IntroductionHello, my IGN in NA is GodAwfulPlayer. In ranked I am a mediocre player, I often play anywhere between 1400-1600, depending on my mood and trolling antics of the week. But that's about all that anyone would care to know about me.
Ok, so this guide is NOT for competitive play. Don't expect to carry games and win every game, although in my experience I win a majority of the games. This is a guide for AP Tryndamere. I'd suggest only using it in normals, customs, and bot games. It's merely pubstompy and fun to play.
I personally find it to have a really fun playstyle and usually people's reactions are quite entertaining. Plus if you do well or are dominating you get to boast that you're playing a troll build and it's working.
- Great early game
- Fun to play
- OP heal
- Great Bait/Initiation due to swing, flash, ulti, and heal.
- Excellent wave and turret pushing with lich bane and high AP.
- Terrible(under usual circumstances) late game damage.
- People will be annoyed with you, from both teams. Hint: Mute ragers regardless of what you're doing to enjoy the game more.
- If you don't do super awesome people will want to report you, but you won't get banned unless you rage at them or something other than just building nonstandard
MasteriesI find 21-9-0 to be good for this build. The offense tree helps get some AP and CDR for spinning around. Also you need as much armor penetration as you can get as your spin does PHYSICAL damage, despite having a 1.0 AP ratio. While the HP, armor, and magic resistance from 9 in defense helps your early game domination.
- AP Masteries, discarding magic pen.
- Armor Penetration
- Flat HP and HP scaling
RunesFor runes I grab armor penetration reds. You need the armor penetration to do as much damage as possible since you are 100% physical damage as stated before.
For blues and quints I grab flat AP and I find the best part of this build is early game domination and you can easily do up to half the enemy's hp with one swing depending your opponent.
For yellows I grab flat armor as to help early game fights and making sure I don't die that easily. These could be changed for a number of other things if you have them and believe they'd be more useful. I often use this build as a top, where the current meta is tanky AD, making armor really nice.
Okay this is fairly simple. Ignite can usually get you an easy kill early game and flash allows you to be even more annoyingly hard to kill combined with your ridiculous heal, spin, and if you're in real trouble your ulti. It also helps that the mastery for ignite should give your spin about 12 extra damage while your ignite is down(not really great for champions, but it doesn't hurt, and helps you farm creeps even easier).
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
Allows Tryndamere, even AP, to dominate early game. If you have any fury built up and they try fighting you, you will probably win. Personally this has gotten me multiple kills during laning due to random 35% crits.
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
Possibly the best part of AP Tryndamere. You can just spam it in lane for sustain and even later in game before, during, and after fights. It has an insance 1.5 AP ratio that can let you heal for up to 25% of your hp at once.
W: Mocking Shout
Decreases surrounding champions' physical damage by 20 / 40 / 60 / 80 / 100, 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
Actually my favorite skill on Tryndamere(regardless of build). Just casting this gives you assists, even if you don't get the slow. This can also allow you to kill people at level 4 when they don't expect to not do damage, or to keep them from running away.
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
The core of this build really. It can actually do surprising amounts of damage level 1 with flat AP runes and AP masteries. It has a 1.0 AP ratio and is an AoE, not only that it spins you over walls and allows you to be nearly unkillable(unless completely hard-cc'd and focused).
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 4 / 6 / 8 Bloodlust stacks.
Cooldown 130 / 115 / 100 seconds
Let's you survive even better. What's more to love? It also will instantly give you fury, and if it's still early enough in game, just straight auto-attacking might work out for you.
Use it for diving if you please as well.
Skill OrderI grab E first because it will put out a lot of damage and give you an extra escape if something happens. Grab Q at level two for sustain. Max E first, put a point in W at 3 or 4, depending on how the enemy is laning. If I can get a kill with the slow possibly via gank or chase and a second spin with ignite, I go for it, otherwise I just get more on E.
R>E>Q>W for general use.
Item BuildsFor items I start with a tome and a potion, this allows me to spin at the enemy level one and hit them really hard. I just use the potion if they hit back, if not I keep it for a rainy day, when Q just isn't healing fast enough. I rush because the build is expensive it's a fairly cheap item that does help to hold all game. It adds 5 AP on top of the tome and gives gp5. Usually the game won't last long enough to sell the pick for another item, but if that becomes the case, do so.
Also, I for boots I get because his E isn't magic damage and he needs to have as low of CDs as he can get to do damage and stay alive.
After that I get ASAP for the increased damage/burst. My next item from there is almost always .
This item is 100% luxury and since last nerfs is not worth building on basically anyone, don't waste your gold unless you have things like .
Other items after that can be anything in this list:
You get CC'd too hard to get away.
They stack armor and you feel like doing damage still.
When you have a lot of extra gold, I've replaced with this before. It gives wonderful CDR and ArP, and allows you to play like a normal trynd when your skills are on CD.
You happen to be "trolling" like a pro, and will get stacks no problem.
The reason for this is the AP allows you sustain and harass like a MOFO in lane, while still having a late game. isn't a bad build off of , and aren't that much better than on Tryn in my opinion, if at all. I've did this once, and it worked, if I didn't find AD Tryn to be so boring, I'd probably do it every game. About the , just sell it when you need to, it's a gp5 item, holding it will pay for itself. If you want to go this route, you definitely should grab for the extra gold and for .
Early Game and LaningEarly game is your time to shine as AP Tryndamere. Between levels 1 and about 9 are your best chances to effectively do anything. It doesn't matter which lane you go to, you could really step in any of them. You'll be totally throwing the enemy off guard when they take a 120 dmg hit level 1 from a spin.
If you have a CC'er with you(Leona, Alister, possibly Ashe even), have them cc, spin and start hitting away. It's a bonus if you fury built up. After the skirmish is over(assuming you lived), press Q to heal any missing HP or go back to farming your creeps.
If solotop, just try harassing your enemy down with spins and getting all the creeps you can. Keep a ward up for ganks and be prepared for you jungler to gank with you. If they get low you can usually dive, but it can be risky. I find it really useful to position myself so that I can swing through the minions, hit my opponent, and not take very much or any harrass at all back. If you can repeat this a few times, you can usually net a kill with a swing, autoattack, and ignite. I keep my rage at 100% unless I absolutely need to heal, so when there's not many minions I can swing to them and start hitting in hopes of lucky crits.
If you have DPS, play bully for them to farm. You really don't need it that much, you'll farm later when you 1 shot creeps. Set up kills when possible. Essentially, I play support in this situation.
PS: Don't forget you have ignite, try getting an early kill with it, that's what it's for.
Mid GameThis is where your damage may start falling off, but your heal and pushing power start getting absurd.
Around mid game I tend to farm lanes and push them to turret, almost always I'll have a sheen or lich bane by this time and can do effective damage to turrets. If you're needed somewhere, do go and help.
If you see the possibility of a team fight you want to be ready to engage. Just pressing W can effectively help your team and get you assists.
Make sure you keeps key points in river and jungle warded if your allies aren't doing an adequate job.
Late GameCompletely worthless damage by now unless fed. If you have go ahead and side push down a turret using the proc with Q and E. Make sure to ward so you don't die for it though.
You'll probably either get completely ignored in fights or completely focused. If ignored continue building for damage to at least try to do something, otherwise build tankier items.
It's actually in your best interest to tank as much as possible for your other carry(s) and take as much as you can, preferably while staying alive.
You actually can effectively peel the opposing AD away from the fight though.
It'd be a lot better to focus on pushing the lanes and turrets down though, this works really well in my experience. Before you leave your teams group make sure they know to not fight/get caught.
Team FightsTank anything and everything you can, I think this has single-handedly won my teams a lot of fights.
As AP Tryndamere your goal is to swing through the enemy team hitting as many as possible without risking your death. You should be able to pull miraculous amounts of BS escapes even when you jump into 3-4 people, as long as you have R up. Treat yourself like an AP assassin and go for the squishiest thing you see, like the carry or support.
Once in the middle of the fight it's a good idea to press W to put a nice debuff on all of their AD champions and a slow on anyone with their back turned, plus it will net you an assist when they die if you didn't hit them with the spin or even an autoattack.
Don't forget you have ignite to do more damage to help kill healing champions such as Irelia or Sion(even though the damage is usually not significant on the tankier champions)
If you have missing HP before a fight just spam Q until you are full healed. Assuming you live and get away, you can continue spamming Q to full heal. Using it once or twice can sometimes give you enough hp to survive jumping back in the fight.
Top Lane Match-UpsAs I play I will add the Match-Ups I go against and how I fair, with tips on how to play against certain champs.
Medium. Easy pre-6, gets kinda tough after.
Hard. This guy is tough for any lane right now, lots of sustain if allowed to use his W's lifesteal.
Medium/Hard. Can be annoying if he levels E and hits you with it when you try spinning through him, also has quite a bit of sustain.
Medium. Try to out sustain his mana without dying and you should be fine.
Hard. Can stun you as you spin through, also has CD only based skills, won't just run out of mana.
Easy. Never lost this lane. Just swing through him lots, and heal off poison.
Easy. Runs out of mana before being able to kill you if you spam heal, also usually is pretty squishy.
Medium. Depends on your opponent. Aggressive trynd's will win if you try 1v1ing it out. Avoid extended confrontation.
Hard. The only time I was successful even remotely was because the Udyr spammed him mana away trying to harass me, I just healed it all.
Medium. If you can live until he uses him mana, you'll usually be okay. Waiting for mana to deplete is a common theme with winning your lane.
Final CommentsIf you have suggestions, leave them in the comments. I would prefer to know the reasons you click "dislike." If it's because it's a non-standard build, then the guide wasn't meant for you.
Please remember this build is for fun, not necessarily for carrying games. You should still practice good play habits while using it, or you may get reported and banned by the Tribunal. Call your MIAs, ward key points on the map, have good map awareness, etc., etc.
I do plan on playing as this build more to see if I can improve it, and would take suggestions.
- Updated many parts for more recent findings when playing. 17-8-12
- Changed DFG to be a must build item after it's change to take away the Mp5.
- Added a few match-ups off the top of my head.
- Updated a bit to work with Batara Kala's suggestions in comments.
- I played this all of 25/2/12 and lost like 4 of 11-12 games, all normal of course, but that's what such a build should be used for. I only lost the games I tried playing as support, whereas I won every game I went top. I will admit I got carried a number of them, maybe I helped by tanking a lot, I don't know. Either way, not a bad win rate for a so-called "troll-build."