Tryndamere Rework

Grieven·10/14/2016, 7:18:08 PM·8 votes·2,630 views

Just saw a post of some guy making good points about Trynd and his overall theme. I looked around the comments, people's opinions, gathered some thoughts about it and made this concept with the theme being Tryndamere's massive sword. Enjoy!

Battle Fury (P): Tryndamere thrives in battles and fights with each new attack increasing his Fury with one stack up to four. Each stack of Fury gives Tryndamere +25% critical strike chance and once he reaches four it reverts back again. Tryndamere switches his sword to right hand for the fourth strike and swings it down on his opponent in such a tremendous blow that their armor cannot withstand the blow of impact, lowering it by 50% for 3s. Every critical strike also lowers his QWE cooldowns by 2s (vs champions and epic monsters) or 1s (vs everything else).

The King's Sword (P2): Tryndamere's sword literally weighs a ton, making it hard for him to swing it quickly. Tryndamere's attack speed is naturally always capped at 1.0 max and he cannot raise it further with items, masteries or runes.. unless he uses all of his strength to wield it. Being so powerful the critical strikes of the sword deal 50% bonus damage to turrets as well.

[TL;DR] -Tryndamere becomes a melee Jhin. His autos are slow but powerful as hell, making player feel the damage, especially with the fourth auto; -His crits work like Master Yi passive resets, lowering the CD of his abilities but making them have high CD to balance; -The fantasy of a large, heavy, massive sword is explored more with the rework; -Trynd gets to keep his tower taking ability; -More incentive to fight with team against frontline due to 4th auto armor reduction; -Builds more like a bruiser (health, CDR, lifesteal) than ADC (crit with statikk shiv rush).

Bloodlust (Q) Passive (Determination): Tryndamere is filled with more determination the lower the health he is, gaining attack damage per % of health missing. Active: Every single attack gives Tryndamere a stack of Bloodlust. Minions give 5, jungle monsters 8 and champions + Epic Monsters give 12. When he consumes them, he gains back health. AD (per missing health): 0.40 / 0.50 / 0.60 / 0.70 / 0.80 Heal (per Bloodlust stack): 1 / 2 / 3 / 4 / 5 (+1.5 AP)

[TL;DR] -Tryndamere gets to keep his heal on a different stacking mechanic; -He gains more AD with missing health than on live servers; -During teamfigths Tryndamere can restore hundreds of HP back, letting him fight with his team some; -Free AD early game is removed due to having 100% crit in lane.

War Cry (W) [NEW!]: Tryndamere laughs at his opponent and fueled by rage he swings his massive sword faster, doubling his attack speed. Intimidated, the opponent's attack speed drops and gets consumed by Tryndamere. The effect lasts over 4s with Tryndamere losing health every attack from tearing his own muscles due to the strength it takes to wield his sword so fast. Tryndamere AS increase: 15% / 30% / 45% / 60% / 75% AS steal: 5% / 10% / 15% / 20% / 25% Health loss (per attack): 20 / 40 / 60 / 80 / 100

[TL;DR] -New ability that gives champions windows of opportunity to play against Tryndamere; -Thematic based on his greatsword; -Powerful but can be difficult to use; -Makes health a valuable stat on Trynd due to flat costs; -Has synergy with Q due to healing.

Spinning Slash (E): Tryndamere swings his sword with both arms, the momentum carrying him forward and causing the enemies in his path to slow for 2s as they get trampled along the way. Damage: 70 / 100 / 130 / 160 / 190 (+1.0 AP) (+1.2 bonus AD) Slow: 30% / 40% / 50% / 60% / 70%

[TL;DR] -Slow moved to E from W; -More "guaranteed" slow for less duration; -Pretty much the same ability besides that.

Undying Rage (R): Tryndamere becomes immune to death as long as he fights. However, the moment that Tryndamere stops fighting his Rage dies out. If Tryndamere does not attack anyone in the next 2s of activation or attack he stops being immune to death. Minimum Duration: 2s Maximum Duration: 7s

[TL;DR] -Plays more around the fact Trynd is a warrior, not a coward; -Punishes or rewards player depending on chosen decision; -Can still be used like old ult for escaping/dodging death but with a way less of a duration.

17 Comments

Eedat10/14/2016, 8:50:42 PM3 votes

Why have an attack speed cap if it's not actually capped? at level 1 his base AS is .67. At level 18 it is 1.16. So losing 16% attack speed at level 18 is some sort of significant nerf? Its nothing lol.

The ult changes would dissuade him from team fighting even further because if he gets CCed for 2 seconds, he drops dead. Free bonus damage to towers. Free attack speed. Another slow. EVEN MORE FREE CRIT

This solves absolutely nothing that is wrong with Trynd. It would actually make his split push all game style even more prefered.

kasfas10/14/2016, 9:16:40 PM2 votes

Personally I think the passive is the most interesting/best part of this. I'm no trynd player but I think it would be cool to have that.

His E slow is broken at max rank. Don't make it scale past 40%, and that's being generous.

Finally I think his w hp cost should be a % instead of flat, encouraging building life steal and not just tons of health so that he can use his base damage to kill people with the free crit every fourth auto.

In this iteration, I think trynds would build: item 3031 item 3071 item 3111 item 3072 item 3742 item 3026 When ahead

And :item 3031 item 3071 item 3111 item 3074 item 3143 item 3065 When behind, or something of the like.

R1810/14/2016, 7:31:16 PM1 votes

You can't have him use his left arm.

MagicFlyingLlama10/14/2016, 7:39:41 PM1 votes

Make trynd even more annoying and impossible to counter?

Tomosima10/14/2016, 8:34:47 PM1 votes

This actually sounds pretty good +1 from me

SlashStriker10/14/2016, 9:54:33 PM1 votes

That pretty much exactly the same as before

I think the only ability that should stay is Spinning Slash. Everything else is completely outdated and completely lack of interest. His Ult is pretty much what makes everyone cry about

Idea for his Q [Q] Bloodlust Crescent Slash - Range: 200 | cooldown: 9 / 8 / 7 / 6 / 5 Passive: Critical Strikes reduces all basic abilities cooldowns by 1 sec Active: Tryndamere Cleaves all enemies in target direction dealing physical damage, which heals him for 10% to 30% of the damage done based on amount of Fury he has and will knock them back (without stunning them) in short distance. Procs 30% current lifesteal vs minions and monsters and 100% current lifesteal vs Champions physical damage: 140 / 155 / 170 / 185 / 200% AD + Bonus Crit Damage

So its pretty much like a basic attack in critical strike form that cleaves enemies in front. It would have great synergy with item 3077 item 3031 item 3812 item 3072

Since tryndamere uses Giant Ass Sword he could probably knock back all enemies infront without stunning them

Bârd10/14/2016, 10:15:54 PM1 votes

No.

The passive and R are the only remotely good things here, but they are too strong.

Q is almost exactly the same.

W is horrible. His passive makes you think "slow but devastating", but this spell doubles your attack speed. Stealing attack speed is an interesting mechanic, but it doesn't belong here, and shouldn't exist alongside another attack speed steroid in a kit.

E is exactly the same (it didn't really need changes anyway, so w/e).

Also, this goes in Concepts/Creations.

Blàdedancer10/14/2016, 7:29:25 PM1 votes

WOW this is genius! Riot should literally just copy paste this into their game, it would really fix trynd.

Critkeeper10/15/2016, 4:38:58 PM1 votes

I really like most of it, but there are two points I'd have different:

I'd prefer if his auto attacks had range and hit in a linear avoidable aoe, that way we can afford to make them hit harder or ignore even more armor or damage reduction than your rework suggests.

I don't think his current W or the W you suggest really fits what he needs as a champion. The biggest reason Trynd can't work right now in a team fight is that the enemy team has all the control over when Tryndamere ults, essentially putting him on a timer. You can't expect a champion to be so powerful that he never needs more than 5 (or 7 in your case) seconds to make enough impact to compare with the roster. So I'd prefer if W served him to that end, taking some of the control of when he ults out of the enemies hands and into his allies hands.

Thats why I suggested in this thread http://boards.na.leagueoflegends.com/en/c/gameplay-balance/Vr4sFriN-make-tryndamere-more-like-a-barbarian-warrior-with-a-huge-sword-and-less-of-a-saboteur-or-bandit?comment=0020 a stationary channeled sword block that roots him and prevents him from turning but blocks all cc and damage directed at him from one direction. There is clear counterplay here-- get behind him and disrupt him or damage him so much he's forced to move. That kind of weakness can be covered by allies, who can body block and protect Tryndamere's flank. That makes him feel like a proper melee carry, and patently different than the melee carries we currently have.

Chalizard10/14/2016, 7:30:20 PM1 votes

Sounds like tryndajhin with this passive but still nice.