Tryndamere Mini-rework Idea (please comment and critique)
With the upcoming new skin, I’ve been thinking about
Tryndamere lately. I don't think he is in a good place right now, as is the case with most fighters, so I wanted to flesh out my two cents on giving better-defined, more competitive place in League. Any insight, questions, and critiques are welcome:
Where Tryndamere is now:
Class: Fighter, though this is currently ill-defined
Role: Top-lane bruiser or jungle carry
Niche: Pub-stomper and split-pusher
Tryndamere is in a rather unhealthy place if you ask me. He’s considered a pub-stomper, a champion that thrives in low-level play but falls off in competitive play. This has a lot to do with Tryndamere’s easy counters. Because 99% of his damage comes from basic attacks, heavy armor items like Thornmail and Frozen Heart hurt him considerably, even with critical strikes. Additionally, the rampant use of Ignite makes his ultimate a gamble, since champions can just cast Ignite at the late end of Undying Rage and let the damage over time finish him off (provided he can’t trump it with Bloodlust heals). These easy counters relegate Tryndamere to doing two things. If you are lucky and get fed on an unskilled or unprepared team Tryndamere can hyper-carry, dealing massive critical strikes and killing all but the bulkiest champions with a few basic attacks. If Tryndamere falls behind or just can’t manage to get farm or kills he can always fall back on split-pushing, something he excels at with his mobility and usually high attack speed.
What feels good about Tryndamere?
- Dealing heavy damage, especially at low health
- Creating moments of safety with Mocking Shout and Undying Rage
- Having good dueling/trading potential despite the lack of offensive spells
- Trading power for healing via Bloodlust
What feels bad about Tryndamere?
- Getting hard countered by Thornmail and other armor
- Having a fed Tryndamere killing enemies with little to no time to react
- Having even bad Tryndameres become a burden to fight because of the effective time it takes to fight him
- Split-pushing as Tryndamere with little to no opportunities for punishment
Goals for Tryndamere (in my opinion):
Class: Fighter (as close to marksmen while being melee)
Role: Top-lane or jungler carry (bottom-lane viability would have to be tested, and middle-lane viability would be tough without changes to Mocking Shout damage reduction)
Niche: Glass cannon melee carry that deals tons of damage, especially when near death, but is vulnerable to bad decisions
In my mind, I think Tryndamere would fit well as a glass cannon, a champion that deals massive damage but can’t take much usually. To make up for a lack of bulk, he would be able to decisively reduce the enemy damage output momentarily to create openings to get in and attack. To ease his pain from ranged harass and armor stacking, he would need to have some changes to his key tools and his early game.
Battle Plan:
- Take away from Tryndamere’s defensive power to smooth out his offensive power and create more decision making with his abilities
- Make Bloodlust and Spinning slash scale higher early game (possibly touch late game numbers if hyper-carrying becomes an issue)
- Increase the effectiveness of Mocking Shout’s attack damage reduction while taking away from the slow, especially at early levels If possible, reduce Spinning Slash’s effectiveness in split-pushing
Tryndamere tweaks v0.2:
Buffs:
- Bloodlust (Q) passive attack damage changed to 4 / 8 / 12 / 16 / 20 + 0.21 / 0.27 / 0.33 / 0.39 / 0.45 per 1% of missing health (from 5 / 10 / 15 / 20 / 25 + 0.15 / 0.2 / 0.25 / 0.3 / 0.35 per 1% of missing health)
- Bloodlust (Q) maximum AD bonus is now 25 / 35 / 45 / 55 / 65 (up from 20 / 30 / 40 / 50 / 60)
- Mocking Shout (W) AD reduction increased to 30 / 40 / 50 / 65 / 85 (up from 20 / 35 / 50 / 65 / 80)
- Spinning Slash (E) now scales on 90% TOTAL attack damage (from 120% bonus AD)
Nerfs:
- Base health reduced to 445 (down from 461)
- Health per level reduced to 92 (down from 98)
- Mocking Shout (W) slow reduced to 25 / 32.5 / 40 / 47.5 / 55% (down from 30 / 37.5 / 45 / 52.5 / 60%)
- Spinning Slash (E) cooldown increased to 14 / 13 / 12 / 11 / 10 (up from 13 / 12 / 11 / 10 / 9)
The numbers aren’t perfect yet, but I think I have my ideas down.