Tryndamere rework concept: The undying warlord
As I see it now, tryndamere has a few problems.
1: Random crits as early as level 1 is VERY RNG, and tilting to play against.
2: Ult is EXTREMELY strong against anyone with no CC.
3: Hard to teamfight with.
And I'm sure there's more. But these things make him very toxic to play against for many champions, and allow little skill expression for him. To remedy this, I suggest a large change change to his passive and his R, and a mild change to his other abilities.
Passive: Battle Fury FURY: Tryndamere gains 5 Fury each time he lands a basic attack, and 10 Fury resource fury on critical strikes and each time he kills an enemy. After not dealing or receiving damage for 8 seconds, Tryndamere loses 5 Fury resource fury per second.
BATTLE FURY: Tryndamere gains (0.2-2.2) Physical damage on-hit And (0.2-0.6% increased healing) per point of fury.
TL;DR: Instead of crit chance, Tryndamere gains on-hit damage against everything, and increased healing when he has more fury.
Q: Bloodlust (12 seconds) (No cost) PASSIVE: Tryndamere gains 5/10/15/20/25 AD per rank and gains 0.5% additional bonus attack damage per 1% of his missing health.
ACTIVE: Tryndamere heals himself for 30/40/50/60/70 (20% AD).
TL;DR: Tryndamere no longer consumes his fury, and the extra heal per fury point has been transferred to his passive.
W: Mocking shout (14) (No cost) ACTIVE: Tryndamere reduces the attack damage of all nearby enemies by 20/35/50/65/80 for 4 seconds.
Targets with their backs turned are also slowed by 50% for 3/3.5/4/4.5/5 seconds.
TL;DR: Mocking shout now scales up the slow duration as the game goes on, allowing him to lockdown a target in a teamfight much more effectively.
E: Spinning slash (13/12/11/10/9) (No cost) ACTIVE: Tryndamere dashes to a target location, dealing physical damage equal to 80 / 110 / 140 / 170 / 200 (+ 130% bonus AD) (+ 100% AP) to enemies in his path and gaining 2 Fury per enemy hit.
Spinning Slash's cooldown is reduced by 0.5/0.6/0.7/0.8/0.9 seconds whenever Tryndamere lands an autoattack. Spinning slash's cooldown is reset by 90% when tryndamere gets a kill or assist.
TL;DR: Instead of crit CDR, now allows him to make riskier plays via a katarina-like reset mechanic, and lowers the CD via autoattacks instead, making him able to spin more early game, but slightly less lategame, encouraging teamfights to get kill resets.
R: Undying rage (95/85/75) (No cost) ACTIVE: Tryndamere fills his fury bar to 50/75/100 and gains damage reduction and increased healing equal to 1% for each 1% of his missing health for 5/6/7 seconds. If Tryndamere falls below 6/12/18% of his health when undying rage is active, the damage reduction and healing increase maxes out at 99% instantly, and cannot be reduced until undying rage wears off.
TL;DR: Now gains damage reduction and healing increase instead of undying, and allows him to stay at lower healths by maxing out the damage reduction at low hp levels.
Goals for this rework:
-Allow trynd to have strength/vulnerability windows, via timing his heals to get more healing at low health by risking life and limb, or to play it safe and stay medium hp. -Make teamfighting as viable as splitpushing, with a spear of shojin-like ult and increased healing, with a healer on your team he becomes an extremely powerful initiator who almost never dies, but still can be killed by piling on the CC. -Allow him to actually be duelled by Melee assassins (Talon, Rengar, Zed) As opposed to pressing R and 3-auto killing them. -Make him have skill expression, as now it matters more than before when you use your R/Q/E/W as opposed to mashing them almost whenever you can. -Give him the "Undying rage berserker" style of playing by piling on heals and damage reduction, as opposed to just having 5 seconds of pure invulnerability. -Vulnerable to a true damage execute (Olaf, infinity edge ADC's, pyke, darius) and I forsee he will have difficulty vs those matchups, but the damage increase and teamfight potential makes up for it. -Less RNG and less tilting to play against.
If you have any ideas for improving this rework, I'd love to hear them in a comment!
TL;DR: He doesn't get free crits, and his ult is a ton of damage reduction instead of unkillability. Heals are now a big part of his kit, and he can teamfight now.