All Guides Tryndamere Guides 8.12 AP Trynd: The Mad Scientist of Trynd returns with a new build path
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Tryndamere Statistics for Cattraknoff

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

Value
Average
Games Played
357
7
Win %
42
44
Kills
5.8
5.4
Assists
5.3
4.3
Deaths
6.7
6.0
KA:D Ratio
1.7
1.6
Gold Earned
12K
11.8K
Creep Score
173.8
203.2
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

While TP is great for lane safety and lategame backdoor plays, I don't really recommend it in elos like platinum where your teams are monkeys and will take TP as an indication that you plan on joining them in any team fights.

I would say whether in low elo or higher elo, unless you are mid to high diamond at least, just go with something that will help you win a fight, get kills, and not give your team any stupid ideas about you helping them in a team fight. Snowball, take your turret, take rift, take more turrets, win the game. What you need to do is become a monster, threaten turrets and FORCE enemy players to come to you so that then your team can win the fight that is unbalanced in their favour or at least even.

New Runes Back to Top

Take attack speed for more rage generation and dps. Ultimate hat for ult spamming and transcendence to get you to 40% cdr with nashors and lich bane.

Abilities Back to Top

E
Q
Q
W
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
2
3
5
7
9
W
4
14
15
17
18
E
1
8
10
12
13
R
6
11
16

Q for early and general sustain and damage, E for waveclear and mobility.

Use w for debuff to trade. You can level into it a little more if you want to nerf an ad-champion, or slow, and if you're ahead and so your items will make your waveclear good enough to take a wave of casters.

Items Back to Top

Starting Items

    first back options, can also go straight zeal if rich. Dark seal refillable is survivability, brawler always when possible for crit boost, BEFORE DAGGER.
    solid 900g first back option

Core Items

    fuck boots build one of these

Situational Items

    Get this if you think it may be worth it. It often can be given that the AP will help you stay alive and boost your E damage significantly.

I tend to rush my zeal item but can build some AP first, like dark seal refillable and even an extra amplifying tome if I need more sustain. It all synergizes because crits give more rage which feeds your sustain.

Finish shiv if you want extra waveclear and burst and mixed damage (the burst is real when your build comes together), PD if you want more sticking power and raw DPS. Your goal in fights is basically to land spin + auto combos wherever possible.

After zeal item you're going nashors. If you have dark seal you can just rush the stinger first for more attack speed, this makes you a huge threat on turrets early on. Or go AP if you want more sustain and the cheaper cooldown reduction path.

Next it's lich bane for 40% cdr (with transcendence), more speed, and waveclear which should now be enough to take caster minions with your E alone and if it's not quite your large rod will do that for you for sure.

That large rod is going into a deathcap next, with those 4 items you're going to be a huge threat on objectives and can shred them very quickly with your huge attack speed, ap damage on turrets, and lich bane procs. Your sustain and burst will also be huge, if you're ahead you'll probably be oneshotting people at this point with your e + shiv + nashors + lich bane empowered auto.

Finish it off with a gunblade for another slow, sustain, and more damage (it scales your E very well with all stats, 1.25 bonus ad and 1.0 AP which is actually 1.3 after deathcap), and more burst (like 400 damage when complete, 500 at full build), and last item if it goes that late grab rageblade starting with recurve bow.

ALTERNATIVELY you can build rageblade after lich bane and then do either gunblade or deathcap after that. This will give you a little more dueling power in some situations while keeping your objective shred pretty strong.

If you manage to get 6 items because you're filthy rich you'll be doing more than 1-1.2k damage with your E, another 130 per swing from nashors (doubled every other hit), 500 from Lich Bane, plus the shiv crit if you have it, plus your auto damage itself, plus gunblade, so you're potentially bursting people for more than 3k damage within the span of your first e + autoattack, and your attack speed is more than 2, and when lethal tempo pops off you better believe it'll be hitting 3.0.

Matchups Back to Top

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

  • Akali
    Hard
  • Camille
    Easy
  • Cho'Gath
    Easy
  • Darius
    Medium
  • Diana
    Medium
  • Dr. Mundo
    Easy
  • Ezreal
    Easy
  • Fiora
    Medium
  • Fizz
    Medium
  • Galio
    Easy
  • Gangplank
    Medium
  • Garen
    Medium
  • Gnar
    Medium
  • Heimerdinger
    Easy
  • Illaoi
    Medium
  • Irelia
    Medium
  • Jarvan IV
    Easy
  • Jax
    Hard
  • Jayce
    Hard
  • Katarina
    Easy
  • Kayle
    Medium
  • Malphite
    Easy
  • Maokai
    Easy
  • Nasus
    Medium
  • Pantheon
    Hard
  • Renekton
    Hard
  • Rengar
    Medium
  • Riven
    Medium
  • Ryze
    Hard
  • Shen
    Medium
  • Singed
    Medium
  • Sion
    Medium
  • Teemo
    Hard
  • Trundle
    Medium
  • Volibear
    Medium
  • Zed
    Easy

VS

Akali

Hard

This lane is pretty cancerous. Just try to survive without feeding, and pressure the map to win.

VS

Camille

Easy

Pretty ez lane just watch her trading power. May be advisable to get tabis but you can generally avoid it and mercs will help more with the cc her team is bringing with her. Lvl 6 the all in generally favours you particularly if she uses and you can dodge her E trying to go on you. Just don't get ganked.

VS

Cho'Gath

Easy

Rush mercs and AP to prevent any kill pressure. Farm and trade and sustain to oom him and force him to back and TP. Pressure the map and utilize greater waveclear and turret damage to punish his roams. Once you have rageblade you can teamfight a bit if their overall CC won't rekt your team.

VS

Darius

Medium

Not too bad of a lane just don't get grabbed. Don't spin while near him unless his grab is down or he's activated his Q (there is a window before he can do anything else). When he q's it's a good time to E away.

VS

Diana

Medium

Nothing special required just dodge her skillshot, trade. If she misses her q lvl 1 just spin on her particularly if your rage is up. You can chunk her early on.

VS

Dr. Mundo

Easy

NBD here just dodge whatever cleavers you can and don't do anything stupid. Map pressure will win it.

VS

Ezreal

Easy

All skillshots just dodge them. Trade sustain and win. Lvl 6 and after first back you can probably dive him - preferably after a bit of trading but maybe not necesasrily.

VS

Fiora

Medium

VS

Fizz

Medium

Pretty straightforward fight as a melee against fizz. Your lvl 1-2 is far stronger, abuse it. You can chunk him when your rage is up. Not a big issue just mind his slipperyness. If he goes in on you particularly lvl 6, make him regret it.

VS

Galio

Easy

You can offer to mid against him to save flexible AP mids from having to face him. Your early trading can damage him a lot, particularly since they tend to start d ring rather than anything tanky. Trade aggressively, sustain, try not to tank too many Q's, and it's not a bad lane at all.

VS

Gangplank

Medium

He does ranged damage, and his scaling is very good. Just don't get hit by barrels if you can avoid it, take his barrels after he Q's a minion if he isn't standing next to them. Sustain, trade, hope for some luck, dive him if you think you can but be sure that you can. Things go best if you can get ahead. Otherwise just pressure the map and hope for the best. If he ignores you to teamfight just punish him hard.

VS

Garen

Medium

Just watch his ults. Your ult is worth more but if you die before you press r, it isn't worth anything. His lvl 1 trades are pretty strong, wait until his q is down before trading lvl 1, and wait before either q or e is down before trading lvl 2. You outscale him so there's no need to rush anything. Capitalize on his mistakes and try not to make too many yourself.

VS

Gnar

Medium

He can be pretty annoying with his constant autoattack poke. Tabis may be advisable for laning, but against a heavy CC comp you will eventually want to sell those for mercs - which kind've sucks but it's better to lose a bit of gold than to be CC'd to death forever. The tabis will definitely help you farm so they are probably worth rushing along with early AP from nashors.

VS

Heimerdinger

Easy

You can take his turrets lvl 1 with an e auto

VS

Illaoi

Medium

Just sustain and farm and hope for an early opportunity. You can shove turrets harder but if you don't get ahead you may not be able to kill her solo in the midgame. You do have 5 seconds tho so if you have nashors rageblade or at least nashors recurve with rage maybe give it a shot.

VS

Irelia

Medium

Just don't do anything dumb. You can out-trade lvl 1-2 if you do it right. You can generally shove the wave to turrets until lvl 3, then let it come to you whenever possible. She can do more damage in trades at some point but you can sustain and survive it, and your wave clear and map pressure potential are way better than hers if you don't feed. You can even team fight better with nashors rageblade.

VS

Jarvan IV

Easy

Generally an easy lane because he can't really do enough damage to beat your sustain. You can trade lvl 1 with rage, and particularly if you rush and get lvl 2 first. Establish dominance or at least a decent state, sustain, trade, win. You can wear him down. There's not a whole lot j4 can do against you if you play it right.

VS

Jax

Hard

This is a pretty hard lane. But you may be able to cheese lvl 1-2 with crits - but don't get cheesed by his E. If he doesn't start E make sure you just get rage and abuse that. Just stay alive, don't feed, and your better waveclear will allow more map pressure.

VS

Jayce

Hard

Jayce is a pain. Early lane he will probably punish you. Just farm as best you can and stay alive. Lvl 6 you might be able to kill him, particularly if ghost is up. Wait for ganks to be safest, but when you have stinger and ionian boots at least and maybe a bit of armour, you can probably 1v1 him when your ghost is up. It is preferable to bait his smack away thing before you spin on him.

VS

Katarina

Easy

Dominate her early. Get rage, spin on her while she is still lvl 1. Should be able to chunk her half way at least any maybe burn flash for a good start to your lane.

VS

Kayle

Medium

Just don't tank her E too much, you can trade early when it's down. Your ult lasts longer than hers so at 6 there may be some all-in potential for you.

VS

Malphite

Easy

He has no real kill threat on you alone. Just builds mercs at some point (generally no need to rush but you can if you want), and build your nashors however you feel like. Standard build, and just win through map pressure. If he roams he should lose turrets. Make it happen and you can win the game ez.

VS

Maokai

Easy

Your map pressure will win it if he tries to help his team. Lane is very low kill threat on you, but you may find it hard to kill him too. You probably outscale lategame if even or ahead.

VS

Nasus

Medium

If you don't get ahead early it's hard to keep kill pressure on him. But with nashors rageblade you will have some shred on him if you aren't behind - which generally you shouldn't be in what often defaults to a farm lane with minimal kill threat.

Mercs are handy for the slow but tabis would help with his damage. I generally default to mercs though particularly if there is any other enemy CC.

VS

Pantheon

Hard

My first recommendation is to dodge it. Other than that, rush tabis, build early AP, try to survive and if you can get nashors or a stinger and codex without dying you may be able to 1v1 him then - but ideally wait for a gank. You do outscale hard so if he doesn't get fed enough to carry his team you will win the game in the end.

VS

Renekton

Hard

Very difficult lane particularly when he takes thunderlords. Just let him push, try to encourage his pushing by going into his range and spinning away when he tries to go for you. You can trade lvl 1-2 particularly if you get lvl 2 first if you can avoid his Q. Crits can get you in some kind of shape. Try not to push the wave in his direction ever. Just farm and wait for chances to roam. Your mobility and map presence will win you the game, if not the lane.

VS

Rengar

Medium

Don't let him jump on you from the bushes. Trades can be favourable lvl 1-2 test it see how it goes. Long-term just sustain to win like normal. Don't feed him and you should be fine.

VS

Riven

Medium

You can definitely survive her lane, and out-sustain her early for sure and win trades through that, but she can still trade more damage on to you if you aren't careful. Also with her mobility she will if she's good roam and try to fuck your team because she'll quickly realize it's hard as fuck to kill you and look for easier targets.

VS

Ryze

Hard

**** this guy. Just farm and try to stay alive, and wait for ganks. Roam when you can. Eventually you can oom him and get him out of lane but he'll have tp so it doesn't accomplish too much, aside from opening things for your own tp gank bot or wherever if there's an opportunity. Against Ryze you probably have to win by roaming and killing his team, not by winning lane.

VS

Shen

Medium

He isn't really a kill threat on you and you will probably have trouble killing him if you don't get him lvl 1-2 or early on in general, but you might get him. You can at least compete with his map presence to an extent, and you can split push a lot better than he can.

VS

Singed

Medium

Not really a hard lane. Escort your first wave of minions to lane so he doesn't proxy it. You can out-trade level one particularly with rage. Lvl 2 be more careful, don't spin until after he flips you unless he's low as fuck and you want to ghost and try to finish him.

He can waveclear pretty hard so if you get a lead it may be advisable to try to win through team fights before he gets tanky and/or does a lot of damage. With nashors rageblade or a decent part of it your team fighting will outweigh his if ahead.

If he gets ahead, congratulations you may be fucked because he can counter your map pressure through his waveclear if he's good, unless he's focused on team fighting.

VS

Sion

Medium

Not a huge deal just dodge that knock up stun, it can help to spin behind him when he just goes to charge it up so he will hopefully miss and also have wasted it, and have to deal with you from an unexpected position. AA a few times hopefully some crits so you can e out again, or just kill him if it looks promising.

VS

Teemo

Hard

Teemo still counters you a bit but not as hard as he counters AD Trynd. You can still farm. Just farm, get some mercs, get early AP, try to farm, wait for ganks, and then kill that little terd.

VS

Trundle

Medium

Just don't be an idiot. Trade safely. Try not to spin until he's used his pillar, as he can interrupt it. Don't fuck yourself.

VS

Volibear

Medium

You can outsustain him and also exert early kill pressure most of the time. Just don't overextend, trade, sustain, and you will win eventually.

VS

Zed

Easy

Easy lane just trade lvl 1-2, sustain, keep trading, he will burn his pots and then you kill him or force him out of lane. Either way it's a win.

Why is this superior to AD Trynd? Back to Top

You're the king of split pushing. You still do good damage. You have a ton of sustain. You have a ton of mobility from E spamming. You have a ton of chasedown, pick, and kill potential with your spammable abilities. You do good (and surprising) amounts of burst damage, and have a bursty heal which can also catch your enemies off guard. You can assassinate squishies at any point in the game, and duel most champions throughout the game if not behind. If you get ahead you can be extremely oppressive and overpowering. You have the ability to absorb a ton of damage which can be enough to win teamfights. You can assassinate carries, and deal decent damage to tanks if not behind. You can peel decently with your slows and AD debuffs, combined with your damage which is enough to make most assassins rethink their decisions in life.

UPDATE: YOU HAVE AD AND CRIT TOO BRUH!

Jungling Back to Top

Starting items are hunter's machete and hunter pot. DO NOT upgrade the machete. Just build your nashors and continue with your build business as usual. Sell the machete when you're at least lvl 11-12 or are ahead in lvl enough not to care and when it gets in your way or you could use the ~200g for an item you want. The 10% lifesteal against mobs is useful for sustaining back up after being low from a fight or whatever so I tend not to sell machete until I have a good reason to.

On blue side I tend to start red buff with a leash. I tend to clear krugs next then go on to raptors. I keep my rage up after raptors, use a pot to heal up a bit and head to scuttle to complete the heal and max out my rage. I tend to look for something bot side at this point, or mid, and if nothing is there poke around in their jungle if they started on their red buff side and look to kill their jungler. With red buff, your bursty spin, your crits, and your very bursty heal for this stage of the game, combined with the fact that you can still have 2 pots at this point, you are in a very good position to kill an enemy jungler. You can duel pretty much anyone on these terms. Just be sure you don't take too long or that your lanes are keeping their laners busy.

On red side I tend to start red buff if I have a leash and raptors if not. Just spin on the raptors and auto the small ones first. Autoattack before spinning and again after, and then move on to the next and spin again when you can. You should be able to hit every raptor with your spin. Use a pot and save your smite for red buff. Use your Q to sustain when you get low, and to return to full health. Rage is good, but healthy rage is better most of the time. From lvl 3 onward you will have no issue with sustaining in the jungle. I tend to clear my red side camps, then go sustain and fill my rage at scuttle and then look for a gank top side or grabbing their blue buff or looking for a kill when they come for it.

Continue on your merry way ganking and looking for kills from here, and just build AP Trynd. Sell that machete later it's garbage.

When I said don't upgrade machete, what I really meant is don't do it any time soon. You CAN upgrade it later JUST for red smite if you want, but you'll want to sell it for a legit 5th item because frankly all of the jungle items are garbage. Why get 50% attack speed and a shit passive from brazor when you can build a rageblade, get that attack speed, increase your onhit, and turn yourself into a monster in general?

How to Fight, How to Lane Back to Top

Go to lane. Get rage. Hit your opponent if he comes near you. If the trade wasn't great, or if you know the trade won't be great, just try to safely get rage and dodge/avoid anything you can. When rage is maxed, trade. Your standard combo is AA + E or E + AA or AA + E + AA and then Q afterward in any case where you took a significant amount of damage. If lvl 1 Q obviously doesn't apply yet. Don't bite off more than you can chew lvl 1, you will need to get to know lane opponents to know how far you can go.

Trade and sustain to win is AP Trynd's basic strategy. You can of course go for an early all-in in favourable situations, or when you think you are stronger than the enemy in general. Try not to burn ghost unless you're reasonably sure you'll either get a flash or kill for it. Your ghost cooldown is shorter so there will be a ~90 second window where you have ghost up and they have no flash. This is prime killing time.

Wait for ganks. I let the lane push to my turret as often as possible to give the most room for ganking. When it's pushing the other way I try to make it push quickly when I can so that it resets. Your waveclears with E and crits are pretty strong. With Nashors + deathcap or a decent chunk of it your e is enough to one-shot your way through a wave of caster minions.

Split push all day Back to Top

With shiv and some daggers you can waveclear hard and you're a high damage threat to a tower. With stinger you can take a tower in the time it takes them to tp gank and come back if they foolishly commit to something like that. Easy 1st blood turret can happen pretty often when they underestimate your split pushing power.

Your split push only gets better from there. Not just in terms of your ability to shred towers, which is nothing to scoff at. What's the worst is the potential for tenacity. The last time they saw you, you were at 10% health. You go find something to auto, or spin through a wave, and then you're 70% health after pressing q. A short while later you q again and are full health. You just spam q even with nothing to auto and it heals 100+ each time.

Tenacity. Be a pest that does not go away. Be a plague. Be an eternal thorn in their side. Make your presence always felt. Never let them go without knowing that you are there.

You don't need to back. It's very very rare that you NEED to back. You back generally when you want to back. You back to finish nashors, or to grab a stinger and fiendish codex for the 20% cdr along with some boots which often enable you to walk/spin back to lane rather than tp anyway.

Exploit your mobility. Exploit your sustainability. Unless you do something foolish or something goes terribly wrong you should be able to continually exert pressure throughout the game. This is among your greatest strengths as AP Tryndamere.

Just split push all game. Split push all day. Split push for life. The situations where you want to help your team are rare. If you can't win by splitting you're probably going to lose. Yeah you can cleanup some fights, but your greatest use 95% of the time is in generating map pressure.

Fuck your KDA Back to Top

While there will be games where your laner feeds you kills in lane, and you snowball, and you end up with a positive or a really good KDA, there will be many games where if you're playing correctly, you're going to have a shit KDA.

Objectives matter more than kills. Map pressure matters more than kills. Exert constant map pressure. Your goal is to open up an inhibitor, generally top first, by any and all means necessary or convenient. Then you reach that inhibitor in a situation where you have your Nashors + Lich bane and ~5-10 seconds to have you way with it. Kill it and get out if you can. If no one shows after it goes down, feel free to pressure nexus if you have a wave. Feel free to die for a nexus turret if you think you can take it.

Once top inhib is down, try to do the same thing bot. Take objectives. Win through your ability to pressure and take objectives rapidly and with little warning.

Don't be a KDA whore. Be a man and die for the objectives that will win you the game. The main time you don't want to die is when dying could lose you an important objective such as your outer top turret. Keeping your outer top turret up and in pristine condition is important for map pressure. Do whatever you can to keep it alive and healthy, including spam pinging it for assistance if you aren't able to go and save it or prevent damage yourself.

When to solo rift herald, and what to do with it Back to Top

Yes, it is *when* you solo rift, not if. Unless something goes terribly badly, you should be soloing rift basically every game.

So when can you do it? As soon as you have nashors you can solo it and stay relatively healthy. It's preferable to do once the enemy outer turret is down, and an ideal time is right after it goes down and they will usually try to freeze for a bit near their inner. This is usually the perfect time.

What do you do with it? Ideally open the enemy base.

So you take it once the enemy outer is down, and then ideally take the inner WITHOUT USING IT, and then pop her out for the inhib turret straight after if possible. This is the best-case play but it's not hard to do if you laner leaves you alone just one good time. Follow her on to the inhib turret and make sure it dies. Ideally have rage to Q if people are trying to stop you, then ult and keep hitting it. You should generally be able to take it even with some opposition as long as shelly gets a full strength charge initially. Die for it if you need to. Spin and if necessary ghost away after it's secure if you can.

Replay Clips Back to Top



Chimalpopica Back to Top

I started maining AP Trynd a few years ago thanks to Chimalpopica's guide here: http://www.lolking.net/guides/269009

I recommend reading it as he has useful perspectives on AP Trynd. While my philosophy has shifted from his a little bit, I am still grateful to him for showing me the ways of AP Trynd.

Joining the Club Officially Back to Top

I run a club called "APTrynd" with the ingame tag "APTry". Give me an add on league (Cattraknoff on NA) and let me know you want in, and I'll give you an invite.

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