Tryndamere Rework Concept
Please Note: All values are designed with balance in mind but are also a rough sketch of what it could be, not what it should be. The idea is that the concept is out there, values can change where fit, that in mind... Tryndamere Rework Idea:
New Passive: Bloodlust Tryndamere has a bloodlust that causes him to fight through the pain. Tryndamere gains 10/15/20% lifesteal at levels 1/9/13. When Tryndamere falls below 20% max health he enters Undying Rage. Undying Rage doubles his passive life steal to 20/30/40% for 5 seconds. Undying Rage has a 80/75/70/65/60/55/50/45/40/35/30 second cooldown, lowering every 2 levels. (2/4/6/8/10/12/16/18)
New Q: Devestating Critical ------ Cooldown: 8/7.5/6/6.5/5 seconds (Active lasts 4 seconds until canceled) Passive: Tryndamere Gains Fury per hit up gaining 10 fury (20 for champion hits) up to 100. Active: The next auto attack gains 20/25/30/35/40% Critical hit chance. If the attack critically hits it deals 10/15/20/25/30% bonus damage +(.6/.7/.8/.9/1) damage per fury. Fury is used on active.
New W: Powerful Swings ------ Cooldown: 18/16/14/12/10 seconds ------ Duration: 6/6/7/7/8 seconds Auto attacks deal damage to enemies in a 120 degree arc. Enemies struck recieve an additional 10/12/14/16/18% damage as magic damage. Fury gained is halved for enemies struck by arc.
New E: Merciless Charge ------ Cooldown: 13/12/11/10/9 seconds ------ Range: 660 Tryndamere charges dealing 70/110/140/190/220(+100%AP)(+100% bonus AD) Cooldown is reduced by 1 second whenever Tryndamere delivers a critical strike
New R: Terrorfying Rage ------ Cooldown: 110/100/90 ------ Duration: 6/10/14 seconds ------ Range: 400/475/550 Tryndamere enters a rage creating an aura that fears enemies. On cast enemies inside aura range are automatically feared for 1 second. Every 1.5 seconds after activation sends a fear pulse fearing enemies. 5 second cooldown on same target fear. Feared targets receive 20/40/60% increased damage from Tryndamere.
Changes to-
His passive: I feel that moving Undying Rage to his passive while changing his immunity to death to a large lifesteal percentage changes his game play from what some see as a toxic kit to a playable champion.
His Q: Taking his critical hit mechanic and making it feel more satisfying to the champion without making him critical hit every time he auto attacks. This essentially recycles his fury into a more dynamic function
**His W: ** Removes a bit of his old CC with the slow and debuff to add in a stronger split pushing and team fighting mechanic. The Debuff was a bit under powered in my opinion not really adding to his kit as a champion. Mocking Shout seems more of a support ability rather then a fighter or solo lane ability
**His E: ** His E remains just about the same. His ability to dash makes him an interestingly mobile champion. I changed the scaling to be a bit lower on the AD ration but gave it a boost in base damage allowing him to do better in lane
His R: This is where I feel I changed Tryndamere the most. His old ultimate being recycled into his passive allowed for a more barbaric ultimate. Terrorfying Rage seems like cooler concept being somewhat inspired by Hecarim's fear. The fear pulses would only affect the same champion once every 5 seconds but would allow for a much stronger team fighting mechanic from Tryndamere. At max rank he could potentially fear someone three times. Plus the added benefit of feared targets taking increased damage for that second (or less based on tenacity) damage allows shredding of squishies or tanks alike.