What to do with Tryndamere
As a tryndamere main i have been thinking for a long time what could we do to balance his kit and give him power in other places besides pressing R and hoping for as many crits as possible so here are my thoughts.
Passive- Completely remove this passive from Trynd it is just unnecessary and makes the character played around his cheese. I do however want to keep his identity there so my replacement would be Tryndamere goes into a frenzy with each blow as he tries to prepare for his killing strike. Each time tryndamere auto attacks his next auto has an increased chance to crit by 2/4/6/8/10% scaling at levels 1/5/10/14/18. This bonus is doubled against champions and resets if he switches from a minion/monster to a champion. Additionally Tryndamere gains .1/.2/.3/.4/.5 AD for every point of fury that he has. This would allow him to maintain his crit identity but it wouldn't be a cheese. He can't auto a minion 4 times to increase his chances then auto a champ. He cant auto minions then spin into a champ for an almost guaranteed crit. He has to build it up by repetitively attacking a champion. Also I took a part of his Q passive and applied it to his normal passive as i am removing the passive from his Q
Q (Bloodlust)- I am completely removing his passive as the bonus AD isn't needed and i want to be able to add power to the rest of his kit for what I am doing to his Ult. I am switching his ratios from AP on his Q to AD with similar ratios so it would look something like this. Old Tryndamere Max fury heal at level 5 of ability with 0 AP- 70+(0) +2.3(100) +(0)=300 New Tryndamere Max Fury heal at level 5 of ability with 160 AD- 70(48) +2.3(100)+1.92(100)= 540
He will need this heal to survive with his Ult change although the numbers can definitely be tweaked if it ends up being too strong.
W (Mocking Shout)- same exact ability but he doesn't get the AD shred unless he has below 50 percent health. If used while he is ulting this ability will shred 5/10/15/25/30 percent of surrounding units Armor but doesn't get the AD decrease. I did this because it reinforces him as the bloodthirsty warrior that refuses to give up even when things seem lost. He could be losing a fight but turn it around once he sees he is bloodied and losing.
E (Spinning Slash)- NEW: For every second spent in combat with another champion (taking or dealing damage) tryndamere builds a stack of Unyielding Fury. At 5 stacks or 5 seconds in combat his next spin will break free from any CC currently on him. REMOVED: Critical Strikes no longer reduce the cooldown of this Ability. Cooldown decreased from 13/12/11/10/9 to 11/10/9/8/7 AD ratio removed This again puts him into that role of the badass who just refuses to give up no matter how long the fight. It also takes away him being able to cheese all over a team fight by getting full crit chance and spamming this. I took the AD ratio off so it just does the base damage for AD trynd as i want this to be a utility spell.
R (Undying Rage)- This is where i spent most of my work and I think i have come up with a great solution to keep his identity but to make him less toxic. Tryndamere because so enraged that his health bar cannot be taken below 1 for 2 seconds. If any of the following happens it will only enrage him further and increase the duration. Hit by Hard CC-.75 seconds increase in duration Hit by soft CC-.5 Seconds increase in duration Critical Strikes- .5 second increase in duration
Additionally he gains 35% tenacity for the duration
This can go up to a minimum of 2 seconds to a max of 4/5/6 seconds at levels 6/11/16. A number of things this does to improve him.
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Hurts his laning phase. He can no longer just dive you at 6 with crit cheese and be unkillable for 5 seconds. He will only get 2 seconds to dive possibly 3 if he can land a crit or eat a cc ability.
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Improves his team fighting. As it is currently trynd just split pushes until the game ends with no reason to team fight as he isn't very good at it. Now he has a reason to group. With his E he is now a CC eating machine that can front line for his team and will get stronger as the team fight goes on. He won't usually get as long on his ult as before which hurts him but he will have some real utility in a team fight.
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This enforces him as the undying warrior who just refuses to give up and fights until he cannot fight anymore
All in all ill just do a quick recap.
Passive- Big nerf to his laning phase as far as raw damage goes as he will be criting much less but his trading power will still be good with his bonus AD he gets from having fury up.
Q- Nerf to his Ad as the passive was removed but a buff to the heal as he will have less survivability from his Ult
W- Straight nerf as he can't use the AD shred unless below 50 percent health but gets come compensation to use it for the AD shred while he is ulting. He will have to make a choice on whether to use it to chase a person, or use it for his team in team fights. Remember he has to be ulting for the armor shred so he can't use it the entire time he is not ulting for risk of losing it.
E- Damage nerf but a buff in it's utility
R- Depends on how you look at it. If he uses it correctly he can eat a lot of CC and stay alive for a max 6 seconds at level 16. If he uses it wrong, he gets it for 2. It is a nerf to his early game and a nerf to his survivability as he has to remain in combat for it to last longer. If he is running, he isn't criting and will only get the minimum amount. This also makes him more of a team fighter instead of a split push all game and ult for towers guy.
Tell me what you think and where some adjustments should be made. Criticism is appreciated as long as it is constructive. Tryndamere is my main champion and i would like to see some changes to him to make him less toxic and to push him towards being a team player rather than an individual.
Thanks guys 