Tryndamere Rework Concept

Bârd··1 votes·795 views

Passive: Battle Fury

Rage

Generate 5 fury on each basic attack, double for crits. Generate 10 fury whenever you kill a unit. After leaving combat for 8 seconds, lose 5 fury per second.

Gain critical strike damage based on your fury, up to +25% at 100 fury.

Spinning Slash

Tryndamere's basic attacks cause him to throw himself at his target if they are within 450 units, but out of his normal attack range, dealing (100% AD) physical damage to anything he travels through before striking his target (4 second CD).

Spinning Slash will have its cooldown reduced by 2 seconds if Tryndamere crits.

Q: Bloodlust 13/12/11/10/9 second CD Gain 20% movement speed for up to 5 seconds. Your first basic attack under this effect will consume all of your fury for a guaranteed critical strike.

W: Mocking Shout 14 second CD Tryndamere marks all enemies within 850 range for 4 seconds. Marked units are slowed by 30/35/40/45/50% if they are both more than 400 units away from Tryndamere and facing away from Tryndamere.

E: Execution 20 second CD Knock the legs out from under an enemy champion, knocking them down for one second and entering a channel. Tryndamere takes 30/35/40/45/50% reduced damage during this channel. Upon completion of the channel, the target will be killed by a brutal overhead strike. Successful executions grant Tryndamere 20/30/40/50/60% attack speed for 5 seconds. Execution can only be cast on champions who have less remaining health than the pre-mitigation damage of a critical strike from Tryndamere.

Execution ignores shields.

R: Undying Rage 110/100/90 second CD Instantly gain 50/75/100 fury and become unable to die for 5 seconds. Any healing done to Tryndamere by any means is delayed until the end of this spell.

2 Comments

StealWolverine2 votes

So build 100% crit and some attack speed and have infinite gap closers?

Bârd1 votes

Technically, but not really.

If Tryndamere can't get his automatic hit off when he arrives, he won't get the reset.

So, blinks/dashes can be used to avoid it. Knockbacks can be used mid dash to force him out of range. Stuns/Knockups/Supression/Blinds can prevent him from landing the swing.

Also, 100% crit chance wouldn't be a very good build.

Since the passive no longer gives crit chance, you need four items for 100% crit chance (one of which is either an ER or RFC, neither of which is all that good on Tryndamere). Add boots in there and you only have one item slot left.

If they have tanks, you need armor pen (dominiks, reminder, or cleaver).

If they have CC, you need a Mercurial.

You pretty much always need some item that gives lifesteal.

A standard build would likely be item 3031 item 3087 item 3046 item 3047 item 3139 item 3036

80% crit.

(though I admit this would still be somewhat silly. I'll change it to -2 seconds from a full reset)

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