All Guides Tryndamere Guides The Comprehensive Spin to Win: a Diamond Bruiser AP Tryndamere Guide
11 months ago

Tryndamere Statistics for Chimalpopica

Author's performance with Tryndamere compared to the ranked average.

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

14.png—Ignite helps you establish your dominance.
21.png—A selfish Heal that will work in spite of Grievous Wounds is pretty much the superior choice for Tryndamere. Try to save this until your ultimate is about to run out. Then, Q and barrier at the same time. This gives you a gigantic surge of health that will save your skin over and over again.
7.png—Heal provides that extra bait utility which you just can't get anywhere else—well, except for Barrier. But this is real, concrete health, not a wimpy two-second shield. It can even save an ally. It additionally gives you a 30% movement speed boost for 1 second. Now, I'm not saying that completely replaces Ghost, but with the CDR you're going to be building, all you really need is a little boost.
6.png—AP Tryndamere is the king of chasing and escaping, and he don't need no Ghost to shadow him along the way. That said, Ghost can help you keep on an opponent to keep bopping them. 

Other Summoner Spells

4.png—Oooh, this is pretty nice! Flash allows you to extend your spin, mid-spin. Just E, then flash at the end of the spin. This is great for applying your damage throughout the entire enemy team, or catching an unexpectant Susie Mutt off guard. But it's completely unnecessary.
3.png—Not as great for asserting your dominance. Not ideal.

12.png—I mean, sure. I suppose. This can help you split-push. 

New Runes Back to Top

Masteries Back to Top

Abilities Back to Top

Maxing Bloodlust will maximize your sustain, whilst also increasing your AD enormously, which complements your early attack speed purchase in the Stinger.

Each point in Spinning Slash increases its base damage by 30 and reduces the cooldown by 1 second. This will be superior, in most cases, to the 15 AD reduction and 7.5% slow per level found in Mocking Shout. Therefore, we generally max E next. That's not to say that W is not a powerful skill to specialize in; it can add massive utility to early teamfights, and is a good choice if you are behind.

I have extensively tested maxing Tryndamere's ultimate, Undying Rage, last—except for an obvious point at level 6—but have deemed it a poor choice. The 10 second cooldown difference, while it may not seem extreme, can make it or break your life in far too many situations. Additionally, the extra fury (50/75/100) guarantees a large heal after its duration. 


No matter whether you're AD or AP, you benefit from critical hit chance. Find a fine balance between healing and critting; if you need damage, don't press Q until you need health. 


Bloodlust has a very low base heal, with a deplorable 30% base AP ratio. However, Tryndamere's heal gains 1.2% additional AP per unit of fury, culminating in a maximum 150% AP ratio. As you may imagine, this results in very, very large heals.


Mocking Shout is a strong minion denial device in the laning phase, and a powerful chasing tool throughout the game. Never underestimate its power in a teamfight; this still alone has the potential to reduce every enemy champion's AD by 80 at max rank. That's a value of 2880 gold per person affected, without even taking the slow into account. And, with the CDR build, you can maintain the debuff almost indefinitely, and to a whole lot of people.


Spinning Slash—or, as I like to call it, Flash, on a 4.95 second cooldown. This baby has a 100% AP ratio. Don't be discombobulated by its 120% AD ratio; that's on BONUS AD, and AD is a tough stat to get in surplus, especially when compared with AP. And AP makes you a man. You're likely to get some critical hits here or there, and each of those reduces your spin's cooldown by one to two seconds, depending on whether you're hitting minions/monsters, or champions.


Undying Rage gives you five seconds of invulnerability, as well as 50-100 fury, thus additionally giving you a huge amount of health once your ultimate ends. When using Undying Rage, try to wait until the invincibility is over to Q (but don't be afraid to play it safe). Because Q has such as short cooldown with this build, you are not likely to run into the trouble of not having it up by the time your ultimate ends.


Welcome to the waiting room. This is where you go when waiting for cooldowns. Because of your tiny cooldowns, you're likely to have E, Q, or both up by the time Zhonya's deactivates. That makes this poorly rendered hourglass an incredible supplement to your skillset.

Items Back to Top

Starting Items

Core Items

    Attack speed will allow you to stack fury faster, making it easier to take advantage of your AP.
    Huge powerspike that gives CDR, damage, and healing
    Start moving faster
    Reach 40% CDR
    Finish boots
    Then finish Spirit Visage to empower your heals
    Always in the presence of 3+
    Now you're invincible
    choose 6th item

Situational Items

Starting Items

1055_32.png—You gain quite a bit of AD from your Q (5 / 10 / 15 / 20 / 25 + 0.15 / 0.2 / 0.25 / 0.3 / 0.35 per 1% of missing health), so you can make use of its lifesteal passive. It will give you extra oomph you might need to last hit minions. 
1054_32.png—Doran's Shield brings more sustain to the table, and is great against those pesky auto-attackers. I purchase against almost all ranged champions.
1052_32.png—A valid pick in an easy lane; it makes spinning over to mid lane jungle camp and back so much easier, as it adds enough damage to your spin to bring the small ones down to half. 


Why Nashor's Tooth?

Believe it or not, AP Tryndamere is still Tryndamere. He still innately gains AD from Bloodlust, he still gains fury from auto-attacks, and he still slices opponents in half with critical hits. Attack speed is a critical component to his kit; it allows him to heal for higher amounts and deal more damage through AD values, critical hits, and Nashor's Tooth procs. It makes up for your lack of BotRK or Statikk Shiv by providing more attack speed than either of them. 

Next, it provides 20% cooldown reduction—that's pretty incredible, if you think about it; Tryndamere's skills require no resource, and so CDR allows him to spam invulnerability, mobility, and sustain, and chase indefinitely.

Finally, the ability power adds considerable damage to his autoattacks (given that basic attacks deal 15 + 15% AP, with Nashor's passive), his spin, and a boatload of sustain. This ability power highly factors in to Spirit Visage's passive 30% self-healing increase.


There really isn't much to explain here. I'll say that Tryndamere benefits greatly from tenacity. Each of these is situational. All that's really necessary is to explain the distinct lack of AP Tryndamere's signature Ionian Boots of Lucidity. While I'm still a sucker for these boots, there's no point in getting them if you're picking up Spirit Visage—and that is really hard to pass up on.

Spirit Visage

Okay, so something's beginning to become real clear to you: you're not building to deal the most damage. Sure, you'll deal a lot, especially with the additional time you get to do it (it's hard to even die in a teamfight)—and you don't need to build damage to do it. Now, let me just copy-paste the cost analysis on this piece of impenetrable armor:
  • 400 health = 1066.6g
  • 55 magic resist = 1100g
  • 10% cooldown reduction = 316.6g
  • 20 health regen + 4 (from passive) = 720 + 144g = 864g
Total gold value: 3347g
Gold efficiency: 121.7%, without its passive. What's it with the passive? Nobody knows. But it sure as hell is a lot.

Gargoyle Stoneplate

What a glorious third item. AP Tank Tryndamere's combat circumstances almost always involve three or more enemy champions. Therefore in nearly every fight, the Stone Skin passive is active and Stoneplate's resistances are doubled. You are receiving 80 armor and 80 magic resistance at the cost of 2500 gold. These have a combined value of 3040g. 

Next, the active. Metallicize allows you to increase your maximum health by 40% or by 100% if Stone Skin is active (3+ enemies nearby). It comes at a cost of decreasing your damage by 60% for 4 seconds, but it's more important to be peeling for your team anyway. 

The health is preserved after the 4-second effect ends.


This item returns a lot of damage back to the champions who matter most. The damage is calculated before your armor is taken into account, so the damage is raw and high. Thornmail even deals damage when you're using your ultimate at no hp, in case someone's still hitting you at that point—which is quite possible, because you're going to be diving everything, and everybody will be focusing you. In fact, you can just go ahead and initiate that teamfight. Team isn't around? That's alright; just keep spinning in, just keep shouting at them, and never stop healing. You'll be surprised at your damage output. 

AP Tank Utility Tryndaspindawindamere is about constantly regenerating the health you lost. That's harder to do when you have more health, so let's just make it easier on the both of us and try to buy things without health, alright? Each hitpoint is so much more efficient this way.  

6th item

Zz'Rot Portal

More armor? More magic resistance? More health regeneration? Jeez. This'll help you provide some lane pressure without having to leave your team. A strong choice if you need to keep a lane pushed in.

Luden's Echo

The more AP you have, the stronger your heals will be. This is a great choice for channeling your obscene movement into some damage and giving your spin some more oomph, while also improving your heal.

Zhonya's Hourglass

This is the waiting room. Use it when you need it. Comes at the cost of wasting 10% CDR.

Mejai's Soulstealer

At this point you can expect not to die, ever, unless you make a grave mistake. Even if shit goes down, you can probably spin out of it. So why not become the stack king?

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Ahri
  • Akali
  • Anivia
  • Cassiopeia
  • Diana
  • Fiora
  • Fizz
  • Galio
  • Gragas
  • Heimerdinger
  • Irelia
  • Jax
  • Jayce
  • Karma
  • Karthus
  • Kassadin
  • Katarina
  • Kayle
  • Kennen
  • Kha'Zix
  • Kog'Maw
  • LeBlanc
  • Lissandra
  • Lulu
  • Lux
  • Malzahar
  • Mordekaiser
  • Morgana
  • Nidalee
  • Orianna
  • Riven
  • Ryze
  • Swain
  • Syndra
  • Talon
  • Teemo
  • Tristana
  • Twisted Fate
  • Veigar
  • Vel'Koz
  • Viktor
  • Vladimir
  • Xerath
  • Yasuo
  • Zed
  • Ziggs




Bap... bap... bap... Oh, sorry, were you doing something?

Hitting me? Oh. Okay. Well, carry on.

Ahri's like that little munchkin beating at your legs that you kind of just zone out. Starting Doran's Shield and Q allows you to pretty much just forget about her. 

Of course, dodge skills and such, and don't take unnecessary auto-attack harass. Push her into her turret to complicate her minion mojo and watch her mana bar disappear. 

After level 6, Ahri becomes a champion. It'll be annoying when she dodges your spin, and she'll try to roam. Go with her.




In Akali's case, invisibility is a curse. With it comes immobility, and the likelihood of being mowed down. 

A Doran's Blade or Amplifying Tome start will allow you to win out on trades. Try to establish an early lead by keeping the minions at a stand-still and trading with her until you can zone her. 

After she hits level 6, you'll have to be careful not to overextend; if she can chase you far enough, she has the potential to take you down.




Anivia always does more damage than you expect her to. 

Farm, dodge, be safe. Take refuge in her lack of mobility and look to set up ganks to try to shut her down. 

If she roams, go with her. Otherwise, she will establish a lead, and it will come back to haunt you.




Buy boots and be prepared to dance, because you'll need some serious moves to survive her onslaught.

Avoid spinning into her unless you are determined to stick with the fight until the end. Otherwise, she'll deal a whole bunch of damage as you walk away. 

In teamfights, isolate her and force her to waste her ultimate on you. If you can do that, she won't have much of an effect and will likely fall flat.




She's like you, except she's squishier and doesn't have any escapes. 

Start with Amplifying Tome or Doran's Blade and spin circles around her. 

Outsustain her in the laning phase, and be protective of your squishier teammates when she is nearby. 



Start Doran's Blade or Amplifying Tome, with E.

Fiora's Riposte parries one autoattack within 1.5 seconds of activation. Any Fiora is likely to activate this if you spin on her, so you can gradually force her mana bar down. Because your spin does a large portion of your damage, you'll still bring her health down.

In the early game, you'll have to be wary of being bursted down by Fiora. In order to prevent this, fight her back to bring her down near the same level, and heal all that you can. This way, you can potentially establish a lead and zone her.

When level 6 hits, be wary of her ultimate, as can deal an exorbitant amount of damage in a very short amount of time when combined with her other abilities. Therefore, don't be afraid to use your ultimate preemptively, as dying without using anything is saddening.

Her ultimate follows champions, so if you're going to escape, you'll probably be better off holding your spin until her waltz ends. Then jump over the wall to safety. However, you also have the potential to use her ultimate to your advantage. If you can put her in an unfortunate position under your tower by the time her ultimate runs out, then suddenly using Barrier and Q will keep you alive as she dives to make the most of her situation.




While one may contend that Fizz counters AP Tryndamere because of his healing debuff, all you've got to do is wait for that to run out. And it doesn't last long. In lane, this is very manageable. 

Start with either a Doran's Blade or an Amplifying Tome, and push him in hard. This will prevent him from being able to establish any sort of lead through a level advantage. 

It goes without saying, roam with him. Don't let him loose upon your team without following.

In teamfights, you would do well to protect your carries from his dive. If, however, you have other teammates who can accomplish this purpose without your assistance, you may instead lead the front line charge. Just don't be tanking damage when your team is waiting around for their chance to target Fizz. 




Galio has quite a bit of sustain and a considerable amount of ranged poke, making for a rather stagnant lane. Push him in hard with an Amplifying Tome start to force him to use all his mana to last hit minions. Then you can begin to gradually take him down. 

Because of his ultimate, a Galio player is likely to look to bait a dive while at low health. Not many people tend to take Galio players up on this, but you should, because you can use it to your advantage. You will far outlive his ultimate, and with Ignite and Barrier, can finish him and get away in alive.




The fatman will certainly throw you around in the laning phase, if you can't establish an early lead. 

Do everything you can to survive and cut him down. Once you get Nashor's Tooth, you should be able to fight him one-on-one. After your Kindlegem, you're pretty much guaranteed to win in a fight. But if all else fails, come mid-late game, you'll come out the bigger man.







You're likely to kill her in a brawl, head-on—but make sure to wear her down first. You have as much sustain as Nunu, so you'd better use that to your advantage. Go in, then out, in and out. 

If you fall behind, then Irelia can potentially be a formidable force. Until you get a reasonable amount of CDR, she will be difficult to escape from. Therefore, you may want to build into an early Seeker's Armguard.




Jax sure is a tough one. For starters, don't let him push on you. Keep the wave even, or establish a level advantage. Play safe in the early game, because his early damage is incredible. 

Eventually, he'll run out of mana. Until then, do what you can to trade evenly, or just survive.

Try to roam very early to force his hand in teamfight situations, where you will come out on top. If at all possible, avoid splitpushing.




Jayce's early levels are very strong. You'll have to avoid as much poke as you possibly can. Therefore, start with Doran's Shield and Q. Use the bushes to your advantage and CS when Jayce is forced to auto-attack another minion. If he tries to hard-push the wave to level 2, follow suit and do what you can to keep up in levels.

Soon enough, you'll be able to spin into him, autoattack, and heal it all up. Try to navigate so that your escape route leads into a bush (if in top lane), to avoid his continued auto-attack harass.

Also, try to stay behind the minions in case of shock blasts, to minimize the poke he can deal.

If he tries to splitpush, you'll be able to deal with it fairly well. Dueling him won't be difficult, as you'll just keep spinning onto him and healing up his damage. In teamfights, avoid allowing him to poke. Try to initiate and take him down fast, to prevent him from diving into your back line.




Karma's a potent solo laner, although she isn't played in such a way often. She'll lock you up, deal tons of damage with Mantra Q's, sustain reasonably well, and be able to escape all-ins early on. As the game progresses, however, you'll begin to outscale her.

Your best bet for the early laning phase is probably to start with Doran's Shield and your spin, to avoid Q and push for an early level 2. If you do push, however, go all the way to her tower to reset the wave, else you may be ganked.




Spin! AA! Then Q. Rinse and repeat. Diving's very simple. Just be sure to spin out of him when he's dead. 

Also, when you he ults, don't be afraid to take defensive measures. It's better to use your ultimate than to die haphazardly. 




Kassadin is the sort of champion that doesn't do too well against AD laners. However, he still has quite a bit of poke. Buuuuuut without his silence, he's pretty much powerless against you. So, your laning phase should be a breeze. 

Start with Amplifying Tome or Doran's Blade. He can CS under tower fairly easily, so try to zone him out by gradually chunking him down. 

You can spin more consistently than he can ult, but he can still clear considerable distances rather fast. Because he now only has 4 charges on his ultimate, and must wait 20 seconds to recharge, he likely won't use it to traverse terrain. Therefore, you can probably reach your destination before he does. So, roam away!




I'm not so sure what it is with Kitty; I've lost count of the number of times I have encountered her with AP Trynd. Anyway, it goes kind of like this:

Her Bouncing Blade spam starts out tame, but gradually becomes problematic. Once she begins to get you low, she will begin to shunpo and swooshyswirl around you. That hurts, but leaves her open to counterattacks. Even so, it's probably best to avoid such invasions of privacy. Therefore, start Q and Amplifying tome, and heal consistently to keep yourself safe. 

If she reaches level 6 before you, play it very safe under your tower until you match her level. 

Katarina players like to dive a lot, and will likely expect you to fall after your ultimate runs out. However, as long as you use barrier and heal immediately as your ultimate runs out, she will not get the reset, and she will likely die.




Splash damage, poke, a slow, invulnerability... 

Just be careful when you dive her.










Fun-loving little Koggy is quite a squishy little fella—easy to tower dive. His passive usually explodes before your ult runs out.




Ah, the everlasting chase.

You'll get her eventually. I guarantee it.

















Muertakaiser farms. He plays safe, and then he turns into a colossus in the lategame. His downside lies in his lack of chasing or escaping capabilities. Therefore, do what you can to take him down before he gets running. An amplifying tome + E start should get you started. Call for ganks, dive him if you can, and outroam him as much as possible. 

When the lategame comes around, don't touch him with a ten-foot pole, unless you've got your team nearby. It's going to be difficult to take him down without help and kiting.




Morgana is a very safe laner, so it's hard to do much to her. Therefore, such a matchup calls for the extreme farming technique. Push up a wave, spin over the wraith wall, spin back, and continue to farm. Just don't fall into an endless farming trap; at some point, you should begin to roam. And that is usually sooner, rather than later.




Nidalee's rework has turned her into a very strong early game bully. Therefore, start Q and Doran's Shield, and sustain. Survive. Dodge spears, and don't step on traps, because once she gets started, she's not likely to stop. 

Your goal is to prevent her from establishing a lead. That way, she'll fall flat in the lategame. Then just chase the cat down in all other stages of the game, and you'll be alright. 







While you desire to E, AA, then Q, Riven delights in going all in. Therefore, you would do best to keep your spin up for situations in which Riven attempts to engage. When she does this, autoattack her and spin out of her range (making sure that your spin moves over Riven). This will allow you to trade evenly, or even pull ahead. Later on, everything in your kit works to prevent Riven from succeeding in all-ins. 

In one-on-one fights in the mid-late game, dodging her abilities will allow you to outsustain her and eventually take her down. 




Avoid his harass, and start with Q and Doran's Shield or Amplifying Tome. If he tries to push, counteract it, else he'll harass you at a higher level. Your best bet in this lane is to set up ganks, otherwise it'll be a farm lane until either of you decide to go make an impact.










A silence! Ah snap. And no escape, aside from invisibility gained through his ultimate. If you're feeling confident, start with an Amplifying Tome. If not, Cloth + 5. 

This guy's kind of like a ninja gardener. Stay out of range of his rakes, and you'll be able to sustain through all the damage he deals when you tussle with the all-important minions. 




Teemo has always been a problem with Tryndamere. This match-up is easier for AP Tryndamere, as it is very possible to sustain through his harass. However, you must not underestimate his power under any circumstances. If he gets a large lead, it will be difficult to stand toe-to-toe with him in the future. Therefore, avoid his blinding dart and autoattacks as much as possible, while still csing reasonably. 

You may want to begin the lane by hardpushing to level 2. He'll try to harass you a bit, but if you start with Doran's Shield and Q, you will be able to heal back up easily.

Teemo often forces a split-push, but with your mobility through CDR, you should be able to take him down and force him to find other ways to exert pressure.





Twisted Fate

First, purchase a Doran's Shield, and start Q. Twisted Fate will harass you constantly with auto-attacks and cards. But really, he's more likely to damage himself by aggroing minions.

On the first back, he'll start to hurt a little more, so you should play a tad safer.

Twisted Fate has no sustain. Therefore, keep up your harass, and you'll keep him zoned. Tower dive him if you like. Just keep his lane pushed up, and prevent him from roaming. Then roam about freely and watch as your opponents flame Twisted Fate for failing to have an impact.




Veigar's primary threat is his ability to set up powerful ganks for his jungler. Other than that, spin away from his orbital friendship cannon, and make sure to ult before he unloads his full combo on you.



















Zed is mobile and deals quite a bit of damage, but there really isn't much he can do about you. That said, try to take him down before he gets too much lifesteal. 

You can definitely bait him to go all-in, and then suddenly Q and Barrier, and turn it around. His W has a long cooldown, so he'll likely have trouble getting away.

And, of course, roam with him.




He has a lot of harass, but it is quite easy to dodge. You'll be able to heal up the rest of it. 

Ziggs can be a bit difficult to chase because his satchel charge knocks both you and he around, but it has a VERY long cooldown, so just keep chasing and you'll get him eventually.

His waveclear is great for stopping sieges, so just spin straight in and initiate a teamfight.

Introduction Back to Top

In a meta dominated by excessively regenerative behemoths, a swordsman stakes his claim to the throne...


So how do you like this new top lane meta? Favoring sustaining, split-pushing behemoths—that is, these guys:
58_64.png36_64.png102_64.png79_64.png57_64.png; a never-ending wet noodle fight. Too bad they're all banned—well, most of the time. Because this... meta is so exciting, we need to make sure the fun doesn't stop at the ban phase.

And you know what? I think we can out-do these big guys (and gal). I think we can combine their most hated element, their arbitrary propensity to survive through thick and thin, with the most valued trait of the demon who haunted our very dreams; the one once outlawed more than any other, who has since received the nerf-bat time and time again: Kassadin. He's out of the picture now. One who shared a similar knack for mobility received similar changes, and now must seek refuge under the iron fist of the marksmen of bot lane, or in the stagnant and immensely boring topmost lane. The point is, those Body Slams aren't doing a thing anymore. The meta calls for a new champion of mobility, and AP Tryndamere fits the bill to a T.

Who am I?

I am a Diamond Urgot Top main, who has played a great deal of AP Tryndamere since around the beginning of Season 3. After the nerfs, I primarily focused my efforts on Urgot, ultimately culminating in my Topgot guide, which has received widespread recognition as perhaps the best Urgot guide out there. It can be found through this link.

Time passed, and I began to revisit AP Tryndamere. I suffered through trials and tribulations, until I realized that he still has tons of potential, and can still be made to work—and that he can still shine, almost as illustrious as before. Perhaps even more. After countless test-runs, I've taken it to ranked. Since season 4, my lowest win rate with AP Trynd has been 62%. My current Season 7 win rate is at 68-72%. 

Of course, I can't create this guide without thanking the great player who made this possible, who popularized AP Tryndamere and showed us all his incredible potential: Pitotrek1997—he who went from Bronze V to Diamond solely with Spindawindamere. I'd like to quote this remarkable man from his AMA. This is Pitotrek1997, on trading in lane: 

In the famous words of Pitotrek1997, AP Tryndamere's primary combo is "E + AA, then Q."

Pros and Cons Back to Top


with muhfilters.png
Massive sustain
Incredible mobility
High utility
Doubles as a highly regenerative tank
High damage
Immense teamfight presence
Powerful splitpusher
Absolutely no costs
Highly spammable spells
High skill ceiling


A little less damage than an AD Tryndamere

The gist of it is this: AP Tryndaspindawindamere has many capabilities that an AD Tryndamere couldn't dream of. Use these well, and you can surpass the AD build's realm of possibilities.

The Evolution of AP Tryndamere Back to Top

Ladies and Gentlemen, gather round. If you wish to come to a complete understanding of that which you are about to experience, look no further. If, on the other hand, you feel that you are beyond a history lesson, feel free to take the green pill and shimmy on over to the rest of the guide.

What I am about to impart is the story of the Right and Honorable and Just and Wholly Necessary King of Heals and Spins.

In the beginning, there wasn't much. Some folks played AP Tryndamere and even advocated it, but there was nothing unified. Few knew of his power, until Pitotrek 1997 came into the fray. 

Pitotrek1997 was Bronze V before he began his climb. Before long, he hit 1,550 Elo. His climb caught the attention of the folks on Reddit because of his 80% win rate, ultimately eliciting an AMA. It exploded in popularity, and players everywhere began to try the build. I, a meek Silver IV at the time, was inspired to outright purchase Tryndamere and make a dedicated rune page for him, despite having never played him before.

However, Pitotrek's build was, at the time, at a very early stage of its evolution. He would build Morellonomicon, instead of Nashor's Tooth, which gave unnecessary mana regeneration and did not provide the attack speed which Tryndamere appreciates. (Although, at the time, Nashor's Tooth gave mana regeneration as well [albeit less]). With the combined minds of Reddit, this build was reforged into something great.
"Nashoor tooth > boots CD > Rabadon > Zonya > Lich bane > Guardian angel"

Soon after, Pitotrek1997 hit Diamond I. Tryndamere became AP, and his win rate shot up to 55%. QualityPlayer, a popular streamer known for playing unconventional champions and builds, began to main it; Voyboy began to play it in the LCS. It got big. Some people said, "wait! People just don't know how to play against it yet! It's got to have some counterplay."  It didn't.

Then this happened.
  • Ability power ratio adjusted to 0.3 + 0.012 per Fury consumed (total 1.5 at maximum Fury) from 1.5.
And so died Tryndamere the Grey. 

Some people kept on it. We looked to Pitotrek1997 for guidance, and he provided us with a new build to skirt around the changes—Nashor's + Lucidity Boots + Guinsoo's Rageblade + Lich Bane. But it wasn't good enough. Something was wrong.

Players began to phase out. AP Tryndamere fell off the grid. 

Nuukular came along with a more defensive build featuring Ninja Tabi or Mercury Treads and an early Kindlegem, but few realized he had something going. His guide has since been deleted. He still plays a rather intriguing blend Tryndamere:
Nashor's + Mercury Treads + Statikk Shiv + Zhonya's + Trinity Force. The build kind of lacks on synergistic properties, but it seems to work for him. Some say that the purpose of the Statikk Shiv is to appease Statikk, who resided over the change on Tryndamere's Bloodlust AP ratio.

Pitotrek1997 got banned, or something or other, and ended up on another account, eventually switching to AD Tryndamere.

AP Tryndamere fell out of play and appeal. On the lowest realm of player awareness, he fought to reclaim his throne, until at last he threw down his enemy and smote his ruin on the mountain side. Darkness took him, and he strained out of thought and time. Stars wheeled overhead, and each day was as long as a life-age of the Earth. But it was not the end.

I was camping, and by the fireside I dreamt of a new AP Tryndamere—a more efficient, more powerful Tryndamere. A perfect Tryndamere. 

He felt life in him again. He has been sent back now, until his task is done. AP Tryndamere—that's what they used to call him. Now, he is Tryndamere the AP Tank. Utility. DPS. Tryndamere, the White.

"I come back to you now, at the turn of the tide."

Rethinking Tryndamere Back to Top

Why? Back to Top

By making Tryndamere's health more efficient, his heals consequently become very efficient. He can dive deeper and take the brunt of his opponents' assault, thus allowing him to fuel his Fury bar much more easily, and making the change less impactful. In short, he can now go the distance.

With this build, there is certainly no question of who heals the most—

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But, surprisingly, you'll find that you will almost always top the damage dealt to champions chart as well.
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Why is this? How can this be, with a build that incorporates Spirit Visage and Thornmail as its second and third items? Isn't it baffling?

Yes. Tryndamere works in mysterious ways. Now bow down before our rightful King.

No, really. It's a combination of three things:
  • Thornmail's passive
A Tryndamere's still a Tryndamere; if the enemy team sees one just spinning onto the five of them haphazardly, they've probably been conditioned by now to turn on him and blow him up. That's not necessarily required to make this work; just like Renekton or Shyvanna jumping into the fray, the enemy team usually has to find some way to deal with them—except the only way to deal with AP Tryndamere is to kill him, because otherwise they will never lose him. The automatic focus just helps you along.

All of which can be capitalized upon by spinning into a teamfight and garnering as much attention as you can. Now, Thornmail returns 30% of auto-attack damage back to its sender. You're being focused, your opponents are killing theirselves, and suddenly all your health comes back. Yeah. AP Tryndamere. If they finally get the opportunity to attack someone else, well, don't let them. Sit on them. 
  • Strong spins
But not all your damage comes from Thornmail; in fact, a lot of it comes from your highly spammable spin, continuously cutting through as many opponents as possible. With your Nashor's Tooth, and pre-mitigation (of course), every spin (at a ~5.4 second cooldown) will do about 288 damage to each person. When you get Zhonya's that's 410. With Rabadoodles, it's 632.
  • Attack speed (critical attacks, Nashor's Tooth's passive)
Tryndamere has a maximum of 198.6 BASE AD from levels and his Q, varying between that and 138.6 depending on his current health. This is still Tryndamere, an AD powerhouse, and he benefits greatly from attack speed. Speaking of—we get +50% from Nashor's Tooth. So you're going to be auto-attacking a lot. Nashor's Tooth allows you to capitalize on the AP aspect of this as well, providing you with 29.7 damage on autoattacks without any other AP items. With Zhonya's, that becomes 47.7. With Rabadoodles, 65.7, making for a total maximum of 264.3 of mixed damage on a squishy opponent. And you still have critical attacks, too.

That's not even taking into account the maximum 2,880 gold AD debuff and the powerful slow he constantly applies to pretty much the entire enemy team in a fight.

Mid or Top? Back to Top

Both. Really, both are great. All fine and dandy. I recommend both. For mid:
  • Farming has never been better; nowhere else can you push out the first minion wave, spin over the wall to Wraiths, spin back over, and rinse and repeat until you're levels ahead of your opponent. 
  • Roaming capabilities—similar to Kassadin, AP Tryndamere can pull some incredible roams because of his mobility. Mid lane is the best place to do this, as it is the easiest to get back to, and the most difficult for an opponent to completely push down.
  • Almost all the harass you might take from a ranged champion is completely negated.
Top lane is a little different. 
  • You'll feel inclined to split-push, especially if your opponent never leaves the lane. This can be remedied by taking the first tower and just heading out to help out your team, but after dragon, you'll probably end up back up top lane. And that's not really such a bad thing, because...
  • You can duel just about anybody, and escape from pretty much any situation. But...
  • You're missing out on all those little skirmishes that take place around the middle- and lower- quadrants of the map. That's a lot of lost potential for picking up kills left, right, and center. 

Early Game Back to Top

The early game is the hardest part. But it's not really hard. In fact, AP Tryndamere has it much better than his AD counterpart. 

The first thing you'll notice is that it's a little harder to CS. Killing minions under the tower requires a little foresight, and often, you use your spin as a finisher. 

Secondly, your heal is gargantuan. Use it whenever you need to. When you have no fury, but do not have full health, feel free to go ahead and press Q. It helps. 

Denying Minions

Mocking Shout reduces your opponent's AD and slows them. So, be sure to use it whenever your enemy goes in to last-hit minions, or turns their back on you. The slow will often prevent them from getting into range of soon-to-be-dead minions. 

The overall best way to deny minions is to push straight up to the tower, thus forcing your enemies to last hit under the constant pressure of their turret, and then smack that W whenever that bugger wants to kill a caster minion. It works wonders. 

Harassing Under Your Opponent's Turret

While you're at their turret, you might as well do a little more. Walk up to your opponent, auto-attack, and spin away under the ire of the tower. Then heal. This is a great way to whittle someone down with very little counterplay, as to fight back would be to lose many minions. If your opponent isn't going anywhere, you can also apply an intriguing practically-guaranteed critical hit technique, by continuously swinging your sword at them but pressing S directly before it hits. Soon enough, your sword will come down in an overhead critical attack. From there, you are guaranteed to crit your opponent, unless you change targets or lose fury. Just find the ripe time to let off that crit, and spin away.

Ganked! Back to Top

So the enemy jungler as taken notice of your antics. Clap yourself on the back and take note of your distinct lack of mobility spells. This is because you don't need them. With heals, and perhaps the use of Barrier, you can buy enough time to escape with Spinning Sash. Or, you can turn and kill one of them.

If the jungler is seeking repeat ganks, your play style should change a bit. Hold your spin in order to escape when trouble comes. If you do desire to spin, do not spin into your opponent; instead, walk towards them and spin away, making sure to go through said opponent and any minions you may need to last hit. Spinning away will put you in a reasonable position to escape from ganks should they occur.

If you are dived, kite around the turret as much as you possibly can. Spinning directly through it can complicate matters for your opponents. The standard protocol is to, if ulting, hold Q and Barrier until just before your ultimate runs out. Don't take the chance of dying immediately. You'll get the timing just right eventually. This will give you a gigantic blast of health that will mitigate Ignite and most any damage your opponent saved for when your ult ran out, allowing you to survive, or even turn around a dive.

Roaming Stage Back to Top

Nashor's Tooth? Check. Kindlegem? Doublecheck. 

Time to roam. Imagine that you're Kassadin, except that you can do it indefinitely before recalling. Usually, you'll want to head to bot lane, even if they're already doing well. Just be the catalyst and stick yourself in there. Spin, slow, spin—pretty simple. This is a great way to get fed, and allows for very simple dragon control. 

Don't be afraid to leave your tower, or to go in deep. Even diving is on the plate. Just remember that when you gank, this is how your opponents imagine you. If nothing else, you'll strike a fearful chord and get back to lane lickety split.


This goes without saying: if your opponent roams, go with them.

Mid-Late Game Back to Top

This is your moment. You can do anything, now; the only limit is yourself.

You can split-push, if you like. It's unlikely that anyone can kill you. Just ward up and do what Tryndamere does, with a little more of tanking towers for little to no reason.

You can also teamfight, which is probably your best option. 

But above all, you must avoid allowing yourself or your team to be caught out individually at all costs. If people start dying on their own, make the call to group up, and ping whenever teammates overstep their bounds or put themselves in a position that your enemies can take advantage of. 

Teamfighting Back to Top

If the king doesn't lead, how can he expect his subordinates to follow?

Okay, teamfighting is pretty simple; AP Tryndamere excels at it. What you've gotta do is just spin in, and press W. That's it. All you've got to do. 

Well, okay. Maybe it's best you do a bit more. Let's talk about your actions in a teamfight in sections.

When to heal

Keeping your fury up gives you crits. Cashing it in gives you health. But, with this build, you're likely to benefit much more from health, as it will keep you in a fight for much longer, thus allowing you to deal more damage. Generally, only go for critical hits when you're closing out a fight and/or just need to kill your target, like when dealing with a champion who has dived onto any of the squishier champions in your team.

When to Shout

Always! Try to do it when your opponents' backs are turned, but just keeping that AD debuff going throughout the fight will help out your team immensely. Positioning also plays a large factor; try to be in range of their entire team when you turn them into chickens, then go about your chicken farm and pluck their feathers.

When to Spin

Spin in. Spin further in. Get to the middle of them and give them a proper French taunting. Be the focus of their efforts, and your Thornmail will do work. 

People are used to Tryndamere dealing a bunch of damage before dying an awkward death. They are very likely to turn on you, try to focus you down, and what-not. Take advantage of this and spin straight into them all. 

Try to hit as many as you can. See, it's quite like you're bowling. Knock down all the pins, and you're doing well. If you can, spin onto their AD carry and see how they like killing their selves hitting you while you still chunk them down. The enemy team is likely to try to peel, but, see, that doesn't stop you; nothing can. 

Oh, and if you're really low and fear you're going to die without a worthy legacy, feel free to spin out for a moment and heal up on nearby minions or monsters, or simply recall if necessary.

When to Use Your Ultimate

See, this skill isn't appropriately named, because you are undying even without it. But it certainly helps. Try to do it when you're really low. But first: if you're low, press Q. If you can't press Q, then ult. By the time your ultimate expires, Q is pretty much guaranteed to be back up. Cooldown Reduction can surprise you sometimes.

General Teamfighting

AP Tryndamere thrives on elongated fights—the longer the better. So kite back a lot, and see about constructing a highly mobile dive-based composition. You synergize very, very well with champions like Warwick, Udyr, Ryze, Ezreal, and Vayne, who can constantly adapt to the situation by chasing or kiting. The great thing about this is that you can pretty much find these kinds of highly mobile champions in every team composition these days.

Traversing Terrain Back to Top


You see that? That's you. That's what you look like. 

That's what you can do. 

You'll meet 40% CDR before you know it. And that means your spin will have a cooldown of 5.4 seconds. And every time you crit a minion or monster, it is reduced by one second. Every time you hit a champion, two seconds are shaved off.

This means that you need to spin. Always. No exceptions.

Allow me to demonstrate:

Conclusion Back to Top

I hope you've enjoyed the guide and found it helpful. If you're still unconvinced on whether this is an elaborate attempt at trolling or a truly serious take on redefining the role of Tryndamere, then I advise that you open your mind and look again. You might just find something you like.

I'll be adding matchups and additional sections, as well as revising here and there, as time goes on. Please let me know if you find any errors, or have any suggestions.

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