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It's about time.
Tryndamere is a wildly under-appreciated hero, if only for his ability to literally 1v5 in a way that just about no other hero in the game can. He has enormous sustained damage- to the point that it could even be considered burst damage, and an extremely underestimated slow in his W. That, combined with his spin, makes Tryndamere extremely difficult to escape. This characteristic in addition to his natural aversion to CC, makes Tryndamere ideally suited as a chasing/cleanup hero who, if he's alive after a fight, can heal up on the field and continue pushing towers with his enormous damage.
I don't know how the pros build Trynd, probably because the pros know better than to play Trynd--- at least in the previous patch. Tryndamere's biggest problem is, obviously, his early game. Getting the necessary farm in the lane has been problematic due to Trynd's propensity for getting harassed out of the lane. However, this change:
"Battle Fury passive critical chance increased to 10-50% from 0-50%"
will probably largely mitigate Trynd's crappy early game and allow him to get fed (and thereby completely take over the game) much, much more easily.
Because of the lack of a real knowledge base on Trynd, he is generally assumed to be a bad hero- possibly even in the new patch. This may be the case, but I am not yet convinced one way or the other. Either way, first picking him in ranked is fun.
TRYND REQUIRES SOLO TOP. NO EXCEPTIONS. (Unless he's jungling. But he really shouldn't be jungling.)
This is how I build Tryndamere:
MASTERIES: 9(Crit/arpen)/21/0 SUMMONER SPELLS: ghost/cleanse
The 21 in the Defensive tree is a huge benefit to Tryndamere's early game, and synergizes extremely well with the healing capabilities from his Q. The Defensive Mastery stat, as well as Harden Skin, in particular, allow you to whack people and spin away in the lane while taking minimal damage from the surrounding creeps. My personal philosophy is that runes and masteries should typically be aimed towards the early game, so that you can more efficiently itemize in the lategame. So, with that in mind:
RUNES: Crit% Reds Armor Yellows Flat AP Blues Flat AP/Flat HP Regen/Crit% Quints
There are differing opinions on how Tryndamere should build his runes. The opinions that are different from mine are probably wrong. I know that the stereotypical build for Trynd is full Crit%, but I disagree with this for several reasons. -In the lategame, Trynd is going to be approaching 100% crit chance regardless of runes -There are far more beneficial runes in his early game -It bases the entirety of your success on how lucky you are with your crits.
So, I take advantage of the properties of his Q (and my 21 points in defensive masteries) to focus my runes on lane dominance. Crit% reds are obvious. Really. I will probably catch some flak for the Armor yellows, but I really feel that, on a melee character such as Trynd who is bound to catch a lot of harassment from fearful cowardly lane opponents, they are necessary to stay alive and healthy, as well as a threat. Regardless of how much damage Trynd does at low life, he is much more dangerous when he's at full HP. The flat AP blues are there for one reason alone. The absolutely insane ONE POINT FUCKING FIVE AP RATIO ON HIS Q. With ONLY AP blues and no other source of AP, you more than double your healing ability at Q level 1, and nearly double it at level 2. With flat AP quints, you can increase this number to even more ridiculous levels.
Seuss very rightly posted this correction:
On January 19 2011 03:22 Seuss wrote: Math correction: The healing increase from AP is flat and isn't affected by the number of stacks you have. So healing with a fully stacked Bloodlust at level 1 is 10*8 + 1.5*AP. Flat AP blues add a grand total of 13 healing. You're only doubling your healing if you heal with only one stack.
Regardless, I still think AP is an extremely solid choice for blues (and possibly quints) because the short cooldown on Q allows you to heal constantly with low stacks. From the blues alone, if you use Q roughly every time it's off cooldown (plus a couple seconds to be fair), it's approximately +14 hp healed about every 7 seconds. This adds up to an enormous amount over the course of the laning phase. IMO, this is much more significant than a slight chance to do 1 additional crit in the occasional battle later on.
Anyways: The synergy should be obvious: the idea is to make Tryndamere as much like Taric for the first few levels as possible. Completely homo, utterly impossible to harass out of the lane, and truly, truly dangerous. Continuing with this idea, then, are the appropriate Quints for Tryndamere.
I don't know what Quints you should use. Crit% looks good. It's obvious. Judging by the absolutely stupid AP ratio on your Q (coupled with the fact that you will never, ever buy an AP item on Trynd), flat AP quints also look really good. They're obvious. For exactly the same reason as flat AP quints, HP/5 quints also look good. They might even heal you for more, but I don't know for sure. Not quite obvious, but they're also good. Use whichever you like.
Open Dshield (though, in new patch, I may be able to get away with brawler's gloves), build a Ghostblade.
Merc treads are not optional. You do enough damage, you don't need goddamn berserker's greaves. You do need, and desperately need, the CC reduction from Mercs. Get Mercs.
Infinity Edge is the obvious next choice. Infinity Edge + GB = you now do more sustained damage than any other champ in the game. You should win. If you aren't winning yet, get a goddamn Frozen Mallet, be unkillable, inescapable Trynd.
Playing strategy:
Farm all game. If someone comes close, kill them. If someone QQ's about you first picking Trynd, type /ignore and kill the whole enemy team. Take every red buff, and BUY WARDS BUY WARDS BUY WARDS. Reason: If your wards spot someone who is split from his team anywhere, for any reason, you can walk up and kill him and, unless he's Eve or Twitch or Shaco, there is not a goddamn thing he can do about it.
So.
New Trynd: Viable? I have no idea. Maybe someone whose elo isn't currently getting tanked can shed some light on this.
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Math correction: The healing increase from AP is flat and isn't affected by the number of stacks you have. So healing with a fully stacked Bloodlust at level 1 is 10*8 + 1.5*AP. Flat AP blues add a grand total of 13 healing. You're only doubling your healing if you heal with only one stack.
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On January 19 2011 03:22 Seuss wrote: Math correction: The healing increase from AP is flat and isn't affected by the number of stacks you have. So healing with a fully stacked Bloodlust at level 1 is 10*8 + 1.5*AP. Flat AP blues add a grand total of 13 healing. You're only doubling your healing if you heal with only one stack. Oh jesus.
I really had no idea, thanks for bringing this up. Regardless, I still think AP is an extremely solid choice for blues and quints because the short cooldown on Q allows you to heal constantly with low stacks. From the blues:
+14 hp healed every, say, 7 seconds, adds up to an enormous amount over the course of the laning phase. IMO, this is much more significant than a slight chance to do 1 additional crit in the occasional battle later on.
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The flat AP runes are fine, a pretty good idea imo.
I think regen bead + mass health pots is also viable.
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AP is fine, I'd certainly prefer it to Crit% Glyphs. AP is actually nice because you always get that 14 health whether you have 1 stack or 8. I'd probably still take the Crit% Quints over AP.
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I wouldve started a trynd thread but the runes I'm using are crit damage reds, quints, and yellows, and atk-speed blues, a page that no one wants to drop IP on.
Flakes' Hit-People-Hard build: I use this for both laning and jungling, the idea is to have the most crit damage possible, since it cannot be stacked through items, unlike every other stat. 40% crit damage 5.8% attack speed
Masteries Jungling - 21/2/7 imp smite imp ghost, 2 in armor, 3 in xp mastery. Start green elixir and kill everything before it kills you 
Laning - 21/0/9 I don't lane much because everyone picks solos at my level, I'm sure other people have better builds
Items Jungling - green elixir and 6 hp pots. First buy should be boots and a ward if ganking, otherwise crit gloves into avarice blade, then boots1
Laning - Dshield, boots1, avarice blade, OP's laning guide is fine, probably better than mine
Since I have 40% crit damage I build ghostblade first, though if I'm doing well I will get the 880 crit cloak first. My jungle route is minigolems (smite one), wraiths (start on blue, be brave and you'll get crits), wolves, then lizard.
QEQW
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On January 19 2011 04:04 Flakes wrote:I wouldve started a trynd thread but the runes I'm using are crit damage reds, quints, and yellows, and atk-speed blues, a page that no one wants to drop IP on. Flakes' Hit-People-Hard build: I use this for both laning and jungling, the idea is to have the most crit damage possible, since it cannot be stacked through items, unlike every other stat. 40% crit damage 5.8% attack speed Masteries Jungling - 21/2/7 imp smite imp ghost, 2 in armor, 3 in xp mastery. Start green elixir and kill everything before it kills you  Laning - 21/0/9 I don't lane much because everyone picks solos at my level, I'm sure other people have better builds Items Jungling - green elixir and 6 hp pots. First buy should be boots and a ward if ganking, otherwise crit gloves into avarice blade, then boots1 Laning - Dshield, boots1, avarice blade, OP's laning guide is fine, probably better than mine Since I have 40% crit damage I build ghostblade first, though if I'm doing well I will get the 880 crit cloak first. My jungle route is minigolems (smite one), wraiths (start on blue, be brave and you'll get crits), wolves, then lizard. QEQW
is green elixir start still necessary or even optimal after the changes to it a couple of patches ago? Since you get q stacks from smiting, couldn't you start off stealing their wraiths -> your wraiths -> your wolves-> try your blue or something of that sort with brawler gloves? This route isn't particularly dangerous if you get your team to back you up at their wraiths, and will let you rush that avarice that much faster. i feel that so long as you have your wraiths up to build up q stacks before you start your red, you are fine getting that red -> golems.
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Wraithjacking is always fine, though if you get spinning slash at level 2 you can use it to get to creep camps faster and keep your Q stacks. I've tried starting crit gloves but always end up too low on health. Probably will try again today in some practice games.
If you save your green elixir until after minigolems like I do, then on your first gank you will have both the elixir and lizard buff, which is massive. I'm super tempted to try QEW and ganking at three with the slow, but my build has a pretty risky lizard as it is (you'll end up with <100 hp unless you have a nice chain of crits).
edit: new green elixir means you can afford 6 hp pots instead of 5 
edit2: probably still only need 5, also still can't make crit gloves work. However, I was able to kill lizard with my skills at 1-1-1, which means having slow and spin for the first gank is possible.
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ok I just carried hard with solo mid trynd
Maybe there's something to it
But probably not
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2 questions.
1) Skill order? (QEQW?)
R>?>?>?
2) Item build? Doran's -> Cloak+Boots -> Merc -> infinity?
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R>Q>E>W imo unless its like vs rammus or some shit then R>Q>W>E, both in jungle and lane
2. lane: dorans shield -> boots + avarice -> ghostblade -> mercs -> IE -> situational imoimoimo similar for jungle, except with cloth5pot or whatever tickles your tummy
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![[image loading]](http://i.imgur.com/JOt3g.jpg) "But Flakes," you say "You fed in that ranked, you're just lucky your team carried!"
OF COURSE I GOT LUCKY IF YOU'RE NOT LUCKY DON'T PLAY TRYNDAMERE
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On January 23 2011 12:15 Flakes wrote:![[image loading]](http://i.imgur.com/JOt3g.jpg) "But Flakes," you say "You fed in that ranked, you're just lucky your team carried!" OF COURSE I GOT LUCKY IF YOU'RE NOT LUCKY DON'T PLAY TRYNDAMERE best trynd, imoimoimoimo
But green pot? Really?
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man i chug green pots like they gatorade
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im trying to play tryndamere by this guide but i seriously suck with him. i lose most of the time. They kite me around, and cc fucks me up (even though i have cleanse).
i dont have any of your recommended runes yet though (i bought a crit chance mark rune!!!!). btw did you mean crit chance or crit damage by crit % in the guide?
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Back when I played Tryn a million years ago, he was still frustrating as hell to play. I guess start out with a Doran Shield, get 2 Avarice blades (since Tryn needs alot of money really fast), boots, then Ghost Blade, then IE? I had a full book of Crit damage runes too lol, but IDK if thats the best for him now days.
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So lately I been working on my jungle tryndamere and did some testing and played some ranked and normals with it to a consistent level. Figured I'd post what I run and help out anyone looking to improve with this hero.
Skin choice: King Tryndamere
Skills: Q - E - Q - W - Q - R (R->Q->W->E) Q - Absolutely an insane skill nothing much to say about it just remember to clear your stacks before you ult in fights. W- WTF another amazing skill why does everyone hate this hero. It's not a typo it reduces damage of nearby enemies by 100 no matter what. E- Good escape R- When used well can autowin fights
Masteries: 21/0/9 (Tryndamere scales ridiculously well with damage so mine as well build masteries around this instead of defense masteris which can work well but I NEED the 4% bonus xp to be lvl 3 for lizard)
Runes: I put a good amount of testing into this since tryndamere actually has quite a few options when it comes to this compared to others.
Reds: Armor Pen Yellows: Attackspeed Blues: Attackspeed Quints: 1 Arpen 2 Aspeed
Items: Vamp Sceptre - Emblem - Boots - Zeal - PD - Starks - Last Whisper - etc. situational (I find Tryndamere already deals a fuckton of damage with his crit/ad steroids so I build up his lacking attack speed. Some people really love the ghostblade - IE route but you are gambling DPS on 4-8 seconds which you could easily be cc'ed out of using and run around with .65 attacks a second rest of fight.)
Route: Wraiths - Wolves - Twin Golems - (Lizard majority of the time or back then lizard) Some key things to know about this route -DONT USE UP YOUR STACKS AFTER WRAITHS (Right after you finish wraiths run ur ass to wolves and hope to god you crit in the 3 attacks you have cause it will make wolves a breeze for you and can also decide if you will get lizard in one run or not.) -Generally if you are above half hp after twin golems with 7-8 bloodlust stacks lizard shouldn't be too big of a deal. If you have a support in your lane near twin golems you may just want to have them give you a heal or shield while twin golems just to guarantee it. Nothing worse than starting liz then having to back. -It's still very much a work in progress and I hope to find a more consistent way of doing this but as it stands this route accomplishes what your team needs from a jungler and does it efficiently without wasting 150 gold on pots that some junglers have to go through.
Teamfights: -Definitely one of the harder things to get used to with Tryndamere since every teamfight requires you to really think out your positioning and making sure when you go in you have a wall to jump back over or an easy way out. -Never be the first one into a 5v5 fight. Just kind of sit on the outside of the fight and wait for a clean chance to E in. Otherwise you are just positioning to use your W and sticking with your carry.
Tryndamere's Best Friend: Sivir- Forces teams the tough decision of focusing sivir or you. It just makes your life so much easier when the other team is forced into splitting their focus on 2 ppl who can absolutely devastate teamfights. Oh yea she makes you fast.
Tryndamere's Enemies: Fed Casters- Makes you near useless in teamfights if there's a caster just saving burst for you. You just end up going into a fight, ulting, then leaving just as fast before you could do anything. Cho'Gath- Fuck feast makes me have to ult at 1/3 hp super gay
Let me know if there is anything else you'd like added. Remember it's a guide everyone has certain playstyles this is just what's worked for me so far.
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Add to trynd's enemies Mordekaiser and Zilean for DoT and bombs. See trynd ult, count one... two... BOMB and if you have like 200 AP you're guaranteed a kill.
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Tryhardamere's Enemies:
Teemo (blind) Teemo (DoT) Teemo (Shrooms after spinning) Teemo (can just walk in the other direction) Teemo (global taunt permanently disables trynd)
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Teemo hard counters everyone I can't help you guys with him.
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