Your Tryndamere Resource
FRESHNESS | IDEAL |
LEAGUE OF LEGENDS TRYNDAMERE BUILD
LoL Champion: Tryndamere (Cheat Sheet)
Health | 2225 |
Health Per 5 Sec | 26 |
Mana | 0 |
Mana Per 5 Sec | 0 |
Armor | 83 |
Magic Resist | 79.3 |
Attack Damage | 340 |
Crit Chance | 80% |
Crit Damage | 50% |
Attack Range | 125 |
Movement Speed | 441 |
Ability Power | 0 |
Attack Speed | 85% |
Life Steal | 15% |
Armor Penetration | 44.93 |
Magic Penetration | 0 |
Cooldown Reduction | 15.0% |
Dodge | 0.0% |
Gold Per 10 Sec | 0 |
Reduced Death Time | 0% |
Greater Mark of Desolation
9
Greater Seal of Resilience
9
Greater Glyph of Shielding
9
Greater Quint of Desolation
3
Ability Sequence
Ability | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Battle Fury | |||||||||||||||||||
Bloodlust | |||||||||||||||||||
Mocking Shout | |||||||||||||||||||
Spinning Slash | |||||||||||||||||||
Undying Rage |
Purchase Order
400
1200
350
1650
1195
2180
450
1937
1650
2865
2550
Mastery Trees
3/
1/
3/
4/
3/
3/
3/
1/
Offense: 21
Defense: 0
3/
1/
4/
1/
Utility: 9
Your Tryndamere Resource
By: ApotheosisTABLE OF CONTENTS
Introduction
Read the news section for information about this guide!
Hello and welcome to Apotheosis's Guide to
News, Updates, & Patchnotes
Update: Thursday, September 8, 2011
So, it's been a month since I've really updated this guide last. I have not been playing Tryndamere frequently myself, so I stuck to just answering questions for some time. In this update, I have added more description to the build section to tie in with the builds that I provide up-top.
Stupid me released this before it was finished.
So, it's been a month since I've really updated this guide last. I have not been playing Tryndamere frequently myself, so I stuck to just answering questions for some time. In this update, I have added more description to the build section to tie in with the builds that I provide up-top.
Stupid me released this before it was finished.
Pros & Cons
I'm going to make this short and sweet and basically, I'm going over the benefits of
Tryndamere's utility:
Pros
Tryndamere is a great end game champion when it comes to damage with the correct item build. He has great mobility when it comes to Movement Speed (item dependent) and his ability to use
Spinning Slash. This is why you shouldn't overlook
Phantom Dancer (one reason for the item's purpose). The ability
Bloodlust allows for healing in many cases to prevent death.
Mocking Shout provides a strong slow for many different situations. Finally, his ability
Undying Rageprovides immunity to death for 5 seconds so that you can either escape a death threatening situation, buy your team time to lower the other team's defenses, and possibly provide yourself with a kill.
Cons
Tryndamere, as you will realize, is very item dependent. His purpose in the team doesn't truly start to show until he has an
Infinity Edge as a primary means for damage. This means that when you choose to play him, your early game will usually suck. You therefore have to embrace the suck and manage to support your team until you purchase
Infinity Edge. At that time, your ability to carry won't be near as difficult as before.
Tryndamere does get harassed easily on his own and in team fights, so it's usually not wise to initiate each team fight.
Pros
Cons
A Closer Look @ Abilities
I have ideas for new sections including this one which will be beneficial to the user's knowledge. I suggest that you come back and visit soon.
Recommended Spells & Runes
Mastery: Reduces the cooldown by 15 seconds.
Mastery: Reduces cooldown by 20 seconds.
This is a very worthy spell. However, it does not remove the variation of debuffs that
Mastery: Improves
If you don't get
Mastery: Increases the movement speed by 6% and its duration by 1.5 seconds.
I've grown more fond of this spell. Having said this, I do not personally use it nor do I usually recommend it to contradict my previous statement. However, this spell is subject to personal preference as are the rest of the spells and many choose to use it in addition to ganking and escaping.
Mastery: Improves
I'm not really worried about this mastery :P Anyways,
Main Rune Book
So, why do I choose these rune types? They are all primary, meaning that they are the best of their rune type. However, that wasn't the only reason I chose them. They all play their role in games:
Armor Penetration basically brings the user closer to dealing true damage. It will always be useful because every champion will end up surpassing our Armor Penetration in runes with their end base Armor. It never goes to waste. There is no other Quintessence that should replace these runes because nothing quite competes against them.
Again with Armor Penetration, it's necessary if you want to come closer to dealing true damage. The current argument is whether to get these or Attack Speed runes for Marks. I will provide some nice calculations for the future.
Take this formula and apply your stat including runes:
AP=armor penetration
AS= attack speed
CC= critical chance
A= armor (where A - AP cannot reach less then 0)
D= damage
DPS= Damage per Second
D * AS * (1 + CC * (Crit Damage - 1)) * (100 / (100 + A - AP)) = DPS
Why does a carry even want Armor? Isn't that stuff for tanks? That was a hot argument when I changed the Seals over to Flat Armor and then Phreak did the same in his Tryndamere Spotlight and everyone shuts up :P I'm a big fan of these runes because they are very helpful when it comes to laning and jungling. The only other rune type I would replace this for would be
I find myself extremely intrigued that people choose Attack Speed in Glyphs. Not only is it a waste of IP, but is a waste of rune slots. There are only two other types of runes that I would recommend as Glyphs. Those types of Glyphs are Flat Magic Resist and Cooldown Reduction. All of these runes serve their purposes. Users choose Magic Resistance/Level for the benefits of late game Magic Resistance and getting the most out of your Glyphs (which provide usually the weakest runes). Other users choose Flat Magic Resistance for early game laning and the rest choose Cooldown Reduction obviously for reducing their cooldowns.
If you do not agree with my runes, go mix and match your runes using this helpful site: List of Runes I'm not saying change them drastically, but it will show you the best of every rune class and it can be helpful.
Reasoning for my Spells, Skill Order, & Masteries
Main Spells
Flash is a must have spell. That's all I will say about that.
Choosing our secondary spell:
Refer to the list of spells that I recommend.
Skill Order
About the only way the skill order will change is if you decide to jungle or not:
If you do jungle, your skill order will look like this:
Bloodlust ->
Spinning Slash ->
Bloodlust ->
Mocking Shout right into the normal skill order from there.
If you don't jungle, you will follow the normal order of skills that my guide recommends:
It's smart that we start off with
Spinning Slash so that we can benefit from the mobility asap in-case we need to escape a death threatening situation.
Bloodlust isn't a worthy first skill to choose because it offers very low health and damage starting off. Mobility is our better choice.
Talent Tree
Flash is a must have spell. That's all I will say about that.
Choosing our secondary spell:
Refer to the list of spells that I recommend.
Skill Order
About the only way the skill order will change is if you decide to jungle or not:
If you do jungle, your skill order will look like this:
If you don't jungle, you will follow the normal order of skills that my guide recommends:
It's smart that we start off with
Talent Tree
There are some questions you may have about the masteries:
Nimbleness
Why not get this? Because we have 2% dodge rate. Enough said.
Good Hands versus Perseverance
The first point in Perseverance offers 2% Health and Mana Regeneration, but the final 2 points offer 1%. Not a good trade.
Greed versus Utility Mastery
Wouldn't you rather have longer lasting red and/or blue buff(s) over a shitty gold return rate? I don't know, maybe you would, but since Tryndamere can jungle well and you'll probably do it for the buffs, you're going to have buffs often and the extra time with them will be beneficial.
You, Your Team & Wards
Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.
Order of priority:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
These are crucial wards to put out if the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
Boot Selection
This item provides 25% Attack Speed. If you don't care about or want Tenacity, then this is your second best choice. It is more necessary for Twisted Treeline than it is Summoner's Rift.
Jungling As Tryndamere
Starting each game, I'll purchase
Let's break this down:
Starting and finishing in this order provides the safest jungle experience. The use of
I will implement a video in the future.
Item Building
Early Game
Laning:
However:
Early on in the laning phase, Movement Speed is no-where near as important as it is later on in a game just because we can't obtain too much through items yet (note that I am excusing other champion's passives and abilities, which definitely help). However, the accessibility to move more freely is a much greater demand when you need to be quick: either for escaping or catching an enemy (including jungle ganks from teamed ally).
Jungling:
Personally, I don't believe in jungling as
However:
Refer to the "Jungling As Tryndamere" section for the correct routing to take and for all other questions. You want a strong jungle who can provide strong ganks (
Finishing Early Game
We shouldn't decide that we're going to rush any one legendary item or the other right away. If we do this, we end up slacking in some areas where we really need that extra stat. For example: if we rush
Having said all this, building the smaller parts of each of these items give us sufficient stat that we are looking for until we can rake in some more gold and completely finish the items.
Really, the only other boots you should be getting are
Mid Game
Mandatory
Optional
This whole game revolves around us getting
What makes
Finishing Mid Game
Optional
The other team knows that you have
Late Game
Hopefully you're a good carry and got this far decently fast. Otherwise, this is, in most games, our absolute last item. We needed to solve many stat issues that would interfere with our success (Magic Resistance, Attack Speed, Movement Speed, Immunity to certain abilities, and Attack Damage). All of these statistics were looked at and the build was adjusted accordingly to them. Anyway, onto our final item:
Conclusion
With everything I do, I'll admit, I take some pride in doing so. No matter what it is, I feel as if I have to perform at peak performance. With that in mind, I also think about the viewers who will read my guide. As soon as new updates are released, this resource is where everyone should come to for updates and questions. This guide has been standing for over a year now, and I have encouraged several players to take
Tryndamere up for play and have answered many of their questions along the way. Head to the threads for questions and either I or someone else will be sure to get to you with a response as soon as we read the post.
Subscribe to this guide if you want to be sure to get your news and updates as soon as they come out! Vote and comment ONLY after you have read my guide. Also, if you haven't tested it either, please do so before you vote. If you're new, it'll take time to get used whatever your new at: the champion, possibly build, and/or the game. Again, you can comment and ask questions, that's what I'm here for.
Subscribe to this guide if you want to be sure to get your news and updates as soon as they come out! Vote and comment ONLY after you have read my guide. Also, if you haven't tested it either, please do so before you vote. If you're new, it'll take time to get used whatever your new at: the champion, possibly build, and/or the game. Again, you can comment and ask questions, that's what I'm here for.
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