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All Guides Tryndamere Guides Make Tryndamere Great Again
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Tryndamere Statistics for Sea of Sicily

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

Value
Average
Games Played
20
10
Win %
35
44
Kills
6.4
5.8
Assists
3.7
4.6
Deaths
6.8
6.4
KA:D Ratio
1.5
1.6
Gold Earned
12.1K
12.6K
Creep Score
185.7
179.2
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Ghost: Why not flash? I prefer ghost because it offers the perfect chase potential when turret diving people in lane or chasing down a carry in team fight. And its on a short cool down.

Ignite: Greater chance to win lane and burn the first tower. It's not your job as Tryndamere to help the rest of the team directly. You want to open up the top part the map and become a problem for the enemy jungler.

New Runes Back to Top

Masteries Back to Top

  • Double Edged Sword: Worth it because even if you take more damage you're going to be 1% health when you go balls deep anyway.
  • Warlords Bloodlust: I like the survivability it provides.
  • Insight: Most important perk as it increases your window of kill opportunity.

Abilities Back to Top

E
Q
W
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
2
4
5
7
9
W
3
14
15
17
18
E
1
8
10
12
13
R
6
11
16
tryndamerepassive.png: It's simple. You want to be hitting minions so you can fill the bar up. Once you're full fury you have a significantly higher crit chance. In certain matchups you want hit level 2 as soon as possible with full fury and try to FB the other guy. It is guaranteed you will at least burn his/her flash. In other matchups you want to play passive until you're 6, fill the bar up, then press ghost and all in.

bloodlust.png: This is your sustain AND bonus AD per rank. Leveling this up first is most beneficial. Ideally you want to be healing with this as little as possible so you can keep your fury bar full and trade with the opponent. But in matchups against ranged champions such as Teemo, Kayle, or Kennen you're going to be healing with this as much as possible so you can just farm up and get to 6 without dying.


mockingshout.png: Yes, this gets leveled up last but we still need to use it properly. When your jungler comes in to gank for you, use it WHEN you see the enemy top lane running away. Then you get the slow bonus. You also want to use this at the start of a fight when someone all ins you, immediately mitigating some of their AD. Late game this gives you catch potential that can end games.


slashcast.png: Take at level 1. This is why I don't go flash on Tryndamere. You're going to be using this ability all the time. In laning phase you're going to be using it in a couple different ways. You need it to grab minions you wouldn't have gotten otherwise. One laning strategy I do is I get full fury, hit the other guy once and quickly E out. You can rinse-repeat this until the other guy is low and then dive him with ghost. You also need this up so you can escape jungler ganks, so don't use it mindlessly.


undyingrage.png: You're going to be bad with this ability at first. You get more and more efficient with experience and not panicking. I generally force this ability on my opponent rather than the other way around. In most lane matchup you're going to wait until 6, get full fury then all in. Against champions like Darius, Garen who will kill you very quickly you have to blow it early. But keep in mind that when you have 1% health your damage is at its highest and its very likely you will get the kill with ignite. If you know it's not going to work, you E away early, Q and gtfo. When you tower dive with this, as soon as you get the kill E away out of turret range and get the full Q heal and it usually works out. If you're losing lane you can use this to bait and set up a kill with your jungler.

Items Back to Top

Starting Items

    What you start with when you leave the fountain at level 1. Ward can be upgraded at 9 that has a huge range.
    I buy these 100% of the time so they can be considered 'core' items. What you choose after this point depends on the enemy team comp.

Core Items

    Most viable build path and here's why: --QSS from mercurial I get 90% of the time to remove TF cards, morg Qs, snares etc. CC is tryn's worst enemy. --Black Cleaver allows you to duel against those guys who thought they'd win by stacking armor. Nope. --You can build IE, its tryn's biggest damage item but Lord Dominiks is better if most of them built more health than you.
    A classic tryn build that is most fun. If the enemy is comprised of squishes that can't CC you a lot AND you won lane.
    Don't need armor pen, but need more survivability?
    I strongly suggest building randuins against a team that has two or more fed AD assassins. It will nullify them. Build as soon as you finish your core items.

Situational Items

    To reiterate Mercurial is better than Bork because it has a QSS which will guarantee kills you wouldn't get otherwise. It also has saved my life countless times. You get Bork when CC isn't an issue (but it usually is). Lord Dominik's you want to build as your last or second to last item. Suddenly you will be able to kill anyone no matter how tanky they are.

Matchups Back to Top

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

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