A mini rework/small changes Tryndamere could use that won't break him
As the title says...
is currently sitting at a 48%-50% win rate:
http://na.op.gg/champion/tryndamere/statistics/top
https://champion.gg/champion/Tryndamere/Top?league=
New Passive: Battle Fury
Every 25 points of Fury
has, he gains 10/15/20 (Levels 1, 8, and 16) attack damage up to 40/60/80 maximum and restores 5/10/15 health with each basic attack up to 20/40/60 maximum (20 second cooldown when
reaches the maximum on the heal)
Upon using an ability with the Fury Bonus active will use all of
's fury (he will not lose fury with his passive)
New Q: Bloodlust
Passive Removed.
Active: Upon activation,
gains 40/45/50/55/60% attack speed, and his basic attacks are converted into true damage for 6 seconds.
Fury Bonus: If
has 50 fury or more, he gains 4/6/8/10/12% life steal for 6 seconds
W: Mocking Shout
Attack damage reduction decreased from 20/35/50/65/80 to 20/25/30/35/40
Slow increased from 30/37.5/45/52.5/60% to 40/45/50/55/60%
Fury Bonus: If
has 50 or more fury, the AD reduction and slow is doubled
E: Spinning Slash
AP scaling removed.
Cooldown decreased from 13/12/11/10/9 seconds to 14/12/10/8/6 seconds
New Effect Spinning Slash cooldown is reduced by 2 seconds by any of
's basic attacks on enemy champions (not applied on minions, monsters, or turrets)
Fury Bonus: If
has 50 or more fury, Spinning Slash deals double damage
R: Undying Rage
Threshold removed;
can now ult whenever
Fury gain removed.
can no longer activate Undying Rage when hard CC'ed (Stun, Suppression, Displacement, Knock-up, Sleep - can still be activated when slowed, rooted, etc.)
Cooldown increased from 110/100/90 to 140/120/100 seconds
Fury Bonus: When
has 50 or more fury, he gains 100% critical strike during Undying Rage
New Effect Passive:
gains 30/35/40 armor and magic resist (
will keep the passive even when Undying Rage is on cooldown); the armor and magic resist is doubled when
has 50 or more fury during Undying Rage
By reworking
into this will allow him to be geared to a late game Hypercarry duelist, not reliant on crit, and will still keep the
we all know and love still in tact.
-By reworking his passive will allow
not to rely on any RNG during the early and mid game.
-By reworking his Q entirely will give
more tools to play aggressive during the laning phase.
-By removing the AP scaling on Spinning Slash won't bring back AP
and by reducing the cooldown will let
to be more viable.
-By changing to how his ultimate works will allow
to be more manageable to people that do not know how to play against him.