[Champion Rework] Tryndamere, the Barbarian King

JeansStrikerPhD··1 votes·1,013 views

So in my opinion, Tryndamere is a broken champion or at least an unbalanced and unfocused champion. Between getting free crit chance and the ability to not die for a few seconds, he's a veritable mess that can snowball like crazy. My idea is to move some abilities around, keeping the core of what Tryndamere is while removing what I feel is superfluous.

So I decided to make Tryndamere more of a juggernaut like champion, something akin to Dungeons and Dragons style barbarians which tend to focus on just plain being beefy monsters that refuse to give up in a fight. I made his current ultimate his new passive for a few reasons. One, by being a passive, you can click on Tryndamere and get an idea of when his passive is or isnt up, like Volibear or Aatrox. This allows for a bit more counterplay and logic of when to start a fight with Tryndamere. Second, by changing it to his passive, I wanted to give it a different feeling than before. I didnt just want it to be "Oh I cant die, hahaha". I wanted the feeling to be more Hulk-like, more brutish, and more primal. This is why he can't activate abilities during his undying state. He's too hopped up on anger to even think about using spells (Again think D&D style barbarians during their rage). I hope you all enjoy and feel free to respond.

Tryndamere Rework

Passive: Barbaric Rage Barbaric Rage has 2 parts: Fury: Tryndamere gains 5 Fury each time he lands a basic attack, increased to 10 Fury on critical strikes, and 10 Fury each time he kills an enemy. After not dealing receiving damage for 8 seconds,Tryndamere loses 5 Fury per second.

Undying Frenzy: When Tryndamere drops below 10% health, he becomes immune to death for 5 seconds, during which his health cannot fall below 1. During this period, Tryndamere cannot activate his abilities, summoner spells, or items, but gains (20+ Level) Attack Damage, 75% bonus Movement speed, and 100% bonus attack speed. [Cooldown: 210/180/150/120 {Lvl 1/6/11/16}] At the end of the duration, if Tryndamere is below 3% of his max health, he is healed to that amount. [Unaffected by effects of Spirit Visage]

Q: Indomitable Will Cost: 100% Current Fury Cooldown: 15 Passive: Tryndamere takes less damage from physical attacks and abilities.

Physical Damage Reduction: 2/4/6/8/10 (+1 for every 100 bonus armor)

Active: Tryndamere heals himself, increasing the heal for every point of Fury consumed.

Heal: 30/45/60/75/90(+10% Missing Health) (+0.5/1.0/1.5/2.0/2.5 per fury)(+30%AP)

W: Mocking Shout Range: 500 Cooldown 14/13.5/13/12.5/12 Active: Tryndamere lets out a loud shout, lowering the attack of all nearby enemy champions and slowing their movement for 4 seconds.

AD Reduction: 20/30/40/50/60

Slow: 30/35/40/45/50%

E: Spinning Slash Range: 700 Cooldown: 14 Passive: Every time Tryndamere kills a minion or monster, the cooldown of this ability is reduced by 1 second. Double for large minions or monsters.

Active: Tryndamere dashes forward, dealing physical damage to all enemies in his path and gaining 2 fury per enemy hit.

Physical Damage: 70/105/140/175/210 (+140% Bonus AD)

R: Avarosa's Wrath

Active: Tryndamere slams his blade into a target enemy champion with extreme force, dealing true damage and knocking back any nearby enemy champions. If the target is killed by this ability, any knocked back enemy champion loses a small amount of armor for 2 seconds.

Damage: 125/175/225(+5% Max Health) True Damage Knock Back: 350/450/550 units Armor Debuff: 5/10/15 (+10% Tryndamere's Bonus Armor)

13 Comments

HaIlMonitor1 votes

So wait you want to make what makes him broken as an ult into a passive?

JeansStrikerPhD2 votes

I personally find the free crit chance coupled with the undying rage made him broken. It didnt feel very strategic nor fun to play against. At least with this, you have a much better sense of knowing when Tryndamere can go raging. I would personally include some sort of visual cue when his passive is active, like a red glowing aura or something akin to that.

Im not saying you still cant build Crit on him any more, Im just trying to get him away from being purely a crit class sort of champion.

LOL Spammer1 votes

To be fair it does have a ridiculously long cooldown, the fact that the cooldown is so short is what makes trynd strong right now. (If he gets fed because he can snowball with higher level because the cooldown is reduced so much) What he doesn't need is 4 passives plus true damage and undying. These stats and scalings need to be very very very scaled down.

JeansStrikerPhD1 votes

I'll give you that one. Scalings and Stats are not my best creation aspects. I would most likely reduce the damage on his ult and get rid of the passive on his R because then your dealing with an undying fighter with over 70 bonus attack for 5 seconds.

HaIlMonitor1 votes

His ult no matter the CD is what makes him strong. It is just silly to go 5/0 vs him as "Insert champion here" then he finishes shiv and hits level 6 and can blow you up well not taking any damage for 6 seconds. His ult should be a damage reduction or something more like pantheons passive not "I dont die". Also this makes him less fun to play vs because his team fighting is not the best even when really far ahead so pretty much if you are top lane vs a Trynd you whole 30+ minute game is babysitting him to make sure he doesn't take free inhibs well your team dances in mid lane.

Betoldia Prime1 votes

Remove the Armor/MR Passives, The E Coldown reduction per unit killed, and the Fear, and i will support this Change, for very simple reasons.

  1. With bonus armour, people are just gonna keep building him Crit, so you just made him harder to kill.
  2. Tryn can already clean out regular minion waves with his E (or at least the caster minions), imagine jumping into a fight with E, you killed 5 minions with it on your way in, and now you have a free E again... not fun bro.
  3. Removing the Fear makes him balanced, because it gives the enemy time to converge on him as retaliation. with the fear, he can kill, retrn to team, and reatack them wihtought loosing life.

Example of your Tryn idea. teamfighting, you jump in to kill adc jinx (with E, taking a few minions out on your way) You crit the crap out of her, you kill her, turn to Assasin/Mage(next damage dealer, Ult them, Execute them with ult, the rest of the team is feared, so you use your already Prepared (thanks to its passive) E to return to your team and jump the rest of them... all of this happened with you losing almost no life because youre very tanky and you have a bloodthirster + Crits. So basically, you didnt fix him, you made him into the next Darius/Garen/Mord/Skarner... bad form man, thats just messed up. because league noobs aren scared of darius and Garen right now, you wanna make tryn into a monster too? We already have a Satan Teemo we dont need another.

JeansStrikerPhD1 votes

I replaced the armor passive with a different passive as well as replace the fear with another form of utility. Hopefully those changes flow a bit better.

Betoldia Prime1 votes

Much better on the ult. Being knocked back still lets you react to the Dive.

JeansStrikerPhD1 votes

Bump

NemeBro1 votes

"During this period, Tryndamere cannot activate his abilities, summoner spells, or items"

Into the trash it goes. Good job making Tryndamere one of the worst champions in the game. I'm glad you're not on the balance team.

Also: Tryndamere isn't a juggernaut, nor should he be reworked into one.

JeansStrikerPhD1 votes

It acts similarly to Sion's death passive so Im not sure what your beef is, sir. Also this is just an idea I'm throwing out there, no need to be so negative about it.

Doctor Jarvis1 votes

I like it; in theory it makes him more fair to play against in the early game because he doesn't have 35% crit chance at level one, though I do have some questions.

  1. Why do you feel he needs his heal to scale off missing health? You made his heal stronger in every conceivable way leading up to that, why just throw that on?
  2. He doesn't really...NEED damage reduction does he? While he doesn't get any benefit from crits from his kit anymore this kit still screams "I am made of glass!" to me. It seems like you want to make him into a bruiser who takes as good as he gets but I don't think he's going to be fair like that given his passive "I don't die"...and his heal, really. Everything else here is all about Tryndamere kicking ass at hiding stuff but that's a bit weird.
  3. Oh cool, a dunk. A dunk that...scales with max health? So you REALLY don't want Tryndamere to build AD do you? I kinda thought that was his main identity, wasn't it?

I guess the main thing, after looking over everything I typed, is that, as NemeBro said, you're trying to make him a Juggernaut...and he just isn't one.

Biuwolf1 votes

Solid rework. Kinda feels naked without crits though.

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