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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
Start off by buying these and 2
Recall after you get 795g and finish off
If you did not buy your Mid Game
Try to farm 1650g quickly to get your first
You should be able to melt people now pretty well so try to get 2180g as quickly as possible because
After grabbing
Before building Late Game
Many people I am sure are going to disagree with my choice here. I see
Grab your third B. F. Sword now.
Farm another 1300g to buy [The Bloodthirster] and you will have finished the core build.
Now it's time to get your fourth and final B. F. Sword.
If you haven't gotten 9 pentakills yet to force a surrender from the enemy team go ahead and grab your second Bloodthirster.Jungling Core Build
Early Game
Buy this item as soon as you get in the game. It will help keep you alive while jungling.
After killing the two golem camp recall and buy this item along with a single [Health Potion]. This will give a little more survivability and help you grab the blue and red buff.
This item really helps the jungling Trynd stabalize and lets you do Dragon a hell of a lot sooner then without it. It does take you a little longer to get 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)
Instead of
If the enemy team has enough CC for you to worry about but not enough to warrant Note: Tenacity DOES NOT STACK.
This will be a replacement for
If you are faced up against a heavy AP team use
This item is great if a physical carry is ruining your day and its a nice 50% damage reduction and the 30% damage return is sweet as well (This is very good Anti-Tryndamere item so watch out for it and don't forget to use it in a mirror match). Replace one of
If you are up against a real slippery champion like
If you don't have
Let's all be honest here this is straight Anti-
This item is by no means bad and it could be a huge boost to a melee heavy team. However I feel like this item is better suited on another melee champion. Tryndamere's item real estate is a precious commodity and it really comes down to space with this one. If your team is really hurting for this item don't feel to bad for picking it up though. Also its debuff is nice against a tanky team. Replace
How frustrating must this be for the enemy team since you will revive even after they kill you. Get this item if the enemy team has a lot of burst and stuns. I suggest trying to save UR until after you revive (MAKE SURE ITS NOT ON COOLDOWN!). Replace one of
This item is mostly used to meta against a champion that likes to heal a lot like What Do I Replace With Situational Items?
Many times in the item descriptions above I suggested replacing
TL;DR
Generally start with
>
>
>
.Level 1:
Put one point into this ability first thing. This ability allows you to stay in lanes much longer and its buff is sweet. It also lets you take a little bit more harassment then normal. This ability is your moneymaker so we're going to level it to 5 first. Note: Depending on what elo or what summoner level you are you might want to get
at level 2 instead of
. I don't suggest trying to gank before level 6 most times and I certainly wouldn't suggest anyone trying it before level 4 but if you are confident enough or are in a game with sub par players it isn't impossible before level 4 (its not impossible ever but more than likely you are going to get punished if you try too early).Level 2:
Put your first point into this ability here and you won't put another until much later. This ability's bonus damage is really irrelevant because all of your damage is based on critical hits so its main use is chasing and escaping. Sadly its cooldown does decrease with each level so 1 point is really all you need.Level 3:
Put your next point into Bloodlust.Level 4:
This ability will really let start ganking. MAKE SURE YOU USE THIS ABILITY WHEN YOU ARE IN A FIGHT WITH AN AD CHAMP. This ability is awesome for more than just chasing because it reduces the damage champions deal so use it in that capacity. Also I would make a general suggestion here: always make sure that by level 4 you have atleast 1 point in each of your abilities (with very rare exceptions). Riot didn't add the ability for no reason and typically the ability is useful in some capacity.Level 5:
Put another point into BL here and it should be level 3 at this point.Level 6:
Finally the ability that makes Tryndamere, Tryndamere. 5 seconds of immunity from all damage. You literally cannot die. However timing of this ability is so critical that using it at the wrong instant can change a triple kill into nothing. Level 7:
Put another into BL to make it level 4.Level 8:
At level 8 you will put your second point into MS.Level 9:
Your fifth and final level of BL.Level 10:
Put your third point into MS here.Level 11:
This is first time UR will available to level up so go ahead and oblige it by putting another point into it.Level 12 and 13:
The next two levels you will go ahead and get MS to level 5.Level 14 and 15:
You are finally going to put your second and third points into SS. Trust me when I say that if you are playing Tryndamere right you won't really notice a difference.Level 16:
Put the last point into UR now.Level 17 and 18:
We are going to finish off by leveling SS to level 5. Just like at levels 14 and 15 you aren't going to really see any difference by adding points to SS.
I haven't really gone over Tryndamere's passive yet so I figured this would be the place to do so. This gives you a passive 10% crit chance (sweet!) and 0.4% crit chance for every 1% health missing so typically when you have popped
BL is a huge part of laning/jungling for Tryndamere. It will heal you through harass and will keep you alive while jungling. CrC runes are really important for jungling Tryndamere because otherwise you will not do enough damage and/or generate BL stacks fast enough to make it worth it. While laning this ability gives such a huge edge early game. Try to have 4 or 5 stacks of Bloodlust at all times in case of a gank attempt so you can heal through it and to keep the damage and crit bonus. This ability along with UR is awesome for baiting. What I mean is leave yourself at deceptively low health with enough stacks of BL to heal yourself for a good amount (5+) and try to trick an enemy champ into thinking they have an easy kill. This is best done around towers with the intention of making enemy champs tower dive you. Be careful when you attempt this. You will be at low health so many champs can burst you down before you can react
This is your new car. Well it might as well be. Chasing and escaping is very easy with well timed and aimed Spinning Slashes. Now one of the most important part of Spinning Slash is its ability to spin Tryndamere through walls. I suggest practicing this on your own in a custom game. There are so many places you can do this you really are gonna just have to feel it out on a case by case basis. Many champs can dash through walls and you can do it on Twisted Treeline as well as Summoner's Rift.
Great ability. At level 5 it boasts a great 60% slow and reduces physical damage by 100 damage! An important feature that this ability has is not mentioned in its description. After putting a point into Mocking Shout you may notice that it is still unusable. This is because you may not use Mocking Shout unless a champion is nearby. Why is this useful? It becomes active whenever a champion is nearby. This means that a stealthed
This is ability is very unique. It literally makes you immortal for 5 seconds. Now how do we use this to our advantage? The biggest thing you have to worry about this ability is timing. Though you can use it while stunned its not doing you much good if you are stunned. Obviously one of the best times to use it is if you are near death. Pretty basic right? Well the key is being able to know when you are about to be near death. If you are up against a bursty AP powerhouse like
Flash is a great summoner spell and one of the best. You can use flash to catch up to people and get them in range of
Cleanse is another great summoner spell and in my opinion often underrated. Why Cleanse though? As I listed in the above Cons section Tryndamere has a lot of trouble with CC. Cleanse lets you get out of stuns and slows to either chase or get away and more importantly allow you to make use of Viable Summoner Spells
Ghost is just good to have. You never are going to say "Man I really wish I didn't have all of this movement speed." I personally like
Exhaust, like
I personally do not use Ignite but its a great summoner spell. I have tested it really but I don't see it being bad. If you use Ignite a lot with Trynd go ahead and leave a comment about how it goes for you so I can add a better description.READ DESCRIPTION!
Only use Smite if you are going to jungle. This will greatly shorten your time spent jungling though the downside you will be using it less and less as you level. This summoner spell is a requirement though if you do not have full masteries and runes.Not Suggested Summoner Spells
You have
You don't have mana. Nuff said.
I really can't suggest a Tryndamere getting Teleport. It's a great spell for getting around the map and farming but Tryndamere farms well enough as it is and gets around pretty good too. There's just much better options out there for Trynd.
Not a bad summoner spell but summoner spells are pretty relevant with Tryndamere and you will never have room for this.
Basically the same argument here as with Clairvoyance. Revive is incredibly situational and Tryndamere is going to get more mileage out other summoner spells.
Ehhhh situational but like I've said before you don't need it with Trynd.
No.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
>
>
>
. Not much else to add here...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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