What if Tryndamere had a more Bruiserish kit than a melee ADC kit?

IsIsGankedParis··4 votes·612 views

I was discussing with a friend of mine and we thought that Tryndamere should be a Bruiser who is hard to kill, and takes another extra push to kill when he has barely any health, and not some RNG reliant, split pushing abomination that can't be buffed today.

Passive: It is the same except he no longer gains crit chance with more fury, instead he gains %damage with fury, capping at 50% roughly with max fury. He gains his crit animation with 50 fury or more.

Q Passive: The same mechanic except it doesn't give him AD anymore, he instead gains health regen based on his missing health. At level 1 of his Q he would restore 3% missing health every 5 seconds, and at rank 5 he would restore 15% missing health every 5 seconds. The lower health he has, the more the regen increases. At level 1 he would restore 15% missing health every 5 seconds when below 10% health, and at level 5 of his Q he would restore 40% of his missing health every 5 seconds when below 10% health.

Q Active: He consumes his fury in order to heal himself right away. The heal doesn't heal for a flat amount anymore+fury, it instead heals for his max health+fury.

At level 1 Q with 0 fury, he would restore 3% of his max health. At level 1 Q with full fury, he would restore 15% of his max health.

At level 5 Q with 0 fury, he would restore 5% of his max health. At level 5 Q with full fury, he would restore 25% of his max health.

My thought process was that he should be a barbarian who will try to go all in on you, and if he's playing defensively, he loses his damage steroid in order to heal himself so that he can keep on fighting you.

New W: Kings Shout: Tryndamere lets out a battle cry, decreasing all damage to him by 10-20% for 5 seconds. Enemies with their back to Tryndamere lose movespeed as they are cowardly to the king. This basically is the same as his current W except now it doesn't make them lose 80 AD with his high skill cap W button.

E: Spinning Slash: This is basically the same skill as current Tryndamere on live except now it loses its AP Ratio in exchange for a better AD scaling along with a more reliable reset mechanic. His E loses 0.5 second of its cooldown for every auto attack Tryndamere does.

R: Undying Rage Tryndamere refuses to die for 5 seconds, this is the same on live.

tl:dr Tryndamere should be more of a Bruiser who is hard to kill and requires an extra push to kill when he has no health. Tryndamere can basically still do what he normally does and dive in with 0 shits given except now he can't crit somebody 2 times, kill them, then escape with his ult, he will actually need his team to do most of the damage and he will keep jumping in to kill/distract the enemy ADC.

Edit: Changed passive and E a little.

8 Comments

FalconPawwwwnch1 votes

10 AD at max fury is pathetically low, considering he gets 35% crit chance now. That'd be a HUGE nerf

thinking man1 votes

{quoted}

10 AD at max fury is pathetically low, considering he gets 35% crit chance now. That'd be a HUGE nerf

I think the idea is his passive is much weaker and then individual skills are buffed since currently his passive/R are unfairly powerful while his other abilities suffer.

IsIsGankedParis1 votes

Just edited it, it gives %damage increase instead.

Shroom Junkie1 votes

[{quoted}](name=Bible Study Porn,realm=NA,application-id=3ErqAdtq,discussion-id=07kXRlvW,comment-id=00000001,timestamp=2015-06-13T00:58:30.163+0000)

Just edited it, it gives %damage increase instead.

Holy hell, 50%? Maybe late-game so he's more potent then rather than early... but early game, I think he should have way less damage percentage. That would just be OP as all fuck mid-late game with the new regen. Even early. Also, would it scale with Blade of the Ruined King?

IsIsGankedParis1 votes

Numbers are just there as holders, im not saying it should go EXACTLY as it is shown, just a general idea.

This new passive would make him weaker than current with the RNG of crits in lane, winning at level 1 or 2.

Shroom Junkie1 votes

[{quoted}](name=Bible Study Porn,realm=NA,application-id=3ErqAdtq,discussion-id=07kXRlvW,comment-id=0000000100000000,timestamp=2015-06-13T01:14:20.055+0000)

Numbers are just there as holders, im not saying it should go EXACTLY as it is shown, just a general idea.

This new passive would make him weaker than current with the RNG of crits in lane, winning at level 1 or 2.

True. I just feel like with that, late game he would be an unstoppable force getting pentakills every team fight like Yasuo or some crap.

IsIsGankedParis1 votes

This kind of kit would require testing to see how effective it truly is and if it is untentionally broken or weak, we never know until things are tested.

Some things can sound broken on paper but are weak in general, take Gangplanks kit, read it outloud or something and only look at the strong parts, he will sound super broken.

Shroom Junkie1 votes

{quoted}

10 AD at max fury is pathetically low, considering he gets 35% crit chance now. That'd be a HUGE nerf

True, and, not disagreeing with you here, but it would make him a bit more bruiser like with the heal rework(could be a buff, could be a nerf, depending).

With this, I think he would lose some of his damage, get some more sustain in-fight and out of, and be more sticky with his E passive. Late-game, I think people would actually be able to start building some tank on him and be even harder to kill, with this 25%~ health insta-regen, his ult still working the same, and his 15-25% missing health regen even in-fight.

So yeah, I think with this new kit he would be more like a bruiser and less like an assassin, as the idea is portrayed. Just my opinion though.

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