[Rework Concept] Tryndamere, Fury of the Avarosan
My Issues with Live Tryndamere
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His current predominant play-style of "ignore team-fights entirely and just shove a single lane endlessly" is extremely unfitting for a battle-hardened warrior of the unforgiving north.
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Free critical strike chance is really bad design, basically equating to "there's a 35% chance that you lose lane to Tryndamere no matter who you pick or how either of you play". This is on top of the free AD that his Q provides, which by itself admittedly isn't as egregious.
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His kit is designed to essentially win a fight or ignore a fight that he can't win, but with little actual thought behind it. With a fairly good mana-less heal, a pretty significant non-targeted flat AD reduction that also acts as a scouting tool due to its cast mechanics, a non-targeted dash that he can use to escape most unfavorable situations, and the ability to just ignore death completely for 5 seconds.
What I Wanted to Achieve with this Concept
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Improve his kit's ability to interact and fight with enemy champions rather than bulldozing turrets and ignoring any attempts to stop him after completely cheesing his first few levels. This doesn't mean completely killing his split-pushing, but rather making other options viable and attractive alternatives.
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Shave off his archaically-designed un-interactivity mechanics and hopefully offer a more interesting play style that makes Tryndamere feel more like an angry warlord with a huge sword.
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Maintain Undying Rage's ability to ignore death, but add a sense of decision making to it. As much as I dislike the ability, it IS iconic to Tryndamere and I figure I may as well try to preserve it somehow.
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Preserve the design parallels that Tryndamere and Aatrox have.
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Passive: Tempered Fury
Tryndamere gains 5 Fury when he lands basic attacks, and 1 Fury for every 1% of his Current Health that he receives in damage whenever he's damaged by an enemy champion or monster. Tryndamere's Fury rapidly decays if he's been out of combat for at least 8 seconds.
At 100 Fury, Tryndamere enters Awakened Fury for 5 seconds, removing all active crowd control from himself on activation and gaining bonus Attack Damage, Tenacity, and Slow Resistance for the duration.
When Awakened Fury ends, Tryndamere cools off for 8 seconds, during which his Fury decays and can't be built back up.
Bonus Attack Damage: 15% / 18% / 21% / 24% / 27% / 30% AD Bonus Tenacity and Slow Resistance: 20% / 23% / 26% / 29% / 32% / 35% Scaling @ Levels: 1 / 4 / 7 / 10 / 13 / 16
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Revised Fury mechanics ahoy. Also, his abilities can generate Fury too, so his passive's not the only source of it. That said, generating Fury based on how much Current Health he loses when taking damage gives Tryndamere a reason to stick with a more glass cannon build, since taking more damage per hit means more potential Fury generation.
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A tankier build is also possible, with cooldown reduction to focus more on Tryndamere's abilities for Fury generation.
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Awakened Fury is a window of power that Tryndamere's enemies need to be mindful of when fighting him, especially with their crowd control since he'll break free from it once his Fury maxes. This also makes it more of a parallel to Aatrox's new passive, just as their old passives had their similarities.
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Q: Barbaric Blow
Range: 475 Cooldown: 12 / 11 / 10 / 9 / 8
Active: Tryndamere performs a crushing strike on his next basic attack after a brief wind-up, increasing all of the attack's damage by 10% and dealing it to all enemies within a small area in front of him.
Tryndamere gains 10 Fury for each enemy champion or large monster damaged by Barbaric Blow, and 5 Fury for each monster.
Barbaric Blow resets Tryndamere's attack timer on cast, and its wind-up scales down with his bonus Attack Speed.
Barbaric Blow's cooldown is reduced by 1 second whenever Tryndamere damages an enemy champion with a basic attack, or 0.5 seconds versus monsters.
Barbaric Blow's area of effect is fixed as Tryndamere winds up, and as such the attack can be evaded. The damage amplification applies to the attack's base damage, including critical strikes, as well as any on-hit effects. Spellblade effects as well as on-hit Magic Damage are also applied and amplified by Barbaric Blow.
- A new heavy-hitting attack for Tryndamere to bring to fights, so he has more to do than just right-clicking all game. This ability can see use and functionality with a variety of builds, with things like BotRK, critical builds, or even AP Tryndamere. You can even go Trinity Force if you're feeling ambitious.
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W: Warlord's Challenge
Range: 800 Cooldown: 18 / 17 / 16 / 15 / 14
Active: Tryndamere raises his sword and channels for 0.75 seconds, challenging all visible enemy champions in a wide area in front of him. During the channel, Tryndamere takes 75% reduced damage and cannot be interrupted by crowd control, and reveals his position if he's in brush.
When the channel ends, Tryndamere gains Fury for each champion that has answered the challenge by moving towards him. If Awakened Fury is active, its duration is increased for each answering champion instead.
Enemies that back down from the challenge by maintaining their distance or moving away from Tryndamere are Slowed and have their Attack Speed reduced by 40% for 2 seconds.
Warlord's Challenge cannot be cast if Tryndamere is cooling off.
Slow: 40 / 45 / 50 / 55 / 60%
The bonuses granted to Tryndamere by enemies answering the challenge have diminishing returns as follows (per champion);
_ Fury: 20 / 36 / 48 / 56 / 60 Awakened Fury Duration: 0.75 + 1 / 1.8 / 2.4 / 2.8 / 3 Seconds_
- Essentially a more engaging version of his current W. Tryndamere readies himself for a fight the more people challenge him by bolstering his Fury, while cowards briefly lose the will to battle. Best part is that they can keep the chicken icon with this. The ability is also useful as a quick damage mitigation tool, similar to Yi's Meditate or Fiora's Riposte.
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E: Ruination
Range: 700 Cooldown: 13
Active: Tryndamere breaks into a spinning charge towards a targeted location, dealing Physical Damage to all enemies in his path (reduced to 66.6% versus minions) and stopping if he hits an enemy champion or terrain.
If Tryndamere hits an enemy champion with Ruination, he gains up to 40 Fury and reduces Ruination's cooldown by up to 40%, based on the distance Tryndamere covered before being stopped.
Physical Damage: 60 / 90 / 120 / 150 / 180 (+75% Bonus AD) (+90% AP) Minion Damage: 40 / 60 / 80 / 100 / 120 (+50% Bonus AD) (+60% AP) Ruination's dash speed increases based on Tryndamere's bonus Attack Speed.
- A new spin on his old... spin. Can't cross terrain anymore because a cheap escape just doesn't sound Tryndamere, but now has perks to being used against enemy champions. Also has some fluidity scaling from his Attack Speed like Q does, because that's a miniature theme here.
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R: Undying Rage
Cooldown: 250 / 200 / 150
Passive: If Tryndamere would take lethal damage during Awakened Fury, his rage instead become reignited, refreshing Awakened Fury's duration and preventing his Health from falling below a certain amount for the duration. Undying Rage then goes on a 60% reduced cooldown.
Active: Tryndamere gives in to his rage, instantly gaining 100 Fury and entering Awakened Fury, during which his Health cannot be reduced below a certain amount.
Undying Rage cannot be cast during Awakened Fury.
Minimum Health: 30 / 50 / 70
When Undying Rage is off cooldown, it's displayed as a red-tinted version of the Guardian Angel swirls around Tryndamere. Undying Rage cannot be cast when Tryndamere is affected by crowd control that would prevent its casting.
- A slight re-imaging of Tryndamere's ability to temporarily ignore death through sheer rage. The active version still exists as a panic button if you don't think your Fury will do the job on its own, but is on a far higher cooldown.