Total Tryndamere rework to make him less about his ult and more about being Keeper of the Big Sword.

Critkeeper··1 votes·915 views

First I list the old Trynd, then the new one.

I know this is kind of long, but make sure not to jump to conclusions on reading one ability-- a few of them have drawbacks that specifically balance the others.

#Current HEALTH 626 – 2292 ATTACK DAMAGE 61 – 116 HEALTH REGEN. 8.5 – 23.8 ATTACK SPEED 0.67 (+0% – 49.3%) ARMOR 24.1 – 76.8 MAGIC RES. 32.1 – 53.4 MELEE 125 MOV. SPEED 345

Passive FURY: Tryndamere gains 5 Fury each time he lands a basic attack, increased to 10 Fury on critical strikes, and 10 Fury each time he kills an enemy. After not dealing or receiving damage for 8 seconds, Tryndamere loses 5 Fury per second. BATTLE FURY: Tryndamere gains 0.35% critical strike chance per point of Fury he currently has, up to a maximum of 35% critical strike chance.

Q BLOODLUST COOLDOWN 12 PASSIVE: Tryndamere permanently has bonus attack damage, and gains additional bonus attack damage per 1% of his missing health. BONUS AD: 5 / 10 / 15 / 20 / 25 AD 「 BONUS AD PER MISSING HEALTH: 0.15 / 0.2 / 0.25 / 0.3 / 0.35 AD 」 ACTIVE: Tryndamere heals himself, increased for every point of Fury consumed. MINIMUM HEAL: 30 / 40 / 50 / 60 / 70 (+ 30% AP) 「 HEAL PER FURY: 0.5 / 0.95 / 1.4 / 1.85 / 2.3 (+ 1.2% AP) 」

W MOCKING SHOUT COOLDOWN 14 ACTIVE: Tryndamere reduces the attack damage of all nearby enemies for 4 seconds, also Slow icon slowing targets who have their backs turned to him for the duration. AD REDUCTION: 20 / 35 / 50 / 65 / 80 AD SLOW: 30 / 37.5 / 45 / 52.5 / 60%

E SPINNING SLASH RANGE 660 COOLDOWN 13 / 12 / 11 / 10 / 9 ACTIVE: Tryndamere dashes to a target location, dealing physical damage to enemies in his path and gaining 2 Fury per enemy hit. PHYSICAL DAMAGE: 70 / 100 / 130 / 160 / 190 (+ 100% AP) (+ 120% bonus AD) Spinning Slash's cooldown is reduced by 1 / 2 second(s) whenever Tryndamere Critical strike icon critically strikes.

R UNDYING RAGE COOLDOWN 110 / 100 /90 ACTIVE: Tryndamere instantly gains Fury and becomes immune to death for 5 seconds, during which his health cannot fall below a certain amount. Undying Rage can be used even when affected by crowd control. FURY GAINED: 50 / 75 / 100 MINIMUM HEALTH: 30 / 50 / 70

..................................................................................................................................................... #Changed HEALTH 620 – 2000 ATTACK DAMAGE 60 – 110 HEALTH REGEN. 6 – 21 ATTACK SPEED 1 (+0% -- 0%) ARMOR 25 – 75 MAGIC RES. 32.1 – 53.4 MELEE 300 MOV. SPEED 325

Passive BARBARIAN KING: Tryndamere has 1 free rank in all his basic abilities at level 1. FURY: Tryndamere gains 5 fury each time he kills a unit. After not dealing or receiving damage for 8 seconds, Tryndamere loses 5 fury per second. BATTLE FURY: Tryndamere penetrates 1% of enemy bonus armor for each point of fury he currently has.

Q BLOODLUST COOLDOWN 12 PASSIVE: All of Tryndamere's attacks critically strike. Tryndamere generates 5 fury on every attack, increased by 1% for every 1% crit chance he has. ACTIVE: Tryndamere heals himself, increased for every point of Fury consumed. MINIMUM HEAL: 30 / 40 / 50 / 60 / 70 / 80 (+ 30% AP) 「 HEAL PER FURY: 0.5 / 0.95 / 1.4 / 1.85 / 2.3 / 2.85 (+ 1.2% AP) 」

W BIG SWORD COOLDOWN 7 / 6 / 5 / 4 / 3 / 2 PASSIVE: Tryndamere has 1 attack per second and his attack speed cannot be increased or decreased by any means; his attacks cannot be cancelled or interrupted once started. Once Tryndamere starts an attack, a 300 unit long, 50 unit wide indicator shows allies and enemies where his blade will land. Tryndamere's attacks deal damage to everything in that area (where the blade strikes the ground) but will not damage anything outside of that area, not even the original target. On hit effects and lifesteal area applied only to the original target. TOGGLE: Tryndamere uses his sword as a shield, preventing any damage or crowd control originating in front of him from affecting him, except tower damage. While blocking and for 0.5 seconds afterwards, Tryndamere is rooted and cannot turn. Each auto attack blocked generates 5 fury, increased by 1% for every 1% bonus attack speed he has.

E SPINNING SLASH RANGE 1000 COOLDOWN: 14 ACTIVE: Tryndamere dashes to a target location, dealing physical damage to enemies in his path and gaining 5 fury per enemy champion hit. Tryndamere is immune to crowd control during spinning slash's duration, but will stop if he collides with an enemy champion. PHYSICAL DAMAGE: 40 / 70 / 100 / 130 / 160 / 190 (+ 100% AP) (+ 120% bonus AD)

R UNDYING RAGE COOLDOWN: 100 / 70 / 40 PASSIVE: If Tryndamere takes lethal damage while he has fury, he stays alive and loses 20 fury. ACTIVE: Tryndamere instantly gains 100 fury

6 Comments

MuffledGarbage1 votes

Did you see... what you wrote for the Q... It says PASSIVELY that ALL ATTACKS TRYNDAMERE MAKES WILL CRITICALLY STRIKE!!!'

Critical strikes do 200% damage. If I were to play your version of tryndamere I would be the best ADC EVER AND I DON'T EVEN HAVE RANGED ATTACKS. Tryndamere would be the best champion in league of legends history if you let this Q exist EVER!

also he's pretty fine thematically too. He doesn't have any gameplay problems considering you just buffed his ult and his Q got the worst possible outcome. Please make sure you realize that current tryndamere isn't broken.

Also your version of W is absolutely broken. because I wouldn't level it ever and I could build attack speed on tryndamere and get insane amounts of damage. You made his W nerf himself to buff himself. NOT GOOD DESIGN it breaks the foundation of Tryndamere if you do that.

If this existed Tryndamere would be broken as all hell. because due to your version of his passive R he could live forever thanks to Q passive and normal passive.

Critkeeper1 votes

{quoted}

Did you see... what you wrote for the Q... It says PASSIVELY that ALL ATTACKS TRYNDAMERE MAKES WILL CRITICALLY STRIKE!!!'

Critical strikes do 200% damage. If I were to play your version of tryndamere I would be the best ADC EVER AND I DON'T EVEN HAVE RANGED ATTACKS. Tryndamere would be the best champion in league of legends history if you let this Q exist EVER!

also he's pretty fine thematically too. He doesn't have any gameplay problems considering you just buffed his ult and his Q got the worst possible outcome. Please make sure you realize that current tryndamere isn't broken.

Also your version of W is absolutely broken. because I wouldn't level it ever and I could build attack speed on tryndamere and get insane amounts of damage. You made his W nerf himself to buff himself. NOT GOOD DESIGN it breaks the foundation of Tryndamere if you do that.

If this existed Tryndamere would be broken as all hell. because due to your version of his passive R he could live forever thanks to Q passive and normal passive.

You wouldn't have a choice about the attack speed because "Tryndamere has 1 free rank in every basic skill"

Tamur1 votes

free rank in every basic skill

This feels very broken. 3 free skills at level 1 this should only exist in ARAM.

Here is a different look at a Tryndamere rework

Battle fury same as live

Q Blood Lust

COST: Current Fury COOLDOWN: 20/18/16/14/12 seconds

Passive - Trynadmere gains 1% Life Steal per 5% Missing Health

Active: Tryndamere consumes his Fury, restoring 30/40/50/60/70 (+30% Ability Power) Health, plus (+20% Ability Power) Health per Fury consumed.

W - Rage Blade

Cost all fury CD 10 seconds

Tryndamere's next Auto-Attack has varying effects depending on current amount of Rage.

0-25: Deals 50/80/110/140/170 (+0.9 bonus ad) physical damage to all units in a straight line. 26-50: Deals 60/100/140/180/220 (+0.9 bonus ad) physical damage to all units in a straight line 51-75: Deals 60/100/140/180/220 (+0.9 bonus ad) physical damage to all units in a straight line, slowing them by 50% for 0.5s. 76-100: Deals 60/100/140/180/220 (+0.9 bonus ad) physical damage to all units in a straight line, slowing them by 80% for 0.75s, and gaining an attack speed bonus equal to 25/50/75/100/125% of the consumed rage for 4s.

E - Spinning Slash

Cost: No Cost Range: 650 Cooldown 30 seconds

Tryndamere slices toward a target unit, dealing damage to enemies in his path. Tryndamere spins through his enemies, dealing 100/130/160 (+120% bonus Attack Damage) (+100% Ability Power) physical damage to enemies in his path and generating Fury.Spinning Slash's cooldown is reduced by 1 second whenever Tryndamere critically strikes. This effect is doubled against champions.

Ult same as live.

MuffledGarbage1 votes

That means you want tryndamere to have a max level of 21 rather than 18 because then you could have him scale beter into latr game but make his early game complete crap. You need to think about these things. This breaks tryndamere. You might as well make an entirely new champion because the kit you made plays nothing like current tryndamere.

The problem lies when people want to see a certain aspect of a character but dont take into account the rest of the characters values and playstyle.

Look at ryze. He is practically the same as before PLAYWISE. And synergywise as well as a more interactive.

RisenDarkKnight1 votes

This just wouldn't be fun to play as or against. It wouldn't be fun to play as because mobile champions could just dodge all your autos. You'd never hit a Leblanc or a 40% cdr Kassadin, and you'd be lucky to hit a Teemo.

On the other had, it would suck to play against him as a tank since he ignores 100% of bonus armor! and most tanks have very large models and are immobile so they wouldn't be able to dodge his autos.

Also the W sounds rather clunky for Trynd (rooted for .5 seconds everytime he blocks something?) and super annoying for his opponents.

Furthermore, he would be too strong lvl 1 with 1.0 attack speed and 3 abilities already.

Interesting ideas, but probably too much variance to put into the game (your version of trynd has a lot of overpowered strengths compensated for by exploitable weaknesses, but it would result in one side not having much fun in the match up).

Critkeeper1 votes

{quoted}

This just wouldn't be fun to play as or against. It wouldn't be fun to play as because mobile champions could just dodge all your autos. You'd never hit a Leblanc or a 40% cdr Kassadin, and you'd be lucky to hit a Teemo.

On the other had, it would suck to play against him as a tank since he ignores 100% of bonus armor! and most tanks have very large models and are immobile so they wouldn't be able to dodge his autos.

Also the W sounds rather clunky for Trynd (rooted for .5 seconds everytime he blocks something?) and super annoying for his opponents.

Furthermore, he would be too strong lvl 1 with 1.0 attack speed and 3 abilities already.

Interesting ideas, but probably too much variance to put into the game (your version of trynd has a lot of overpowered strengths compensated for by exploitable weaknesses, but it would result in one side not having much fun in the match up).

I think having intense strengths with obvious weaknesses is what makes Tryndamere... well Tryndamere.

His sword should feel like it has some weight to it, like it is big, heavy, and will crush whatever it hits. And it should be slow, ponderous and obvious so that opponents can dodge it.

It makes fighting him feel like fighting a raid boss. You want to dodge the sword as a capital condition because it hits so damn hard.

As for the mention about tanks vs mobile champions, thats intentional-- but it isn't intentional that tanks not be able to dodge him at all. They should have to walk out, and if they can't then the attack is too fast and can be tuned.

I'd want the stragegy for fighting tryndamere to revolve around waiting for him to auto creeps, as he is "dedicated" to his attacks and cannot cancel them, then harass him before he can wind up another attack towards you. If you have mobility, you might be able to do more prolonged attacks.

Tryndamere's winning strategy would be to pay careful attention to where his enemy is while he is CSing, and if they are too close then he'd want to reposition so as to make his auto attack both kill the creep and zone any potential harass.

Ranged harass works a bit differently. Tryndamere can't block and attack at the same time, so he'd sometimes have to choose between CS or totally blocking damage. Both will generate fury which drives his heal. So ranged harass won't push trynd out of lane, but it will cost him gold. The winning strategy for Tryndamere here is to time your CSing with the enemy CSing. When they are channeling an ability or auto attack to kill a low health minion, that is your signal to do the same.

I want laning against Trynd, and laning with Trynd to be more thoughtful.

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