decently.

I usually get a zeal now, for the much needed stats it provides, but hold on, i do not buy the complete phantom dancer until i have gotten my infinity edge. The reason behind this? I find that the stats zeal alone provides are enough to make me effective for quite a while, usually enough for me to get an infinity edge. Anyways, you should have built your zeal by now, and started building that ever so important infinity edge.


Holy moly !
Now you are dealing tons of damage to everything and no wonder, you possess an infinity edge aswell as a phantom dancer atleast.

The goal now is to atleast have your early game item of choice plus boots and an infinity edge and a phantom dancer, you should now be getting a last whisper, since your opponents will most likely have built some armor to counter your damage. From here, everything is optional. Is the opposing team extremely tanky? Go get a bloodrazor, Are they burst-based? A bloodthirster will do wonders.

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Early game you should be farming safely, and you shouldn't be pushing too much unless you have a clear advantage, or if you know that the enemy jungler is elsewhere. Hack at your opponent while he is lasthitting to apply some damage and deny some lasthits, but focus on farming safely yourself, and dont risk anything. Once you reach level 6, you should be quite strong. Call your jungler in for a gank, and you should be able to get a kill with Exhaust and ult.

Once past this point, farming shouldnt be a problem, and you should be pushing your lane alot, to make room for roaming about taking enemy jungle camps and ganking other lanes.

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Skill Sequence

Battle fury
Tryndamere gains Fury for each attack, critical strike, and killing blow he makes. Fury passively increases his critical strike chance and can be consumed with his Bloodlust spell.

Beard and butter tryndamere skill, provides sustain and damage. Holy moly !

Tryndamere thrives on the thrills of combat, increasing his Attack Damage as he is more and more wounded. He can cast Bloodlust to consume his Fury and heal himself.

This is what offers you free sustain in lane, this makes tryndamere's laning phase that much easier.

I take this skill at level two and max it immidiately.

Mocking Shout
Tryndamere lets out an insulting cry, decreasing surrounding champions' Attack Damage. Enemies with their backs turned to Tryndamere also have their Movement Speed reduced

Your basic combat / chasing skill, keep in mind that this skill also lowers your opponents attack damage by tons, this makes tryndamere almost impossible to 1v1. Note that the slow will only work if your opponents back is facing you.

I take my first point of this skill at level four, and max it secondly.

Spinning Slash
Tryndamere slices toward a target unit, dealing damage to enemies in his path.

Basic movement skill, allows you to chase opponents, flee, and reposition yourself in a fight. It is crucial to use this skill correctly in a fight.

I take one point of this skill at level one, to be able to spin in and damage my opponent early, to hopefully deny him some farm. I max this skill last.

Undying Rage
Tryndamere's lust for battle becomes so strong that he is unable to die, no matter how wounded he becomes.

Your ultimate ! This is what makes Tryndamere Tryndamere. Allows you to escape death, or just fight for 5 seconds longer in order to guarantee that your team wins the fight.

Take a point in this skill whenever possible, after all, it is your ultimate.

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Summoner Spells

There are many viable options here. I usually run Exhaust / Flash. Many people prefer ghost over flash, but that instant blink is just to valuable in my opinion.

Consider taking ignite instead of Exhaust in you feel that ignite will help you more.

I do not recommend running teleport, but you can run teleport if you feel like it for global map pressure at all times. Run teleport instead of Exhaust / Ignite if you are taking it.

Cleanse is a viable option if you feel that the enemy team has abnormal amounts of cc. Run cleanse instead of Flash / ghost if you are taking it.

The rest of the summoner spells should not be taken, i have tried many other options, but the above summoner spells are the way to go.
The rest of the s

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I will summarize this guide by saying that i find tryndamere to be an exceptional toplaner if played this way. This guide has alot of testing behind it.

I hope you learned something, please leave a comment below if you have anything to say.

Cheers !