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

Critkeeper·7/10/2016, 1:17:58 AM·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

MuffledGarbage7/10/2016, 3:43:14 PM1 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.

RisenDarkKnight7/11/2016, 10:42:44 PM1 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).