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Choose Champion Build:
Spells:
Flash
Cleanse
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Introduction
Tryndamere is an awesome carry and AD champ.
Do not attempt to tank with him, its not your job.
"but lol his ult makes you not die!" Doesn't mean you can tank.
Learn to shortcut with

And most importantly make sure you know your limits as Tryndamere.


6/13/11:
- Updated item order for the Jungling Build to reflect the changes made the Laning Build.
Corki and
Gangplank were added to the Match-ups section.
- Added the What Do I Replace With Situational Items? sub-section to the Items section.
- Minor changes and adjustments.
6/12/11:




6/11/11:
- Match-ups section added (
Annie,
Dr. Mundo,
Swain, and
Vayne included so far. More will be added very shortly.
- Made some major changes to the Items section.
Executioner's Calling: When I released this guide I had just started to use this item a lot so I included it in the core build. Now that the honeymoon phase is over so to speak I've decided to make it a situational item instead of a core one.
- Changed the item order to reflect the core build changes. These changes were made to make the build more consistent and faster overall.
- Minor changes and fixes.
6/06/11: Minor changes and fixes.
6/06/11: Published.
Tryndamere Change Log
(Thanks leagueoflegends.wikia.com)
v1.0.0.113:



Classic Skin Splash Art updated.
v1.0.0.111:
Fixed a bug where

v1.0.0.109:


v1.0.0.103:

Cooldown reduced to 12/11/10/9/8 from 14/13/12/11/10.
Damage per stack increased to 5 from 3.

Cooldown reduced to 8 from 9.
Area of effect increased to 225 from 185.
v1.0.0.100:

v1.0.0.86:


v1.0.0.85:


v1.0.0.83:

Fixed a bug in which the critical strike chance was giving less per 10% health missing.



v1.0.0.75:
Fixed a tooltip bug with

v1.0.0.72:
The first physical attack after finishing

v1.0.0.63:





v1.0.0.61: Reworked.

It now activates on critical strikes as well as kills.
It now provides 4 attack damage and 1.5/2.25/3/3.75/4.5% critical damage per stack.
Cooldown changed to 12 from 30/25/20/15/10.
Heal reduced to 10/20/30/40/50 per stack from 90 + 30/45/60/75/90 per stack.
Each time you gain

Ability power ratio increased to 1.5 from 1.

Health cost changed to 25 from 20/25/30/35/40.
Fixed a bug with


Range reduced to 660 from 1150.
Damage changed to 60/105/150/195/240 + 50% of Tryndamere's Attack Damage from 110/165/220/275/330.
Health cost reduced to 40/50/60/70/80 from 30/60/90/120/150.
Cooldown is now reduced by 2 seconds each time you critically strike.
It wil fire directionally even if targeting a point outside of the cast range.

Duration reduced to 6 from 7.
Cooldown reduced to 120/100/80 from 160/120/80.
Reduced number of


If Tryndamere is below 5% health when


v1.0.0.32:
The


v0.9.25.34:

v0.9.25.24:

v0.9.25.21:

Fixed an issue causing the bonus crit to be at half power.

Targeting out of range will cause

Slash now has a minimum movement speed regardless of slows.

Now makes


v0.9.22.16:

v0.9.22.15:
Stats:
Increased Base Damage from 57 to 60.
Increased Damage per level from 3.1 to 3.2.
Increased Base Health from 539 to 559.



Reduced Cooldown from 10 to 9.
Increased Damage from 90/150/210/270/330 to 110/160/210/270/330.
Now has a minimum speed.
v0.9.22.7:
Stats:
Increased Movement Speed from 310 to 320.
Increased Base HP Regen from 1.62 to 2.
Reduced HP Regen per level from .2 to .18.

v0.8.21.110:

Modified cooldown from 30/30/30/30/30 to 30/26/22/18/14.
Increased Attack Speed per stack from 7% to 8%.
Slash renamed to

LoL: League of Legends
Trynd:

champ: A LoL champion like



BL:

SS:

MS:

UR:

CC: Crowd-Control, these effects include slow, stun, snare, fear, and blind. Suppression is also a form of CC (think



ult: Ultimate ability, most champions receive theirs at level 6. Tryndamere receives his at level 6 as well and his ult is

AP: Ability Power.
AD: Attack Damage.
ArP: Armor Penetration.
CrC: Critical Strike Chance.
CDR: Cooldown Reduction.
tank: A champion whose primary job is absorb, mitigate damage. Typically have high health pools and a method of initiation. Also tanks are know to have an interesting mechanic called taunt which forces its target to focus on the tank for a duration (

DPS: Damage-per-second, also a champion whose primary job is to do damage. Either concentrated bursts or in more consistent ways.
tanky DPS: A champion who has the ability to do respectable damage but also has some tanking capacities such as high health or armor.
support: A champion who alone is not very potent but rather whose abilities make his allies more powerful or makes enemies weaker (



buff: A beneficial effect that improves an aspect of its recipients.
debuff: A detrimental effect that worsens an aspect of its recipients.

CrC Marks are going to help you the most. I used to be a firm believer in ArP runes and granted I still am but not for Tryndamere. Your early game is so critical that it's hard to function without them.

There is no good primary Seal for Tryndamere so CrC is your best option here.

CDR is not the best thing for Tryndamere but then again its decent and its a primary glyph so its a good investment in general. No other glyph is really worth it in my opinion (Glyphs of Malice will only give you something piss poor like 2-3% so trust me they are not worth it).

Quints like Marks I used to always do ArP but Tryndamere really needs the extra CrC in the beginning. ArP is not a bad choice if you already have them for other champs but CrC will do the most for you with Tryndamere.
TL;DR
This is a short section just to clarify why I picked the masteries I did and if you are fine with them this section is perfectly fine to skip.
The Offense tree choices are fairly self explanatory. If you are wondering why I didn't pick Offensive Mastery you must be new to Tryndamere because after you play with him for a game you'll realize how insignificant 4 damage is. My choice to place the remaining 9 points into the Utility tree might not be as obvious so I will briefly go over some of my choices. Why Good Hands and not Perseverance? In my opinion most people make the mistake of putting 3 points into Perseverance and 1 into Good Hands. I see this a lot in other guides because of the misconception that Health/Mana regeneration is better than a shorter revive time but for most champions and not just Tryndamere revive time is going to do more for you in the long run than a negligible regeneration rate increase. Also it may be worth noting that late game Perseverance definitely loses its value whereas Good Hands is just more effective.
TL;DR
For teams with 3 or more enemy champs with high armor (120 armor+) go ahead and replace





Laning Core Build



Early Game










Mid Game













Late Game






Jungling Core Build




Early Game




Now the rest of the jungling build is the same as the laning build. You can find the item order above.
Situational Items
(Always a work in progress)












Note: Tenacity DOES NOT STACK.
































What Do I Replace With Situational Items?
Many times in the item descriptions above I suggested replacing

TL;DR
Generally start with







Level 1:



Level 2:

Level 3:

Level 4:

Level 5:

Level 6:


Level 7:

Level 8:

Level 9:

Level 10:

Level 11:

Level 12 and 13:

Level 14 and 15:

Level 16:

Level 17 and 18:
















Viable Summoner Spells







READ DESCRIPTION!

Not Suggested Summoner Spells








Important Note!
Depending on which summoner spells you use make sure to update your masteries accordingly. I.E. put 1 point in Haste rather than Perseverance.


Solo or Partner?
Since you don't have the survivability I like in a mid champ until about level 6 (sometimes a little sooner depending on the enemy team) laning with a partner is definitely the way to go. Now who do you lane with? Champions that make good laning partners with Tryndamere is any champion who helps you beat the **** out of another whether it be by buffs or stuns/snares.




Turrets and You
"WTF TRYND U HAV ULT Y U NO DIVE" You get this a lot in some games. Most players don't understand that just because you have your ult doesn't mean that you should use it at every opportunity. Like I've said before timing is everything. I have to be pretty sure that I can secure the kill before diving into turret range. I myself have kited champs who thought they could dive me inside turret range and gladly picked up the kill when they died to turret damage from full health. "OH WHAT I HAD YOU!!!!?!?!!?!?!1!!??" No you didn't. Don't be that guy please. "Nice one Trynd, you got me there." or "WOW UR ULT IS BS TRYND" are acceptable reactions when you turret dive not "LOLOLOLLOLOLLROFL FAIL TYRNDMER". Yeah it feels great being a "fail Tyrndmer" doesn't it? For all of our sakes be damn sure you can kill someone when you turret dive. Oh and if you die while turret diving, if you didn't get a bonus from ending their killstreak it wasn't "worth it" because you said so in chat.

1. When the game starts buy a



Wraith
- Experience - 120
- Gold - 35
- Experience - 20
- Gold - 12
2. Next move onto the Wolf camp. Similarly to the Wraith Camp kill the big Wolf (do not use Smite!) and move onto the smaller Wolves. Use BL after they are all dead.
Giant Wolf
- Experience - 90
- Gold - 25
Wolf
- Experience - 50
- Gold - 16
3. Head all the way back down to the two golem camp (not blue buff golem). Once you kill both (without Smite!) recall. If you are worried about being ganked use BL and move to a tower before recalling. Once there buy


Golem
- Experience - 140
- Gold - 30
4. Head to the blue buff Golem. Try not to Smite him and try to save BL stacks until after you kill him. Kill the small lizards next to him after the big golem goes down. Once you have cleared the blue buff camp the Wolf camp should've respawned (if they haven't either A. You got counter jungled B. You are really fast or C. Now you ****ed up). Kill the wolves again before moving onto step 5. Note: Offer this buff to your AP Carry or Support or whoever could make better use of it. You don't use mana and even though the CDR is nice it's much better in the hands of an AP Carry.
Ancient Golem
- Experience - 220
- Gold - 60
Young Lizard
- Experience - 30
- Gold - 10
Respawn Time - 300 seconds (5 minutes)
5. After clearing blue buff and Wolves move to red buff (skip Wraiths!). When it gets low enough (roughly 500 hp) Smite it down. You should be level 4 by now and ready to gank with both your buffs. Note: These buffs only last 150 seconds (2:30) so make sure to gank right after you get it to make good use of your buffs.
Lizard Elder
- Experience - 200
- Gold - 60
Respawn Time - 300 seconds (5 minutes)
At this point you should be able to jungle and gank at your convience. After you get

Dragon
- Experience - 400 / # local team members
- Gold - 190 + 25 (if you get the killing blow)
- Global Gold - 190g to other each team member
Respawn Time - 360 seconds (6 minutes)
Counter-Jungling
Tryndamere is an incredible counter-jungler. His damage output allows him to finish most camps before the enemy team will have time to react and he can use


When Do You Counter-Jungle?
I would suggest counter-jungling after you have

Where Do You Counter-Jungle?
You always want to try and take your enemies blue and red buffs. Try to not kill the Young Lizards that are by the buff mobs themselves. This will greatly increase the respawn time of the buff creeps because all creeps in the camp have to die before any will respawn. If



Why Do You Counter-Jungle?
Counter-jungling slows down your opponents jungle considerably. Depending on when and who you counter-jungle you can really disrupt their flow and cause some problems for the enemy team. Denying them a buff also denies them an advantage that your team will benefit from.
Warding



This is a fun way to play Tryndamere. Its all about


Runes

Your Marks will stay the same because you do need some CrC to build stacks of


AP per level is the best I can suggest for you here.

Read the description above once more.

Read the description above once more.
Masteries
Much different setup then the typical Tryndamere mastery tree. The 9 points in offense to lower cooldowns and make

Items
Pretty straightforward. Most of them reduce cooldowns, makes SS do more damage and BL heal more. You may want to replace



Skill Sequence
The skill order for AP Trynd is




Summoner Spells
For this build use



Again I'd like to remind everyone that IS NOT a recommended play style for Tryndamere.



Akali can do some great damage and Twilight Shroud is annoying as **** in a team fight so Akali should be one of the first champs targeted.
Item(s):
Thornmail: Akali is a hybrid champ but a good portion of her damage comes from standard attacks so Thornmail isn't great but it isn't bad and the armor is nice. This item I'd only really suggest you getting if Akali is just shutting your team down left and right.

Item(s):
Banshee's Veil: If Annie is just demolishing you this is a good way to counter her. Your offense is good enough against Annie so your defense is all you really got to worry about.



Item(s):
Banshee's Veil: If Brand is causing you trouble BV should help you out a lot. He does of burst dps and this will hopefully disrupt his rotation.





Item(s):
Last Whisper: Certain Cho'Gath builds will put him over 200 armor so
Black Cleaver might not be enough here.

Item(s):
- None


Item(s):
Frozen Mallet: This item will keep Mundo slowed even after he uses Sadism which should make finishing him off easier.
Executioner's Calling: The active on this item should stop a lot of Mundo's healing and keep him at a nice low health after he uses Sadism.




Item(s):
Frozen Mallet: Gankplank shouldn't ever really be a problem but one thing he might do is get away... a lot. GP's like to build items like
Phantom Dancer and
Youmuu's Ghostblade not to mention
Raise Morale increases movement speed oh and don't forget
Remove Scurvy's handy ability to remove CC you might have some trouble catching him. This is the best thing I can really suggest to help you in the chasing department.






Item(s):
Banshee's Veil: Like on every other bursty AP dps BV will help you out against them.
Quicksilver Sash: If you don't have
Cleanse as one of your summoner spells this might not be a bad item to pick up.






Item(s):
Ryze: This guy has some decent burst and disabling.
Rune Prison is a snare that will mess you up sometimes (you can
Cleanse this). Typical burst champ strategy with UR here, if you are low enough to go down in a single burst watch out keep a finger on the 'r' key. Ryze should be one of the first champs to go in a team fight simply because he can do a lot of damage to everyone and thats not the best thing that could happen during a team fight.
Item(s):Banshee's Veil: If Ryze is getting too much to handle just pick this item up like you should for all bursty AP dps.
Soraka: A good Soraka is truly a pain.
Infuse is a huge problem for Trynd considering it can silence you which can stop your UR from going off when you need it (you can Clease it though). Soraka also has the annoying habit of healing her allies and we don't like that. Make a note that
Astral Blessing also gives armor so Soraka being on an enemy team may warrant a switch from
Black Cleaver to
Last Whisper. In a team fight Soraka should be one of the first targets to go down because she can a. Silence you and b. heal her teammates.
Item(s):Executioner's Calling: This item is pretty good to have while fighting Soraka or even to have when Soraka is in the game and level 6+.
Wish can get pretty annoying late game so again the active on EC will help you out.
Banshee's Veil: If an AP Soraka is just destroying you (please don't let this happen) BV is a good item that will stop some damage.
Swain: Surprisingly not as much as a hassle as you'd think. MS and SS together will keep Swain in range.
Decrepify is not very potent as a slow, I mean it is annoying but
Mocking Shout is far beyond it.
Nevermove will trip you up sometimes but that is what
Cleanse is for. Cleanse has a short enough cooldown to justify using it just to get out of Nevermove but I'd only suggest doing it if you are fairly sure you can get the kill. It also might be relevant to note that you cannot SS out of Nevermore. When to target Swain in a team fight basically depends how fed he is. Swain can do some very good damage but isn't too squishy and typically is not as big as a threat as other members on his team.
Item(s):Executioner's Calling: Ehhh I'm not 100% if its worth it here but the active on EC can reduce the healing on
Ravenous Flock. I mean granted Swain can get some sweet healing off of his ult but from experience you typically can dish out more punishment than he can heal.
Vayne: I hate this *****.
Tumble and
Condemn will get her away from you almost every time and you can only hope she doesn't have
Flash as well. Trying to approach a
Vayne head on after early game without getting kited is nearly impossible so your best bet is to surprise her. Try to save SS until after she has tumbled or used
Condemn and then use SS to get in close and try to get MS off while she is still close to you. Now even after all this catching up she still has one or two ways of creating distance and typically she'll have
Phage or
Trinity Force which really doesn't help us either. Priority in a team fight is tricky. She is squishy but has so many ways of escaping its like trying to beat down a tank. Still she does very good burst damage and can be a huge problem in a team fight so your best bet here is to get a disable lock her down and have the team focus her. She should go down quick enough.
Item(s):Frozen Mallet: Against any slippery champ this item will help you keep close. That is if you manage to get a hit off. Hey Vayne, go die in a fire.
Xin Zhao: This guy isn't to much of a problem. Typically you'll see an initiation with something like
Audacious Charge into
Three Talon Strike for the knock-up. This is all you really have to worry about. The charge gives you a light slow and the knock-up is a knock-up so its not long enough to really worry about unless you're at really low health. Xin should be one of the first targets in a team fight because he can put out some really good damage throughout the games and can do nasty stuff to squishies.
Item(s):Thornmail: Yeah this will about do it for Xin. A Thornmail is brutal against Xin because of his high AD and AS so when fighting Xin, he'll do a lot of your work for you.
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