All Guides Tryndamere Guides Warlord's Tryndamere Top - Playing a split pusher safely and effectively
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Tryndamere Statistics for Sp4ceman

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

Value
Average
Games Played
771
3
Win %
54
46
Kills
5.2
5.5
Assists
3.4
4.2
Deaths
5.5
6.0
KA:D Ratio
1.6
1.6
Gold Earned
12.2K
11.7K
Creep Score
211.2
195.2
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

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The safest and most versatile combination of spells. There is no occasion or matchup in which Flash+Teleport will not work. With Teleport you can afford to stay in lane and push for turret damage without having to worry too much about being forced to recall at a terrible time and falling behind, as you can always TP back to lane if you really have to(but you usually want to just stay in lane, if it's safe enough to). You will also not be punished as hard if you die to a gank/get solo killed.
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Teleport 12.png

The main use for Teleport should be to get back to lane. You need to make sure you lose as little CS and experience as possible (specially early on), and sometimes you have to use Teleport to avoid losing entire waves, which can be catastrofic. So, whether you got solo killed, died to a gank, or just got pressured out of lane, TP will save you from falling too far behind.

You should be very conservative with using Teleport to help other lanes, as a bad use of TP can not only be a waste of a summoner spell, but also put you very far behind (if you die/lose a lot of minions and/or a turret). Sometimes it will be the right thing to do, but I strongly advise you to not use Teleport to help other lanes until you're comfortable with it and know the champion's limits and the cost it will have on your farming/turret HP.
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Flash 4.png

Be conservative with your Flash early on. It can be very tempting to try to Flash in for a kill in the early game, but you should not go for it unless you are 100% sure it will result in a kill. You need to be aware of how reliant you are on Flash to get away from ganks, as surviving from a gank can make a huge difference; surviving ganks is a huge victory, you will have wasted the enemy jungler's time, he's not farming and not getting stronger, while your jungler can get work done somewhere else. Don't be greedy, if you think a gank is going to chunk you too hard or kill you, Flash out (preferably out of a skillshot).

Flash is also very useful in teamfights and skirmishes; as Tryndamere getting one more auto attack off can make all the difference in a trade, always be ready to Flash in for a final auto attack. And also be aware that you can E>Flash; meaning you can flash on top of someone during your E animation, cancelling the animation but still applying the damage where you land, also allowing you to auto attack right away.
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New Runes Back to Top

Masteries Back to Top

With this setup, plus your kit (Q healing), you will have enough sustain to survive any lane matchup; and that's the main focus. Your top priority is to farm up, you will outscale almost anything, but you need to remember that you can still die if you're caught in a bad spot by a champion that has a high potential to chase you down and all-in you (24.png150.png157.png92.png). You need to be aware of where your jungler is at all times, and remember that whenever you don't know where the enemy jungler is, just assume he's just about to gank you. Your sustain will not save you if you get caught.

Abilities Back to Top

E
Q
Q
W
Q
R
Q
E
Q
E
E
E
R
W
W
R
W
W
Passive
Q
2
3
5
7
9
W
4
14
15
17
18
E
1
8
10
11
12
R
6
13
16
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tryndamereq.png>tryndameree.png>undyingrage.png>tryndamerew.png
Q>E>R>W
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Most Tryndamere mains will max out W before maxing R, but I prefer to max W last because I feel the lower ultimate cooldown is more significant. The only situations I would want to max W earlier would be when I'm worried about getting dove by heavy AD champions; or when I'd like to show up in a teamfight and feel like I don't contribute enough with my damage alone.
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Items Back to Top

Starting Items

    Huge amount of sustain, plenty of AD to last hit with, and builds into BorK
    You might want to start out with these when you're in a tough lane, I talk more about this in the Early Game section

Core Items

    Usual early build; BorK>Shiv, and boots somewhere inbetween. (lolking messes up the order of the items for some reason, but the build is well explained enough on the text below)
    What you will usually finish your build with (but not always)
    Sell your boots for Trinity Force when you have enough gold; it's always worth it

Situational Items

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Starting items 1036.png2003.png2003.png2003.png

Long sword + 3 health potions offers a huge amount of sustain at level 1 and plenty of AD to last hit easily and make trades. It will also build into what will most likely be your first item most of the time: Blade of the Ruined King.
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BorK first 3153.png

In a normal situation, where you're just farming up and nobody dies in lane, you will build Blade of the Ruined King first. The reason for this is that it offers many of the stats you need to do your job well, while being a safe pick at the same time due to the sustain and utility. You will have a good amount of AD and Attack Speed to last hit and push turrets down fairly well, the sustain to survive the hard times and the slow from the item's active ability to capitalize on your opponent's mistakes and maybe get a kill.
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Statikk Shiv first? 3087.png

Now, if you're doing really well, if you're getting kills in lane and find yourself with a lot of gold very quickly, or even if just for whatever reason you were allowed to safely stay in lane for a very long period of time and farmed up really well; you might want to skip BorK and go straight into Statikk Shiv, as it will further increase your damage output and wave clear, allowing you to have greater kill pressure on your opponent and be able to dive him or just take down turrets. As a general rule of thumb, if I can buy it in one go, I just go for it.
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Boots 3006.png3009.png3111.png

For boots I will usually finish them after my first or second item, and your only real choices should be Berserker's Greaves, Boots of Swiftness and Mercury's Treads. I do not advise going for CDR boots or Ninja Tabi, as I feel they are not efficient choices for Tryndamere. If you want to fight an auto attacker you should go for Berserker's Greaves and attack them even harder; and if you want to be more mobile you should look to Mercury's or Swiftness, whichever deals better with the CC you're facing.
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The rest of the build 3031.png3046.png3033.png3078.png3139.png3812.png

For the rest of the items you can buy, I've laid it here in a general order of priority, but it's really up to you to figure out what items need to be built first or which to switch out. I recommend finishing your build by selling your boots for a Trinity Force. Some games demand Quicksilver Sash, and sometimes Mortal Reminder is totally useless, so use your brain and buy the items that will solve your problems and win you the game.
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Matchups Back to Top

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

Introduction and playstyle Back to Top

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This guide is focused on a specific playstyle I've been using with Tryndamere. This is not the only effective way to play him, and I could write several different guides based on different playstyles, but I chose this one because I think it is the most consistent and reliable to face solo queue with.

The playstyle I present here is very safe and effective; it makes use of the keystone mastery Warlord's Bloodlust6161.png in order to be able to lane safely against any champion in the game. The reason for this is that Tryndamere actually loses early game to a vast amount of different champions. And against a competent player you might put your team in a very bad spot until you are able to recover, if you ever have the chance to recover.

So this is a playstyle that allows you to always stay at least even with your lane opponent, as long as you're aware of your opponent's damage and chase potential. You should also be aware of when you might get ganked and when you have jungler pressure on your side.

Don't worry, you still have a lot of offensive potential in the early and mid game if you play smart. Tryndamere shines and absolutely takes over in the later stages of the game.
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I recommend you to read every section of this guide to get a good sense of what I intend to teach here, as the information is spread out to the sections most relevant.

Early Game Back to Top

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Last hitting=Fury=Crits=Power tryndamerepassive.png

The most important thing to be a powerful laner as Tryndamere is to dominate his most basic mechanic: stacking and managing Fury. And the most important skill to achieving that is last hitting. Way back in the day, Tryndamere used to gain "Q stacks" (he didn't have Fury back then) only by last hitting, and that was the mechanic equivalent to Fury stacking today; and while now you gain some Fury by just auto attacking whether or not you're landing a last hit, it is some sort of a noob trap for early game laning, as he in fact gains very little Fury for just auto attacking, plus if you just constantly auto attack you will push your lane (which you may or may not want to do).

My point is that you need to keep in mind that landing your last hits properly is what truly stacks Fury, and if you fail to do so, you need to be aware of how weak you might be in the moment.

Now, this is the mechanic that you should play around in the early game; good players will be aware of this and the matchup will be played around whether or not you're being punished hard enough for stacking Fury. If you were just allowed to stack Fury for free every game you would think Tryndamere is OP; and that's what it feels like when you play against bad players, but I don't like to take that into account, as I play to perform as well as I can and not just to beat up people who don't know what they're doing.
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Sustain lanes 133.png80.png126.png

In some lane matchups, like the ones I point out here in the title, there is very little trading you can actually intelligently do. In these cases you have to focus on getting poked as little as you possibly can, while farming whatever you can get away with (don't get chunked, don't get auto attacked by Pantheon), and making the most out of your Q sustain. Keep in mind that to make the most out of your Q healing you should use it whenever it's off cooldown, do not wait for Fury to stack up, just use it.

If you manage to stay healthy enough, what usually happens is that these champions take damage from your minions while trying to harass you, push the lane into an unsafe position, and then become easy targets for a strong early game ganking jungler; and that's how you usually can turn the lane around in the early game, if not, just stay alive and farm whatever you can farm without dying.

Oh, and you might want to take Doran's Shield + 1 health potion (1054.png2003.png) as starting items, depending on how uncomfortable you are in these matchups.
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I am not going to dedicate sections to the Mid and Late game, as my approach to this guide is to give you knowledge and a solid foundation so that you can play by yourself; I am not going to tell you exactly what to do every step of the way, every match is different and you need to figure it out as you go. With the concepts I've given you and the definition and basic idea of how to split push (which is what you will be doing for the rest of the game) you should be able to figure out what you're supposed to be doing in order to win the particular match you're playing.

Split pushing Back to Top

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Definition of split pushing

Split pushing in League of Legends is to apply pressure by pushing down a lane, while split from your team, forcing the enemy team to deal with threats on different positions on the map.

Now, the reason why we split push, first of all, is so we can get to fight without being forced to participate in a team fight, where you would have to deal with focused fire and greater amounts of CC; instead going into a scenario where you will most likely be dueling someone (what Tryndamere excels in), or trying to escape/win a 1v2 (which Tryndamere also excels in).
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When:

You want to split push mainly when you know you're able to win a duel against whoever the enemy team is going to send to try to stop you (most likely the guy with Teleport). But you also will definitely want to go for a "free" split push even if you can't win the duel; what I call a free split push is the scenario in which you realize that the person who can stop you is (for whatever reason) unable to respond to your push fast enough. This will happen most often when you see the enemy top laner pushing a lane on the opposite side of the map, specially when you know you can push just as fast or faster than him.

and how:

You need to realize that the most important part of split pushing is creating pressure to divide the attention of the enemy team. And in order for the enemy team's attention to be divided there has to be pressure somewhere else on the map at the same time. So, whenever Baron is up it creates a huge amount of pressure, because the buff + global gold can mean a game turning around or ending, it cannot be ignored; therefore, your job most of the time is to create pressure far away from Baron, so that the enemy team has to decide whether to focus on it, or on you, and that's when you get to wreak havoc in the bottom lane. But remember: you have to create pressure away from another source of pressure, and while that's most often going to be Baron, it isn't always the case.

BTW, I rarely ever buy pink wards myself, so I'm not gonna give you a lecture on how important vision is; you can get by without it, just pay attention to the game.
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Versão do guia em português Back to Top

http://www.lolking.net/guides/425769

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