Tryndamere rework

Critkeeper··5 votes·1,851 views

#Undying Rage http://i.imgur.com/zhpucqs.png Active: Tryndamere becomes immune to death while he has fury, but loses 20% of his maximum fury per second. While immune to death, Tryndamere cannot fall below 5% of his health and his fury generation from all sources is doubled. Undying rage can be used even when affected by crowd control. Cooldown: 100 / 80 / 60


#Spinning Slash http://i.imgur.com/41j69NW.png Active: Tryndamere dashes to a target location, consuming 50% his current fury and dealing physical damage to enemies in his path. For each point of fury consumed, Tryndamere slows enemies damaged by 1% for 4 seconds. Damage: 100 / 125 / 150 / 175 / 200 + 100% bonus attack damage Range: 660 Cooldown: 13 / 12 / 11 / 10 / 9


#Block http://i.imgur.com/NfyWV3J.png Toggle on: Tryndamere cannot move, turn, attack, cast spells or use items. Tryndamere is immune to all damage and crowd control originating from in front of him (roughly 180 degrees). If Tryndamere blocked at least one spell or champion auto attack, he gains 10 / 15 / 20 / 25 / 30% of his missing fury (this can only happen once per toggle) Toggle off: If Tryndamere damages an enemy champion with a basic attack, block's cooldown is refreshed. Cooldown: 4 seconds


#Bloodlust http://i.imgur.com/cSjakO3.png Passive: Tryndamere converts bonus attack speed and crit chance from items, runes, and masteries into bonus attack damage based on his missing health, (zero benefit at full health, maximum benefit at 5% health) AD per crit chance: 0.15 / 0.30 / 0.45 / 0.60 / 0.75 AD per attack speed: 0.1 / 0.2 / 0.3 / 0.4 / 0.5 Active: Tryndamere consumes all his current fury to heal himself for 4 health for every point of fury consumed. Cooldown: 12


#Battle Fury http://i.imgur.com/7szY9ba.png Tryndamere's attack speed cannot be improved except through growth by level up, his attacks cannot be cancelled, do not apply on hit effects except lifesteal, always critically strike, cannot be slowed or interrupted, and only do damage to anything remaining in a linear area where the sword falls. Tryndamere gains 5% of his maximum fury if he damages at least one unit with his basic attack, 10% if one of those units was an enemy champion. After not dealing or receiving damage for 10 seconds, Tryndamere loses 5% of his maximum fury per second. Tryndamere gains 1% armor pen per 1 fury he has. Tryndamere's maximum fury is capped at 32 / 36 / 40 / 44 / 48 / 52 / 56 / 60 / 64 / 68 / 72 / 76 / 80 / 84 / 88 / 92 / 96 / 100.


#Stats Range: 350 Attack width: 100 Health: 625 -- 2425 Health Regen: 10 -- 20 Attack Damage: 65 -- 150 Attack Speed: 0.7 -- 1.0 Armor: 25 -- 80 Magic Resist: 32.1 -- 53.4 Move Speed: 325


http://i.imgur.com/tnrJSXm.png

14 Comments

Zoeeee2 votes

My right arm is a lot stronger than my left. Tryndamere

YOU LOST LMAO1 votes

slows enemy dmg? wtf

Critkeeper1 votes

[{quoted}](name=5v5 Teamfighter,realm=NA,application-id=3ErqAdtq,discussion-id=P9TERs0j,comment-id=0000,timestamp=2016-11-20T00:56:40.787+0000)

slows enemy dmg? wtf

"slows enemies damaged"

YOU LOST LMAO1 votes

{quoted}

"slows enemies damaged"

still, just 1%? that's like -3 MoveSpeed

Critkeeper1 votes

[{quoted}](name=5v5 Teamfighter,realm=NA,application-id=3ErqAdtq,discussion-id=P9TERs0j,comment-id=000000000000,timestamp=2016-11-20T00:59:58.364+0000)

still, just 1%? that's like -3 MoveSpeed

1% per point of fury consumed.

It consumes half is current fury. At level 1 his maximum fury is 32, so at best its 16%. At level 18 his maximum fury is 100, so at best its 50%. It lasts 4 seconds.

Usually you don't want to use the spin unless you have to because it costs fury and a lot of your damage comes from that. It might be reasonable to use it if your teammates can use the slow to follow up and do more than enough damage to make up the difference, or land crowd control so that you can generate some more fury while they are unable to evade your attacks. It is also reasonable to use it to disengage since the point of escaping means not having to do damage to anybody, so you don't necessarily need the fury.

If you don't have any fury to begin with then there isn't a price to using it, aside from the cooldown.

Iceember1 votes

He said per fury spent. But (correct me if I'm wrong) fury is measured in a bar of 200. If you burn max fury you get a 99% slow (as 100% is just unrealistic) buthe as I see the whole kit has a lot of major flaws. Mainly with undying rage and block in particular. A complete spell/auto blocking shield without any sort of duration. On a 4s cooldown. That's dangerous. Also if done correctly a Tryndamere could enter undying rage but never actually exit the state so long as they were generating fury. If it's a bar of 200 that's 40 fury lost per second but if you get enough autos/blocks in there you end up negating the loss and can practically have an infinite undying rage.

Critkeeper1 votes

{quoted}

He said per fury spent. But (correct me if I'm wrong) fury is measured in a bar of 200. If you burn max fury you get a 99% slow (as 100% is just unrealistic) buthe as I see the whole kit has a lot of major flaws. Mainly with undying rage and block in particular. A complete spell/auto blocking shield without any sort of duration. On a 4s cooldown. That's dangerous. Also if done correctly a Tryndamere could enter undying rage but never actually exit the state so long as they were generating fury. If it's a bar of 200 that's 40 fury lost per second but if you get enough autos/blocks in there you end up negating the loss and can practically have an infinite undying rage.

"Tryndamere's maximum fury is capped at 32 / 36 / 40 / 44 / 48 / 52 / 56 / 60 / 64 / 68 / 72 / 76 / 80 / 84 / 88 / 92 / 96 / 100."

Tryndamere will lose 20% of his maximum fury per second while in undying rage. If he were able to constantly auto attack enemy champions he'd be able to generate 20% of his maximum fury per auto attack (since fury generation is doubled) no faster than 1 time per second (his attack speed is between 0.7 and 1 based on level). So at level 18, theoretically he could last for as long as he isn't interrupted.

However, the enemy will obviously try to interrupt him. In order to keep himself from being chain cc'd, he'd want to block. Block is worth 60% of his maximum fury (effectively the same as 3 landed attacks vs enemy champs). As long he actually blocks something, its worth it. If he doesn't it will eat into his time. If the enemy backline forces him to block it might buy the enemy front line enough time to move away from his auto attack threat area, and he can't refresh block hitting an enemy champion. Tryndamere's allies will want to keep the enemy front line pinned, and the enemy will want to keep Tryndamere under control, so it becomes a team-wide battle to deny or support Tryndamere.

Generally the best strategy is to run away from him, because he has very low movement speed (325) and his dash consumes half his current fury, which seriously eats into his time.

Penns1 votes

I mean I kind of like the idea but like... 4s cooldown that resets after every auto for a mini-Fiora W?

Critkeeper1 votes

{quoted}

I mean I kind of like the idea but like... 4s cooldown that resets after every auto for a mini-Fiora W?

Keep in mind that he can't increase his attack speed, and has between 0.7 and 1 attacks per second based on level. On top of that, he can't cancel his autos and they always deal damage in a linear area 100 units wide and 350 units long. If the enemy can step out of that area before the attack lands, it won't deal damage and won't count.

StealWolverine1 votes

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Taking away on hit effects really takes away alot of options. Including jungling at all. Even max level and minimum hp the as/crit to ad conversion isnt worth it.

item 3031 item 3072 item 3508 item 3814 item 3812 item 3139 item 3156 item 3142 become the only items even slightly worth building.

Either have to scrap it being related to missing hp or bump the ratios a good bit if you want trynd to build anything but ad items.

And does block work on turrets? Your post gave no exception for turrets to the immunity. 100% block could be too easily abused i think.

100% arpen may be a bit much combined with some lethality. Then again the counter would be just to build excess hp as he would have no access to hp based dmg with no on hits. He does need some sort of way to deal with tanks though.

Critkeeper1 votes

{quoted}

item 3153 item 2033 item 3742 item 3147 item 1412 item 3123 item 3022 item 3124 item 1041 item 2015 item 3033 item 3044 item 3046 item 3074 item 1043 item 3057 item 3087 item 3071 item 3077 item 3078 item 3091

Taking away on hit effects really takes away alot of options. Including jungling at all. Even max level and minimum hp the as/crit to ad conversion isnt worth it.

item 3031 item 3072 item 3508 item 3814 item 3812 item 3139 item 3156 item 3142 become the only items even slightly worth building.

Either have to scrap it being related to missing hp or bump the ratios a good bit if you want trynd to build anything but ad items.

And does block work on turrets? Your post gave no exception for turrets to the immunity. 100% block could be too easily abused i think.

100% arpen may be a bit much combined with some lethality. Then again the counter would be just to build excess hp as he would have no access to hp based dmg with no on hits. He does need some sort of way to deal with tanks though.

100% block would work on turrets, but he would need at least one ally with him to do anything to the turret because he can't move / turn / attack / spellcast / do anything while blocking. Marksmen have the ability to siege a turret with the help of their team by auto attacking it, I figure Trynd can provide the same help by reversing the role-- he tanks it and his allies attack it. The counterplay is to just get behind him and cc him, which would interrupt the block. (it only blocks 180 degrees in front of him). Alternatively you can just get behind him and kill him, since it doesn't block anything from behind him.

100% armor pen is only at full fury, and only at level 18. You can force Trynd to stay below full fury by forcing his ultimate and then evading his attacks. You can also cost him a bunch of fury by moving the fight away from Trynd, forcing him to spin to keep up (he has terrible base movement speed with these changes). If you don't do either of these things and he manages to get full fury, he will obliterate your front line with what are effectively AOE darius ults that apply lifesteal. Tanking full fury tryndamere is not an option, you have to abuse one of his weaknesses or you will die.

Taking away on hits either makes him unable to jungle or makes it so that he would want to start with hunter's talisman rather than hunter's machete.

The crit and attack speed conversion to attack damage isn't supposed to be 1 for 1 because it would make him capable of 1 shotting squishies. I don't think his attack should be quite that strong because it would be too frustrating for his opponents, even if it had a lot of fairness built in (you can move out of the way to prevent the damage). With these changes it would be more like 80% ish in the most ideal circumstances (not during ult, and with full fury and 5% health)

Also keep in mind that if Trynd is able to line up more than one target per auto attack his damage is going to be greater than anyone else's. I don't think Trynd can be balanced to have absurd stickiness, single target killing power, and invulnerability at the same time without being outcast as just a split pusher. In order to remove some of his balancing problems, he has to give up some things in exchange for others. I figure he can give up stickiness, keep his invulnerability (even extend it if he plays very well), and reduce his single target killing power in exchange for extreme close range multiple target sustained damage. The AOE is easier to balance because it doesn't become an issue unless the enemy is clumped up and there is a delay that makes it possible to get out of the way before the attack lands.

What this means is that Tryndamere's highs are higher, and his lows are lower, and he doesn't have all the power to control how high or how low he goes-- he's more team oriented. He'd want to rely on people to cover his flanks, lay siege to towers with him, and so forth. In fact, with these changes he might even be able to duo bot lane with a support.

Freelaxx1 votes

I'm just a noob who really like Tryn, but it's mainly 'cause i build AS with him and use Mock (both gone)... And on top of that he'll be/feel slower then a confused snail. Taking all that away feels like ill have to push him through a narrow corridor = there's only one way to go, pure AD...?

I guess a player more skilled then me could use Block in a good way. But im a noob.

And he'll prolly not make it at all without support in a lane. I wouldn't mind that if there weren't so many players that just f*ck of and steal kills in other lanes. Not to mention all the kills they'll prolly steal from a new slow Tryn that no longer can hunt down... ...well... ...anything... ...i guess...

But what do i know, im just a noob. I guess ill try him for a while and scream very loud when i habit-push the wrong button.... :-( For now im just gonna hope that it won't be as bad as it looks and feels.

Freelaxx1 votes

Tryndamere - "When i'm out camping my helmet double as a soup bowl..."

Mokkun1 votes

So what is your opinion of it, since you are one of the seriously dedicated Trynd mains out there.

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