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Runes: Scaling Mobility
1
2
3
4
5
6
7
Precision
Sorcery
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
General
Flash
Ignite
Items
Ability Order Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Teemo
Sejuani
Ideal
Strong
Ok
Low
None
Sejuani
Champion Build Guide
Who are you?
Hey guys my name is Vondill. I've been playing League of Legends since Season 1.


OP.GG: http://na.op.gg/multi/query=vondill%2Ccruellavondill
Past Season Ranks?
- Season 1 - Casual; no ranked.
- Season 2 - 3v3 and Dominion all year. Ranked 5's a month before the season ended and got Gold.
- Season 3 - Diamond 1
- Season 4 - Diamond 1
- Season 5 - Retired
- Season 6 - Retired
- Season 7 - Diamond 3; started very late into the season after two seasons off.
- Season 8 - Diamond 1
- Season 9 - Grand Masters (Retired the last split and decayed.)
- Season 10 - Fresh off a 6 month break from League and bouncing around in Diamond. I'll be back in fighting shape in no time. Already hit Diamond 1 and shooting for Grand Masters/Challenger.

Do You Stream?
Yes I do! You can find me at: https://www.twitch.tv/VondillTV
Other Socials?
Youtube: https://www.youtube.com/Vondill
Twitter: https://twitter.com/Vondill_
Discord: https://discord.gg/nhUSHD
Field Testing For Patch 10.12! Updating Constantly!
Patch 10.12
-Updated



-Demoted

-Added

-Added

-Added

-Added

EVERYTHING BELOW IS IN PROCESS OF BEING ADDED TO GUIDE CURRENLTY. CHECK BACK FOR THESE FOLLOWING ADDITIONS FOR THIS PATCH CYCLE
-Added Warding and Vision Control chapter which contains a section for each of the three Warding Trinkets.
-Added more detailed descriptions of Red Buff, Blue Buff, and Rift Scuttler under the Objectives chapter.
-Added new section Shop Efficiently under the Tips and Tricks chapter.
-Added Beginner Build chapter with a detailed build for new players trying to learn


EVERYTHING ABOVE IS IN PROCESS OF BEING ADDING TO GUIDE CURRENLTY. CHECK BACK FOR THESE ABOVE ADDITIONS FOR THIS PATCH CYCLE
Patch 10.10
-Updated the whole guide! Give it all another look there are a lot of changes!
-Added Personal Builds chapter. This section includes updated builds I currently use in the existing meta. However, this section only covers items and not other aspects of my builds such as keystones and runes.
Patch 9.9
-A lot of updates coming soon! Stay tuned!
Patch 9.8
-Big changes started happening in the last few days of 9.8; pushing updates to 9.9!
Patch 9.7
-Updated

-Updated the Rune Builds section at the top. Cut all the pages with Domination secondary runes Keep in mind these are examples and deciding which runes to use will always depend on your lane opponent. These rune combinations are all useful in their own ways.


-After Testing: Updated the Buy These Every Game, Mid Game Build Examples, and Full Build Examples sections under the item builds at the top. Included

-Updated

-Updated


-Coming soon! A new Current Personal Builds Chapter. In this chapter I will go over specifics about the builds I currently use along with their strengths and weaknesses.
-Updated

Patch 9.6
-No changes.
Patch 9.5

-Updated Buy These Every Game and Full Build Examples section under the item builds at the top.
-Updated

-Added

-Updated

-Updated

-Updated

-Updated

-Updated

-Removed

-Updated

-Updated

-Updated

-Updated

-Updated

-Added

-Updated

-Updated

-Updated

-Updated the Rune Builds section at the top. Keep in mind these are examples and deciding which runes to use will always depend on your lane opponent. These rune combinations are all useful in their own ways.
-After Testing: Updated the Buy These Every Game, Mid Game Build Examples, and Full Build Examples sections under the item builds at the top.
-After Testing: Updated


-After Testing: Updated

-After Testing: Updated

Patch 9.4
-Updated Buy These Every Game section under the item builds at the top.
-Updated

-Updated a few example builds under the item builds at the top.
-Updated

Pros
|
Cons
|
What Are Tryndamere's Abilities And What Do They Do?
Tryndamere gains 5 fury each time he lands a basic attack, and 10 fury on critical strikes and each time he kills an enemy. After not dealing or receiving damage for 8 seconds, Tryndamere loses 5 fury per second. Tryndamere gains 0% − 35% (based on fury) critical chance.
Passive: Tryndamere thirsts for blood, gaining 5/10/15/20/25 Attack Damage plus 0.15/0.2/0.25/0.3/0.35 per 1% Health missing.
Active: Tryndamere consumes his Fury, restoring 30/40/50/60/70 (+30% Ability Power) Health, plus 0.5/0.95/1.4/1.85/2.3 (+0) Health per Fury consumed.
Range: 850
Cooldown: 14
Decreases surrounding champions' Attack Damage by 20/35/50/65/80 for 4 seconds, and enemies with their backs turned also have their Movement Speed reduced by 30/37.5/45/52.5/60% for 4 seconds.
Range: 660
Radius: 225
Cooldown: 12 / 11 / 10 / 9 / 8
Tryndamere spins through his enemies, dealing 80/110/140/170/200 (+130% bonus Attack Damage) (+100% Ability Power) physical damage to enemies in his path and generating (2) Fury per minion and monster and (5) Fury per champion. Spinning Slash's cooldown is reduced by 1 second whenever Tryndamere critically strikes. This reduction is increased to 2 seconds against champions. (The 5 Fury gain per champion struck is actually not listed on the wiki or riot's official site.)
Cooldown: 110 / 100 / 90
Tryndamere instantly gains (50 / 75 / 100) fury and becomes immune to death for 5 seconds, during which his health cannot fall below a certain amount (30 / 50 / 70).
Undying Rage can be used even when affected by any form of crowd control.
Ability Order
Always start
Spinning Slash level 1. The only exception to that rule is
Pantheon in which case you can start
Bloodlust so you can spam it as soon as he begins bombarding you with
Spear Shot.
Spinning Slash level one enables you go to in for aggressive trades as soon as you start generating enough rage.
After that you want to prioritize
Bloodlust.
Bloodlust is your bread and butter; it's what keeps you alive and keeps you doing damage.
Tryndamere is all about damage, so it should be your first priority when leveling up.
Mocking Shout is typically learned at level 4. But there can be times where you can take it lvl 3 or even level 2 if your jungler is coming for an immediate gank and you need to slow down your opponent in the assist.
Always take your
Undying Rage at level 6.
After level 6, you want to finish points into
Bloodlust to keep the passive damage coming. But once it comes time to level your
Undying Rage again, choose to level
Spinning Slash instead. You do not gain much from leveling your
Undying Rage more, you only get 10 seconds off the cooldown and an additional 25 rage with each rank. You also get an additional 20hp boost to the minimum amount of health you are left with afterwards but that's inconsequential.
Overall you will be using your
Spinning Slash much more often than your
Undying Rage, giving
Spinning Slash additional damage and cooldown reduction will give you more opportunities for finishing your opponent than an extra 10 seconds off your
Undying Rage typically will. That being said there are times when leveling your
Undying Rage first may be more helpful, but those cases are very niche and cannot go wrong by delaying leveling
Undying Rage further until last.
Mocking Shout after that for the same reasons, you want to level up the abilities that directly help you catching and killing your opponent the most rather than shaving a little extra time off your
Undying Rage cooldown.
![]() |
Battle Fury (Passive) |
![]() |
Bloodlust (Q) |
Passive: Tryndamere thirsts for blood, gaining 5/10/15/20/25 Attack Damage plus 0.15/0.2/0.25/0.3/0.35 per 1% Health missing.
Active: Tryndamere consumes his Fury, restoring 30/40/50/60/70 (+30% Ability Power) Health, plus 0.5/0.95/1.4/1.85/2.3 (+0) Health per Fury consumed.
![]() |
Mocking Shout (W) |
Cooldown: 14
Decreases surrounding champions' Attack Damage by 20/35/50/65/80 for 4 seconds, and enemies with their backs turned also have their Movement Speed reduced by 30/37.5/45/52.5/60% for 4 seconds.
![]() |
Spinning Slash (E) |
Radius: 225
Cooldown: 12 / 11 / 10 / 9 / 8
Tryndamere spins through his enemies, dealing 80/110/140/170/200 (+130% bonus Attack Damage) (+100% Ability Power) physical damage to enemies in his path and generating (2) Fury per minion and monster and (5) Fury per champion. Spinning Slash's cooldown is reduced by 1 second whenever Tryndamere critically strikes. This reduction is increased to 2 seconds against champions. (The 5 Fury gain per champion struck is actually not listed on the wiki or riot's official site.)
![]() |
Undying Rage (R) |
Tryndamere instantly gains (50 / 75 / 100) fury and becomes immune to death for 5 seconds, during which his health cannot fall below a certain amount (30 / 50 / 70).
Undying Rage can be used even when affected by any form of crowd control.
Ability Order
Always start





After that you want to prioritize




Always take your

After level 6, you want to finish points into




Overall you will be using your

















If you're really uncomfortable with a very difficult poke lane matchup (ie




You can replace










What Do I Ban?
What do you ban? There are a lot of champions worth banning. But most importantly you need to ban the champion that you struggle with.



Asking For Trades
The game starts in champion select. As a




What do the team compositions look like? Does your team have a lot of magic damage? Physical damage? Does your team have a reasonable way to initiate a team fight? Do you have some tanky front line champions? Does the enemy have enormous amounts of crowd control? These are all questions you need to know in order to evaluate how you will approach the game. For example playing with a team with no front line or initiation can be very difficult for
Tryndamere. Understanding team compositions of your team and the enemy team can be a big factor in deciding whether to split push or to group with your team. See the chapter "Team Fighting And Split Pushing" for more more details.

Choosing Your Starting Items
This is going to be one of your most common starts.
Doran's Blade is very important for asserting early lane control over your opponent. The stats you get for the gold are just too valuable. Yes you lose some gold verses a
Long Sword start, but you get something more important: more control and all in potential.
Tryndamere has some of the highest base health regeneration (8.5 health per 5 seconds) in the game. Which is why this start is actually particularly useful in high poke lanes. Typically magic based poke lanes that have a limited mana pool, such as
Viktor,
Teemo,
Lissandra. This build also has the convenience factor of already putting gold down towards your
Tiamat. Which a
Doran's Shield does not do. Think of this as a defensive start that scales quicker into your items. Keep in mind as your champion levels, up, so does your base health regeneration, and in turn, the effectiveness of the
Rejuvenation Beads. They also sell back to the shop for 105 gold, meaning you only lose 45g per purchase, making them quite the value. In total you lose 90g for this start, versus losing 270g from a
Doran's Shield purchase.
A great start against a very aggressive AD champion with a lot of all in potential for example
Pantheon, or a lot of poke such as
Jayce. This will give you the sustain to survive the first few levels and potentially outlast their resources and keep you healthy to prevent being dove under your tower before level 6. It's also a very economic choice if you're planning on building
Ninja Tabi. If you end up not committing to
Ninja Tabi you can always sell this later for 210g for only a 90g loss.
This is a more economic offensive start. This is good vs lanes you completely and utterly control, while also needing a shortcut into starting your build quicker. I typically get this versus
Dr. Mundo since his cleavers do % health based damage anyways and the extra health from
Doran's Blade doesn't make as much of a difference. You can also do this start if you're feeling confident vs some other tanks such as
Maokai. That being said, this start is more greedy and puts more pressure on you to establish control over your lane early, as it does not have as much sustain as a
Doran's Blade because of it's lifesteal. If you greed for this start, there's a good chance you may end up taking too much damage early without being able to sufficiently recover it, and may lose control of the lane or get zoned. Keep in mind it's not always your lane opponent that can cause this, but the enemy jungler as well.
This is a defensive start with
Doran's Shield. While it is still an option, after the recent nerfs to
Doran's Shield there are not many lanes where this is the better option than 3
Rejuvenation Beads +
Health Potion. Though it may still have it's uses versus
Darius because his passive resets
Doran's Shield's passive.
Generally you want to stay away from
Cull as a starting item. While the value can be very tempting, you will often regret buying this item after being punished early game for your lack of stats vs the other choices. That being said, it has one niche matchup:
Singed with
Teleport. When
Singed runs teleport, he generally plays safe or tries to proxy farm behind your tower. The amount of gold you save from purchasing/selling other starting items plus the passive allow you to get a considerable head start into your build. Take advantage of the passive singed, and start the game in the most gold efficient way possible. If you buy
Cull, it's important play passive and just try your best to farm every CS to put this item to good use.


This is going to be one of your most common starts.



















A great start against a very aggressive AD champion with a lot of all in potential for example






This is a more economic offensive start. This is good vs lanes you completely and utterly control, while also needing a shortcut into starting your build quicker. I typically get this versus






This is a defensive start with








Generally you want to stay away from





Where Is The Jungler?
Knowing where the enemy jungler is pathing is a big factor in winning your lane. You can out perform the enemy laner over and over but if you consistently get caught out by their jungler none of that will matter. This is especially important early game where things can snowball out of control quite quickly.
There are early game hints that give you an idea of where the jungler will be. Was your laner late to lane? Do they have missing health? Resources? They may have leashed for their jungler. Did the enemy bot lane get to lane early or late? You almost always have the information of where the enemy jungle started at the beginning of the lane phase available to you if you check. Do you know the answer? Do yourself and your team a solid and let them know as well because they may not be as perceptive as you.
How is your lane opponent playing? Are you completely dominating them in lane, only for them to suddenly get aggressive seemingly out of nowhere? Careful, his jungler might be right behind him. Check for inconsistencies in your opponent's playstyle during the lane phase; it might give away their plan to gank you.
Before you go for aggressive trades make sure you are thinking about where the jungler might be. Even though sometimes the kills may look free; you could be walking right into a trap. Be especially careful around gank heavy junglers or junglers with hard cc such as



What About My Jungler?
As well as the enemy jungler, you need to know where your own jungler is at all times. Are they in a position to help you during a gank? If not play more passively. Are they close by and ready to gank? Bait your opponent or go for more aggressive trades. Are they across the map when the enemy is preparing to dive you under turret? Even though it hurts, you may have to simply concede the tower or cs. Will your jungler need help contesting an objective? Buff? Scuttle? Try to be available to help them, or let them know that you won't and to back off. If the enemy has no summoners let your jungler know, this is useful information that can lead to a gank in your favor.
Coming Soon!
What Is The Early Game?
The early game is generally accepted as the laning phase, or typically the first 12-14 minutes of the game.
Early Laning Phase: Levels 1-5
In general you want to build rage off the first three melee minions. Once you get 100 or close to 100 rage. You'll want to go in for a trade and pray to the RNG Gods.
There are some very important timings with level 2 and level 3 that you can use to your advantage to get a favorable trade.
After you get the first 6 minions of the first wave, the FIRST minion of the SECOND wave will give you level 2.
After you kill the first 2 waves of minions. Killing the FIRST TWO melee minions of the THIRD wave will give you level 3.
Use those two level power spikes to spin in for a good trade. You can do the same for any level up throughout the game if you know you will level up first.
As always, do not get aggressive if you think the jungler is or may be pathing around your lane. If you blow your spin for a trade and their jungler shows up from the fog of war then it may not work out well for you.
It's important to be able to identify if the wave is either pushing towards you or away from you. If the enemy jungler is nearby you may want the wave pushing towards you. Alternatively, you can also hard shove the wave into the enemy tower so you can recall and buy safely before returning to lane. If you decide to shove, make sure the enemy cannot freeze the wave before it hits their tower so they cannot deny you gold and experience.
What Is The Mid Game?
The mid game generally starts when the first tower is taken down on the map and the lanes begin to roam more and look for more objectives/towers as a team. This usually happens around the 12-14 minute mark. The mid game typically lasts until around the 30 minute mark. This is where you put your macro to the test.
What Do I Do Mid Game?
During this time you should be looking to take your opponents tower if you haven't already. If your bot lane took the first tower and the dragon is down they may swap to your top lane to take your opponent's tower if you haven't already. If and when that happens it's important you let the lane that's ahead rotate to take more towers/objectives while you split on the opposite side of the map.
Alternatively, bot lane may go mid instead in which case your mid may end up going bot. You can use this time to take top towers, topside enemy jungle, roam mid, or the


Push down a side lane (usually bot) and try to get an inhibitor. Push waves and rotate to your team for objectives or an opportune pick or fight. Invade the enemy jungle and deny their jungler camps and buffs, place vision around their jungle so you can split safely. Fight for dragons. Fight for


The choices you make and the options you have to move around that map will vary from game to game. There are a lot of choices to consider, but you will always have more options the bigger the lead you have.
What Is The Late Game?
The late game generally starts sometime after the 30 minute mark and lasts until the end of the game.
What Do I Do Late Game?
Good question. This is an answer you will be trying to get right for a long time. Because typically this is where your macro game is going to shine. Your decisions here can make or break games. But most importantly try to learn from your mistakes. Should you group? Split? Go for a pick? Take an objective with your team? Solo? Chase? Run away? Take towers? Take inhibitors? Backdoor? The answers to all of these will change depending on the game and sadly I can't really tell you what the correct answer is.
![]() Towers And Plating |
You're ![]() ![]() |
![]() Red, Blue, And |
![]() ![]() ![]() ![]() |
![]() Rift Herald |
![]() ![]() ![]() ![]() Dodge the ![]() Once summoned, it walks down the closest lane and charges/attacks nearby towers. It will continue until it is killed. Everytime it charges a tower it loses 66% of its current health as true damage. Every 3 seconds, the eye on it's back will open up and if it, take damage equal to 40% of it's maximum health in true damage. It's important to try and protect its eye from enemies if you are trying to use it to push down a lane. Once it starts its charge animation the eye closes briefly and it becomes unstoppable during the charge unless killed. Using ![]() ![]() ![]() If you do take the ![]()
|
![]() Dragons |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Inhibitors |
Take them when you get the chance. This is your job after all. Get all three and double super minions spawn on each lane. Just taking down one can put immense pressure on the map and make your job splitting much easier. Avoid taking them pre-20 minutes. Once they go down the super minions will keep pushing and deny your own team a lane of CS while providing the enemy with free farm. So make sure you are going to be taking other objectives/towers while the super minions push. Also sometimes worth trading for major objectives if you can stall the game and prevent the enemy from winning by doing so. |
![]() Baron Nashor |
![]() ![]() ![]() |
![]() Elder Dragon |
![]() ![]() ![]() ![]() ![]() |
Tryndamere Shakespeare once wrote: "To split or not to split? That is the question." It's a tough question and each game is different. But there are some factors that come into play that you should consider when deciding. I will give you a list of reasons to split and a list of reasons to group. Part of becoming a good
Tryndamere is weighing the pros and cons of each and deciding what is best for your game to secure the win.

Split Push-You can 1v1, 1v2, 1v3, 1v4, 1v5 -You are consistently damaging towers -The enemy team doesn't have global ultimates -The enemy team cannot catch you -Your team is successfully pressuring other lanes -Your team can 4v4 -Your team is not getting caught -Your team is not instigating 4v5 fights -You are confident you can dive the enemy matching you under tower -You cannot win 5v5 -The enemy lacks engage. -Your team has considerable disengage. |
Group with Team-You can't 1v1 -You aren't doing meaningful damage to towers -The enemy team has global ultimates -You keep getting caught -Your team cannot/will not pressure other lanes -Your team cannot 4v4 -Your team is getting caught -Your team is starting 4v5 fights and losing -You are not confident you can dive the enemy matching you under tower -You can win 5v5 -The enemy has considerable hard engage. -Your team lacks disengage. |
Bind Your Rank Up Abilities So You Don't Have To Click Them
This is an important trick to being faster and catching your enemy off guard. Once you're about to hit a level up, you can spin to the enemy while spinning over the last minion(s) you need to level up. While mid spin, rank up your next ability before your spin finishes for a more powerful trade. Also comes in handy if you're in the middle of an intense all in while simultaneously hitting level 6.
Harass The Enemy Under Tower Without Taking Tower Shots
Once you shove an enemy under their tower, try harassing them under their turret. Wait for the tower to start targeting ranged minions. This is important because the tower shots take much more time to travel vs melee minions right at the base. The tower will not shoot again until the first shot has landed. If you time it right this gives you enough time to hit your opponent under tower and spin out before the tower fires its next shot. Simply wait for the tower to fire onto a ranged minion, auto-attack, use your

Pressure The Enemy To Attack You Under Their Tower To Aggro Your Minions
Minions do a fair bit of damage during trades. And the more pile up, the more damage they do when they aggro you or the enemy. Use this to your advantage. When you push into the enemy tower with your minions (the more the better) goad the enemy into attacking you. You can do this a few ways, you can attack the enemy tower, attack the enemy directly, or you can "hug" them by constantly standing close to them until they attack. Once they do the minions will aggro them and you will be doing passive damage to the enemy under their tower without taking aggro directly. You can let them keep attacking you if you're not in danger of dying to let the minions do the work and commit to the dive when they're low enough or retreat and sustain back up and do it some more. This is a strong tactic for preparing a dive or just wearing down the enemy to force a back sooner. Be very cautious about attempting this against champions with heavy cc that can force you to take tower aggro such as


Be Patient With Last Hitting
Improving your CS is one of the easiest and simplest ways to increase your level of play. It sounds boring but getting better is all about consistently performing even the little things. Even though



Save Your Mocking Shout and Spin
Knowing when to use your gap closers and when to save them can mean all the difference in securing a kill or succeeding in a tower dive. You do not always have to open with your


Your Mocking Shout Reveals Hidden Enemies
Your


Using Tiamat Efficiently






Rage Management
How effectively you manage your rage will be a big indicator of how proficient you are with


Sometimes... It's Good To Be Low On Health
Don't forget

Here's A Trick For Not Getting Struck By Both Nexus Turrets At Once (Video)
I will go over each rune individually under the impression that you already know what they all do. I will explain the benefits to each rune, if they're not listed here they're not worth your time. If you want complete sets look at the top or go down to more specific sets via lane matchups.
Keystones
You have more options than just

![]() Conqueror |
Once a titan and the end-all-be-all of runes for ![]() ![]() ![]() ![]() ![]() |
![]() Press the Attack |
Currently not worth taking over ![]() |
![]() Lethal Tempo |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Fleet Footwork |
This rune is especially useful into high poke lanes such as ![]() ![]() ![]() ![]() ![]() |
![]() Glacial Augment |
Very underrated and very useful rune in the right situation. I find this rune particularly useful against lanes such as ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Grasp of the Undying |
A powerful rune for short trades where you may otherwise get bullied. This rune is useful into lanes such as ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Phase Rush |
This rune has continued to see buffs over time and is now a real contender. This rune is especially useful into ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Hail of Blades |
The most aggressive keystone you can take for the early game. This rune is extremely powerful and makes early trades often very favorable to you. It does not scale as well as ![]() |
Secondary Runes
Secondary runes are very flexible. Many of them are viable and you have many options. In the end you should always choose the runs that best fits your own play style. I will go over secondary runes along with their advantages and disadvantages so you have enough information to decide for yourself.
![]() Overheal |
There is potential in this rune. Especially if you rush life steal early. ![]() ![]() |
![]() Last Stand |
Best rune in it's tier. This just synergizes too well with ![]() |
![]() Legend: Tenacity |
A great option if the enemy laner or team has a lot of crown control. Getting locked down is ![]() ![]() ![]() ![]() ![]() |
![]() Taste of Blood |
This rune is decent in short trades. The heal is actually pretty significant early and it can help you come out on top throughout the lane phase. |
![]() Ghost Poro |
If you're taking ![]() ![]() ![]() ![]() ![]() |
![]() Demolish |
This rune is so fun to use. ![]() ![]() ![]() |
![]() Second Wind |
You will almost always take this rune if you dive into the ![]() ![]() |
![]() Bone Plating |
Scales quite nicely into champs that rely on combos or all ins. A solid choice vs ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Revitalize |
I usually take this rune along with ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Unflinching |
This rune scales very well with ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Magical Boots |
10 move speed doesn't sound like much, but this is close to 3% movement speed. On top of that, they're free! Save 300g and extra passive movement speed? Yes please! Definitely an economic and scaling choice. Downside is you have to wait up to 12 minutes for boots. 45 seconds is reduced from the timer each time you get a kill or assist, but it's still a long time to wait, especially since movement speed is so vital to ![]() |
![]() Minion Dematerializer |
Decent for giving you faster wave clear or securing minions that are in a dangerous position. Useful for hitting level ups early without the enemy expecting. Better option than ![]() ![]() ![]() |
![]() Cosmic Insight |
Great choice if you're going for a heavy CDR oriented build. Definitely a preference thing but I find ![]() |
![]() Approach Velocity |
Another extremely underrated rune and one of my personal favorites. If you land your ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Nimbus Cloak |
A great choice if you plan to dip into the sorcery tree. The value of having that extra burst of movement speed during your ![]() ![]() |
![]() Transcen-dence |
10% CDR. Can't go wrong. Very suitable and common choice. The only downside is the rune does nothing for you until level 10. |
![]() Gathering Storm |
Extra damage scaling. Not the worst option out there, but too slow these days for my taste. This rune just takes too long to take off and you will generally be better off with something else. You're better off getting ![]() ![]() ![]() |
![]() Celerity |
It's hard to quantify just how impactful this rune truly is. You would take this rune as an option when ![]() ![]() ![]() |
Stat Runes
Stat runes may be the smallest runes in the rune pages, but they are just as important as the others. Optimizing these into lane matchups will enable you to get the edge on matchups you are otherwise disadvantaged.
![]() |
Attack Damage |
You'll either take this or an extra armor or magic resistance rune if you're against a hard lane matchup. |
![]() |
Attack Speed |
Always take this rune. The extra attack speed outscales an additional damage rune and the extra attack speed will help you cs. |
![]() |
Armor |
Take this if you're against a physical damage lane. Take another if you're against a difficult physical damage matchup. |
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Magic Resistance |
Take this if you're against a magic damage lane. Take another if you're against a difficult magic damage matchup. |
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Health |
Only take this if you're not sure if your lane matchup is physical or magic and they are both not difficult. Always take the attack damage rune in the second slot if you're picking health. Generally you should not take this rune. Alternatively, you can take the armor rune into a magic lane and get by just fine. Armor still helps vs their auto-attacks and minion damage. |
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Cooldown Reduction |
This rune is just awful. It's a little less than .6% cdr per level and takes too long to scale. There are easier ways to get cdr. This rune cannot compete with 10% attack speed. |
In this portion of the Guide, I will go over each item individually. The goal of this guide isn't to just show you a build, but to teach you how to think more critically about which items you need in the moment, so you can apply your knowledge and adapt your builds each game. Items not listed here I would not recommend as there are better alternatives. The items in each category are not listen in any particular order.
Can I Have Your In-Game Shop Item Set?
Sure! Go to this link: https://pastebin.com/kUwT327j Copy that block of text, go to the items page under your collections tab in your client, select import item sets, and paste copied set! Enjoy the convenience of a shop built for

BOOTS
![]() Ninja Tabi |
Buy these if you're up against an all physical damage team. You can also choose to buy them vs auto-attack champions such as ![]() ![]() ![]() |
![]() Mercury's Treads |
Crowd control is the bane of your existence. And ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Ionian |
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CORE
![]() Tiamat |
This item is just great. You'll be buying this early in many of your games. The wave clear, the trading power, and the sustain make give it quite a bit of value for its gold cost. The biggest benefit of this item is the incredibly fast wave clear, which gives you more time for other things such as backing/buying, roaming, and taking jungle camps (also faster.) The downside for buying ![]() ![]() ![]() |
![]() Stinger |
This item fits into every build, usually early. ![]() ![]() ![]() ![]() ![]() |
![]() Trinity |
The attack speed mobility item slot that used to belong to ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Essence |
The best item for ![]() ![]() |
![]() Infinity |
You want to include this in every build. Buy it after ![]() |
![]() Blade of the Ruined King |
Great item for not only tank busting champions like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
SITUATIONAL
![]() Mercurial Scimitar |
If you're against a team composition with extremely heavy amounts and long forms of crowd control. Purchase a ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Executioner's Calling |
Great anti-healing item and it's only 800g with an easy build path. It is worth delaying your build to buy this item into certain matchups. Consider this, healing you deny the enemy might as well count for true damage because it's health they would have otherwise gained for free, by preventing it you are bypassing all of their armor and magic resistance in a way. Even if you run ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Mortal Reminder |
If the enemy team has a lot of healing, this is the armor shred item you will buy. This is a viable choice just for it's anti-healing alone. If that is the case, you'll want to sit on ![]() |
![]() Lord |
If you find yourself in a game vs a high armor tank and the enemy does not have a lot of healing, this is your option. |
![]() Guinsoo's Rageblade |
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![]() Ravenous Hydra |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Sanguine |
This is a highly effective yet underrated item. ![]() ![]() ![]() |
![]() Wit's End |
It sounds like a troll item on ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Death's |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Black |
There are better armor penetration items out there such as ![]() ![]() ![]() ![]() ![]() |
![]() Phantom Dancer |
If you're looking for a defensive and mobile option for your crit item then ![]() ![]() ![]() ![]() ![]() |
![]() Statikk Shiv |
A stronger damage option instead of ![]() ![]() ![]() |
ELIXERS
![]() Elixir of |
This elixir may be the best of the three. Crowd control (especially late game) can be devastating for ![]() ![]() ![]() ![]() |
Here I will list some of the most common builds I currently use and explain the reasoning behind each. I will only get into the item themselves here and not the keystones/runes, as I believe most builds can be mixed and matched with any of the keystones and runes. Not all of these builds will be complete six items, anything after listed depends on the game. None of these builds are set in stone and I may deviate from them at any stage during a game.
Standard





The most standard build because it works into everything. While it may not always be the most optimal in every situation, no one is going to criticize you for this build. It opens up with everything






No Tiamat Standard




Same thing as the standard build except no








Blade Of The Ruined King Rush




This is a useful build into tanks and bruisers such as













Tiamat Sanguine Blade Rush






Farm, farm, farm! That is the idea behind this rush. You go in, you farm minions, you can even proxy if it's safe, and then you roam into the enemy jungle and take more farm. The damage, sustain, and attack speed from







Ravenous Hydra Rush





This build allows you to bully and pressure a single lane hard and fast. The sustain from



Shredder






This build is very effective against tanks stacking armor. It's even more effective against tanks that do mostly magic damage as














Coming Soon! Mini-Guides For Each Individual Matchup Including Runes, Item Builds, Laning Strategy And More!
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