I am a mid-elo level 30 and I main Tryn. Yes. Tryn. My goal in writing this is to dispel a lot of the misconceptions that surround the manliest barbarian this side of Damacia. I'm not going to spend too much time harping on basics. If you take your Tryn seriously, you should already know enough about the game to get by.What I do want to focus on is all the misinformation out there about Tryn, and the best way to build the barb.
Misconceptions to Dispel
1.) Tryndamere sucks in the lane.
No. Tryn is a melee carry, and a **** strong one. As a carry, he's not going to be dominating the lane like some other champs might, but he's not going to roll over and die like so many people might imply. The basis of this misconception lies in how people try to lane with Tryn. Its important that players understand that Tryn doesn't have to be in the thick of things, last hitting every mob he can, from level one, onward. There is nothing wrong with sitting back at max range and soaking experience while your lane partner farms a bit. If your lane partner is getting pressured, you can still help. Just play conservatively. Its okay to tower hump early in the game. You'll start snowballing like a champ very soon.2.) It takes 35+ minutes for Tryn to be worth a ****.
No. Tryn can be effective before level six. At six, he should start tower diving for kills. At eight, he should pick up the lizard buff to increase his effectiveness. By eleven, God-mode should be kicking in. We'll get into this in a little bit more depth later, but what people fail to realize is that Tryn possesses a built in damage engine. With just one point in Bloodlust, Tryn is able to gain 24 attack damage. This can be done as early as level one (though I recommend waiting until level two), and combined with his nasty crit-rate, makes Tryn a very legitimate damage threat very early in the game. Suffice it to say that Tryn can be critting enemy champs for over 200 damage as early in the game as level two. That's well over 1/3 of most champs HP.3.) Tryn should be built for attack speed+crit.
No. You need one attack speed item, and one crit item. After that, stack damage. Attacking super fast is cool, but attacking kinda fast, and three-shotting everything you encounter is much, much cooler. As for crit... Between your passive, your runes, and your Infinity Edge, you'll have all the crit you need by the 20 minute mark.4.) Tryn should buy Avarice Blades out the wazoo because "lolcrits".
No. Avarice Blades suck. This is dumb. Don't do it. Let's look at what you're getting for 750 of your hard earned gold: 12% crit, and 5 gold every 10 seconds, or 30 gold every minute. Most of the Tryn guides out there suggest picking up 2-3 Avarice Blades, and for the life of me I can't figure out why. With three of them, you're making 90g/minute, or 1800g every 20 minutes. Sweet... I guess. Except you just paid 2250g to get 1800g back 20 minutes later, with a little bit of crit as a bonus. Let's face the facts: That's a crappy investment. One Avarice Blade might be ok, since it turns into Ghostblade later... Anything more than that is wasted gold.5.) Tryn is not viable.
From my perspective, this gets a resounding no. At my elo, I've had some great success with Tryn. Will that change with time? Who knows. Maybe yes, maybe no. For now, though, he's the most viable champ in my stable.
I've tried this a few different ways. I get the most success, however, out of pure crit-chance marks, seals, and glyphs, and armor pen quints. There's a great post on why armor pen trumps +crit damage here: http://www.leagueoflegends.com/board/showthread.php?t=701732.) Masteries
Let's face the facts: Tryn is all about blowing stuff up. His survivability comes from his mobility, his self healing, and his ultimate. Sometimes Tryn can feel very squishy, but at the end of the day, he has a lot more staying power than people give him credit for. For this reason, stay out of the defensive tree. Utility also serves little purpose for Tryn, as he uses no mana, and is largely unreliant on summoner spells. That leaves us with offense. I go 21/0/9, making sure to max out Sunder (becomes armor pen is king) and putting one point into Utility Mastery because the lizard buff is very powerful on Tryn.3.) Summoner Spells
There are only two choices here. Cleanse and Ignite. Cleanse ensures that you punish the other team every time you pop your ultimate, and Ignite shuts down heals, and finishes off runners. For Tryn, there is no other summoner spell worth considering. Period.4.) Skills
Always put one point in Spinning Slash first. From there its a simple priority list: R>Q>W>E. Rank one spinning slash gives Tryn absurd amounts of mobility. Its on a short cooldown, it has no mana cost, and it allows you to spin through terrain. Exploit this. Use it to excape, use it to initiate, use it to chase. It's just. that. good.5.) Equipment
1st: Last Whisper. Armor penetration is king for physical DPS.
2nd: Boots: Mercury Treads are great. Boots of Swiftness are great. Ninja Tabi are great. I acknowledge this. I buy Berzerker Greaves. I'm of the opinion that Greaves + Last Whisper gives Tryn all the attack speed he needs to get through the mid-late game. If you want to go another route, that's totally cool, but be sure you make up for it by grabbing some attack speed somewhere else.
3rd: Infinity Edge: This is obvious. How you build it depends solely on how much cash you have when you're shopping. Either way, buy either the cloak, or the BF sword first. Don't get the Pickaxe.
4th: Elixirs. These things are OP. I often mix them in as I'm building my Infinity Edge with the 300-600g extra I have from time to time. Fortitude > Agility, in my opinion, but pack both whenever you can.Once you've got these three items, you're set. You don't need anything else. Seriously. You're done. Walk away. Anyone that can manage to stay alive through the early game can easily have these three pieces done before 25 minutes. Once you have them in place, you can kill anything on the map. Guaranteed. Go win. Seriously.
Against Fat Tanks or Heals:
Guardian Angel is a great way to pick up some extra staying power. If you grab this piece, try waiting until after you rez to use your cleanse/ your ultimate. Its a great way to make the enemy team burn lots of CC on a single target.
Against Sivirs/Jaxes/Dodgey, annoying champs
1st: I like to take Ghostblade here for the extra armor penetration, and the powerful active.
2nd: Madred's Bloodrazor is a fantastic situational item for extra fatty opponents
3rd: Executioner's Calling can be handy if you feel like Ignite alone isn't doing a good enough job of stopping heals.
Against Melee/Physical DPS Heavy Teams
Sword of the Divine: For shutting down dudge, duh.
For soloing the Baron
Ninja Tabi + Phantom Dancers give you some extra survivability, and some movement speed, to boot.
In general, any late game scenario that doesn't fit into the above criteria will come to the quickest conclusion if you just stack damage; (IE: Bloodthirsters)
Sometimes your team is pushing well, but can't finish, yet doesn't want to let off the pressure. In this case, picking up 2x Malady makes soloing the Baron an easy job for Tryn.
2nd: The Jungle Phase
During this time, most of the gold you have coming in is going to be from the clock. If you get a favorable matchup in the lane (I'll add a section on this later) you may enjoy some easier farm time here. In most circumstances, and certainty against better teams, this time is going to be payday for your lane partner. Let them handle most the last-hitting and pushing, and only pick off creeps when you know you're safe, or free to pressure the enemy team.
3rd: The Ganking Phase
This is vastly important. The jungle phase starts between levels 6 and 8 depending on how things are going in the lane. If you're able to freely pressure and push, then continue doing so. If you're being forced to tower hump endlessly, GTFO as soon as you can, and head to the jungle. This gives your lane partner extra experience, and lets you farm freely. Jungle camps give lots of gold, so after level 6, even if you're able to push at will, try to find time to run through the jungle occasionally to cushion your pockets. A couple special notes on the jungle: Don't hit the lizard before level 7. Level 8 is ideal. Kill the dragon at 9-10 with the lizard buff, or with your lane partner.
4th: The Team-Fight Phase.
This phase will start at different times virtually every single game. A lot of the timing for this phase is up to whoever your team has in the middle. Ganks don't always require three players, but they're a helluva lot easier when three are present. If ganking hasn't begun by the time you hit level 6, start it yourself by diving on somebody. There are two ways to farm during the ganking phase. First: Kill enemy champions. Duh. This is the fastest way to bring home the bacon, but its not always the safest, or easiest. The second way to farm during this phase is by filling empty lanes when people leave to gank. Tryn has no problem farming safely in mid, especially after level 6. Don't be shy about running up there solo to farm creeps, or even go for a kill. This is especially nice because solo lane experience is an awesome way to get ahead in levels. It can be dangerous too, though, as a lone player is a prime candidate for ganks from the enemy side.
If you haven't already made bank, this is when you're really gonna cash in. Participating in team-fights with Tryn is different than it is with other champs because of his spinning slash ability. 90% of engagements happen around terrain that Tryn can easily pass through. For this reason, it is of great benefit, and priority that the Tryn player uses this to his advantage. As such a huge damage threat, Tryn will be focused frequently. This is why you want to come spinning into fights from the fog of war after the fight has been initiated. It means less CC you have to deal with, and more time before you're forced to pop your ultimate. Be sure to focus squishy targets with Tryn. His massive single target damage output allows him to drop Ashes, Twisted Fates, Twitches, and other popular DPS classes in as little as 2-3 shots. Also, always use mocking shout. The damage reduction, especially at later stages of the game, is substantial.
I'm digging this guide here, thanks for the recommendation to it. At some point, I'll have to give this a try.
How important do you feel your rune page is with this build? My current page has flat HP quints, Armor pen marks, HP seals (might switch to dodge), and CDR glyphs. I know landing those criticals is paramount to Trynd, but I play a host of characters and he's the only one that would use a full page of crit. It seems it would be silly to invest in all those crit runes just for one character when I play about 4-5 of them.
Nice guide. I play Trynd sometimes and this guide seems pretty solid (Tryn is perhaps, possibly, MAYBE, the only character berserker's greaves aren't a horrible idea on)
@Redenbacher. I find flat HP quints to be massively useful on Trynd. I also run 8/21/1 masteries with him and end up having a very healthy level 1 barbarian. It helps a lot to soak up damage until you can get level 2 or so in bloodlust and start pumping out the heals. It does weaken your late game some, but it helps prop up the weaker early game. Perhaps my defensive build could be seen as "Trynd with Trainin Wheels" as it makes him a good bit easier to play levels 1-5.
I would definitely recommend getting crit chance marks at the very least, and probably seals as well. CDR isn't that important for Trynd, to be honest. You're not spamming your skills much. Then again, crit chance on glyphs is really lame. If you get marks and seals, you'll end up with 12.15% crit chance out of the gate. (3.78 from seals, 8.37 from marks). Combined with masteries, you're probably looking at around 15% crit chance base. That's pretty decent and will let you crit reliably if your HP is riding a bit low. Glyphs end up giving a measely 2.52% crit chance. Blegh.
I loathe early avarice blades. It gives you flat crit. The gold is completely non-consequential. At 750g, an Avarice Blade won't pay for itself until 25 minutes later. Most games should be over before the 30 minute mark.
The only time I ever pick up Avarice Blades is when I'm building my Ghostblade... That means After LW, IE, and boots.
Don't get me wrong... I've tried early avarice blades... I just don't feel like they give you the same kind of return that you get out of things that are itemized purely for DPS.
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