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Runes: CORE RUNES
1
2
3
4
5
6
7
8
9
10
Resolve
Domination
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
3
Standard
Flash
Ignite
Items
Champion Build Guide
PART I - RUNES, ITEMS AND SUMMONER SPELL SYNERGY
RUNE BUILD

Obviously,




When it comes to secondary runes there are many options. Their job is to complement main runes and the keystone.




As for minor runes, the ones listed can be considered the standard, but much like secondary runes they can be swapped as seen fit.
CORE ITEM SET EXPLAINED


As far as


When it comes to item order, I'd go for #1 Hullbreaker, #2 Titanic Hydra, #3 Kraken Slayer. Kraken Slayer won't provide as much of a power spike as Hullbreaker + Titanic Hydra combo, beacause of Grasp keystone and TH converting effect and an obvious massive HP boost for survivability in fights. Thus, Kraken Slayer goes after those two. As far as boots goes, fit them in early on, even before Hullbreaker and even if you have the advantage (you can always make the power gap wider).
HULLBREAKER: SWAP OR NOT?

Now lets talk some options.
KEEPING THE ITEM: Its unique effect will be lost in teamfights, but its stats will remain and they are worth keeping. Obviously, you can solo enemies, split push and achive its full effect that way. Hullbreaker isn't a really expensive item, so obtaining it isn't that hard and selling it won't make you rich, but it could provide most of the item components for other legenderies. From the "economic" perspective it is worth more kept than sold. It is certanly more economic and beneficial to keep it until the full build is completed.
SELLING THE ITEM FOR ANOTHER: In case you decide to be more teamfight present, you could do much better than to keep Hullbreaker. For example






SUMMONER SPELL COMBOS
IGNITE ROUTE

TELEPORT ROUTE

EXHAUST ROUTE
This a duelist and escapist combo.

PART II - GAMEPLAY
EARLY LANING AND STARTING ITEMS
SHIELD, BLADE OR CULL START
If you've been reading the notes and you possess some common sense, then you've probably figured out which starting items to take based on your match up. Nevertheless, here we will dive in a little more detail regarding these item choices and how to set a strong tone while laning early on.
As mentioned, Shield is your best friend and safest route to take. It levels the playfield against those who harrass and also bought a Shield of their own. Maintaining a strong lane pressence is important in order to gain an advantage. Take sort of a 'slow and steady' approach when laning with

If you are having a really easy time laning, consider going for


For every other Tryndamere a

EARLY LANING
Now that we settled the items, it is time to put them into action. I'd like to define what 'early laning' means. I believe most people define this stage of the game based on a game timer which is in tight correlation with game events. Examples include turret plating period or




GRASP TRYNDAMERE'S POWER SPIKE
When it comes to levels, a power spike is reached at level 6 with


When it comes to items, there are some deviations based on match ups. If you are having a really easy match up, then Upgraded





THE CORE ITEM SET AND MID GAME
This will mark the period of 'mid game' for YOU. Playstyle still remains pushing/shoving oriented but more opportunistic and team focused. If your team seems to be falling behind, then be more team present. If they are doing fine without you, focus more on solo play - shoving waves and applying lane pressure (check the

LATE GAME AND THE FINAL STAND
This period is marked by having a full build (check for some of the examples above) and teamfight clashing. Combination of mentioned rune and item choices transform this Tryndamere into a powerful bruiser or even a semi-tank (THE BEHEMOTH build for example). As such, your job is to get hit in a face a bit while dealing damage. Since Tryndamere lacks real defensive options regarding his abilities (and has offensive + utility ones instead), your job is to BOB AND WEAVE in fights while trying to take down key targets in the enemy team (such is their Mage or ADC). Tryndamere's ultimate can't make up for poor positioning and target focus. Once again, use it wisely. In general you will have more survivability than your average Tryndamere, but will also lack some burst damage potential. Thus, it is important to be able to deal consistant damage. Increased survivability allows for another option (although, sometimes a desperate one) at this stage and that's a FINAL STAND - basicly being outmanned and outgunned while trying to take a key objective/target against the odds. Note that this shouldn't become a suicide that will leave your team with one champion short (and even cost you the game in the end), but rather a precise move to gain tactical advantage., such as taking/stealing a (eldar)dragon, baron or destroying turrets and inhibitors as a one man army.
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