Trynd feels kind of weak in lane, and especially in the jungle. Here is a reasonable buff:
Lets make it so that his crits multiply damaging on hits, but only those which are "always on". Don't confuse on hits with on attacks!
#The following are persistent damaging on hit effects, so they would be multiplied on a crit:
15 magic damage
8% current health damage
15 + 15% AP magic damage
Deals up to 60% of attack damage as physical damage to units around target, decaying to 20% near edge
Deals 5 + 1% of maximum health to target and 40 + 2.5% of max health as physical damage to other enemies in a cone.
40 magic damage
and anything derived from it deals bonus on hit damage to monsters; devourer enchant is 4% max health physical damage
#The following are activated damaging on hits, so they would NOT count at all:
and anything derved from it
isn't persistent, so the 20 on hit damage isn't multiplied
#The following are damaging on attack effects, so they would NOT be multiplied on a crit:
and anything derived from it
#TLDR This change does basically 2 things
- It gives him pretty decent late game AOE with

- gives Trynd a way to handle health stackers with
and devourer
This change does NOT
- Improve Tryndamere's early game
- Dramatically improve his damage versus squishies
- Allow him to stick to targets better than he currently does
- Make Tryndamere better specifically against armor stackers
- Magically make him a good team fighter
- Make him any better at taking barons or dragons (damage from botrk and devourer are capped)
- Make him better at finishing off low health targets