No that is not me, it's tictacs. Just showing how many losses he was with Ashe.
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HazMat
United States17077 Posts
No that is not me, it's tictacs. Just showing how many losses he was with Ashe. | ||
Phrost
United States4008 Posts
On July 13 2010 04:34 Mogwai wrote: new skins revealed. unmasked Kayle is probably gonna sell like hotcakes. I think I like default Xin Zhao the most, but commando is pretty cool too I guess. I posted them like 10 pages ago =[ | ||
Shikyo
Finland33997 Posts
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HazMat
United States17077 Posts
On July 13 2010 05:29 Shikyo wrote: Hmmm been writing this guide for 4 hours straight. Pretty sad to know no one is going to appreciate it anyway =D Who knows, maybe they will buff him and people will actually play Trynd. But then again your guide would be outdated. Why don't you just wait? | ||
Mogwai
United States13274 Posts
jesus christ, how do you play 2000 games as Ashe!?!?!? fuck, that sounds so boring lol. | ||
GogoKodo
Canada1785 Posts
On July 13 2010 05:29 Shikyo wrote: Hmmm been writing this guide for 4 hours straight. Pretty sad to know no one is going to appreciate it anyway =D I'll appreciate it. Even if it might not make be play Trynd I still like reading guides and seeing other people's takes on heroes. | ||
Orpheos
United States1663 Posts
On July 13 2010 05:30 HazMat wrote: Who knows, maybe they will buff him and people will actually play Trynd. But then again your guide would be outdated. Why don't you just wait? and then people will cry OP and followed by a massive nerf bat followed by massively UP char and your guide will be useless. oh and mogwai thats what i said when uta posted tictacs profile up awhile ago. not only that but he hasnt really played much of any other champs. | ||
HazMat
United States17077 Posts
I know that he was free when I first started playing. (he was the first champ I ever played) | ||
Mogwai
United States13274 Posts
On July 13 2010 05:37 Orpheos wrote: and then people will cry OP and followed by a massive nerf bat followed by massively UP char and your guide will be useless. oh and mogwai thats what i said when uta posted tictacs profile up awhile ago. not only that but he hasnt really played much of any other champs. well, I certainly hope not, I mean, come on, these stats aren't even a year old yet (right?) as it is, that's like, I dunno, at least somewhat close to averaging 10 games a day which is totally wtfbbq without even adding in the fact that you're playing a pretty cut and dry character every game. | ||
Phrost
United States4008 Posts
On July 10 2010 20:03 Phrost wrote: Well I was going to be a giant jerk but someone datamined the models for the new skins so I'll be informative instead For those that missed it the first time | ||
Shikyo
Finland33997 Posts
The Tryndamere Guide 1. Tryndamere as a champion Tryndamere is a melee DPS Hard Carry. He's one of the hardest carries in the game, and when farmed is able to 3-hit squishies with his 1000 dmg criticals. His passive gives him a superb critical rate, and in tandem with his ultimate and his Bloodlust, he's able to wreck havoc on the opposing team before he can be killed. His early game though, is extremely troublesome and failing to get through that is the problem with most of the failing Tryndameres. Luckily, you can combat this to some extent by laning with a lane partner like Janna or Taric, who both are able to help Tryndamere get through the laning phase with relatively little trouble. Tryndamere's farming is all right because of his spinning slash and his high attack damage. However, he doesn't even come close to farming beasts like Sivir and Mordekaiser, and he needs as much farm as possible. This is why Tryndamere is going to spend a great deal of the game farming. Tryndamere is considered low / bottom tier by most high level players because he takes such a long time to become useful, but my way of playing him should make it a lot smoother. 2. Pros and cons, requirements and recommendations to play as Tryndamere Pros: - Highest critical chance and critical damage in the game - Unkillable for six seconds, even if CCed - Has an allright heal for lanestaying - Has a move which enables him to move through walls and that he can use for both approaching and escaping - Has decent short-term chasing - If fed, can completely take over games - Has a gigantic gaellic sword - Screams and yells - Extremely manly Cons: - Has almost no lane control and bad early game in general with low chance of getting first blood - Despite his high damages, any kinds of disables absolutely wreck him, especially slows - Despite being extremely farm-dependant, doesn't have innately amazing farming tools - Needs more items than pretty much any other champion in the game to become effective - Has limited mobility and approaching tools despite the necessity to be in opponents' faces to do anything - Blind counters Tryndamere completely and opposing team having Teemo means that you are almost guaranteed to lose - Extremely easy to kite - No proper disables - Requires impeccable lasthitting - Easy to overestimate your ultimate As you can see, the cons would logically outweigh the pros, but screaming, huge swords, and manliness can't be measured logically. Playing with Tryndamere absolutely requires you to be capable to land at least 95% of your lasthits when freefarming, and otherwise landing at least 90% of the possible lasthits if you're under heavy harrass. This means, every time you move forward to get a lasthit, you have to be able to get it. If you can't do this, you should pick another champion. Tryndamere can't do anything if you can't lasthit properly. You also have to be able to know when you can get away with farming in dangerous situations. You have to be able to reflex-ulti when you're about to die, and you have to remember to use your bloodlust stacks when they are about to run out. Rest comes with experience, and hopefully with the help of this guide. 3. Who should and who shouldn't play as Tryndamere? You should play Tryndamere, if: - You like manly champions who scream and swing large swords - You want to be able to completely carry games almost by yourself - You want to be able to crit for over 1000 in an actual, competitive game - You love the feeling of that Ashe dying in 2 hits - You love the feeling of staying at 1 hp in your ulti and have insane comebacks even 1v3 that make your opponents scream "OP" - You love farming - You are a good lasthitter - You don't mind not being able to do much at the very start of the game - You are manly or want to play as manly champions You shouldn't play Tryndamere, if: - You only play high tier champions - You aren't comfortable playing Hard Carries - You want some kind of a ranged ability - You aren't comfortable being in the middle of action - You can't lasthit really well - You don't like farming - You want to be able to disable - You enjoy repeated ganking - You can't stand repeated screaming 4. Summoner spells To me, there is no contest here. Ghost and Cleanse are both completely essential. Ghost is absolutely necessary if you want to be able to do something in teambattles and actually chase down and attack people fast enough to make a difference until your ultimate runs out. It also is the best escape mechanism in the game and along with your Spinning Slash and even Cleanse, is going to enable you to escape most of the early ganks. Cleanse is one of the best offensive summoner spells for a melee hard carry. Calling Cleanse offensive might seem weird, but it's precisely what allows you to actually wreck havoc with or without your ultimate while being in the middle of the action. Cleanse is necessary to get rid of those pesky Exhausts or even slows that would otherwise completely screw you over. Some players might pick Flash over Cleanse to fill the same purpose because it is able to dodge numerous disables itself, but while Flash is better for getting away, I feel that Cleanse is a lot better offensively, since Flash isn't going to help you at all if you get stunned while hacking away at people with your large sword. Not to mention that Spinning Slash already can do Flash's job pretty well. Pick Cleanse and Ghost every single time. If you really want to replace one of these spells, the choices are: Teleport for better farming or defending towers and more mobility and whatnot, Rally for teamfighting, earlier Lizard, better laning, Heal for lanestaying, Flash for better escaping and some tricky manouvres, Smite if you have trouble lasthitting and farming, and Ignite for a better heal and some more early ganking power. I'd say that the top 3 of these spells for Tryndamere are Ignite, Teleport and Flash. Still, Cleanse/Ghost is better. 5. Runes Marks: Critical Chance Seals: Critical Chance OR Dodge Chance Glyphs: Flat Magic Resistance Quintessences: Critical Chance Some players would get Critical Damage runes on Tryndamere for those insane 1700 damage criticals in the late game. However, that increases his late game power, which honestly isn't something that needs that kind of buffing. Getting Critical Chance runes also increases Tryndamere's late game power(even if not as much), and also significantly improves his early game. This enables Tryndamere to actually have a chance to net an early kill on a weakened opponent along with the help of his Ghost and Mocking Shout and a couple of lucky criticals. Armor Penetration marks (maybe quints too) are often the runes to get for most other DPS champions. However, Tryndamere gains a lot more utility from criticals in the form of healing with the Bloodlust stacks. Not to mention, his criticals are better than what most other champions have because of the large critical dmg increase from his Bloodlust stacks. Getting some Armor Penetration might work out just fine, but I personally think it's better to just get as much Critical Chance as you can for as many Bloodlust stacks as you can get, and for a better chance of killing an opposing champion with some lucky criticals. I get Magic Resistance Glyphs for a couple of reasons. The first and the most obvious one is the fact that it helps him extremely much during the laning. It's extremely useful to be able to take far less damage from all the harrass(most of the significant harrass is going to be with skills which tend to be magic damage, normal attack harrass you can almost shrug off most of the time). It is also the main source of damage you're going to be taking. Most of those stuns, slows, silences and whatever else your opponents will be throwing your way are going to be magic damage. Getting the extra magic resistance is extremely useful, and might even make it somewhat possible to lane against a champion like Katarina. For Seals, I personally get Critical Chance. This is because the critical chance increase is still quite significant when compared to glyphs, and because I don't feel like the normal attacks are the source of my troubles in the early game. Dodge, though, is really good as well, and it can really help if you're having some trouble in the early game because you're taking so much damage from the ranged harrass with normal attacks. It's also quite useful later on in the game as well, when dealing with whatever DPS Carry your opponents might have chosen. Naturally, if you chose to go for the Nimbleness mastery, you should get Dodge Seals every single time. 6. Masteries I personally use the 21-0-9 Masteries for Tryndamere, getting the sensible offensive masteries: Max Crit chance, 1 lvl of AP Max Cooldown reduction Lvl 1 Attack speed(cdr > aspd here) Max Armor penetration Max damage to minons(helps a lot with last hitting) Max the +3 damage mastery Max critical damage mastery Get the final offensive mastery For Utility, I get improved Ghost and the regen mastery, then increased exp and one level to buff duration, because I'm going to be getting especially the lizard buff quite often. This isn't the only mastery build for Tryndamere, though. Nimbleness can be extremely useful for both chasing and getting away, and if you got Dodge seals, that's actually suggested. However, you might need to put only 20 points into offense in that case, since the improved Ghost mastery is just that good. Many people suggest putting 21 into defense, and I can't say that I don't see why they'd do that. It'll make Tryndamere's early game a lot better. However, I believe that magic resistance (and maybe dodge) runes are enough for that. Tryndamere has his ultimate and if he gets really, really focused, the defensive masteries really can't do that much. If you have huge trouble with the laning, you could try that, but I find that the offensive masteries give me more lasthits, meaning more money, more bloodlust stacks, and hence, more heal. It also helps you kill people faster, which is extremely crucial when you only have six seconds during which you can properly operate. You can try 21 defensive masteries and see how it works for you, though, I just prefer my offense. If you do pick the defensive masteries, I suggest you put the remaining 9 points into utility, since 9 points in Offense don't do too much for Tryndamere. 7. Skill build 1.Q 2.E 3.Q 4.W 5.Q 6.R 7.Q 8.E 9.Q 10.E 11.R 12.E 13.E 14.W 15.W 16.R 17.W 18.W If the lane isn't tough and you're for some reason having no trouble at all, still have a lot of health potions and so on, go ahead and leave Q at lvl 3 or 4 while you max E even faster. Why am I maxing Spinning Slash before Mocking Shout, despite that being opposite of what's the most popular thing to do? Simple. The slow from the Mocking Shout still lasts the same amount and is still significant enough to allow you to animation cancel your attacks so that you'll hit them just as often as if it had slowed them the full amount. The damage reduction really isn't too significant in a game like this that has most of its early damage coming from skills instead of normal attacks anyway. The only real use I've found for the damage reduction has been to slow down the destruction of your tower, but that really isn't too significant to me. Maxing Spinning Slash actually significantly helps both your farming and your ganking ability. You'll be able to slash all the red wraiths down in one swoop and you'll be able to clear the jungle a lot faster anyway. It also really helps with the regular minions as well. For ganking, a 300 damage nuke still is nothing to laugh at, especially since you can usually use it twice in a gank. You'll be surprised at how many kills you'll be able to get with this move even at such low levels as 8 - 10. Rest of the build is pretty standard though, ulti whenever you can, Q is great, simple stuff. 8. Items and some general gameplay For some reason, some people only care about this section in the guides, even though the items normally complement the rest of the guide. I'm going to do this section a bit differently. Instead of me just listing the items, telling you what to get, let's think about what Tryndamere needs to be effective early on. Tryndamere requires some critical rate for his Bloodlust, he also requires the ability to stick to people to that they don't just run away(You can only rely on ghost so much). He also wants to be able to farm rapidly. Tryndamere is pretty good at solo pushing, so he also wants to be able to down towers quickly. Many Tryndameres go for a million billion avarice blades and then an Infinite Edge(that they finish around the 30th minute), but most of the time they'll have fed for a good while before they even get to the Infinity Edge. There should be some way that you can make Tryndamere effective earlier on. That's why I do the build that I do. You're going to start with a Brawler's Glove and 2 health potions almost every game. If you think that they have an extremely strong early lineup, or if you are planning on soloing mid(which is quite viable vs some champions), you should pick up a Doran's Shield and a health potion to make your early game that much stronger. During the laning phase, you're going to need to be quite passive. I don't mean towerhugging-passive, but just stay back and only move in for the lasthits when you know you can get one or it's relatively safe. You can take a little bit of damage while lasthitting, since the bloodlust still gives you a decent healing ability. You should become increasingly aggressive with your lasthits when you hit level 3 and 5, especially at lvl 5 your bloodlust starts healing for so much that you can afford to take quite a few hits if you can get a couple of lasthits for it. Don't be afraid to use your spin to snatch you a few lasthits you otherwise might not get, either. Tryndamere shouldn't really be hunting for the first blood, but if the opportunity arises(an opponent comes too close and you crit him, your lanepartner stuns them in a good position, etc.), don't let it slip. When the situation arises, pop Ghost, then spin to them(hitting them in the process), then use your Mocking Shout, animation cancel your attacks so that you attack faster and keep up, and then wait until your spinning slash cooldown is done, use it again so that you can attack them one more time, and this should kill them. If you don't think they'll die to that kind of a combination, don't try it. It's too risky. Also, don't do it if they have Flash or Ghost, you can't do anything to them. Tryndamere's awful laning phase kind of comes to an end when you get your ultimate. You can now put some pressure on your opponents, can be at low health without many worries, and can towerdive them really well and also use the ulti as a heal with the extra Bloodlust stacks, or just as an additional escape mechanism. You should be a lot more comfortable when laning at lvl 6. You should collect enough for 2 avarice blades, and possibly tier 1 boots(nice to have, but not completely necessary quite yet). You should be getting both at around 8-9 minutes with decent farm. 10 minutes is still acceptable. If you got some kills and can get them at around 5-6 minutes, that's absolutely amazing. If you can get one blade extremely fast, via first blood for instance, you should just get that one and skip the other(get a cloak of agility instead). Actually, you can always get a cloak instead of the second avarice, I just like building up a little bit of extra gold. Now that you have your avarice blades, you have a lot more lanestaying with your bloodlusts and crits. You can even stay alive in the jungle with your critrate. The items you should next be going for, are your tier one boots(if you didn't get them yet), and... a blasting wand. Wait, a blasting wand on Tryndamere? Now, most of you probably stopped reading, but let me explain this to the people still with me. The blasting wand is going to be built into a Guinsoo's Rageblade. The reason you get the blasting wand first is that the extra heal and spin damage are a lot more important than the 25 damage from the pickaxe, it's cheaper too. I know that the Rageblade feels like a strange item for Tryndamere, so let me spend a while explaining the reasoning behind it. First of all, the increase it gives to your heal is absolutely amazing. Because you're most likely going to be at max guinsoo stacks when you use your heal, it's going to heal you for like 140 extra health. That's extremely significant, especially at 1-2 stacks, and allows you to solo lizard or anything you want and come back with full health. It greatly improves your staying ability. Second, the AP along with the damage it provides greatly improves the damage of your Spinning Slash. by about 100, in fact. This speeds up your farming greatly, and also improves your ganking significantly. No one expects a Spinning Slash to deal 1/4 of their health at about 15 minutes into the game, now do they? With the Rageblade, you're a farming machine(something you'd be normally kind of lacking), and can farm the jungle extremely quickly and efficiently if you learn to spin through the walls properly. That's not all, though. A Rageblade actually makes you destroy towers extremely fast(AP affects towers). The AP and the attack speed really helps your towerkilling speed, and makes you a threatening solopusher. All this you'll get for only 400 gold more than what a BF Sword costs. If you still don't think it's good on Tryndamere, all I can ask you to do is to try it out. I know that in theory it should make no sense, but it works extremely well. After the Rageblade, you should finish your tier 2 boots. These are situational, as always. I personally almost always get the Mercury Treads, they are just so useful against all the crowd control that Tryndamere is sure to encounter. However, they aren't the only choice. Ninja tabi are really good against heavy physical teams as well. Those are the only two boots I would recommend. I know some people like Berserker's shoes on Tryndamere, but I think that the defensive shoes are just way better. Feel free to get them against a team with little crowd control and not much DPS, but don't make it into a habit. The next items you are going to want to get are The Brutalizer which you'll turn into Youmu's Ghostblade. This item choice is a lot more self-explanatory. Your ghost just isn't reliable enough for all the chasing and escaping because of its long cooldown. with the Ghostblade's active you're going to be able to wreck havoc in battles, chase people really well, and even use it as an escape mechanism. It's crucial on Tryndamere. I'd even say that you should go for it before a Rageblade if you have trouble farming in the early game because of how crucial this is. However, I still would get the Rageblade first whenever possible, because the benefits it gives are just so overwhelming. Around this point, you're also going to want to go and pick up an Emblem of Valor. It is a component of Stark's Fervor, which you should most likely get, although not quite yet. "But isn't my Infinity Edge going to be incredibly late?", many people are going to ask. Well, in comparison, yes it is. Normally you'd have the Infinity Edge around now, already. However, with these items, Tryndamere is going to be even more effective than with just an Infinity Edge. He's going to be able to farm faster, kill towers faster(Test it in the practice mode, it's a really, really big difference), the Ghostblade active is going to make Tryndamere a lot better in teamfights because he actually can hit and move faster, your attack speed is going to be a lot faster, you'll have more armor penetration and your spin is going to do more damage. You'll even have more normal DPS with Ghostblade activated, because you'd be attacking so slowly with only an Infinity Edge. You'll also have a lot more survivability and staying power with the combination of the Emblem of Valor and the larger heal. Oh, and you'll also help your teammates a little with the Emblem. After you get these items, you will be fully able to help your team turn the game into your favor: (In this game, we were having a really tough time until that battle turned everything around and we won soon after) Now that you have a lot of utility in teamfights(You should have these items by the 25 minute mark because of the fast farming), and you'll be able to do effectively everything your champion wants to do(instead of just critting for large numbers but being unable to actually get close enough fast enough to do much of anything), it's time to work towards that Infinity Edge. You should be able to have it finished between the 30th and 35th minute marks if you have done decently. At that point, you become a wrecking machine that can destroy almost entire teams. ( Note, that if you expect the game to end pretty quickly(too fast for your Infinity Edge to finish in time to be effective), you should pick up a Brutalizer to go with the Youmu. This will make you temporarily more effective, and you can get it quickly to help you finish the game / help you defend. If the game still goes on, you can just sell your Avarice and then get the Infinity Edge and continue normally. ) After you finish your Infinity Edge, you should decide whether you want to just destroy them, or help your team destroy them a little. If you want to just destroy them, go for a Phantom Dancer. With this item, you're going to be absolutely destroy most teams with decent team support. Your other item choice is going to be Stark's Fervor. You're pretty much going to destroy them here as well, with the armor reduction aura and the team auras. It's pretty much up to you. If someone in your team already has Starks, you have the option to just sell the Emblem of Valor and buy a Bloodthirster instead. Don't worry about the 240 gold you'll lose, at this point of the game that doesn't matter at all. Just make sure to finish the Phantom Dancer and the lifesteal item at this point. What if they have a lot of armor? Well, you already have plenty of armor reduction, so I wouldn't personally get anything extra against it, especially if it was only the tank(s) stacking armor. If everyone in their team starts stacking armor like crazy, you can replace the Phantom Dancer with a Last Whisper or a Black Cleaver if you want. I personally don't really care about it that much, since I already have some decent armor penetration(20 + 20 + 6) and I'm going to be hitting so hard that they're going to die soon enough anyway. Black Cleaver I especially find to be quite useless since Tryndamere doesn't attack fast enough(or they die too fast) for it to have the time to be useful. If the game really drags on, you can sell your Rageblade and replace if with another Phantom Dancer, Frozen Mallet, or anything else you think it necessary. If you ever feel the need, don't hesitate to get a Banshee Veil either. You're just going to sell your Rageblade to make room for the Phantom Dancer. The Rageblade becomes less useful in the lategame. The money you lose doesn't matter at all at this point of the game, so don't worry about it. Your final items should be: Infinity Edge, Boots of your choice, Phantom Dancer, Youmu's Ghostblade, Guinsoo's Rageblade/Banshee's Veil/Anything else, Stark's Fervor/The Bloodthirster. 9. Some more gameplay and specific tips and advice After you're about level 7-8 and have your double avarice, start clearing the jungle repeatedly. You can do it quite fast if you have an okay level of Spinning Slash. You should also take the Lizard whenever possible. I always pull the Lizard to the bush to have vision behind me so that I have the time to react and spin away if the opponents are coming to gank me. After you get the Lizard, you should go and gank someone. It should ensure a kill if you do it properly. How to gank with the Lizard buff with Tryndamere? Well, first make sure they don't have stuff like Ghost, Flash, Cleanse available. Then, just try to basically come from behind and just attack them once or twice, then spin past them as they're running away, animation cancel your attacks so that you keep up with them as well as possible, and then spin again and repeat until they die. Mocking Shout isn't really necessary, but you can use it to open if you need it to catch up to them with a Spinning Slash or something similar. You can rapidly clear the jungle by spinning through the walls. It's especially good to clear the lizard part of the jungle by first spinning through the wall seperating the middle lane and the wraith camp. You should hit all four of them, killing the small ones. Then you just kill the blue one, go to the small camp, spin through the wall hitting all the monsters, and kill them. Practice it and find out the fastest ways to move around the jungle. Also try to find every place where you can spin through, always use spin to move faster. The health it uses really isn't significant. When fighting or farming, always have an escape route. Try to fight close to walls. Always remember to think of how you are going to spin and where if the opponents come and gank you. Try to always stay near spinnable walls, and always think of every possible place you can spin through in order to escape. In teambattles, never go in first. You're not playing to tank the enemies and then run away with your ultimate. You're playing to kill your opponents and actually help your team win. Wait until someone in your team initiates. It doesn't even have to be a proper initiator if you're playing in solo queue or something, just wait for the battle to begin. Try to get into a position where you can spin behind the tanks. When they have used most of their disables and one or two people have maybe died, you should first spin, preferably to a squishy like Ashe, Ryze or something similar, and then quickly while moving with the spin activate your Ghostblade. Then you should mocking shout if they're running away, use ghost, then attack them until they die, it shouldn't take too long. After that, quickly determine the best second target, spin to them if needed, do the same thing. Keep doing this and hopefully your team is able to pull through. If your health is running low in a battle, wait for the last moment where you can safely use your ultimate, and then use it. Keep a close watch of the ultimate buff's timer at the bottom of the screen. When it's just about to run out, you know that it's time to get out, and then you should immediately spin away and use your bloodlust stacks right after. Hopefully you were able to deal enough damage to them. It is adviced that you play a game against the computers and try to get used to when the ultimate ends. Do not run away too early unless you're absolutely doomed by being vastly outnumbered or something like that. Wait for the very last second before the ulti ends, and then retreat. Cutting it as close as possible might net you an extra kill here and there. Sometimes you shouldn't run at all, but just keep attacking and hope that your judgement was right. It's extremely satisfying when you get a triple kill like this with the ultimate running out just as you kill the final opponent. Don't sacrifice yourself and your ulti just to kill one person even if you can do it, your death is usually more important than theirs. It's a completely different thing if they have a nice streak going, of course. The money is going to make it worth it. When laning, and otherwise as well, try to keep your Bloodlust stacks maxed whenever possible. If you're not at a low hp, you shouldn't use them to heal. The extra damage is going to greatly help with lasthitting, and also when trying to kill enemy champions. Before every gank and fight, try your best to get your stacks up to 8 before attacking. When to use elixirs? You should start using both the elixirs of Fortitude and Agility as soon as your Infinity Edge is done, possibly even sooner. Fortitude is better than Agility for you most of the time, but both are still really effective. You should use them if you think a large push / teambattle is going to happen soon. At the end game, you should be using them consistently. Tryndamere is going to be farm a lot of the time. This means that there will be times in the early-mid / midgame, where your team is defending a tower vs 5 of them while you're farming on the opposite side of the map. If you don't have teleport, don't start running there. You should instead start to solo push their towers. Tryndamere with a Rageblade destroys towers extremely quickly, and as long as your team can defend decently, you should be able to force at least a couple of them to bluepill back home to defend. Solo pushing is a really useful strategy for Tryndamere in general, especially in the midgame. Most champions can't take you one vs one at this point anymore because of your ulti, so you can relatively freely farm a lane even going slightly into their territory. If you get ganked, your cleanse, ghost and ulti should be able to save you. Assuming your team knows to put some pressure on the other side of the map, you can feel pretty safe since their team can't afford to send more than 2 people against you or they'll lose a tower to your team, and you should be able to escape pretty comfortably from 2 gankers(most likely still letting your team get one tower). 10. Closing I hope that with this guide, you'll be able to understand what Tryndamere can and can't do, and how to combat his weaknesses and try to maximize his strenghts. Tryndamere is an extremely difficult champion to play that takes a lot of experience and timing to do well with, but is extremely rewarding when you can manage to do well with him. He's really tough to have turn on properly, but when he does he can completely take over games and carry almost by himself. He isn't a competitively viable champion in my opinion, at least not yet, but he's a lot of fun to play and he can hold his own if played properly and especially with proper team support. Thanks for reading! | ||
Mogwai
United States13274 Posts
I would probably recommend pumping elixirs earlier than your infinity edge. I can't really speak on anything else because I don't know jack about trynd, but by the time you hit the 20-25 minute mark of a game, elixirs are pretty universally powerful investments, and especially when you're working towards high price tag items like IE, they let you stay relevant along the way to that item. | ||
Southlight
United States11751 Posts
Edit: Game I played before I go to take a nap http://www.lolbase.net/matches/view/US29443708 /brag back on fire with Kass after that depressing 3-game losing streak with him. Nufann was bitching about Udyr and Mord but I felt like their Heimer let them down, every time he pushed an outer tower down I swept in and wiped their pushing team, stacked me up to 15 on SS really fast and that's never something you wanna see on Kassadin 18 minutes into a game. | ||
Demoninja
United States1190 Posts
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gtrsrs
United States9109 Posts
User was warned for this post User was warned for this post | ||
Shikyo
Finland33997 Posts
On July 13 2010 06:12 Mogwai wrote: holy wall of text batman! I would probably recommend pumping elixirs earlier than your infinity edge. I can't really speak on anything else because I don't know jack about trynd, but by the time you hit the 20-25 minute mark of a game, elixirs are pretty universally powerful investments, and especially when you're working towards high price tag items like IE, they let you stay relevant along the way to that item. Yep I normally use one fort before it but you kinda can't delay the edge for too long. Normally it's that one battle in which you use the fort pot. On July 13 2010 06:16 gtrsrs wrote: tl:dc At least I had less broken grammar in 30700 characters than you did in 5. On July 13 2010 06:14 Southlight wrote: I like Fort pots because they're a great investment regardless. You could spend 475 for 180 HP, or you could spend 300 for up to 400 along with some extra damage, albeit at a 4 minute duration. Yep but my build already delays the IE for so long that I don't think you should spam them until you have it. Maybe I could edit that you SHOULD get one fort pot before the IE but well dunno. | ||
barbsq
United States5348 Posts
more images will make it a little less 'wall of text'-y, but u already addressed that. Also, i happened to see a trynd open with fort pot+5hp pots (and he was reasonably good later during the game), wondering what you think of this. tbh though, i tend to be a pretty strong last-hitter, and if you're laning with a good support, i find there to be little need for two avarice blades, so i really would only get it if i have to sit passively in my lane the entire time, which would only happen if i didn't have someone supporting me AND the other team has very strong harass. in any case, props for a well written and very clear guide. | ||
Mogwai
United States13274 Posts
On July 13 2010 06:14 Southlight wrote: I like Fort pots because they're a great investment regardless. You could spend 475 for 180 HP, or you could spend 300 for up to 400 along with some extra damage, albeit at a 4 minute duration. Edit: Game I played before I go to take a nap http://www.lolbase.net/matches/view/US29443708 /brag back on fire with Kass after that depressing 3-game losing streak with him. Nufann was bitching about Udyr and Mord but I felt like their Heimer let them down, every time he pushed an outer tower down I swept in and wiped their pushing team, stacked me up to 15 on SS really fast and that's never something you wanna see on Kassadin 18 minutes into a game. well... yea, you're preaching to the choir here... I probably have an active fort pot for anywhere between 60-80% of all my panth games nowadays. | ||
Chrispy
Canada5878 Posts
On July 13 2010 06:16 gtrsrs wrote: tl:dc Wow way to be a massive douche. Even if you don't like him because he occasionally posts dumb shit about Veigar he doesn't deserve that kind of disrespect especially after spending so much time writing a guide. | ||
Shikyo
Finland33997 Posts
On July 13 2010 06:16 barbsq wrote: nice guide shikyo, ill have to try guinsoo's on trynd sometime :D more images will make it a little less 'wall of text'-y, but u already addressed that. Also, i happened to see a trynd open with fort pot+5hp pots (and he was reasonably good later during the game), wondering what you think of this. tbh though, i tend to be a pretty strong last-hitter, and if you're laning with a good support, i find there to be little need for two avarice blades, so i really would only get it if i have to sit passively in my lane the entire time, which would only happen if i didn't have someone supporting me AND the other team has very strong harass. in any case, props for a well written and very clear guide. Well I think you just need that crit and if you can get those 2 blades really fast you might as well get them. You already do need one anyway, but if you don't like getting a second one, just pick a cloak. No big deal, it's not absolute by any means. I just prefer knowing that I'll be gaining a huge profit by the time I sell it after the 30 minute mark. | ||
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