[Champion Rework Concept]Tryndamere
Tryndamere's supposed to be this undying barbarian that hits hard but is slow and pretty much wants to keep fighting at all times, so I thought about a kit that rewards trynda players for fighting while punishing them for running, hope you like it.
Primary role: Juggernaut
Stats : 680 Health (+112 per level) 8.50 health regen (+0.90 per level) Attack damage : 60(+4 per level) Attack speed: 0.700 - 0.750 - 0.800 - 0.850(Upgraded with ulti ranks) Armor : 24(+3 per level) Magic resist : 32.1(+1.25 per level) Move speed : 350
Passive : Barbarian King Modified Sword (Basic attack) / Range - 125 - 175 - 225 - 250(Upgraded with ulti ranks) / Width : 55(Old nidalee Q) Tryndamere doesn't get attack speed per level, instead, he gets powerfull swings that can hit multiple targets. Tryndamere also gets Fury bonus when he attacks, giving him increased Critical Chance (+1 Critical chance every +2 Fury). His critical strikes doesn't deal additional damage, instead, converts his basic attack's damage into true damage. (Infinity edge's +50% crit damage amplifies his true damage by +25% percent, making him deal 125% true damage on critting.)
Undying Wish / Static cooldown : 40 seconds Tryndamere enters a frenzied state when reaching 1 health, rendering him unable to die but cutting all his damage by 50%. Tryndamere can stay in this state for up to 5/10/15 seconds (at levels 1, 9 and 16) aslong as he remains in battle, while in this state, he gets the Grievious wounds marker that reduces all healing he receives by 100%. If tryndamere leaves battle while under Undying Wish effect or when the effect ends, he dies.
Q : Furyous strike(Pun intended) / Cost : None / Cooldown : 20/17/14/11/8 Passive : Tryndamere receives Fury when basic attacking, giving him +5/+8/+11/+14/+17 per basic attack. Active : Tryndamere's basic attack gets a 50/75/100/125/150 range increase for the next 2 seconds.
W : Battle Roar / Cost : None / Cooldown : 15/14/13/12/11 / Range : 750 Tryndamere channels for 1 second and then unleashes a Roar, causing all enemies affected by it to be Marked for the next 5 seconds. Everytime tryndamere autoattacks a marked target, he deals bonus +25/+50/+75/+100/+125 (+30% bonus ad) physical damage and slows the target by 15/20/25/30/35% for 1 second.
E : Pocket knife / Cost : None / Cooldown : 8 / Range : 900 Tryndamere throws a Knife foward, passing through minions and stopping on the first champion hit,dealing 65/90/115/140/175 (+1 bonus ad) revealing him for the next 2 seconds. While revealed, this target deals 10/20/30/40/50% less damage to tryndamere.
R : Second Wind / Cost None / Cooldown : 180/150/120 Passive : Tryndamere receives an additional +20/40/60% bonus AD from items while Second Wind is able to be casted. (Once casted, he loses this bonus until Second Wind is able to be casted once more)
(Active can only be used while under the effect of Undying Wish) Cost : 100 Fury Active: Tryndamere rejuvenates once more, replenishing all of his health, emptying his Fury bar and granting him Slow Immunity for 2 seconds.
General information or concerns
Tryndamere needs to rush offensive items to work, abuse his weak early phase lane.
Although he cannot die for several seconds, he cannot run as he will instantly die once out of combat, if you suspect he doesn't have Second Wind, simply run away.
Tryndamere's a slow champion, although he can hit hard and has tons of sustain, he has no means of getting to his target or stay there, instead, he'll aim to destroy your frontline. Be sure to get him low enough so that his damage is low enough to ignore or force him to use his ultimate. He gets significantly weaker once his passive and ulti is down and has no reliable way to run.
His ratios are bonus damage to discourage extremely tanky tryndamere builds. He's still supposed to build adcarry items and 1/2 defensive items.
Lifesteal applies 100% on his basic hits on all targets, making him pseudo tanky when dealing with a tanky frontline. He will heal off true damage aswell.
Tryndamere's basic hits deal half damage to towers and cannot deal true damage to them, it'd be kinda crazy if it did. Since his build usually won't have armor penetration, this makes his splitting a little more dangerous but still doable.
This kit makes this champion a monster in the right team, he's basically your second adcarry, act like it.
Won't cut his healing received by Second Wind.
Doesn't reduce his attack speed but will reduce his true damage by 10% since it's linked to critical strikes. No other % damage mitigation will stop this.
Respect his mid to late game, he gets significantely stronger once he grabs lifesteal and a few tanky items. Don't facetank him or 1v1 him, you'll lose unless you can kite him
In lane, his matchups are as follows. Weak against : Fighters, Mages and Assassins (His basic hits can be dodged, they're a skillshot) Goes even with : Juggernauts Is great against : Tanks