Crazy Tryndamere idea(WALL OF TEXT and shares similarities to Ashe and Jhin)
I apologize in advance for how messy this is.
Tryndamere gains rage from hitting enemies with his auti attacks and spells. For each point of fury Tryndamere gains attack speed and a % increase to auto attack damage. Tryndamere does not gain Attack Speed per level nor does crit chance give him crit. Buying attack speed and crit increases the multiplier on his bonus damage on his autos. Tryndamere gains his crit animation on his autos once he is above 50 rage and his autos are then treated as critical strikes.
Crit damage runes and IE only work once above 50 rage.
While Tryndamere himself doesnt gain any bonus attack speed outside his passive, his base attack speed would be around 0.65 all game but with full rage at level 1 he would have 1.0 and level 18 he would hit 2.0. His bonus attack speed from passive has a slow scaling in that once he hits level 9 his max attack speed would be around 1.2 and afterwards he will go into overdrive to 2.0.
His bonus auto damage would be around a 30% increase at all levels. 1/3 of his bonus attack speed(not his passive) is added onto his bonus damage(90% attack speed means 30% goes into his autos for a total of 60% bonus damage at full rage.) Crit chance is 50% effective which means 100% crit will add 50% to the 30% making it 80%.
Say Tryndameres first item once he hits level 7 is phantom dancer. 45/3= 15 and 30/2=15. The attack speed is 45% and crit is 30%. By buying phantom dancer he gains 30% more bonus damage on his autos with full rage for a total of 60%.
If he has 100 total AD at this point his autos will deal a total of 160 damage per auto at full rage.
Late game if he has 100% bonus attack speed, 70% crit chance, 50% crit damage, and 300 total AD his passive multiplier will be 30+33+35= 98% bonus damage from autos at full rage for a total of roughly 700 damage on his autos but since past 50 rage his autos are treated as crits he will instead deal roughly 1050 bonus damage with his autos.
Since I know people will say that's too high remember a full build gp can deal 1.5k crits to an entire enemy team with his barrels. Also ranged AD carries can do slightly less damage but 10x safely.
Also I forgot to mention this but the bonus damage is only 25% effective vs towers, builds no rage autoing towers but gets a special crit animation above 50 rage in which he punches the tower with his right arm.
Q would be the same in terms of healing but nerfed when he has no rage and a lot stronger if full rage. Still gains AD but instead of passively gaining a base amount of AD and more from missing health he gains AD based on his fury bar and missing health making using Q to heal a big choice to make for laning or jungling.
His W has 2 effects based on whether the enemy is facing him or not. If facing Tryndamere the champion is flustered at the profanities said and stays in place for 1 second then gets angry and gains increasing movespeed towards Tryndamere for 2 seconds or once Tryndamere has been damaged by the target. Bad idea to use when facing towards you.
If facing away the champion is flustered and starting to trip over themselves slowing movespeed by up to 60% for 2 seconds before tripping and staying in place for 1 second.
W is single target so he can namecall effectively.
E would change in that it has a lower cooldown but no longer resets from crits or autos. Also has increased range but the cooldown doesnt start until he finishes spinning.
R has a passive in that killing enemy champions while it is active gives Tryndamere some rage. Tryndamere gains rage on activation and becomes immune to death for 2 seconds. After the 2 seconds he loses 10 rage per second but gains double rage regen on autos(say he gains 3 at level 18 he will gain 6 now) but this is seperate from the passive of killing a champ for rage. For the next 6 seconds Tryndamere can't go above or below 1 hp though he is killable but while he has rage any further damage he takes reduces his rage at a rate of 10 fury per 500 damage at level 18. At level 6 200 damage per 10 rage. If Tryndamere somehow manages to have enough rage during this duration and never hitting 0 he can theoretically be immune to death for 8 seconds.
R active rage on cast would be nerfed to something like 30/45/60 rage on cast.
R cooldown starts after the first 2 seconds of immunity to death.
Tryndamere's attack speed during his ult will be affected by rage but it can't go below 50% effectiveness as if he had full rage. So say at full rage he would gain 100% attack speed, during ult even if he had 1 rage he can't go below 50% attack speed.
Also attack speed slows do work on him unlike Jhins which only reduces his bonus attack speed from items.
He also has a 1/1000 chance when above 50 rage to cause his auto to punch with his right arm(similar to turrets). If he kills a minion or monster with that auto the body gets sent flying(purely cosmetic and just a funny change).