Tryndamere Rework Idea
Something I love about Tryndamere is how his damage is unpredictable in the early game. I do not like that It is RNG crits but I like the aspect that his damage threat is higher than what his actual damage output would be. Because Tryndamere can crit at early levels it is possible for him to win an otherwise bad fight because he MAY get a few more crits than normal and win. This forces good lane opponents to avoid taking marginally advantageous fights in fear that he will crit more than expected. This aspect of Tryndamere gives him a a strange form of defense in the lane where his opponent will not actually fight him as often as it would make "sense" to. In this rework I will be keeping a lot of Tryndamere the same but I am looking to eliminate the RNG of the champion, while still keeping his unique theme of "damage threat > damage output"
**Passive (Cunning Fury): **Tryndamere has a fury bar that consists of 5 segments. He will also get a random number (1-4) that appears next to his health bar, This is called "Rage". Both rage and his fury stacks will not be visible to the opponent. Whenever Tryndamere finishes a basic attack he will gain 1 fury (out of 5) at 5 stacks his next auto attack will be a guaranteed modified crit (Tryndamere's other auto attacks cannot randomly crit). Upon critically striking Tryndamere will then immediately gain fury equal to his rage and generate a new rage value at random (1-4). Additionally building a crit item will both increase Tryndamere's crit damage and increment his minimum rage value. (1 crit item would change it to 2-4, 2 would change it to 3-4 and 3 at max will change it to a 4-4)
This new passive shows Tryndamere when his next 2 crits are going to come up at all times while hiding this information from his opponent. Tryndamere can use this to judge his damage accurately while leaving his opponent unsure of his current damage output. As Tryndamere builds more crit he still becomes more likely to crit but he keeps complete control over it. In lane Tryndamere can play a bluff game, where he may play extra aggressive to make his opponent think that he is sitting on a crit and a high rage value, making his damage potentially lethal (but he opponent never can truly tell). This still leave opportunities for Tryndamere to be punished in lane. First of all, if Tryndamere tries to hold onto his crit he will be losing cs as he cannot auto attack without expelling his crit. This passive also opens up reliable ways for an opponent to punish Tryndamere. Since Tryndamere can only get up to 4 rage, it is impossible for him to crit twice in a row. Opponents can abuse that by using short trades against Tryndamere immediately after he crits a minion. Not only that but if you see Tryndamere auto attack minions multipliable times in lane without critting you know that each non crit makes his next attack more likely to be a crit.
Q (Bloodlust) : Passively grants ad based on missing health. When activated Tryndamere heals himself a Set amount and disables his passive for 9/8/7/6/5 seconds.
This was changed to compensate for Tryndamere's new passive as well as balance his unfair Q. Current Tryndamere can take a trade, E away and then heal a large chunk with his q. The intended penalty is that he loses his rage thus losing damage, but this idea did not play out as well as it sounds on paper. This new Q still allows him to heal but completely removes ALL of his criting potential for a short duration, putting more decision making on the player and granting opportunities of weakness for his opponents to abuse. In my opinion this is a much more healthy iteration of his Q.
W (Mocking Shout): This ability is the same.
E (Spinning Slash): This ability works just the same, however his E's cooldown lowers on every auto attack (rather than crits) but has a higher base cooldown
This change was made to compensate for the fact that Tryndamere will be critting less than the current one would.
R (Undying Rage): The same but It grants no rage stacks.
It may be worth putting more value into leveling this ability because as of right now putting points into it past lvl 1 feels weak.
A final thing that I would like to mention is that I do understand that he does still retain a weird form of RNG in his kit but not a bad RNG. This is (as riot would say) input randomness, where you are given a random value, and then from there you make decisions based off of it. This is how his passive works. In lane you should be deciding when to fight and when not to based on your current values (fury and rage). Things like this already exist in the game. EX: where Fioras passive initially spawns and jungle plants. I think that this rework pushes Tryndamere into a more healthy direction as well as adding more depth, counter play and decision making into his kit.
Tell me what you think and have a nice day! < 3