Tryndamere Rework Ideas

0neTrueGodHand·12/12/2016, 12:53:24 AM·2 votes·631 views

I've been playing Tryndamere a lot recently and really enjoy playing him. It's easy to learn what his kit does, but it takes a lot of practice to learn when to use it. His kit as is is too variable early game, relying on RnGsus to bully your opponent out or actually last hitting a minion, making it annoying for Tryn when it fails him and annoying for the opponent when it works. If Riot is going to rework him (which they should) then this needs to be altered without him losing the absurd late game damage it gives him. Here's my ideas for a reworked kit. Remember, the numbers are just starting points and can be tweaked.

Passive: Undying Rage: When Tryndamere drops to 1 HP, he refuses to go below that for (.33 seconds/lvl). Cooldown: 90 seconds Tryn's main problem is his early crit chance passive, so removing it is an obvious choice. However, that severely limits his early game potential. Moving his ult to his passive let's him keep some early game threat and doesn't affect his post-6 gameplay since it could be activated whenever you wanted despite CC, so it would be activated at about this point anyways. The scaling duration keeps it from being oppressive early and smoothes out it's power throughout the game.

Q: Bloodlust: Passive: Tryndamere builds fury when attacking. Tryndamere gains .25 AD per fury point (max = lvl) Active: Consume fury to heal 30/40/50/60/70 (.3 AP) plus .5/1/1.5/2/2.5 (.01 AP) per fury point consumed (12 seconds) Not much different from live. Most notably, the AD now scales with fury and the flat bonus is removed, cutting out a lot of his free stats.

W: Mocking Shout: Tryndamere let's out an insulting cry. Opponents facing him have their attack damage reduced by 20/40/60/80/100 for 4 seconds, and enemies facing away from him are slowed by 30/40/50/60/70% for 4 seconds. (14 seconds) Making the AD reduction conditional changes it from a "click whenever you're fighting" ability and makes it strategic in combat. It also gives opponents a chance to fight back when he slows them.

E: Spinning Slash: Tryndamere targets an enemy champion, spinning through the target, dealing 50/70/90/110/130 (.75 AD) (1 AP) damage to all in his path. Critical strikes reduce the cooldown of this ability by 1 second. Can critically strike. (13/12/11/10/9 seconds) This is one of the most infuriating abilities for Tryndamere's opponents, and most of what makes him a fantastic split pusher. An untargeted, 850 range dash that travels over terrain with low cooldown makes punishing him infuriating. Having to target an enemy champ lessens the utility of the dash. However, you can choose how far through you go, allowing escapes if properly set up.

R: Battle Fury: Passive: Critical strike chance above 100 increases crit damage instead at (50%/75%/100%) effectiveness. Active: Gain crit chance equal to (fury/3/fury/2.5/fury/2) for 7 seconds, after which all fury is consumed. (110/100/90 seconds) This is the biggest change to Tryn, and where he regains the damage he lost from the rest of his kit. The passive encourages building crit chance so that they aren't as random throughout the game, and the active provides a massive boost to his dueling power. Consuming fury at the end makes it more challenging to survive a fight after the ultimate ends, since Bloodlust's heal will be weaker.

So this is my concept for his rework. Feel free to criticize or question anything.

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