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TRYNDAMERE
Reigning Over The Dominion
by DarkFuzz
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RUNES>
9 Greater Mark of Strength
9 Greater Seal of Resilience
9 Greater Glyph of Focus
3 Greater Quintessence of Desolation

MASTERIES>
Offense (21)
Summoner's Wrath

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Utility (9)


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SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Battle Fury (Passive)
Bloodlust X X X X X
Mocking Shout X X X X X
Spinning Slash X X X X X
Undying Rage X X X
ITEM BUILD>
Okay, so item build really depend on the type of Tryndamere you want to play.

Mobile Tryndamere needs to start off with boots-of-mobility and health-potion2
Optimal Tryndamere needs to start off with zeal and health-potion2

Then buy avarice-blade being the next trip back. If you are playing Optimal Tryndamere and do not have boots yet, build on the berserkers-greaves afterwards. Mobile Tryndamere should probably start rushing phantom-dancer as soon as possible.

Mobile Tryn Core: avarice-blade boots-of-mobility phantom-dancer
Optimal Tryn Core: avarice-blade berserkers-greaves zeal infinity-edge

Optimal Tryn should go for the sanguine-blade at this time. If the enemy isn't completely overpowering you, go for a phantom-dancer immediately afterwards, otherwise get it earlier. Look towards the-black-cleaver for your next item, then if there is time, another sanguine-blade. Sell avarice-blade eventually to get a head start on your next item whenever it may be, and to also make room for better items.

Mobile Tryn should start looking at AD options right now. Some suggestions would be infinity-edge or youmuus-ghostblade. Do not get both until later or it will waste time. If you do choose infinity-edge, sell your avarice-blade eventually. Then look at a sanguine-blade and a possible force-of-nature if you feel like he's not mobile enough or if he's getting destroyed my mages like crazy.

Consider getting last-whisper before the first sanguine-blade if there is an Alistar or a Rammus on the enemy team, two very disruptive tanks that will ruin your day if you don't get last-whisper eventually.

Final Build Mobile Tryn: boots-of-mobility phantom-dancer youmuus-ghostblade sanguine-blade force-of-nature infinity-edge

Final Build Optimal Tryn: berserkers-greaves infinity-edge phantom-dancer sanguine-blade the-black-cleaver sanguine-blade
Introduction
My other Tryndamere guide: http://www.solomid.net/guides.php?g=3405

With the new release of the Dominion field, Tryndamere's role has changed in that gameplay. His metagame and build system will need to be drastically different from Summoner's Rift or Twisted Treeline, where Tryndamere can run around freely killing people. I would have placed this whole guide under my regular Tryndamere guide (link above), but so many aspects have changed that this guide needs to have its own page.

So I will be referring back and forth to the regular Tryndamere and the Dominion Tryndamere a lot, so bear with me. The differences are so great that anyone playing Tryn for the first time in Dominion will get lost in the initial gameplay. So if you want to succeed in Dominion, follow this guide.
DO NOT PASS THIS POINT IF YOU ARE NEW TO TRYNDAMERE!
I will be honest, if you don't already know how to play Tryndamere, go to my first guide, play him a little bit in Summoner's Rift with AI's, then come back and read this guide. Throughout the guide, I will not really be explaining how his abilities work but rather on how they apply in Dominion. So if you want a beginner's crash course on how to play Tryndamere, I will suggest that you go to these guides for maximum help:

My Guide: http://www.solomid.net/guides.php?g=3405
z3rg3man's Guide (the only FEATURED guide on Tryndamere, very helpful): http://solomid.net/guides.php?g=6624
PureCarnage's Guide: http://solomid.net/guides.php?g=231

Crystal Scar Aura
Ok, so this is one of the reasons I hate Dominion. They think that they can just give a champion a new and improved aura, expecting the scales to balance in Dominion play. Wrong. Let's examine each effect of the aura and how it affects Tryndamere.

  • Armor Penetration +15%

Ok. I can deal with that. More ArPen means more killing of champions, right? Good deal.

  • Magic Penetration +5%

What? I don't need this for a melee character...

  • Increase Mana Regeneration

What? Tryndamere is a manaless character, so how in the....

  • Passively gain Exp.

Yeah, level up easier for that deadly blow!

  • Reduce healing effects on yourself by 20%

*Pause*...............................................WTF?

So basically, only two of the five added effects actually help Tryndamere. Tryndamere's Bloodlust [skills/tryndamere/q.png] is basically nerfed because of this effect. So the next time you get owned by a Mordekaiser, blame Riot for nerfing Tryndamere.
Masteries
Tryndamere masteries generally stay the same as in Summoner's Rift because it does work in all situations. However, if you wanted to really highlight Optimal Tryndamere, I would go 25/2/3, investing points in Sorcery for CDR and Hardiness for Tryn's horrible armor stats. Because Move Speed isn't really a whole lot necessary for Optimal Tryndamere, it should be moved more towards survival.

Uber-Optimal Tryndamere

[http://i40.tinypic.com/wch6kj.png]

Regular Tryndamere

[http://i40.tinypic.com/xbeesj.png]
Tryndamere for me would usually take AS Seals to make him more deadly in battle. However, since there are probably gonna be millions of Akalis [champ/akali.png] running about and raping you with melee damage, I would take Seals of Resilience instead.

AD Marks
Flat Armor Seals
Cooldown Glyphs
ArPen Quintessences

This allows me to partially negate the Armor Penetration Aura the Crystal Scar gives to all champions. Though you may not have the AS to kill people faster, it will be made up in the end with the eventual Phantom Dancer you will make.
Summoner Spells
[summoners/ghost.png][summoners/exhaust.png]

Explanation:

Same as always, champion killing oriented. Though you will need to use Ghost [summoners/ghost.png] frequently, not just for running away but for traversing large portions of the map to secure capture points halfway across the map.

If you want to be more survival oriented, get Cleanse [summoners/cleanse.png]. It's good for getting out of troublesome team fights. Every other Summoner Spell is a waste.
Skills
Again, I will not explain how these work fundamentally. You guys should know these things already. What this section will do is teach you how Tryndamere can be adapted to play well in Dominion.

[skills/tryndamere/p.png] 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:


Unfortunately, because of this Passive, farming is still an important part of Tryndamere, even though Dominion discourages farming. The creep waves get smaller too. About one creep wave should give you enough Fury to save you in a battle.




[skills/tryndamere/q.png] 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:


The cool down for this ability is ridiculously long. In a fast paced heavy damage game like this, Tryn can't sit around and wait 12 seconds for his next heal to pop up again. Use this ability sparingly and only when you absolutely need to, almost like Undying Rage [skills/tryndamere/r.png]. Only considering using Bloodlust [skills/tryndamere/q.png] when you're below 25% health.



[skills/tryndamere/w.png] 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
Cost none
Range 400


Explanation:


This ability is useful for chasing people around the jungle, but used in the ring, it is too easy for an opponent to escape to the nearest enemy capture point. This ability should be leveled up more than usual because you need to be able to catch your opponents before they retreat to their capture point. Otherwise you can't get that kill like you used to.



[skills/tryndamere/e.png] 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 25000


Explanation:

This was a great farming tool, but unfortunately there is no farming in Dominion. This is only good for escaping through walls or closing the gap between you and the opponent now.




[skills/tryndamere/r.png] 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


Explanation:

This is still a great skill, which makes Tryndamere still a cut above the rest. However, since it is easier for a team of three to five to form in the ring since the whole thing is basically one lane, It is very unlikely that Tryn wold make it out alive in those instances. Only use this in isolated battles 1v1 and you need the upper hand, because Tryn is still a decent 1v1 fighter.




Skill Order
Interestingly enough, in Dominion, it starts you off with 3 Skill Points instead of 1. You are automatically Level 3.

Put a point into all of Tryndamere's basic skills, then start leveling up his skill s normally, maxing Q, then W, then E, then R whenever you can.
Optimal Tryndamere
Optimal Tryndamere is probably what most of us are used to playing as. Though slower and less mobile than Mobile Tryndamere, he provides that massive AD power punch that can really take down enemies, especially during Late Game. Optimal Tryndamere is especially helpful in going against enemy Capture Points, for if you time all your attacks correctly, you can burst down a couple champions that are puppy-guarding the Capture Points and still get out of there alive and take the Capture Point and defend it for a decent amount of time.

Optimal Tryndamere, unfortunately, is not very mobile. He shouldn't be running through the jungle just to save a potential downed Capture Point, nor should he be running towards an unprotected enemy Capture Point. First of all, you will be tempted to use your Ghost [summoners/ghost.png] (trust me, I've done it before), and that to me is a waste of a Ghost [summoners/ghost.png] for something that might not even be possible. Like for example, you shouldn't be rushing through the jungle on Ghost [summoners/ghost.png] with a speed buff to run from the bottom of the map to a Windmill that's already half-captured. It's a waste. Secondly, Tryndamere is probably closer to other poorly defended Capture Points that he can easily take over, so trade one-for-one, take a hit, and reap the rewards.

So start the game off with a [items/zeal.png] and some [items/health-potion.png]. You probably won't be fast enough to run to the Windmill, but at least you can secure the two Capture Points closest to the Nexus relatively easy. [items/zeal.png] helps you get that Early Game effectiveness and some more Critical Chance for Tryn.

Optimal Tryndamere really only works in one-dimension, meaning that in order for Tryndamere to be effective, he should really only move in one direction the entire time. The Crystal Scar is a giant circle with a huge jungle in the middle. In order for Optimal Tryndamere to be effective, he shouldn't go through the jungle (being two-dimensional), rather he traverses the circumference of the map (being one-dimensional). This makes Tryndamere an impassable wall that sweeps the main circle lane and forces enemy champions to face him or run in the opposite direction.

Tryndamere is still very 1v1 oriented, meaning that 97% of his 1v1 matches against a champion will result in his victory, so Optimal Tryndamere needs to isolate the enemy champion enough so that the odds of him winning will turn in his favor. You need to make sure the enemy can step away from the Capture Point far enough so that you can force them into a 1v1 against you. Win it and take the Capture Point as your prize.

Optimal Tryn is very susceptible to ganks, as usual. He probably won't survive a four champion ambush against him alone. Fortunately, because of the way Crystal Scar was designed, you can see all the champions who lie in the circumference of the circle, even enemies. Most of the ganks against you are going to be from the circle, not from the jungle in the middle, so you should have enough time to see them coming and run away if necessary.

While Optimal Tryndamere tends to do better than Mobile Tryndamere, Optimal Tryndamere cannot help anyone inside the circle jungle, nor can he help anyone on the other side of the map. If you feel like your role lies in being there for your teammates and being a clutch save for unguarded Capture Points, then consider looking at Mobile Tryndamere.
Mobile Tryndamere
Mobile Tryndamere can be difficult to handle, for he cannot burst down enemies like if he was played as Optimal Tryndamere. Rather Mobile Tryndamere's strengths lie in traversing large portions of the map in a matter of seconds. This is especially helpful in securing and defending key Capture Points that could be half-way across the map.

However, this reduces Tryndamere's role form being more offensive to playing defensive, as he is the Capture Point protector. He can appear to stop enemy champions from claiming a Capture Point and delay them long enough for other allies to be alerted to the situation and rush over there to help you. Though you may die in the process, you have delayed the enemy long enough so that they are forced to retreat from the Capture Point, letting you or your teammates take it over again. In the same way, Mobile Tryndamere may be used to aid other champions that are in need of help halfway across the map.

Mobile Tryndamere does sacrifice some AD for his Movement Speed to be optimized, however, he still will probably pack more of a punch that any of the other champions on that field. So he can afford to lay off of the AD to focus on defending himself and his allies.

He starts off the game with [items/boots-of-mobility.png] and a couple of [items/health-potion.png]. Mobile Tryndamere should probably attempt to be the first one to reach the Windmill at the top of the map. If you need to, use Ghost [summoners/ghost.png] to accomplish this task. Securing the Windmill 7 times out of 10 will usually win you the match, so it is imperative that Mobile Tryndamere and the allies that are following him reach it first.

For the duration of the game, Mobile Tryndamere act like a floater, going between Capture Points and taking them, and then running away before you get destroyed. He is also helpful in catching an enemy who is trying to run away. Using Mocking Shout [skills/tryndamere/w.png] and Spinning Slash [skills/tryndamere/e.png] to shorten the gap, you will catch up to him and kill him. For the good middle section of the game, he is building up his Movement Speed and his Attack Speed, using then benefits of [items/phantom-dancer.png], [items/youmuus-ghostblade.png], and [items/force-of-nature.png] to accomplish that task.

I also find that obtaining the Relic in the center is a good idea for Tryndamere. it gives you a health shield, so you can have those few extra seconds to finish someone off. Since Mobile Tryndamere's AD is greatly reduced, focusing on getting the Relic helps prevent you from looking like Squishy Target #1.

Mobile Tryndamere is great for getting to critical places at just the right time. You can hold them off for long enough that they are either forced to run away or they are stalled long enough to overcommit to capturing the point while your allies can come in for the gank. Mobile Tryndamere tends to be more of a team player throughout the entire game than a solo showstopper at the end of matches like he usually is. So if you really like being that ultimate carry, unfortunately, Mobile Tryndamere is not for you.
Optimal vs. Mobile: Which Style To Choose?
Obviously, there are advantages to both styles of Tryndamere gameplay in Dominion. However, you really need to be wise in which gameplay style you choose for what circumstances. While you can transition from one style to the other mid-game, it is helpful to know when to do so.

Before the game starts, talk to your team. Ask them these questions:

  • Are any of you guys getting [items/boots-of-mobility.png]?
  • Who is going solo bot?
  • Who is taking on the Windmill?

Choose Optimal Tryndamere If:

  • There is someone getting [items/boots-of-mobility.png], preferably someone tanker than you.
  • If you are solo bot
  • If you are helping out at the Windmill

Choose Mobile Tryndamere If:

  • No one else is getting [items/boots-of-mobility.png]
  • If you are neither going bot nor helping secure the Windmill
  • If you are taking head on the Windmill

Now there are instances in which you need to change play styles mid-game. Though I won't explain how to switch, I'll give instances on when you will need to switch.

Switch From Mobile to Optimal If:

  • You are dying horribly
  • If no one is speeding through the map except for you
  • If the enemies tend to stick outside the jungle
  • If you just want to deal more damage in general

Switch From Optimal to Mobile If:

  • You are killing decently, but you cannot beat other enemy champions to Capture Points
  • If the enemy team has two or more mobile champions
  • If the enemy team stays in the jungle mostly
  • If getting rid of all your AD items still lets you kill them fairly easily (very squishy champions)

You will tend to use Optimal Tryndamere in most cases, but Mobile Tryndamere does have its advantages. Consider your options at the start of the game, for this will probably determine the gameplay for most of the game. If you do decide to switch, it has to take course over the Death Timer period, otherwise, you'll have a half-built character for the game and won't be able to do anything amazingly. Very rarely do I change game styles, because Optimal seems to work in all cases.
Final Comments
I hope this guide has helped you understand how to play Tryndamere more successfully in Dominion. Believe me, it takes a lot of time to get used to his new role in the Crystal Scar. This guide is still being developed as I discover more about how Tryndamere works in Dominion, but this guide jots down the bare basics of Dominion gameplay and how Tryndamere fits that role.

I hope you've enjoyed it.

Peace,
DarkFuzz

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Comments: 1
  • Melogrunty
    1 year ago
    Please check how Utility Mastery's description changed since the Dominion patch. It now affects the length of speed trap, length of storm shield, and strength of health packs. Saying it is useless because there is no jungle shows you didn't read it before you made the guide.
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