Tryndamere [Rework Concept]

Stacona··3 votes·742 views

Take numbers with a grain of salt, and focus more on the concept of the ideas being presented.

Basic Statistics (only the changes): Basic Attack Range: 225 units Attack Damage: 65(+5 per level) Attack Speed: 0.500(+2% per level)

So with these changes I am going to be moving Tryndamere from a DPS melee to a someone that slams down his sword to deal one massive blow, I am actually going to move him away from being a basic attacker. But overall I want these stat changes to reflect that Tryndamere has a massively big, powerful, and heavy sword that he swings around so it deals heavy damage and has the reach hence the range and attack damage buffs, but the sword is so heavy he cannot possibly swing the thing around like a machine gun which is why I greatly reduced the attack speed.

Undying Fury (Passive): Cooldown: 240/200/160/120 seconds (@levels 1/6/11/16) [may be lowered with cooldown reduction] After taking fatal damage, Tryndamere instantly receives 100 Fury and becomes immune to death for 3.5 seconds.

Tryndamere gains 2/3/4/5 Fury per second up to a maximum of 100 Fury; double the Fury gains if Tryndamere dealt or received damage for the next 3 seconds. At 100 Fury, Tryndamere's next basic ability doubles in damage if it deals damage and gains an additional effect to it; consuming the Fury.

So I moved his ultimate to his passive slot and weakened it for no longer being an ultimate to make room for an ultimate that can feel impactful in fights. I felt like the undying ability to Tryndamere is an important part to his character which is why I left it in. Also fatal damage would mean Tryndamere is left with 1 HP and then the undying effect kicks in.

Blood Blade (Q): Cooldown: 6/5.25/4.5/3.75/3 seconds; Range: 450 units Tryndamere slams down his sword to deal (+120/140/160/180/200%Total AD)(+50%AP) physical damage in a line to every enemy struck. Tryndamere heals himself for 10/15/20/25/30(+10%AP) health for every enemy struck; 4x the healing against champions.

At 100 Fury consumed: Blood Blade stuns struck units for 0.75/1.0/1.25/1.5/1.75 seconds afterwards.

This is to be Tryndamere's main damage source, and have Tryndamere slam down his sword to deal heavy damage, rather than be a DPS basic attacker. The AP ratios is entirely for fun casual play to fool around and have fun with an AP off-build Tryndamere, I do not think it will actually be viable, just something for players to have fun with ^.^ . Do not worry you cannot perma-stun someone, at levels 16-18 the fastest time to get 100 Fury is 10 seconds. Another idea I had which I went back on was making his basic attacks unable to critically strike, but with the really low base attack speed I gave him for my concept should serve well in saying that he is not meant to be a basic attacker.

Mocking Shout (W): Cooldown: 14 seconds; Range: 1000 units Tryndamere shouts to send out a giant chicken flying to the target location [~250 units] to mock struck enemies to reduce their physical damage dealt and slow their movement by 20/25/30/35/40% for 4 seconds. Enemies with their backs turned to Tryndamere will be feared for 1.25/1.5/1.75/2.0/2.25 seconds instead.

At 100 Fury consumed: Mocking Shout's chicken doubles in size [target area doubles in size to ~500 units].

So with keeping the Mocking Shout mechanics, I wanted this ability to be even more comical than it already is with a giant chicken flying through the air. I did turn this into a skill shot to have the opponent aware of the ability and can properly dodge it, even if not dodged, at least the opponent against Tryndamere knows why he is dealing less damage. Having the ability as a skill shot also allows the ability to gain some strength to it as well as increased cast range. Most importantly is making the ability so that both the opponent knows what hit them as well as having the ability feel like it actually does something when used, even if the feeling is in the animation of it. Plus you have a giant chicken flying through the air mocking their opponent; what could be better?

Spinning Slash (E): Cooldown: 22/20/18/16/14 seconds; Range: 700 units Tryndamere whirls his sword and dashes to a target location, dealing (+120/140/160/180/200%Total AD)(+100%AP) physical damage to enemies in his path and granting 2 Fury for every enemy struck, an additional 10 more Fury for executing an enemy with Spinning Slash.

At 100 Fury consumed: Spinning Slash's cooldown is reduced by 80%.

Essentially the exact same ability; cooldown increased for balancing reasons, spin range increased slightly to compensate for a slightly higher cooldown. And some other small changes like the cooldown no longer goes down with critical strikes, but spin-to-win is another mechanic that seems like it is a key character component for Tryndamere.

Uncontrolled Rage (R): Cooldown: 120/100/80 seconds; Range: 350 units Tryndamere goes berserk with rage for 7 seconds slamming his sword to the ground at random intervals to deal (+150/200/250%Total AD) physical damage to struck enemies and knock them air borne for 1.5 seconds. Tryndamere cannot be stopped while berserk granting him immunity to crowd control effects, but can still be slowed down.

During this time Tryndamere cannot basic attack or use abilities; he can end Uncontrolled Rage early by activating the ability again after 1 second. The same unit can only be knocked air borne one time per Uncontrolled Rage.

I wanted to give Tryndamere an ultimate that can be useful in teamfights and have an impact in them.


For my ideas I wanted to try to leave Tryndamere's core identity intact and leave aspects that make Tryndamere, well, Tryndamere. I wanted to try to address Tryndamere's dominance in low elo and casual play while trying to make him high elo and competitively viable, and move him away from solo queue split push only tactic to win games and allow him to be able to teamfight and be a team player. Overall, have Tryndamere be less of a low-skilled player stomper and solo queue split pusher, and be more viable for high elo and competitive play and be able to participate well in fights.

4 Comments

IRLRenekton2 votes

I feel like moving his ultimate to a passive just makes it seem like a much weaker version of the new Sion's passive.

How about, he get's healed for 25% of the damage dealt to him during the duration? That would fix up some of it's problems.

Stacona1 votes

Sion's new passive is Sion dies, Tryndamere does not die he can get away and live or just tank the fight out longer. I left his Q to still heal him, his heal no longer can passively heal him, but has a chance to grant a lot of healing if he can hit a lot of targets with his Q-

The difference between the two passives is that Sion dies and then becomes a zombie (Sion the Undead Champion (changed to Juggernaut for the rework)) while here Tryndamere defies death and lives with a minimum of 1 HP which is why it has a cooldown because he still lives and can spin away or something- while Sion has to die to trigger that passive which is why he doesn't have a cooldown.

IRLRenekton1 votes

Sion's new passive is Sion dies, Tryndamere does not die he can get away and live or just tank the fight out longer. I left his Q to still heal him, his heal no longer can passively heal him, but has a chance to grant a lot of healing if he can hit a lot of targets with his Q-

The difference between the two passives is that Sion dies and then becomes a zombie (Sion the Undead Champion (changed to Juggernaut for the rework)) while here Tryndamere defies death and lives with a minimum of 1 HP which is why it has a cooldown because he still lives and can spin away or something- while Sion has to die to trigger that passive which is why he doesn't have a cooldown.

I knew that, but my point is that the passive is just seems weak, and that something should be changed to make it just a little bit stronger.

Also Sion is still undead in his rework, and was renamed to 'the undead juggernaut', his passive is more like 'I'm taking you down with me' rather than turning into a zombie, which he already is to begin with.

Stacona1 votes

i already said what they changed his theme to - also how is 3.5 seconds of immunity to dying weak? he gets a full fury bar when it triggers- plus i kind of did grant him two passives with the fury- the full fury bar and extra stun can mean a lot in fights one thing it doesn't need is to heal him unless you were trying to get at he gets X health after the undying duration ends? because that could be interesting and have the same type of feel he has now with using his Q to heal after undying duration is used up

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