Tryndamere Re-Imagined Ability Kit
Disclaimer: This is in no way, shape, or form an official rework for Tryndamere of any kind! This will hopefully spark some cool ideas for his eventual rework down the road by presenting ideas that Riot Games would not have thought of otherwise.
The overall premise for this re-imagined ability kit for Tryndamere is move away from a basic attacker to almost juggernaut-like. He leans more towards the slower side and focus on delivering big, powerful hits really making using of Tryndamere having a massive sword that he wields and really carve it into his identity as a champion; while still being considered as a squishy-esq damage dealer rather than the tank side you are used to with current juggernauts.
The other goal here is have Tryndamere's abilities being more fun to use and visually accurate to their power levels, and move away from steroid or basically steroid abilities. This goes along with having his abilities go together in some way, shape, or form rather than having a bunch of random abilities that work on a champion in isolation.
Finally, his "resource" bar will gain a complete overhaul here and almost feel more like it is an unique resource while allowing him to still be a resourceless champion, offering a new way to balance out a resourceless champion like Tryndamere.
Basic Attack Range: 250 units Movement: 340 units per second Attack Speed: 0.450 +7% per level [extremely low base attack speed, so any bonus attack speed is very inefficient] Base Attack Damage: 80 - 160 based on level (roughly)
NOTE: CSC = Critical Strike Chance
Undying Rage (Passive): Static Cooldown: 200/160/120/80 seconds @level 1/6/11/16 If Tryndamere reaches 1 health then he becomes furious for 2.5 seconds and refuses to die for the duration.
Tryndamere can charge up an ability by holding down that skill key over 1.5 seconds, increasing the power of the effect by up to 100%, only one ability can charge up at a time. This is indicated by the resource bar below his health bar. Tryndamere slows himself down by 20% while charging up an ability.
Tryndamere's attacks and abilities can critically strike, but they deal true damage instead of double damage.
Barbaric Bash (Q): Cooldown: 4 seconds; Range: 350 units Tryndamere slams his sword in the target direction, dealing 10/30/50/70/90(+100%AD) physical damage, requires 0.75 second to lift his sword back up. Infinity Edge increases this damage by 50%.
Spinning Slash (W): Cooldown: 30/27/24/21/18 seconds; Range: 600 (max 1200) units Active: Tryndamere winds up and spins himself around through the air, launching himself in the target direction and dealing 30/55/80/105/130(+125%AD)(+100%AP) physical damage to targets in a line upon landing, requires 0.75 second to lift his sword back up afterwards.
Passive: Tryndamere's attacks and abilities reduce Spinning Slash's cooldown by 10%, increases to 40% if it critically strikes, if an enemy is damaged.
Big Muscles (E): Cooldown: None; Cost: 50/70/90/110/130 health; Range: 250 units Passive: Tryndamere heals himself for 2/2.5/3/3.5/4%(+2% per 100AP) of struck enemies' maximum health from his attacks and other abilities, max 40/50/60/70/80 health against non-champions.
Active: While Tryndamere's sword is on the ground, he gains a surge of strength to quickly lift his sword back up, knocking up struck enemies for 1 second and dealing 6/7/8/9/10%(+3% per 100AP) of enemies' maximum health as physical damage. Big Muscles cannot be charged up.
King Swing (R): Cooldown: 90/70/50 seconds; Range: 600 units Tryndamere mightily plunges his sword into the ground, creating a great shock wave around him to deal 150/225/300(+50%AD)(+50%AP) true damage to struck enemies and knocking all units back down to the ground, enemies knocked down to the ground receive double damage. Infinity Edge increases this damage by 50%.