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TRYNDAMERE BUILD GUIDE: A Guide to Solo Top Tryndamere by MarineRevenge

by MarineRevenge (last updated 1 month ago)

Featured8,599,987 Views 139 Comments
6
Greater Mark of Attack Speed(+10.2% attack speed)
3
Greater Mark of Critical Chance(+2.79% critical chance)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
3
Greater Quintessence of Movement Speed(+4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details

Starting

5

Full Item Build

View Item Details
21
9
0
mastery 1 1/1
mastery 2 4/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Battle Fury
QBloodlust
WMocking Shout
ESpinning Slash
RUndying Rage
View Skill Order Details

Introduction

Thanks for taking a look at my new Tryndamere Guide.

I've mained Tryndamere for quite a long time, well before the rework. I started off playing him in the jungle, and then moved into Top Lane. A few months afterwards he was reworked and he's been my most played champion in both Season 1 and Season 2 (Although I was not very good during most of my Season 1 Play). I Consider myself to main Melee AD Carries, Tryndamere and Yi are both my favorite champions as well as some of my most successful. The Melee AD Carry play style is easily my most enjoyable even though it's not always the most viable. However for better or worse I press on playing the champions I love.



I'll do my best to shed as much light on the best way to play Tryndamere in his Current State so just follow along below.



In order to give you some perspective about where this information is coming from, below is are two screenshots - one of my elo stats and another of my ranked Tryndamere stats, just so you have some idea about what knowledge I have with Tryndamere in terms of competitive play.






And my Tryndamere Stats.


[http://i.imgur.com/AYypqwB.png]

Runes

Attack Speed Marks (6):Tryndamere lacks an attack speed steroid and has a low base attack speed overall, especially for a champion who only deals damage through auto attacks. These combat that primary weakness and makes his lane much stronger since more attack speed means more attacks more often which means more fury faster and more chances to critically strike.

Critical Chance Marks (3): Tryndamere's early lane strength is in how often he crits, and having any crit chance without fury instead of zero makes a really massive difference that can only be felt through experience. 3 Crit chance marks gives the most efficient rune to stat bonus as none of the crit % given is wasted. 3 extra crit percentage early on opens you up to being considerably stronger. Much more so than 5% more attack speed.

Flat Armor Seals (9): Tryndamere's early Game is pretty weak, use flat armor to help sustain through early game damage.

Flat Magic Resist Glyphs(9): Tryndameres weak point is his early game. Anything that makes that stronger tends to help. These are a safe bet vs anyone who deals magic damage, even if there primary form of damage is physical. If they deal zero magic damage, swap these out for attack speed OR MR/level.

Movespeed Quintessences (3): Movespeed quints are great anti-kite and extremely useful for teamfighting. You can swap these out for lifesteal if you want though as it makes laning significantly easier.



JUNGLERS : Run all flat attack speed in Marks/Quints/Glyphs for the best clear time with armor seals. Other good choices for jungle tryndamere include Movespeed Quints, Lifesteal Quints, amd MR Blues against ap junglers/ap heavy teams.

Masteries

mastery 1 1/1
mastery 2 4/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
For masteries, 21/9 is pretty straight forward. You get all the physical damage bonuses, ArPen and critical strike benefits. Dangerous game is a good pickup under executioner for getting kills and healing a little at the end of your ult to help survive things like ignite, tower shots, etc.

Get 9 in Defense for some flat HP bonuses - Tryndamere has really high base HP so the juggernaut mastery works well with him coupled with the flat HP from veteran's scars.

Summoner Sets

Ghost & Ignite


Explanation:

Ghost is our most important summoner spell. The movement speed and ignore the unit collision stat that it grants gives us the most superior chasing ability possible. Tryndamere primary weakness is being kited, so this is one of our few tools that we have to combat that, and possible one of our strongest tools to do so. Always take ghost.


This summoner spell is very strong during the lane phase and especially during tower dives. It's good for trying to snowball the lane phase and is a recommended must against lanes like Volibear, Irelia, Vlad, Mundo or other combat-sustain champions. It's considerably weaker than many other options below outside of the lane phase because it really doesnt do much for Tryndamere after 10-15 minutes as he starts getting his items, but it's a solid choice regardless.




Possible substitutes for 2nd Summoner



Exhaust is more or less the 'ideal' summoner for mid/late game on Tryndamere, especially if you team fight. It's really good at shutting down AD carries, and dueling in general. Its also got great anti-kite among other things. It's a little bit weaker than ignite in lane (and harder to use effectively) but it's an amazing summoner choice that I recommend to anyone looking to break the mold who might really appreciate thinking outside the box a little and being rewarded for it.


Cleanse is very powerful on Tryndamere and is highly recommend if you choose Tryndamere early and then get a strong enemy counter pick such as nunu and leona. Against certain team compositions even a 6 item Tryndamere can't do anything in team fights depending on the enemy make up. In these scenarios we grab cleanse. It's also useful for purging the damage from ignites from people who still like to rely on the 1-2-3-ignite counter to Tryndamere.


I pretty much never think its a good idea to take flash on Tryndamere but some people wanna take it still and it's certainly better then some other summoners.. like surge.. or promote..

Item Builds

Starting Build(s)
Default Starting Build
5
Starting Items
cloth-armorhealth-potion5 OR boots-of-speedhealth-potion4 OR health-potion3

First Back
berserkers-greavesvampiric-scepterhealth-potion5sight-ward2




Core Standard
berserkers-greavesstatikk-shivyoumuus-ghostbladevampiric-scepter

Core Vs Low Mobility Enemies
berserkers-greavesstatikk-shivvampiric-scepter




End-Game Standard
berserkers-greavesstatikk-shivyoumuus-ghostbladeinfinity-edgelast-whisperthe-bloodthirster

End-Game Optional replacements for Ghostblade
zephyr OR mercurial-scimitar OR guardian-angel OR blade-of-the-ruined-king




Situational Items to Consider
mercurys-treadszekes-heraldfrozen-malletyoumuus-ghostbladeblade-of-the-ruined-kingstatikk-shivphantom-dancer


Final Build(s)
Standard Final Items

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Battle Fury
QBloodlust
WMocking Shout
ESpinning Slash
RUndying Rage

Skills

Battle Fury
Passive: Battle Fury
Uses Fury, gaining 5 per hit, 10 per crit, and 10 extra per kill.Fury decays at 5 Fury per second after being out of combat for 10 seconds.Battle Fury grants up to 35% Critical Chance, depending on how full his Fury bar is

Explanation:


All of Tryndamere's lane strength come's from this ability. You can pretty much only be aggressive while you have near full fury, capitalizing on this passive at early levels when possible can lead to really easy wins in top lane.


Below is an image showing the fury and the corresponding buff to your Stats Window.

[http://i.imgur.com/rjM0u.jpg]
Bloodlust
Q: Bloodlust
Passive: He gains 5-20/10-30/15-40/20-50/25-60 Attack Damage depending on how wounded Tryndamere is

Active: Consumes all Fury to heal Tryndamere for .65/1.15/1.65/2.15/2.65 per Fury consumed

Cooldown 12 seconds


Explanation:

This is Tryndamere's primary sustain mechanic. It comes in handy more when you are losing lane then when you are winning. When you're winning lane your better off keeping your fury for the sake of being aggressive when opportunity arises. If you're losing lane you use this everytime it's off cooldown to try and stay alive long enough to get gold and turn things around.

When you use your ultimate, generally using this ability at the very last moment during your ultimate will give you a quick heal to allow you to either escape fights or to finish fighting it out with a 300 chunk of health. Never use this to heal during the duration of your ultimate until the very last moment for any reason. Ever.

Below is an image showing the bloodlust heal amount + particles to give you an idea how it looks.

[http://i.imgur.com/0ggn2.jpg]
Mocking Shout
W: Mocking Shout
Decreases surrounding champions' physical damage by 20 / 35 / 50 / 65 / 80, and enemies with their backs turned also have their movement speed slowed by 30 / 37.5 / 45 / 52.5 / 60%. Lasts 4 seconds.

Cooldown 14 seconds
Cost none
Range 400


Explanation:

This is used during straight up fights especially in lane to help you win trades when possible, alternatively used to chase enemies if you can win a trade without needing it in order to punish a failed attempt by the enemy laner. During mid game it's mostly used for chasing people in order to secure kills and in team fights it can be used to chase or reduce the enemy team's damage for a few seconds.

Below is a picture showing the Chicken Symbol that appears above an enemy when the slow is taking effect. Inside the radius shown, anyone - back turned or not - is hit by the AD reduction.

[http://i.imgur.com/JKmjR.jpg]
Spinning Slash
E: Spinning Slash
Tryndamere spins through his enemies, dealing 100% of his Attack Damage +70/100/130/160/190 (+120% of ability power) physical damage to enemies in his path.

Passive: Slash's cooldown is reduced by 2 sec whenever Tryndamere critically strikes.

Cooldown 13/12/11/10/9 seconds

Cost none

Range 660


Explanation:

This is Tryndamere's primary chasing tool and it's useful for trades in lane as well. If you spin into your opponent before starting a trade - you've committed to the trade but you get some decent spike damage out of this. Although it's nearly always recommended for utility/mobility purposes then anything else, if you're going to use it to commit to a fight at least make sure you spin through the enemy enough to deal damage with it. When losing lane especially to strong poke/engagements when you go in to last hit save this as much as possible for getting out without taking any harass or at least as little as possible.


Below is an image showing a level 1 spinning slash, the animation and particles as well as the radius of the damage.

[http://i.imgur.com/lCtXe.jpg]
Undying Rage
R: Undying Rage
Tryndamere becomes completely immune to death for 5 seconds, refusing to be reduced below 1 health. His abilities have no cost during this time and he gains 50 / 75 / 100 Fury.

Cooldown 110 / 100 / 90 seconds


Explanation:

The description for the ability is outdated but it essentially does what it says. You don't die during the duration and you gain fury rather then bloodlust.


This is your primary ability to grant you some amount of viability in fights without any defensive items. The biggest mistake most Tryndamere players make when using this ability is simply to cheat death. That's only half the idea. The real use for this ability is to cheat death in order to deal completely unregulated raw physical damage for a full 5 seconds. It's especially important in team fights to use the full duration in order to DEAL DAMAGE. Do not pop this ability then attempt to run away 2-3 seconds into it. That's not what it's for. This is your one and only chance to fulfill your role in fights. When you use this you're committed to whatever fight you're in.

Kill or be Killed.



Below is an image showing the instant boost to your fury that Undying Rage grants (started with zero fury) and the particles + buff icon to show your immune to death state for its duration.

[http://i.imgur.com/FBOvS.jpg]

Champion Matchups

Aatrox
Difficulty
Favors You
Even matchup, fight him with fury but don't fight him without. Careful to not waste your spin if you spin into a bad fight you wont escape from him due to his slow and his knockup. You'll need ignite to kill him if his passive is up.
Akali
Difficulty
Favors Enemy
You win this matchup early, but after she's level 6 she can punish you really hard if you commit to a fight you can't win. Even an akali who is behind can come back quite easily if you get too aggressive. Bait her shroud as much as possible otherwise there's no point even walking into melee range here.
Alistar
Difficulty
Favors You
Ali top is a new thing, just kill him. You can out sustain his mana pool and if he has teleport he's not a threat at all.
Chogath
Difficulty
Favors You
You can win this early, otherwise the match often turns into a stalemate until cho'gath has Frozen Heart which many often rush. When Cho gets his frozen heart he can become very aggressive with little you can do until your core is done, but until that point it's essentially a free lane for Tryndamere.
Darius
Difficulty
Favors Enemy
This lane is not easy, his trades are huge and he has an attackspeed/movement speed debuff. But he has no mobility and your ultimate counters his. If you can bait his abilities often enough you can win this lane but it's in his favor and very very sensitive, especially early - he bullies hard early.
Drmundo
Difficulty
Favors You
Farm and scale, you can kill mundo if he screws up. Mostly a stalemate matchup.
Fiora
Difficulty
Favors You
If you manage to bait her Parry ability this lane is quite easy. Your crits hit harder then anything she can dish out and your Ultimate lasts longer then hers and is easier for you to counterplay hers then it is for her to counterplay yours. You can flat out ignore her or press an advantage if you start early.
Garen
Difficulty
Favors You
This one depends on the Garen but it can go either way. My primary advice is if you're silenced and taking damage from his Spin.. TURN AND AUTO ATTACK HIM! Always be dealing damage to him if he's dealing damage to you and you can't use your Spinning Slash to evade him. Also attempt to keep his passive down and you can take a slow-victory here if you keep his primary sustain mechanic from coming up.
Irelia
Difficulty
Favors You
You can win early but if Irelia goes early ninja tabi + chain vest it's pretty much over in terms of trades. You'll lose most trades once she has some armor built up and most irelias rush a phage and can punish you quite nicely if you're losing trades. Do your best to bait her true damage and evade her during the duration. Turn on her when it's down and use your mocking shout to fight her on your terms as much as possible. This can go either way - it's really less about what you do and more about how many mistakes irelia makes or her item choices.
Jarvaniv
Difficulty
Favors Enemy
Similar to darius, his presence early. As the game goes on you win with a few items, but he can stop you from ever getting any items depending how he plays. One of the more difficult lanes - you're useless until 6 and even then you have little safety in this lane.
Jax
Difficulty
Favors Enemy
Jax isn't too hard EARLY but he can go toe to toe with you at every stage of the game item for item after level 6 if played well. If you want to get aggressive against him you need to bait his dodge before going all in. If you use spinning slash for anything but a disengage while he has his stun up you are in danger of dying.
Jayce
Difficulty
Favors Enemy
You really shouldn't be able to kill a good jayce, and he may have the chance to kill you. Try to not take too much free harass and if he shoves to your tower be prepared to dodge his shock blasts or you'll get pushed out.
Kayle
Difficulty
Favors Enemy
She can zone you out after she has some CDR but you can kill her pre 6 if she screws up badly and your ult is better than hers early on.
Kennen
Difficulty
Favors Enemy
This lane is in kennens favor but you can farm here without too much difficulty and in some cases even kill the kennen, but it isn't easy. It relies mostly on forcing his speedboost then getting aggressive when it's on cooldown. Same as most champions in this category, it's all about baiting their cooldowns then going in when they are down.
Leesin
Difficulty
Favors You
Lee Sin lost his attack speed slow so just dont get hit with all his Q's and you win.
Lissandra
Difficulty
Favors Enemy
She can zone you out so dodge her Q spam or you get behind and lose.
Lulu
Difficulty
Favors Enemy
Lulu is mega annoying just farm and try to avoid her harass. You probably wont kill a good one without your jungler.
Malphite
Difficulty
Favors You
You can farm this lane and even win it early on, but he can eventually become unkillable and he makes it hard for you to do anything be it take towers or kill players if he follows you around the map all game.
Maokai
Difficulty
Favors You
Tanky and annoying. You probably wont kill maokai but he can't zone you out unless you screw up really bad.
Nasus
Difficulty
Favors You
You can stop nasus from farming early, farm hard yourself and press a huge advatange. However the longer the game goes the harder this matchup becomes and honestly - even a zero item nasus can make you completely useless during your ultimate thus making even a 6 item Tryndamere lacking QSS or Cleanse zero threat to his team. Be aware of this in champion select before choosing Tryndamere to fight a nasus.
Nidalee
Difficulty
Favors Enemy
Super ultra cancer right now. You lose this matchup unless you can get on to her with spin and get 2~ crits in a trade. Careful pre-6 as her execute is insane right now.
Olaf
Difficulty
Favors You
He has better burst trades than you, but you can counter this by realizing his sustained trades are really weak early and Tryndamere's are much stronger. If he comes in to hit you with stuff, counter that by jumping on him for a few seconds and giving it all you got. Try to save spin to escape though, you want to ditch out before his true damage is up for a 2nd time which should ensure you come out ahead.
Pantheon
Difficulty
Favors Enemy
One of Tryndamere's hardest lanes right now. His passive is nuts against you and his early game harass and zoning power is top notch. Just farm and start cloth 5.
Quinn
Difficulty
Favors Enemy
You lose, passive farm and ask for jungle help.
Renekton
Difficulty
Favors Enemy
Renekton will bully you if you don't get an early lead at levels 1-3 with some lucky crits. He'll get a bunch of armor and then be unkillable. You don't have to die to renekton but youll be playing from behind the majority of the time. If you cant get an edge out early just play back, if renekton gets ahead he'll destroy you.
Riven
Difficulty
Favors Enemy
If you let riven do the aggression and evade her abilities as much as possible (her movement is predictable once she makes any sign of committing to a trade) you can punish her hard for 3-4 seconds when her abilities go on cooldown by retaliating with a quick W/E into a few crits. You have sustain, she doesn't. Her trades are better but you can win over time with proper play.
Rumble
Difficulty
Favors Enemy
Rumble used to be significantly harder to beat but after all the nerfs he got its now much more even. You can even get ahead if you play really well. Try to go in on him between his Q cooldowns and dodge his harpoon when you can. Careful if hes in danger-mode though cause he deals way more damage in that case.
Ryze
Difficulty
Favors Enemy
Wow look at all these OP ranged champs who harass and zone you indefinitely. Get an early gank on ryze or you slowly lose.
Shen
Difficulty
Favors You
You can't kill him if he's any decent and he's strong against you in team fights. You can farm this lane but it's aggravating the entire way through.
Shyvana
Difficulty
Favors You
Annoying champ but you can win trades. Try to bait her W and then go in when it's on cooldown. It's her damage and mobility so when its down you can kill her or win trades ez pz.
Singed
Difficulty
Favors You
Easy to farm this lane without looking back and he's an easy kill before he gets catalyst. He's annoying mid/late game but it's possible to keep him from ever becoming a problem as Tryndamere. If he goes full split push he's the most annoying POS in existence. If he gets rylais youll never kill him.
Swain
Difficulty
Favors Enemy
Too much damage and safety. You can't even get in range due to his slow/snare also being huge damage nukes and once he's level 6 - forget about it. You'll never kill this guy and rarely get much farm.
Teemo
Difficulty
Favors Enemy
Blinds, ranged, and movespeed steroids + stealthed slow mines. Teemos got aids.
Vladimir
Difficulty
Favors You
Contrary to popular belief, you can get aggressive against vlad early and win this lane incredibly easier *if* you play it out properly. Force his pool as much as possible without over committing then go hard-in-the-paint when it's on cooldown. Never dive vlad if his pool is up unless 1 or 2 hits + ignite can do the job. Beginner to intermediate Tryndamere players may not have much success here but Veteran or Master Tryndamere players can have quite the field day with vlad provided you bring wards.
Yasuo
Difficulty
Favors You
Show him who the crit king actually is. Wait for level 4 if you're new to this matchup and then stomp him.
Yorick
Difficulty
Favors You
Yorick wins early, you turn it around after getting some lifesteal. Frustrating lane but it isn't unwinnable by any stretch of the imagination. Just stay resilient.

Watch Me Live

After you've read through the guide, if you're interested in learning more or watching some specific gameplay examples, you can find my stream located at www.twitch.tv/marinerevenge - I have started streaming quite regularly so you can feel free to tune in, follow or watch my VoDs on both that site and some highlight clips on my 'MarineRevenge' youtube channel. Cheers!

Change Log

9/14/2012 - Initial Guide content released, submitted for approval.
9/16/2012 - Approval denied initially, added content based on comments from the moderator, will resubmit when able.
9/30/2012 - Added content throughout the guide over the last couple weeks. Content should be crisp, accurate and cover just about everything necessary.
10/30/2012 - I've removed phage/frozen mallet from the build, an explanation of why will be below in the item section.
11/7/2012 - Updated the runes used and rune page alternates. I've done some experimenting lately and i've slightly geared my runes a little different to make the mid-game ghostblade presence a little bit stronger since thats when we want to snowball the most, and i've also added in an extra rune page geared towards difficult lanes. Also changed summoner spell to exhaust from ignite w/ explanation. Also updated the look of some parts of the guide as well as introducing a new chapter - 'why should I pick Tryndamere'
11/10/2012 - Added a quick bit on Doran's blades.
12/4/2012 - Updated in preperation for the season 3 patch, complete overhaul on runes and item choices.
12/8/2012 - Swapped attack speed runes for lifesteal quintessences. The build is still being optimized and I feel that the attack speed is strong but now that Ghostblade has been swapped in favor of other items the extra ATS isn't needed as much but it's still a solid option.
12/9/2012 - Changed runes again, sorry but more swaps needed to happen! Still been trying to find the most optimal rune set for Tryndamere for the new season but I think i've nailed it down finally. Check it out below!
12/10/2012 - Fixed mastery picture and added a new description for alternate mastery.
12/15/2012 - added rageblade to possible 6th item
12/24/2012 - updated elo / statistics pictures to reflect season 3.
12/29/2012 - One final update on runes based on my experiences at higher elo's as of late. As per feedback added explanations for the lifesteal items like BoTRk, enchantments and changed core build a little.
1/10/2013 - Updated Core items and added a list of Do-not-buy items to wary off of noob trap items on Tryndamere.
1/18/2013 - added another section detailing later game buys for how to flex your stuff after the core is ready to go.
1/23/2013 - updated tool tips as solomids were out of date
2/3/2013 - Updated runes to reflect Tryndamere's buffs
2/20/2013 - Reached diamond elo so updated the intro section and fixed a few errors in the guide that were small and went un-noticed in previous changes.
2/25/2013 - edited out some typos i've left in for too long.
3/20/2013 - Will be building a replay section, first replay goes up today.
4/26/2013 - People want to play Split Push Tryndamere lately, so i'm adding guide changes to accommodate the interest in split push Tryndamere. Beyond that, i also update runes to better reflect the upcoming patch which will nerf pot stacking. Also added some champs to the matchups.
5/14/2013 - added to matchups and moved some around, update runes
5/19/2013 - fixed typographical errors. Removed a section that just looked out of place. Added new build route.
6/23/2013 - I've modified my build some after a lot of experimentation, and have updated item explanations and sections accordingly.
7/9/2013 - adding livestream section for info on how to watch me if interested
7/21/2013 - My matchups have been long outdated so i've finally gotten around to cleaning those up.
8/26/2013 - Removed hydra from the suggested situational items, forgot it was still in the guide for how trash it is.
9/13/2013 - fixed some typos and other stuff. Added cutlass to core build but keep in mind BoTRK is still NOT core! Changed around some other stuff.
12/20/2013 - Updated to the season 4 pre-season format
4/4/2014 - Updated for new rune changes, small mastery changes.
9/2/2014 - Long awaited update, sorry for taking so long. I've been really busy.

Why Should I Pick Tryndamere?

First A Review of Tryndamere as a champion and his general pro's and con's

[http://i.imgur.com/Vbypd.png]

Pro's

  • Potentially higher Damage Output then most ranged AD carries.

  • Strong initial chasing ability.

  • Unique Critical Chance steroid.

  • Strong 1v1/Skirmish capability.

  • Scales really well with items.

  • Powerful Ultimate.

Con's

  • Predictable.

  • Melee.

  • No Attack speed or Movement speed Steroids.

  • Counterplay is easy at most stages of the game.

  • Zero Magic-based damage.

  • People hate you in Champion select (Specifically your team mates).



So why would I want to pick Tryndamere?

For starters, the whole reason I started playing Tryndamere and the reason I enjoy him so much - he is a true hyper-carry. He's one of the only hyper-carries that exists in league of legends. When Tryndamere gets out of control he's one of the strongest champions in the entire game. His peaks are enormous due to his ultimate and steroids, out shadowed perhaps only by Master Yi.

If you learn to play him right, how to properly judge encounters and learn the timing windows for the melee dps class, you can sky rocket in strength and efficiency and win games that may otherwise seem unwinnable. Beyond that, it feels really good to carry a team with one of the widely regarded weakest champions in the game and it gives you a true sense of accomplishment, something you can't get by bouncing between FoTM champions until they get nerfed, riding broken mechanics and character strength to victories.

There's also the fact that in champion select, Tryndamere is highly uncontested, one of the reasons I enjoy having him in my roster of best characters is because if I want to play him and I think it's a good pick - I always can. I can't remember the last time I wanted to play Tryndamere but couldn't because someone on either team chose him before I did, and i've had more people on my own team ban him so I couldn't play him then witness enemy teams ban him because they were afraid of him.

Tryndamere is really rewarding in the sense that the only way to win a game with him against decent players is to play well - and when you play really well you can carry your entire team to victory.

Skill Order

Generally your skill order goes like this >>>

However you start with spinning slash at rank 1 in order to have the early mobility to press an advantage (Tryndamere's level 1 is stronger then a fair amount of champions) and in order to have safety against early level 2 jungle ganks.


Pretty much the only differentiation from this is if you prefer a lower cooldown/higher damage from spinning slash, you could level that over Mocking Shout early on but I generally recommend against this. However it may be better against AP enemies where the Attack Damage reduction has little benefit. However the stronger slow on mocking shout is nothing to overlook. Use your best judgement when deciding which to go for.

Item Builds

Pretty much the best choice for a starting item right now against any AD-based champ. It's sell back is one of the highest in the game so you lose 90 gold to gain an incredibly safer lane. If I don't take this it's cause im against ranged or AP.

The single most important item on Tryndamere early on. Movement speed to stick to and evade targets, attack speed to bolster his passive and take advantage of his AD steroid. It just boosts all his options for the least gold investment, get these early.

Strong choice for a later game pair of boots. You can sell the 'zerkers and switch to these later on if your team fight's not going to well based on enemy CC. Ideally we used to pick Tryndamere against teams without a ton of cc but the CC creep that league has suffered makes these boots more and more appealing every patch.

Your sustain items. Only make cutlass if you want to build a BoTRK but I personally think BT is better for carrying and team fighting. I don't make botrk on Tryndamere since I prefer to teamfight with him and BT is better in teamfights.

In season 3 these don't grant lifesteal as well as the sell-back amount has gone down so we lose more gold now - so they're even less appealing then they were before. I likely wont be making these pretty much ever.

Zeal-derivatives are really strong on Tryndamere, one day I hope PD will become a more competitive choice on Tryndamere again, but currently it seems to fall behind Shiv for less gold.

Ghostblade is basically everything that Blade of The Ruined King is, except this item feels much better than BotRK on Tryndamere. Theres no 'on hit' effect, but it has higher base AD, 20 ArPen and 15% crit which more than outweighs the ruined king passive, and the active on this has twice the duration of ruined king and only half the cooldown (45 seconds instead of ruined kings 90). During active you have the same attack speed as ruined king as well. This item isn't as good for raw tower pushing, but you should be getting good at the game and learning how to do things besides pushing towers on Tryndamere anyway nerds.

Shiv is a really good split push item, but it's also got a lot of synergy with Tryndamere's kit in general. Since the proc can critically strike, it offers quite a bit of power. The crit proc also scales with Critical Strike damage so picking up an Infinity Edge will increase the power of this item too.

Huge armor penetration but nothing else - because of this we usually build this only in response to what the enemy team is building. You may need to build this before finishing your Infinity Edge depending on what the enemy team is making, if not, it's almost always a necessity after the IE.

Infinity edge by itself has a lot of major weaknesses, but combine with statikk shiv you get around the main issue of ivesting tons of gold into damage without having armorpen which made IE rushing tradtionally bad. Since shiv deals magic damage that also scales with IE's passive, it's now much more viable to go for an early IE combined with SS.

The best lifesteal Item for Teamfighting, it grants the most damage on critical strikes and the shield and higher lifesteal percentage helps keep you alive during team fights and helps delay the use of your ultimate which extends your life span in fights.

Good for split pushing, it got its on-hit % buffed awhile ago but the lifesteal got nerfed. It's good for 1v1 duels but underwhelming in team fights where you should be targeting carries who have low HP pools thus making the % current HP passive significantly less powerful.

Less damage on crits than a bloodthirster, less lifesteal than a bloodthirster, less utility than botrk, more expensive than botrk and less expensive than a BT but not by that much. Honestly this item doesn't do anything better than BT or Botrk in my opinion and is the worst lifesteal option right now. You don't need it for split pushing and the AoE damage doesn't benefit from critical strikes, generally speaking BT is better for team fights (more LS, damage and a shield) and botrk is better for splitting (attack speed, cheaper and some utility on active).

A great endgame item for Tryndamere if the enemy team is saving hard CC's or exhausts for you, and the active now grants movespeed so you can catch up to people easier after being CC'd. That and the item now grants damage which means you dont actually have to let your DPS build suffer from making this now!

An absolutely fantastic late game addition. It's similar to the old 'Cloak and Dagger' only it provides movespeed, AD and a much larger amount of attack speed. You'll want to build this in response to either A) The enemy team is applying lots of crowd control to you in fights and you need a way to stick better or B) The enemy team is building items like Randuins and Frozen Heart in which case you'll want this for the AD/ATS to offeset that weakness. You can make this before IE depending how the game is going but you may want to wait until after last whisper since you should have your phantom dancer already.


Tryndamere with two lives is pretty scary. You can make this late game if you think it's a good choice. Sometimes the frozen mallet is better (against burst/ap damage) and sometimes the GA is better (against strong enemy AD carries).


A mediocre item in terms of survival, you pay a lot for very little defensive bonus. The only reason for this item really is the on-hit slow. Think of it like having red buff at all times. It helps a ton at kite prevention but I'm not sure this is really the ideal item for most games. A possible usefulness but outshined by other items quite often.

A lot less attractive after the attack speed has been taken off it, it could be a possible 6th item but I don't see why it's better then any of the other options. Leave it to the supports for the most case.

General preferred enchanment. Not really worth making till super late game but it's decent. The main argument is whether to get this or Furor and my argument is this. The furor provides a movespeed boost that is much stronger than this, but only if you're in melee range and abilty to get an auto-attack off. Now here's the dilema, if you're in melee range you didn't need the movespeed to begin with. Thus when you're out of melee range - the time you need that movespeed to catch up - you simply cannot because you dont have the bonus or any way of attaining it. Thus Alacrity is my choice since the boost is always there.

What To Buy - And When Do I Buy It?

If you follow this guide and build Tryndamere the way I tend to, then there's a few things you'll need to keep in mind as you progress your build.

The earlier portions of the build stay relatively stagnant, you nearly always want to rush your for your lane sustain, it's just generally the best option all around because of its low cost for its return on a weak early game like Tryndamere. The main deviations here come from what your opponent is building and how you want to play the lane.

If the enemy is rushing armor and your goal is to try and kill things and snowball -> You want to rush your before even making boots or anything else. Get your early and powerfarm to a completed shiv. The magic damage proc will circumvent their armor significantly and make it very easy to snowball against generic armor stacking.

If the enemy is rushing damage, health or a combination of stats not related to Armor, and your goal is to snowball -> You want to get your and then start working towards your into . You'll do way more damage picking up your brutalizer against low armor targets than you will with shiv procs, and completing your Ghostblade is a massive DPS increase and will help you stick to your target better during the active.

If you are unable to snowball the lane, or are behind -> Simply go for your and make a second and just push the lane and powerfarm until you get your and can start participating in team fights/skirmishes/pushing objectives like dragon , mid tower, etc.


After you've completed your core items you want to work towards your . The flat ArPen from ghostblade will be enough arpen to kill carries with (which should be your ultimate goal as Tryndamere in any fight) without issue. When you've completed your infinity edge round out your build with into (Or another lifesteal item of your choice if you REALLY dont want BT for some reason). You can eventually sell if you finish your build and need something else. Super late game i recommend picking up a for the tenacity which makes it a good Ghostblade replacement in general.

Early Game

Early on your largest priority is to farm the lane/creeps as much as possible. You need more gold then most characters to be useful but you scale much better then most characters too. I'll cover lane matchups in another section but just understand the general lane phase of Tryndamere goes like this..



Against most ranged Champions - they poke you from the start and its an uphill battle almost the entire way. Around level 9 things alleviate some, but the earliest levels are the hardest. Levels 1-4 are the most crucial here, you need to avoid losing the lane flat out at this stage or there's no going back most cases.


Against most melee champions it's about the reverse. If you can set yourself up for a strong level 1-4 you can often times kill most enemy melee champions just by abusing your passive as much as possible, if Neither Tryndamere nor the Enemy laner manage to secure an advantage between levels 1-4 the lane is often either a stalemate or the enemy laner quickly takes the lead. Rarely does it go in Tryndamere's favor if levels 1-4 go really even.

The lane mechanics for Tryndamere change multiple times depending on what level you and the opposing laner are, i'll explain that in another section below.



Your level 1 should generally look like this before you leave fountain. You may base at 1:30 to buy a 4th pot at 1:40 if your jungler doesn't need help to bolster your early game sustain.

[http://i.imgur.com/wziNx.jpg]

Basic Lane Mechanics

During Tryndamere's lane phase he has a few basic lane mechanics to keep in mind.


Level's 1-5

Generally during the earliest levels most opponents can bully you. However if you're against a melee opponent, or a ranged opponent with a weak early game there's a small window for Tryndamere to win the lane from the start at levels 1-2.

This trick involves getting some quick fury and pushing the lane just a little bit to allow you to hit level 2 before your opponent. When you have at least half fury try to abuse the enemy laner by attacking them when they go in for a last hit, simply walking up to a melee enemy or spinning into a ranged opponent. Attack them then walk in the direction of their escape route, attack them and repeat. If you can land 2~ crits during this phase you can often win the lane right then and there due to them having to blow around 2 pots early on which leaves you with 2-3 still (depending on if you used 1 during your trade which is highly recommended by the way if the enemy laner retaliates at all.)

If the enemy laner is someone really strong early on like Jarvan, Garen etc I do not recommend trying this technique as they can punish you a lot harder if you don't crit and since we're working with RNG the risk is usually better left at home against some of the more difficult laners.

Outside of this, most enemy laners can usually abuse you pretty hard during this stage if they don't have a weak early so if they fall under this category do your best to last hit and let them push the creeps in your wave, it's always safer farming near your tower then theirs.

Levels 6-9

Around this time you should have picked up boots 2 + vamp scepter, maybe some extra pots and wards. Here you have a little more potential to be aggressive depending on what the enemy laner built. If they come back with double dorans and pots/wards you're good to be aggressive when you have fury built up and you can even tower dive during this stage with ghost + ignite if you play it right.

However, if the enemy laner comes back with Ninja Tabi on first base which is pretty common sadly, or comes back with a chain vest on first base you're better off farming more then anything. If you're on purple side don't be afraid to do double golems if your jungler isn't around to do them, its harass free gold/xp if you have a vamp scepter.

Around level 9 you reach your peak sustain - you can usually spam Q at this point and stay in lane for good periods of time even if you can't trade with your opponent. Keep in mind you still have to play smart but farming here is the easiest time of the lane phase.

Levels 10->xx

At this point the lane phase can end at any time depending on what team is taking what tower in what lane. Conversely and unfortunately this is our strongest part of the lane phase because by this time were usually working with which gives us good aggressive potential against most enemy laners if they don't have ninja tabi/chain vest combo too early.

At this stage all you want to do is finish your as fast as you can. Your mid-game presence with those items is incredibly scary. You hit hard, you hit fast. You run fast, you chase hard - and you don't fear turrets. You can snowball your team to victory really easily during this phase or at least build yourself a ton of gold in order to get the next parts of your build (refer to above section about item progression).

If you're still laning during this phase you can pretty much just tower dive anyone 1 on 1 if you have ghost/ignite up. The only exceptions to this is they have an early (champions like might have this) or (champions like might have this). Unforunately Frozen Heart and Randuins/Wardens Mail usually prevents you from flat out running over opponenets with these items until you build a little more damage. The wardens because it makes it easy to kite you due to its proc being as effective as you getting hit with a phage - only it slows your attack speed too. And frozen heart due to the always-up-ats slow and the raw enourmous armor boost. The CDR also helps the enemy defensive cooldowns which allows them to peel you more often.

When the lane phase ends, simply refer to the sections below about the different stages of the game.

Mid Game

If you haven't completed your core items during the early stages of the mid game you mostly want to push towers and farm as best as you can. Other tops can help their team secure objectives like dragon and make strong plays but without your core items you can't do a whole lot just roaming around.

Once you complete your core items feel free to pressure objectives, other lanes, dragon and even try to pick enemy champions off when you can. You are at your most deadly during the game during this phase if you managed to get your core items during a respectable amount of time (Talking like 25~ minutes and you got everything core.)

Wards as incredibly useful here because of your ability to chase here and due to your ult it's not uncommon to enter a 1v1 or 1v2 situation and escape with an easy kill. In some scenarios you can even 1v2 and get both or 1v3 and get at least one before dying.

The only thing I can really suggest for you to try and do here is when you core items are finished you have huge chasing diving and damage potential. Try to snowballs your lanes as much as possible, roam around and come from out of their jungle or behind their turrets (such as walking around purple side blue buff and circling down to bottom lane then diving their ad/support with the help of your bottom lane. They wont see it coming.) and do whatever you can to secure kills or take towers.

Tryndamere isn't particularly good at forcing dragons due to low CC and no ranged poke, but he's really strong at forcing people off towers for your team to take due to huge diving safety with his ultimate .

Late Game

There primary thing to focus on as Tryndamere in late game is to play passively behind your teams movement or push lanes depending on how much vision you have at this stage. Ideally your team will have wards in key locations (river, wraiths, baron, buff lizards) and this should allow you to roam around the map farming up your final items.

Alternatively, if you feel you are able you can push lanes. Tryndamere is an excellent pusher and he makes for a great back-door champion as well. Push down creep waves if you feel you are able to pressure and take towers or set your team up for baron. Conversely, if your team has an inhibitor down Tryndamres raw damage output makes him great as defending lanes with super minions. You can use Tryndamere to gain map control at this stage as long as you have appropriate vision from wards and team mates around the map. Just be weary about face checking brushes and avoid going bottom lane for extended periods if baron is up.

Outside of this, remember to stay grouped with your team as much as possible but let the initiatiors be the ones in front. At any moment a fight could break out and you do not want to be the one to enter the fight first!

Unfortunately there isn't a ton to say about that late game itself due to Tryndamere's pretty two-dimensional design outside of the team fights which i will cover elsewhere.

Team Fights

Tryndamere's primary role in team fights are as follows

  • Allow your team to do the primary initiating/play making.

  • Enter the fight at an opportune time, however do not wait *too* long. Try to make it in after some important CC cooldowns have been blown which usually occurs at the start of most team fights. Enter the fight from a flank point to best throw off the enemy positioning as diving head first rarely works.

  • Absorb a large chunk of damage from the enemy team due to your cheat-death mechanic.

  • Dive/pressure the enemy carries as much as possible. They're the squishiest and most important targets and Tryndamere's kit is perfect for in-your-face attempts to ice them as quickly as is possible.

  • Make sure to abuse the FULL FIVE SECONDS of your ultimate. The least successful Tryndamere's that I or anyone has ever seen are the Tryndamere's who fear death. If you die in a team fight as Tryndamere it's okay. You want to die - because that means you wrecked as much free havoc as possible during your golden moments. Tryndamere's play style is not passive, you make those 5 seconds count or you pick another champion if you can't handle that responsibility.

  • After the duration of your ultimate if a clear opportunity presents itself you can attempt to escape the team fight, however you can often get 1 or 2 more auto attacks off with the 300 health you gain back from using bloodlust, and you often die to ignite after leaving a team fight anyway due to the common counterplay of igniting you halfway through your ultimate. If either of these factors seem to be holding true, it's often best to just stay and deal a few more hits. I've gotten quite a few kills AFTER my ultimate ends simply because you often deal so much damage that the 300 health buffer can be enough to give you the time for one or two more attacks, depending on who is left in the fight and your stats like lifesteal,etc you can even sustain yourself afterwards if their primary damage dealers are out of the fight.

  • A final reiteration on the first point. Do not initiate any fights and never be the first one or two people into the fray. You'll often get hit with some sort of CC during your ultimate but having to blow your ultimate before the fight even gets going means you're often dead before having been able to do anything meaningful due to having been caught in the initial burst/initiation from the enemy team which rarely if ever isn't enough to lock you down to a state of powerlessness.

Final Comments

Thanks for viewing my Tryndamere Guide, I plan to expand and modify this guide as time goes on as I see fit. Over the last 1.5-2 years i've been maining Tryndamere i've changed my runes/masteries/items/play styles quite often as I find better options to combat the trends of the meta and to best suit what I feel provides the largest success.

Leave any feedback or questions and i'll do my best to address all of them.




Happy killing,
MarineRevenge

Comments

September 7, 2014 - 02:18 AM #1

I feel that BT is a bad item right now in general, and Hydra is just a much better alternative for Trynd.

September 2, 2014 - 08:45 AM #2

THE UPDATE IS HERE

August 27, 2014 - 11:01 AM #3

Would be happy to see an update) Btw, have u ever considered something like "Greater Mark of Critical Damage", is it playable?

July 3, 2014 - 02:11 PM #4

i plan to update the guide significantly in the not too distant future, in the short term beating aatrox is all about forcing him below half while trying to keep yourself as close to full as possible. when he misses his Q go all in with ignite. when he revives kill him quickly before he can get his passive and heal up again.

July 1, 2014 - 03:39 AM #5

Can you add an Aatrox matchup? I've been having some difficulty going against one since I just feel like Aatrox has a stronger sustain ability and he can outsustain Tryandamere to the point where he can drive you out of lane. Anything helps!

June 20, 2014 - 02:04 PM #6

http://j.gs/5748888/skinlottery

April 14, 2014 - 08:21 AM #7

I like your explanation for Ghostblade, but I feel that if you're going to run Ghostblade, running Ghost Summoner spell is not as strong.

Consider either Heal or Exhaust WITH Ignite. Given Ghostblade already gives you a lot of mobility on demand, either Heal to troll people that try to Ignite you (not to mention Heal also has a speed boost) or Exhaust to get the benefit of a slow might be ideal.

Ghost works better if you run BotrK because the combined effect of a slow + mobility is greater than simply stacking mobility.

April 9, 2014 - 11:22 PM #8

I have quite a few things to say, here we go. First off, you're a troll XD the url says tryn build guide apc jungle fighter lol. also the real stuff. Should I get cloth armor versus a hyprid pen jax, and is distortion better now on tryn due to it severely buffing ghost.
Typos: there instead of their in flat mr glyphs paragraph
then instead of than in 1st early game paragraph

ps, love ur shit

April 9, 2014 - 12:21 PM #9

http://www.linkbucks.com/KmBq

April 8, 2014 - 02:30 AM #10

Hey for your item builds you stated that cloth armor is when you are against AD. What is the starting item against ap's?

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