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Tryndamere Build Guide by inconventionalBS

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League of Legends Build Guide Author inconventionalBS

Unkillable Tryndamere

inconventionalBS Last updated on February 29, 2012
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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: 8

Honor Guard

Defense: 22

Strength of Spirit

Utility: 0

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Yes, I know. At a glace, AP Tryndamere looks ******ed. To be honest, it kind of is. Even if you build AP, most of your damage will be AD, not magic damage. In other words, this is NOT a mage build. Then, what is the point of this build? Well, I entitled this 'Unkillable Tryndamere.' The point of this build is essentially to make you unkillable. Instead of having a hard carry role, this guide gives you more of an initiating and supportive role. To be honest, this is also lots funner than the conventional AD Tryndamere.

The point of the AP - First, ability power scales 100% with spinning slash. Second, ability power scales 150% with bloodlust, meaning you'll end up healing for over 1000 with a full build. Third, Lich Band allows you to deal an epic hit every few seconds. Your attack damage is still pretty decent with this build.

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How is this even viable?

Before getting into the strategy/builds/etc., I'd like to explain this a bit. I'm not going to try to argue that this is the best way to play Tryndamere. Tryndamere is a hard care AD champ and is best played as one. Although, I would argue that this type of Tryndamere fits certain teams that the regular Tryndamere does not. In other words, this is better in some games, but not most. This counters different champions and teams and plays better with different champions and team compositions. If your team could use a more supportive champ than another AD carry, this should be better. Just play around with this some and you'll probably see for yourself when it's good and when it's not.

Now, admittedly, I haven't done this a lot in legitimate games. I have won a fair amount in normal solo queue with it though and I've won more in premades. I've won much more in bot games though, mostly just f***ing around with it for fun. In many of those games, I even had the most kills on my team. In other words, this build still does provide you with a decent amount of damage and you're still able to carry with it.

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Which Lane

This build could honestly go anywhere, but I would say that solotop is the best place for it.

You could jungle with it and start normally and then build into the AP. This is ill-advised though. You're better off building into AD from the jungle.

You could also go middle. If you do, you should definitely switch the magic resist/lvl glyphs for flat magic resistance glyphs. This is probably not the best place for you though, since you're squishy early and there will almost definitely be someone else on your team better suited for mid, most likely the AP carry.

You could go bot as either the carry of support. Support probably wouldn't do so well though. You have one heck of a slow and AD nerf, but you don't have any heals, shields, buffs, or anything for your carry. A proper support is simply better. Carrying bot could work and you should be able to farm everything without having to worry about dying. However, there is almost always someone else on your team who needs the support more than you.

Solotop. This is where you should probably be, since you're generally able to farm everything without dying. You're also great with ganks, by leveling mocking shout first. You rely on ganks though, if you want to get any kills.

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22 in defense to better fit the supportive and tanky role. 8 in offense, because the utility tree doesn't have **** to offer to Tryn.

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Skill Sequence

Level W first. This makes you strong with ganks, since you slow harder. It also makes you a lot harder to kill and screws up the opponent's last hitting, thanks to the huge AD debuff.

Level E second. For more damage and less cooldowns on it. With an AP build, this is what your damage comes from (along with Lich), so it's important to get this leveled up.

Level Q last. Bloodlust honestly doesn't heal very much on it's own, so leveling it up doesn't help much. The beauty of it is how much it scales with AP, so you heal tons, but leveling it up doesn't make it much better. So, get it last.

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Seals - Armor, tankier early game. The first few levels is your weakest point of the game and you need the armor.

Glyphs - Magic Resistance flat or /lvl. All the other glyphs suck on Tryn and you need mr. Yeah. I guess you could argue for AP, but you get enough with the build.

Marks - I use crit strike for more fury and cdr on spinning slash.

Quints - movement. Allow you to utilize spinning slash and mocking shout better. Also, help with dodging skillshots and other ****, especially when spinning slash is on cd.

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Heal - this is mostly for your team, not for you. You're a supporty tank Tryn, so this is good to get.

Exhaust - great for team fights and makes chasing a lot easier.

Other options - I'd say Ignite and Ghost are the best other options. Cleanse, flash, teleport, clarivoyance (if you're support or so support doesn't need it), and Surge are all also viable.

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Starting Items/Early Game

Now to the strategy!


This is my preferred start with AP Tryn. It's also, in my opinion, the best start for AD Tryndamere, if you're laning (I prefer jungling with AD Tryn though). The extra movement speed allows you to dodge ganks well. It also allows you to chase better for kills, farm and utilize spinning splash better, get in range for mocking shout more quickly, and dodge skill shots more easily.

The health potions are just for sustain, which is important with this build. With this build, early game is all about passive farming and getting as much gold as possible. This is because you really won't be killing until you have lich bane. Although, your early game is not weak. You may not be getting lots of kills, but you're hard yourself to kill too, since you level mocking shout first and go down the defensive mastery tree.

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Middle Game Items


Rabadon's Deathcap - The whole reason you get this right away is mostly for massive heals early. This gives you a ****ton of sustain. So, basically, you shouldn't die. Once you have this, you shouldn't even have to go back, until you want to buy. It also allows you to farm very easily. With it, you should be able to one-hit minion waves with spinning slash, or at least do enough damage to farm very easily with it.

Ionian Boots of Lucidity - Some CDR for more heals and more spinning slashes. This makes it a lot easier to play, allows you to take some more risks, and gives you some more dmg with more spinning slashes.

Lich Bane - This is what will give you your damage. Once you have this, you'll be hitting just as hard or harder than AD Tryn. Of course, you won't be hitting as fast though, without attack speed. You should end up with more burst damage than AD Tryn though, as long as you can hit spinning slash and then get a hit. You'll have less early game damage and sustained damage though.

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Late Game Options

+ + +

I know I have four items here and the build only has three. Get whichever three the game calls for. Get Zhonya's if you really need armor. If you don't need armor, get the other three and leave out the Zhonya's. If you do get Zhonya's, the one you leave out is really up to you. Guinsoo's is probably the preferred item to leave out, but you could keep it and get rid of Rylai's if you don't need the health and just want more dmg. I'd say it's best to keep the Hextech Gunblade though, since it has about as much damage as the Guinsoo's, along with a great active, and some extra sustain from life steal+spell vamp.

Also, the order you get these in isn't all that important. Get them in whatever order the game calls for. Guinsoo's would normally come first, because it's fairly cheap and has good dmg per cost.

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  • Massive heals.
  • Higher balance of attack and magic damage, can't be shut down by stacking armor.
  • Higher burst damage.
  • More supportive, leveled mocking shout sooner and you should typically be alive longer to use it more times per team fight.

  • Less sustained damage.
  • More reliant on the team for damage.