Tryndamere Build Guide

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Tryndamere: My right arm is alot stronger than my left arm!

written by I R BABOON

Tryndamere Build



Table of Contents

  • Introduction

    Tryndamere is one of the champions I see that loads of people are struggling with, and yet worse, in my opinion builds him incorrectly and used to stack avarice blades with him (Thank you for this patch!)

    Also, this is my first guide, so constructive critics is appreciated.

    And if you dare downvote my guide, atleast comment so I know why, and how I can improve it.

  • Updates

    Please note that this is a work in progress guide, and I will be updating it as soon as I get the opportunity.

    Updates:
    11/5 -10: Published the guides, and added a few items.
    31/5 -10: Edited the pros and cons, where 2 spells had been mixed with each other.
    1/6 -10: Edited the late game section, since you can use undying rage when stunned now, and edited the critical percentage data on sections: Runes and Masteries and the Items section. And the skills section where I had forgot to write an decimal on his passive description.
    26/8 -10: Changed summoner spells, items and some typo's
    28/9 -10: Fixxed typo's, changed items, Made the items into sections to easier see find what you are searching.
    ??/10 -10: Fixxed some errors in the item sections. And currently working on some videos for the guide, and removed rally as a summoner spell and replaced it with ignite instead. Also added an In Depth skill using section
    ??/10 -10: Changed the math showing tryndamere aint as weak as told at beginning, edited the skill section and the in depth skill using section, and added colours to make it easier to read
    22/11 -10: Changed the math even more, due to a variable forgot in previous calcualations making tryndamere even stronger at beginning! And removed a incidental left over rally icon and also removed malady from the "what not to get section" since it does not give lifesteal anymore it's completely unecessary for Tryndamere. And added more items to the tankish item section, including alot of magic resist items. Changed the build examples and added a note to it. And added a "Quick Reference" section in the build
    23/11 -10: Edited the early game section, writing a quick note to zone control, and added shurelias zone control tutorial in the guide.
    17/12 -10: Changed the items section into more sections, adding colours to make it easier to find out what's what and added some items, removed others, and changed some.
    7/1 -11: Changed some info about "Exhaust" and "The Black Cleaver" and also added colour to this section to easier see the past and current changes.
    19/1 -11: Changed the early game sections damage output math, and also changed the critical percentage data in many sections, aswell as updated the current skill section.
    22/3 -11: Not much has changed with Tryndamere lately, except the effects that prevent you from dying has changed and is now:

    ♦ Undying Rage
    ♦ Chronoshift
    ♦ Guardian Angel

    ??/6 -11: Revamped the guide and did big updates aswell as small ones all over the guide!
    18/8 -11: Changed part of the guide due to lack of time I couldn't update the rest of it.


    Last update 01/09 -11: Continued with the change on this guide, is still not complete, but all the major parts are now up to date!


    Also please note that the dates are written by EUROPEAN standards, so its: dd/mm -yr.

  • Quick Reference

    Full Crit chance runes!

    Items: Brawler's Gloves2x Health Potion Builds into Zeal next item to get is a Boots of Speed then you build Infinity Edge after you have finished Infinity Edge build zeal into Phantom Dancer

    Runes:

    Masteries when using Teleport: 21/0/9
    Masteries when using Cleanse: 21/9/0

    Skilling order:


    Critdamage, Movespeed and Crit chance runes

    Items: Brawler's Gloves2x Health Potion Builds into an Avarice Blade
    then buy a Boots of Speed.
    After you've bought boots go ahead and buy The Brutalizer
    then you finish your Youmuu's Ghostblade
    After you're done with your Youmuu's Ghostblade buy a Cloak of Agility and upgrade it to an Infinity Edge

    Runes: OR

    Masteries when using Teleport: 21/0/9
    Masteries when using Cleanse: 21/9/0

    Skilling order:

  • Abilities

    Battle Fury
    For every strike you gain fury, 5 for normal hits, 10 for critical strikes, and a additional 10 for killing blows. You can have a maximum of 100 fury at once.

    Fury is used for only one skill, and that skill is Bloodlust, where every fury heals 0.65/1.15/1.65/2.15/2.65.

    Apart from making you heal more with bloodlust, fury has a passive, and that is that every point of fury increases your critical chance by 0.35%, so at 100 fury 35% crit.


    Bloodlust
    Your bread and butter skill, always start with this!
    This skill will heal you for:
    30/40/50/60/70 (+1.5 per ability power)
    And will heal you extra 0.65 / 1.15 / 1.65 / 2.15 / 2.65 per 1 fury consumed!
    Maxing your heal out at 335 with 0 AP

    And it will increase your flat damage by 5/10/15/20/25,
    and will increase your damage addiotionally by: 0.15/0.2/0.25/0.3/0.35 per 1% of health missing

    Cooldown 12 seconds.


    Mocking Shout
    This skill is extremely important on tryndamere, since it's not only a extremely good AOE slow (Enemies who have their backs turned to you.) that slows: 30/37.5/45/52.5/60 %
    It also decreases the damage by 20/40/60/80/100 of any champion in range, which is extremely powerfull against other physical characters.

    Cooldown 14 Seconds.


    Spinning Slash
    Free blink, yes please. And it is also a great way to initiate a gank combined with mocking shout.
    And also deals a fair amount of damage.


    Undying Rage
    Work extremely well in synergy with your bloodlust, and grants a safe card to survive any gank (if you play it smart that is). You will be immune to any kind of damage when using this, BUT you will still be able to be stunned, slowed, taunted, binded, etc, etc, you get the point. So use with care. Duration got a slight nerf from 6 seconds to 5 seconds.


  • Zone control

    First off, you need to know what zone control is, so get something to drink, sit back and get comfortable since this video is almost 10min. And if you havn't seen it before, I strongly recommend that you do take the time to do so. And even if you would have seen it, take a look at it AGAIN, this can't be stressed enough!




    So now on with the writing.
    Okay, so as you probably have figured by now, tryndamere does not offer great zone control. This is why we use the map and our skills to our favor.
    One thing the lanes has in common is the presence of bushes, USE THEM!
    With the bushes at low levels your zone control area increases by alot! People will be afraid to get to close to the bushes, knowing they could be struck by a 200+ damage critical hit as early as lvl 1!
    And from here, your area of control only rises, this is due to your other 2 skills, which help you a great deal at keeping enemies at bay, since they simply fear to get to close to you.
    At lvl 3 your control is as big as it's gonna get, but still big enough to make a threat to enemy champions.
    Due to Mocking Shout and Spinning Slash your zone of control aint that small.
    Okay, so you're in the grass right? Now you have quite a large zone, and at lvl 3 when the enemies know you have all 3 spells, your zone gets even larger due to that you can Spinning Slash out of the grass and attack them, when you do this mostly they will back of, or fight back, in either case you use Mocking Shout to either slow them if they back away or decrease their damage if you fight back.
    And even though you can't get a kill, do this to hurt them bad, it will make them scared of you, giving you better zone control, and this means that you can farm freely as long as you control this! And farming is the most important thing to make you transform from a mediocre melee character into an unkillable slaughter machine.

  • In depth skill using

    Bloodlust
    This skill will heal you for:
    30/40/50/60/70 (+1.5 per ability power)
    And will heal you extra 0.65 / 1.15 / 1.65 / 2.15 / 2.65 per 1 fury consumed!
    Maxing your heal out at 335 with 0 AP

    And it will increase your flat damage by 5/10/15/20/25,
    and will increase your damage addiotionally by: 0.15/0.2/0.25/0.3/0.35 per 1% of health missing

    Cooldown 12 seconds.

    This skill is as said, your bread and butter skill, it's without any doubt your best skill.
    Many will argue with me over this and claim that undying rage is the best skill, well sure, undying rage will save your life alot. BUT, bloodlust will heal you for an impressive 335 when maxxed at lvl 9 (champion lvl 9 not skill lvl 9) and is not to toy with on a hard carry, as it does not only heal him for an impressive amount, it does aswell boost his damage flat damage and also increases with the amount of damage done to you, so all in all: Lower hp queals more damage.


    Mocking Shout
    Enemies who have their backs turned to you will be slowed upon use
    and will be slowed by: 30/37.5/45/52.5/60 %
    It also decreases the attack damage by 20/40/60/80/100 of any champion in range, which is extremely powerfull against other physical characters.

    Cooldown 14 Seconds.

    This skill make you so much better in 1 versus 1 situations, ganks, teambattles, detecting invis units/ enemies. in areas out of sight and chasing and why this is so has easy answers. First of all, this skill slows anyone with their back turned to you (pretty much every situation where you chase someone or gank someone as they will be running) and it decreases their current damage with 100, and this fits pretty much all the scenarios written above.

    1vs1: You decrease you're opponents damage by 100, making you have the upper hand if it's against a p-dps character and if it isn't then mages will drop their spells and usually back off, this is where you use Mocking Shout to slow them by up to 60%.

    Ganks: you remove their ability to fight back if they are an p-dps champion and you slow them if they don't fight back, pretty straight forward.

    teambattles: You remove a total of 500 damage from their team! and surely making some of their champions go negative damage! So much for their carrys, you just removed 2 of their B.F's (100dmg) for a few seconds, well wtf, they'll hit like flies, this truly can (and will if used smart) change the outcome of every teamfight you participate in!

    Chasing: You slow them and since you're probably faster than them without the slow, and if they flash over a wall, you follow with Spinning Slash.

    Detecting enemies out of sight: You can't cast Mocking Shout if there's no enemies in range, because of this you can avoid facechecking that damn garen in all the goddamn bushes! Or that Evelynn, Teemo, Twitch or Shaco moving in to gank you. When Mocking Shout becomes available for use and there's no nearby visible enemies, use it and retreat to safety.


    Spinning Slash
    With this skill you can spin through your enemies dealing physical damage to enemies in his path.
    The cooldown is reduced by 2 seconds whenever Tryndamere critically strikes.
    No cost
    Range: 660
    Spin radius: 225
    Cooldown: 13/12/11/10/9seconds
    Physical Damage: 70/100/130/160/190 (+1.0 per ability power) (+1.2 per bonus attack damage)

    This skill should rarely be used for farming, the thing you should use it for, is to travel! So, being ganked? Spinning Slash over a wall. Chasing someone? [spell=Spinning blade] and Mocking Shout. Seeing a opportunity to score a kill under the tower? Spinning Slash in and use Mocking Shout, hit once or twice, or however many times you need to score the kill, and then because Spinning Slash get 2 sec less cooldown every crit, you can now use Spinning Slash to get out again. So point being, this skill should be used for most part to travel, as a gap closer or to flee, though it can be useful when clearing minion waves, but since you won't spend more than one skillpoint in the skill in early game, it wont be used alot for farming, though picking up lasthits that you just wouldn't get because of to low attackspeed is this one of the occasions you would use this skill to farm.


    Undying Rage Makes you ignore death for 5 seconds, and gives you 75Fury which equals to about 26% crit chance with bloodlust being lvl 5, the thing you plan to do during theese seconds is the most important decision you'll make as playing tryndamere, theese few seconds will come every now and then, and the things you do during this time is what separates you from the noob tryndamere's and the good ones. I will give you a few hints on what to do now:

    If you and your team engage in a teamfight and things go south, and you have a very very slim chance to survive if you would try to escape, or if you know that you wouldn't, then why waste 2-3 seconds of your 5 seconds ultimate to just die? MAKE USE OF IT! If you can't get away, don't bother trying, stay and fight that few last seconds maybe earning you or your team one or two kills, which in this turn would make your death not in vain!

    If the enemy team has more than hard 2 CC's ((close to 100% of every game their team will have more than 2 hard CC's) by hard CC's I mean snares, binds, stuns, surpressions and fears) and other than the 2 hard CC's you should look out for DOT's, blinds and the summonerspells exhaust + ignite. So the conclusion of this if you hadn't figured it out, Tryndamere should rarely if EVER initatie in teamfights, though there's always exceptions, and as said, if you fail with tryndamere, go ahead and initate to remove CC's for the rest of your team.

  • Summoner Abilities

    For summoner abilities, there isn't alot of choices, theese are the only ones you should pick.

    Exhaust - Good since it slows them, and makes you hit harder, also changed so mages do less damage with it, and does not completely remove phys damage.
    Teleport - Good for when in need for a fast return to your lane, needing to switch lanes because your teammates died or just to push more effective.
    Cleanse- You will act like a CC-sponge, mostly when in Undying Rage, so cleanse to be able to escape or be able to actually put that ulti to some sort of use!
    Ignite - You will have runners, and many close calls, and this might get a kill that you just wouldn't without it, but I recommend Exhaust over it.

    But, you shouldn't pick:
    Exhaust with Ignite
    or Teleport with Cleanse

    NOTE: Theese calculations doesn't make any sense at all, it's nothing more than a way to express my opinions.
    If i put it like this, the offensive spells ( Exhaust Ignite)are two positive numbers.
    And the defensive spells ( Teleport Cleanse) are two negative numbers.
    You're aiming to get as well balanced as you can get get, and 0 is the balance.
    so if two offensive (+1) is used then you get 1+1= 2
    but if you use two defensive spells you get (-1)+(-1)= -2
    and if you mix either, you get (-1)+1= 0

    Yeah, you could still do extremely well with 2 defensive or 2 offensive, but I recommend you use one defensive and one offensive.

    Even though the summonerspells Exhaust and Cleanse are the ones I play with!

  • Alternative 1

    3x Greater Quintessence of Malice
    9x Greater Glyph of Malice
    9x Greater Mark of Malice
    9x Greater Seal of Malice
    Which adds up to ~30% Crit at start from your runes and passive!.



    And now to the item's of choice when using this particular build!

    Start with Brawler's Gloves2x Health Potion and upgrade to Zeal (2% more crit, but adds attack speed and movement speed)

    Then continiue with Boots of Speed

    After this buy an B. F. Sword if you can afford it which becomes Infinity Edge
    if you can't afford B.F Sword buy either Pickaxe or Cloak of Agility, and always start with Cloak of Agility when you choose between thoose.

    Then go ahead and upgrade Boots of Speed to one of the following

    Berserker's Greaves - If the enemy team has got no hard CC

    Mercury's Treads - If the enemy team is mainly casters, or if they got hard CC's, examples on when to get this is: against Ryze, Morgana, Amumu, Sona, Sion, Veigar, Annie, Anivia (And ofcourse many more)
    NOTE: Due to large amounts of CC in the game, this will most likely be your boot of choice every single game.

    Then upgrade your Zeal to Phantom Dancer
    By either upgrading it the whole step directly or buying the needed items in this order
    Zeal -> Cloak of Agility -> Dagger -> Phantom Dancer

    This concludes the core itembuild for this build on Tryndamere!




    Then we add masteries

    Masteries when using Teleport: 21/0/9
    Masteries when using Cleanse: 21/9/0

    Offense:
    3/3 Deadliness - Need I say much? 2% more crit.
    1/1 Cripple - Longer duration exhaust, and decreases targets armor and magic resistance by 10.
    3/4 Sorcery - Reduced cooldowns, always good.
    4/4 Alacrity - Aspd a good boost for early game.
    3/3 Sunder - 6 Armor Piercing, especially useful in early game.
    3/3 Brute Force - 3 More damage, also useful in early game.
    3/3 Lethality - 10% more crit damage, this mastery was made for Tryndamere.
    1/1 Havoc - 5% more damage, yay.

    Using Cleanse
    Defence:
    3/3 Resistance - 6 extra Magic Resist
    1/3 Hardiness - 2 extra Armour
    4/4 Evasion - 2% extra Dodge
    1/1 Nimbleness - 10%MS when dodged an attack

    Using Teleport
    Utility:
    1/1 Spatial accuracy - Teleports faster, and less cd.
    3/3 Good hands - 10% less dead, well not that useful
    4/4 Awareness - 5% more xp
    1/1 Greed - 0.1 more gold per sec, yay.





    You could build in any other way, this is just what I prefer, if you just put focus on Bloodlust you should do fine.

  • Alternative 2

    Alternative Runepage.
    3x Greater Quintessence of Swiftness
    9x Greater Glyph of Malice
    9x Greater Mark of Furor *
    9x Greater Seal of Malice
    This leads to ~16% crit at start ~20% crit damage* and 4.5% movement speed from your runes

    * OR 9x If you don't have Crit damage runes or you can't afford just yet.
    This leads to ~16% crit at start ~15arpen and 4.5% movement from your runes



    And now to the item's of choice when using this particular build!

    Start with an Brawler's Gloves2x Health Potion which you upgrade as FAST as possible to an Avarice Blade for the passive gold.
    After you have built your avarice blade
    just buy a simple pair of Boots of Speed.
    After you've bought boots, go ahead and purchase 2 Long Sword and upgrade to The Brutalizer
    then you finish your Youmuu's Ghostblade.

    After you're done with your Youmuu's Ghostblade buy a Cloak of Agility
    Infinity Edge

    Then (If you have trouble with getting money for IE upgrade after Youmuu's) upgrade Boots of Speed to one of the following

    Berserker's Greaves - If the enemy team has got no hard CC

    Mercury's Treads - If the enemy team is mainly casters, or if they got hard CC's, examples on when to get this is: against Ryze, Morgana, Amumu, Sona, Sion, Veigar, Annie, Anivia (And ofcourse many more)
    NOTE: Due to large amounts of CC in the game, this will most likely be your boot of choice every single game.

    This concludes the core itembuild for this build on Tryndamere.



    Then we add masteries

    Masteries when using Teleport: 21/0/9
    Masteries when using Cleanse: 21/9/0

    Offense:
    3/3 Deadliness - Need I say much? 2% more crit.
    1/1 Cripple - Longer duration exhaust, and decreases targets armor and magic resistance by 10.
    3/4 Sorcery - Reduced cooldowns, always good.
    4/4 Alacrity - Aspd a good boost for early game.
    3/3 Sunder - 6 Armor Piercing, especially useful in early game.
    3/3 Brute Force - 3 More damage, also useful in early game.
    3/3 Lethality - 10% more crit damage, this mastery was made for Tryndamere.
    1/1 Havoc - 5% more damage, yay.

    Using Cleanse
    Defence:
    3/3 Resistance - 6 extra Magic Resist
    1/3 Hardiness - 2 extra Armour
    4/4 Evasion - 2% extra Dodge
    1/1 Nimbleness - 10%MS when dodged an attack

    Using Teleport
    Utility:
    1/1 Spatial accuracy - Teleports faster, and less cd.
    3/3 Good hands - 10% less dead, well not that useful
    4/4 Awareness - 5% more xp
    1/1 Greed - 0.1 more gold per sec, yay.





    You could build in any other way, this is just what I prefer, if you just put focus on Bloodlust you should do fine.

  • Items

    Do not get any of theese

    Doran's Blade, Doran's Shield or Doran's Ring - This should never be any of your start items, and that's the only thing they are useful for, and even that is not recommended, dorans items should never be used.

    Wit's End - Still, you may think aspd is nice, and it seems awesome against casters with removing mana, well, if you drain an enemy from mana without him dying, you are failing with Tryndamere.


    Damage Items

    Last Whisper - Just an awesome item to negate some armor, 40% to be exact, and also adds 40 damage, not a to bad exchange from the former 10 attack damage 40% aspd and the unique to 40dmg and the unique.
    ALTERNATIVE ARMOR NEGATING ITEM: The Black Cleaver - Just as useful as last whisper if not even more against non tanks, and now is 55AD and 30%ASPD.

    Sword of the Occult - If you just never stop killing the enemies, very risky items aswell.

    NOTE: Lifesteal items is LATEGAME items, and should be obtained as the fifth or sixth item in your build.
    The Bloodthirster - If you feel like you need lifesteal, nice if you are in alot of 1vs1 fights with melee champions, and adds up to 100dmg and 25% lifesteal after 40 minion kills. This you should get as a late game item though!
    ALTERNATIVE LIFESTEAL ITEM: [item=stark's Fervor] This item is extremely good if you have 1 or more strong physical carry! You get an lifesteal aura, an attack speed aura and you remove some of the enemies armor! Extremely nice! You should probably get this if no one else is going to.

    Phantom Dancer - Incase you go with the alternative runepage, this is not in your core, and it's just plain awesome to have one!




    Tankish Items:

    [item=Force of nature] - Gives hp regen, GREAT magic resist and movement speed. (WE LOOOVE MOVEMENT SPEED)

    Banshee's Veil - Despite the fact it gives mana (dead stat for tryndamere) It does give HP, MR and an epic spellshield that can save the day.

    Spirit Visage - Great and cheap item for some extra MR and HP, also the passive is good for your bloodlust, not superb, but good.

    [item=heart of gold] - A great item early on that gives a little survivability and Gold per 5, that can be built into the next item.

    Randuin's Omen - Good active that makes all enemies near you while you smash them to pieces and still surviving due to the added hp and armor.

    Frozen Mallet - If you still have problem with enemies running from you, also adds a nice amount of hp, and a little damage.

    Thornmail - Useful if enemy team has got to much P-DPS, remember, you are not the tank!
    [item=Force of Nature] - Useful if enemy team has got to much magic damage, remember, you're still not the tank!

    Guardian Angel - Combined with your Undying Rage, and maybe a zilean, enemy team is going to cry.

    Atma's Impaler - If you get any hp items, this might be particularly useful, and adds crit, and some armor for more survivability.

    Warmog's Armor - really nice if you feel you lack hp. But should always be combined with Atma's Impaler

  • Build Example

    Please note, you will probably never get 3 tank items, but theese are merely just suggestions, even though tryndamere does just fine with 2 dps items (Phantom dancer and IE) you should probably build even more damage, and for another way of getting more survivability is getting lifesteal.

    This is the core build, you'll most ways be starting this way
    [builder=Tryndamere/d49d2a863b78a97d8dbee2e79cf92d29]

    If the enemy team has alot of stunners, slows, snares, disablers etc. etc. this might be the way to build.
    [builder=Tryndamere/0f2520d23fb21337e65aefcd982cd0db]

    Enemies with alot of high health or other champions that don't really do a threat? take this and DOMINATE.
    [builder=Tryndamere/d7258dd061258528bc86570e9a06ff02]

    Tanky panky build with Tryndamere, if enemy damage dealers do physical damage
    [builder=Tryndamere/1d86c88706efedaecb9834eae5cc088c]

  • Early Game

    During early game you hit like a BEAST, and i'm going to show you why with a few simple calculations!
    NOTE: Theese calculations do not count in ARMOUR on the opponents, so hits will not be this high in real games unless the enemies has below 16 armour (6 armour removed with

    Arpen from masteries, and 10 removed with Exhaust).

    Base Damage is 63
    Base Crit Damage modifier is 200%
    Base Crit Chance is 0%

    And by adding masteries and runes we get:
    Damage +3
    Crit Damage modifier +10%
    Crit Chance + 2%
    Additional Damage modifier +5% (Havoc mastery)

    And now we add skills to the factor.

    Crit Chance +10% (From passive)
    Damage +40 (From bloodlust)
    Crit Damage modifier + 12% (from bloodlust)

    And still no items, so we add this aswell.

    Crit Chance +8% (Brawler's Gloves)

    Which puts us to:
    Damage 63(+43)
    Crit Damage Modifier 200%(+22%)
    Crit Chance 0(+20%)
    Additional Damage Modifier +5%


    We still haven't got runes! We start with the crit chance rune page.
    This rune page adds 20% crit! Then we get:

    Damage 63 (+43)
    Crit Damage Modifier 200% (+22%)
    Crit Chance 0% (+40%)
    Additional Damage Modifier +5%

    And by running theese number you will get an estimate on your damage!

    Damage: 106*1.05=111.3 (This is our Attack damage! Just huge for being lvl 1!)
    Critical Strikes 111.3*2.22=247.0 (This is our Critical hits)
    And since we crit 40% of the times, we crit 2 out of 5 times.
    111+111+111+247+247/5 = 165!

    So with the Crit Chance Runepage our average hit is 165 on LVL 1 with full bloodlust stacks!


    Now to the Crit damage Runepage!
    This one adds:

    Crit Damage Modifier + 20%
    Crit Chance +6%

    Making our stats change somewhat:

    Damage 63(+43)
    Crit Damage Modifier 200% (+42%)
    Crit Chance 0 (+26%)
    Additional Damage Modifier +5%

    And the estimate damage with this runepage would be:

    111.3 (The base damage doesn't change)
    111.3*2.42= 269.3 (This is MASSIVE damage for being lvl 1)
    And we crit 26% of the times (Lets say 25%)
    111+111+111+269/4 = 150!

    So with the Crit Damage Runepage our damage is slightly less at lvl 1, but this quickly changes as we lvl and gear up, making this runepage deal more damage past early game!




    (thanks to PselPz for reminding me to calculate the 5% extra from havoc)




    Try your best to keep Bloodlust stacks at atleast 5+ (For a decent heal if ganked) at all time during the laning phase (Exceptions if you got the push, then you shouldn't dive in towerrange to keep them up).
    And make good use for Mocking Shout when enemy champions are physical dps, since it debuffs their damage greatly, disabling them to farm minions, harass you or even kill you.
    It's also good for detecting stealth heroes, as soon you see the Mocking Shout being able to be cast, then get the fuck out, or you are getting ganked.

    Just keep around minions but remember to stay in the bush, as it gives tremendous zone control something you don't normally have as a melee character, and you get even more zone control with your Spinning Slash, but don't forget to get out of the grass to smack them every once in a while to last hit/ keep stacks up, and once in a while your enemies will let their guard down, make sure you seize the opportunity, then this will many times earn you or your lanepartner a kill. And if you now do manage to get 2+ kills at this stage, you may feel free to run around ganking. But still, farm creeps over maybe getting one assist, creep kills is underestimated.

  • Mid Game

    Mid game, during this stage you should have gotten your Infinity Edge and just anything, hitting 500's, just being awesome. But you should still stick to your lane until you've atleast taken down one tower on your lane, when ever you get to second tower, it gets to much attention from the enemy team that isn't worth trying taking it down just yet, atleast not until every enemy is busy.
    So just keep creep farm (If you don't see an opportunity to get a champion kill), jungle, and going to help teammates getting towers or kills.

    During this stage, your core build completes.

  • Late Game

    In this phase, you just add the extra touches to your core build, you should pretty much win any 1vs1 fight, and now the real teamfighting begins. And you, you don't initiate, since you will only act as a CC-sponge if you do, though you can very well initate if you have had a really bad game that you're damage is to obsolete to make any difference, acting as a CC-sponge can give the people on your team who does damage opportunities to do that damage. Still, always remember using Mocking Shout And honestly, not very many games will end up here. But if they do, you will probably get focused, so either get some hp items, or you enter the battle just a tiny bit after it has begun with Spinning Slash and use Mocking Shout, if you loose over half hp be prepared to use Undying Rage! But it's alot easier to use now, since you can use it while stunned or disabled :D

  • Jungling

    under construction

  • Farming

    Farming is really not a trouble with Tryndamere if you just get in range of the creeps, just time it well, and you will keep your Bloodlust up and get gold, never ignore farming, if you do that, you are about to fail. And as soon you get your B. F. Sword, you don't need to worry about last hits, since every hit is a last hit (Not really, but very close to anyways, and you don't need to time the hits very much)

  • The laning partners to prefer

    The laning partners you really want are as following.

    Janna - Knockup, slow, heal and attack boost/ Shield. Really awesome lane partner.
    Blitzcrank - Grab, knockup.
    Every single stunner, slower, fearer - Disabling them, DUH.
    Zilean - Haste/ Slow, and revive.

  • Pros and Cons

    + High damage.
    + Great farmer.
    + Slow and damage debuff. ( Mocking Shout)
    + Great escaping/ initiating. ( Spinning Slash)
    + Easy firstbloods

    - Will get extremely focused (since you will be the best Physical DPS in your team 9 times out of 10).
    - Going down fast when stunned or silenced.
    - Hard to master.

  • F.A.Q

    Q: Why no Avarice blades?!?!?!?!
    A: Why use them? Not to good crit, and in most games you won't even make up for the money you spent on them, and it puts you to far behind your core build. Also, their passive don't stack anymore.

    Q: Why tank items on a tryndamere? :O
    A: Because, with your core build done, you don't really need to beef your damage anymore, you could yeah, and most times you will, but if you find yourself getting focused, or just loosing a terrible amount of hp every battle, get more of it.

    Q: No lifesteal at start?
    A: With bloodlust, if you play him correct, you won't need any lifesteal in the beginning.

  • Summary

    Tryndamere is (IMO) the funniest melee character, with a somewhat high survivability 1vs1, will outdamage any physical dpser and can make attackspeed stacking heroes useless! ( Mocking Shout)
    With this guide I hope you can improve your gameplay with Tryndamere, reaching a high KDR ratio, and change the game for your fellow mates.

    And btw, thanks for reading the whole guide, and since you already have taken the time to read it, you might aswell comment and vote ;)



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