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How to rework Tryndamere to make him more viable and "less frustrating" to deal with

Colton147··1 votes·1,102 views

As the title says...

As Tryndamere is known to be receiving a rework in the near future, here is a suggested rework for him to make him more balanced, yet viable.


Range: 200 (from 125)

Base Movement: 345

Base Health: 625

Base AD: 69

Fury Bar: 200


Passive: Battle Fury

Tryndamere's basic attacks and abilities generate +10 fury. He consumes fury if it meets the requirements for the bonus fury effect

Q: Bloodlust (18 second cooldown)

Passive: Tryndamere passively heals 5% of his missing health (1% per 100 AP scaling) with every minion or monster killed near him (800 Effect Radius)

Active: For the next 8 seconds, Tryndamere gains 20/25/30/35/40 bonus attack damage, and his basic attacks heal him for 2% of his maximum health (2% per 100 bonus AD scaling)

+25 Fury Bonus: Tryndamere gains 60% bonus attack speed

W: Duel (8 second cooldown)

For the next 3 seconds, Tryndamere gains +15 bonus range and empowers his next basic attack - dealing 20/50/80/110/140 physical damage (40% Damage) and slowing the target by 40% for 1.5 seconds

Duel resets Tryndamere's basic attack timer

+25 Fury Bonus: The slow is increased from 40% to 80%

E: Spinning Slash (525 Target Range) (175 Effect Radius) (16/15/14/13/12 second cooldown)

Tryndamere dashes in a targeted direction, swinging his sword around him two times, dealing 80/110/140/170/200 physical damage with each swing

+50 Fury Bonus: Spinning Slash's cooldown is reset if it hits an enemy champion

R: Undying Rage (120/110/100 second cooldown)

For the next 6/8/10 seconds, when Tryndamere takes non-turret damage higher than 10% of his current health, he reduces the excess amount by 50%

+100 Fury Bonus: Tryndamere gains 20/25/30% bonus armor and magic resist

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