Tryndamere Rework
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.
When ahead
When behind, or something of the like.