Tryndamere VGU Concept: The Wrathful King

I say Facts··1 votes·1,270 views
https://static.lolwallpapers.net/2015/03/Sejuani-Vs-Tryndamere-Ashe-Fan-Art-620x620.jpg

Brief Lore and Interview:

Now we are talking about a ruthless Viking character, the one who is the master of Freljord, the wife of the Queen Ashe, the berserker, the slayer of the demons, and the nightmarish man in the universe. Tryndamere! Time to take a look at a part of his Lore!

"Fueled by unbridled fury and rage, Tryndamere once carved his way through the Freljord, openly challenging the greatest warriors of the north to prepare himself for even darker days ahead. The wrathful barbarian has long sought revenge for the annihilation of his clan, though more recently he has found companionship with Ashe, the Avarosan warmother, and a home with her people. His almost inhuman strength and fortitude is legendary, and has delivered him and his new allies countless victories against the greatest of odds. "

I don't have much to say because It explains it all already, he is meant to be wrathful, destroyer and having inhuman sort of strength compared to other men. This Warrior is terrifying and he is not someone you want to mock. Tryndamere is meant to be the warborn who will unleash his rage and horrific intimidation with his Great-sword in any combat, nothing will scare Tryndamere away, he is the nightmare of his enemies. He is the Barbarian King and he will invade whoever he wants to seek a victory in his name.

Visual Design:

https://imgur.com/zoVEggb By YBouryKina

This graphical Design is not bad at all, he doesn't need that much work from scratch for his appearance

https://imgur.com/vBoTX7B By Zeronis

This Graphical Design is 10/10 perfectly well designed concept of a Viking Great-sword wielder

https://66.media.tumblr.com/5d99ee482bec776c3a2a7c3583bee2f3/tumblr_ozqyngT66j1ryxgdpo1_500.jpg

Most importantly, this picture represents something we all know... Yes! it is the Wife and Husband! Ashe and Tryndamere, and I added this link because I would love to see special interactions between both, whether in combat or just in lanes or even the gameplay! Who doesn't want to see the Wife and Husband of the great Freljord interacting together?


Gameplay Design:

Role: Top Laner Class: Berserker Fighter

Base Stats:

Health: 620 – 2200 Attack damage : 72 - 132 Health regen: 8 - 24 Attack speed : 0.670 (+ 0 – 49.3%) Armor: 32 - 90 Magic resist. 28 - 52 Range: 175 Movement Speed: 350

Tryndamere is a Barbarian King, he is also the Warborn of Freljord, the chosen warlord who will set the wars against the demons and drive them off the sight of Freljord, he is berserker, a bloody Viking character and he enjoys slaughtering those who dare to stand a combat against him.

Tryndamere should keep his main theme of a crit master in game, but he shouldn't be undying. Therefore, a mix of abilities that insanely empower his dueling combat is what must be happening to him. He is a character who should rely on an extreme type of offense combat, and brutalize his targets merciless. Also, he is a Viking afterall, so adding a mix of gameplay that could give him a brief cc or defense is a great idea for this theme!

He should be played as a fighter mainly top lane, and should focus on Infinity Edge as a core item to his gameplay. Also, he should build some type of defense to help him increasing the sustain in combat and survivability.

Irelia Level Rework is Recommended for Tryndamere where he could use a nice visual design that only improves his structure, and adds more interesting ways of combat.

Tryndamere's Abilities:

Passive: ( Blood Madness ): The Sight of Tryndamere's own blood drives him into a furious rage, makes him stronger as his health decreases. Tryndamere gains 1% of Blood Fury for every 1% of his missing health. 1% of Blood Fury increases Tryndamere's basic attacks damage by 1%. (Caps at 100% when Tryndamere is at 1 hp left). Ardernal Overflow has special effect on Blood Fury.

Q: ( Unending Courage ) / [ No Cost ] The next 3 Tryndamere's basic attacks deal bonus damage equal to his total attack damage +20% of bonus AD. **During the 3 hits of Unending Courage, Tryndamere's Attack animation allow him to carry his Greatsword both-handed, and executing his targets from top of them. **Additionally Tryndamere's 3rd hit of Unending Courage terrifies the target and shows a form of Warcy sound, causing the target to flee for 1 second.

Cooldown: 12/11/10/9/8 Cooldown Starts after the last hit hits the enemy or when the 5 seconds duration ends.

W: ( Fury ) / ( Deafening-Rage ) / Cost: 20/40/60/80/100 Hp Passive - ( Fury ): Tryndamere Passively Gains 10/15/20/25/30% Critical damage Active - ( Deafening-Rage ): Tryndamere shouts a battle cry, casuing all enemies around him to be threatened by Tryndamere's Warface for 6 seconds. During the Deafening-Rage stance, Tryndamere's Screen Turns bloody and reddish. His Critical strike chance is doubled During that duration. **Additionally, He basic attacks against the champions who were threatened by his Deafening Rage will ignore 30 of their armor and they will receive extra 20% critical damage from his critical strikes. Additionally, take-downs resets the cooldown of Deafening Rage.

Cooldown: 60/55/50/45/40 Range: 300 around him

E: ( Brutal Charge ) / [ No Cost ] Tryndamere Charges quickly both handed with his Great-sword and Intidimates the first enemy champion who gets hit by Brutal Charge for 10 seconds, dealing 80/120/160/200/240 [100% Ad Scaling] Physical Damage. Intimidated Target: Tryndamere's next basic attack will stun the target for 1 second

12/11/10/9/8 Seconds Cooldown Range: 400 Forward

R: ( Adrenal Overflow ) ( Unbound Savagery ) [ No Cost ]: Passive ( Ardrenal Overflow ): When Tryndamere's Blood Fury generates at 100%l he will refuse to die below 1 hp left for 1 second per each enemy champion nearby. Whether if Tryndamere kills the targets or not, he will automatically die after the duration ends. Tryndamere enters his Savagery Stance, fills his eyes with anger and threat. **Savagery Stance: Increases the overall damage Tryndamere deals by 10/20/30%. for 6 seconds and will heal him for 10/20/30% of the damage he deals to champions.

100/80/60 Seconds Cooldown


Overall Conclusion:

With these changes, Tryndamere will conquer and pillage the enemies who piss him off. However, he will deal with risky situations, while keeping his bloody berserker theme as a main way in combat.

Let's take a look at the Pros and Cons:

Pros:

  1. Extremely rough dueler
  2. Enough sustains to keep him alive longer in battles [ if he keeps attacking ]
  3. Lot of interesting mechanics to help him in lane and teamfights
  4. You will still deal pretty solid damage if you build health items to stay alive longer
  5. Can benefit very well from critical items, and doesn't need more than 2 critical items

Cons:

  1. No longer is undying
  2. Has no escape if his Brutal Charge on Cooldown
  3. Easy to kite from range abilities
  4. Can be bursted to death in Team fights
  5. All of his damage comes from flat physical damage. Therefore, tanks will trap him from rushing carries in teamfight

In conclusion, Tryndamere will be the Barbarian King, he will be the bloody and ruthless Viking warrior. However, with these changes, he will no longer become immune to death, he will die fast, normally and pretty easily if the enemy team grouped up against him and CCed him. Finally, he will be the true Barbarian King that Freljordian culture respects. Someone who is definitely fearful and full of intimidation to AAtrox and other demons.


Itemization:

Example 1 [Core main build]: item 3031 item 3046 item 3748 item 3812 item 3065 item 3047 Example 2 [Penetration build]: item 3071 item 3033 item 3508 item 3814 item 3046 item 3006 Example 3 {Defensive build]: item 3078 item 3065 item 3083 item 3046 item 3031 item 3047

I promised to work on this Concept in past

I am looking forward for feedbacks!

Thanks everyone for the support!

Best Regards.

If this becomes a successful and popular fourm, then I'll gladly work on more VGU concepts for more champions who are needing the rework next seasons.

8 Comments

Kazekiba1 votes

Getting 325% AD scaling on autos is a ... little excessive, especially when he's already getting a massive amount of damage from his passive and 50% Crit for free by level 13 at the latest. Mordekaiser's pre-VGU AD on top of that?

132 AD + IE+PD, but lets say hes level 13 and has gained approx 3*12 AD

73+36 = 109 AD, +70 from Infinity Edge and approx 23 from runes assuming no GS, or 202 AD. Given that Absolute Focus is active, let's say 75% current HP 109 * 1.25 = ~27 AD, 229 total. That means he's at +94% bonus attack speed (~1.288aps, about 5 autos over 4 seconds; 129% bonus attack speed not counting levels with Zerker greaves and 163.5% at 13 - 1.74 APS or 5 attacks in 2.88 seconds). With 100% Crit meaning all 5 of those attacks are hitting for 744.25, with 24 bonus damage added, or 3821 damage before armor in less than 3 seconds.

obviously you could nerf the numbers but thats conceptually ... frightening.

I say Facts1 votes

He might take the nerfs right after, but I would be willing to try out this gameplay in action honestly. It fits his theme for being the Viking King of Freljord. He is suppose to be the more terrifying man in the League's universe.

However, I am thinking of some changes/ nerfs to his concept, possibly bringing back the immortal undying and taking off some benefits

FlameHalbrdOkido1 votes

Honestly i wish id been looking into more of the Tryndamere reworks that are sometimes seen (rare as they are) so i could get a better feel for what people think he should be so i could give better feedback as I admittedly only have a surface lv of knowledge on how everypart of him works together, and how he's intended to work but currently he feels very stat-checky and overbearing once he gets any sort of lead with not much counter play or room for him to mess up on...hes not very interesting other than being annoying HOW Riot will rework him so he's not (as much).

For Class, Breserker fighter doesn't exist, Trynd is currently classified as a Skirmisher

Q: i kinda like how this works its like a Kled W that you have more control over, however while the fear is gated by the 5th AA it still feels kinda unfair to deal with, it also doesn't really fit Trynd especially since he doesn't have any CC like that in the current kit, idk why he'd need it now since he functions just fine w/o it.

W: Also the goal of a rework for a champ like Trynd should be to make them more skillful and less stack checky, so the free crit needs to go, its a sucky stat, and its only saving grace is that it needs to be bought with gold, it shouldn't be free stats on any champion's passive.

E: ok NO, this will NOT be any fun to deal with, its basically the old W and E combined, nerfing enemy damage against him AND its a dash. This won't be any fun to deal with since he can close a gap and FORCE an engage while pretty much ALREADY determining who wins the trade on a single button. Whats worst is that this is also negating a key weakness he had b4 which was to magic damage since before he only reduced AD, now ur giving him full damage resistance, so he has less weaknesses. I LIKE that the full damage reduction is gated behind basic attacks at least, but the damage reduction and dash should be on separate abilities, this feels like a win more ability. However i WILL say you DID improve the damage reduction part by making it so it ONLY effects one target and you have to hit the target with a skillshot dash, BUT hitting a target pretty much guarantees that Trynd wins the trade unless the opponent has a way to avoid getting hit or can negate it, id rather the damage reduction be on another ability or FURTHER negated by hitting the same target with another ability or a few AA's 1st because rn Q and E have TOO much synergy. also 10 sec is too long, 5 sec would be better

R just feels like some version of Aatrox's the Trynd mains will be mad since he has no more Undying, and that pretty much defines him outside of just AAing everything

Ok this WHOLE kit is just one big win more fiesta, each ability combos WAYY to well with each other, and the combo is way to in the targets face and straight forward, its just EWQ, there no reason to do anything else

where's the nuance? where the skill? why is the skill floor AND skill cieling SO LOW, the win condition is literally hit them with E and then face roll, this might ACTUALLY be WORST that LIVE Trynd, the only thing he's missing is the heal surprisingly, and he hase W COST health instead...

so how does he even use the fury resource. Does he even still have it? wheres the trade offs for building vs spending fury?

the Undying aspect CAN be balanced u kno, its doesnt have to be trashed

I say Facts1 votes

Thanks for the feedback, I am not all done with him honestly, I am sure he will eventually need nerfs if this is going to be played in action. Although, I do prefer changing his concept soon and maybe take off benefits and add the old immortal undying somewhere.

I only gave him so much power because I took off the undying rage, he is suppose to be the strongest man in the universe, he is the Viking King, a full bloody-born and filled with rage

I picked a great names for his skills, but I'll to keep and take off stuff from him

The Passive has to stay, It's his theme, and the fury bar is there, but it builds from his missing health. He gains damage from the fury bar, every 1% missing health adds 1% in the fury bar, and 1% from fury bar will add 1% bonus damage dealt. I am going to edit his passive to make it more clarified.

His Q could take off the bonus attack speed but a flat bonus damage for 5 hits won't really put him in a great dueling form, therefore I thought of giving him a free stats and why I chose attack speed. I am thinking of other options though

His W is thematic W for him, I mostly wanted to introduce the warcies and battle cries that he could use in battle, but I'll probably need to exchange it to more defense than all based on crits

His E has to stay, because it's going to be his new and only way to catch someone, instead of spinning a greatsword that can scale with AP and reduced cooldown from autos, now It's a straight forward dash with a greatsword, allowing him to intimidate the target. I'll exchange the effect of Intimidation to possibly a form of Knock for 1 second.

His ultimate doesn't need a change, but I could take off the passive that gives bonus health regeneration because It feels out of place at some points.

FlameHalbrdOkido1 votes

this doesnt need nerfs u need to rework this rework

Trynd is an OLD champion none of this old the old kit holds up to LoL's new standards and pretty much NONE of it asside from the feeling of playing him and the niche theme of an undying wrathful barbarian needs to stay, but pretty much the whole kit in it of itself can be trashed and ONLY used to inspire future abilities.

What you need to do is look at the current updated kits of Skirmishers in the game now and look at other games with similar champions such as Greystone from Paragon (who is also an Undying greatsword user), to get inspiration on how to make a healthier Tryndamere.

Now that u kno that undying rage can be worked in the kit better theres no reason to give him so much "power." I say "power" because all you really did was make him MORE of s stat-checky champion this kit was honestly a cheap way of just tipping the scales in Trynd's favor, its doesn't feel so much as POWER as it feels like he's just cheating the system.

There's a few things u lack when i comes to designing in this game, such as an 1.) Understanding of proper counter play: you should be thinking of how it would feel to play AGAINST this champion, how the abilities line up 2.) Understanding of power budget: this champion has too many strong effects that just stack up on top of each other 3.) Understanding of burden of knowledge: this champion also has too many unique buffs and debuffs that new players AND enemy players have to keep track of, keep the effects simple and limit the number of them, its ok to have one complex effect but if u do THEN u REALLY need to limit the number of other effects.

picking great names for abilities barely scratches the SURFACE in terms of what it comes to good design, in fact i'd probably tell u to come up with a solid ability first and then name it after

im glad ur going to clarify the passive more, BUT if he indeed DOES have a resource now, doesn't he need an ability that SPENDS the resource as well?

Q: pretty sure I said the current Q was fine EXCEPT for the fear at the end. I like that UNLIKE the current Q, he isn't CONSTANLY given the bonus free AD, so he doesnt always have all these stats stacking on top of each other. In this version he ONLY gets the bonus AD and AS on those 5 AA's when he casts Q. I like that because it feels like he's really gathering his strength for those 5 AA, it makes the ability feel more powerful when its a window of strength rather than him always having bonus AD and the feeling of power getting watered down and weak. I think you trade the FEAR CC for a HEAL on the last AA for the amount of Fury consumed PLUS a bonus amount for each Empowered AA on an enemy champion from Q, and make this ability cost 100% of his Fury on cast. I think this is interesting and balanced bc it makes Tryndamere have to COMMIT to a fight with Q but the enemy can also attempt to deny him ANY of the empowered AA's and the last AA bc if he doesn't get it, then NO heal, so its no longer such a free heal. Both the opponent and Trynd will have time to ramp up to the last AA.

W: look u can HAVE ur warcry, but u don't need the crits to make it work. NO FREE permanent STATS. If ur giving stats you need to make the champion WORK for it and it needs to be temporary, unless they are balanced around it being permanent, or the way the stat is applied. Also again here its doesn't feel Powerful, it just feels like a cheap effect. Power needs to be built up and applied in short bursts. I'd design his Warcry like Warwicks

FIRST CAST: Trynd reduces his movemend speed enduring the damage received and increasing the Fury generated by losing health by X% for 2.5 seconds. After 1.25 second reduced by the current % of Fury, Deafening-Rage can be re-activated, and automatically does so after 2.5 seconds.

SECOND CAST: Trynd unleashes a howl in a cone in the target direction, ending the bonus Fury Generation in the process, and causes all Trynd to gain bonus damage against effected enemies for the next 4 seconds. Targets who have their backs turned to him are also slowed for the duration.

Honestly id move the bonus damage from Q to W, but if not a Cripple probably feels a bit more fair of an effect to deal with instead of giving him free damage reduction. This also means he has to be more careful about aiming this ability to gain the bonus AD and the slow since its not Point Blank AoE anymore. But can u see how this feels more powerful, it gives the feeling of Trynd getting SO mad he barely knows what to do he's SO mad with his rage that he holds it in for a bit and then just explodes out in a roar, and the effect is stronger bc the delay for the recast is connected to his Fury so at 100% Fury theres NO delay. So u have this dynamic between Q and W where both want to be used at 100%, but if u used Q first the W won't get a shorter cast time.

E: im not saying u have to get rid of the dash here at all, im just saying that effect SUCKS to deal with. It can remain a simple dash thats all it needs to be really, if u want a specially effect he can spin at the END of the dash like Kayn, but it doesn't really need anything here.

i agree with ur decision on the Ult, but here take a look at Greystone pls https://www.youtube.com/watch?v=_WdrwhcOZg8

I say Facts1 votes

I don't mind reworking the rework honestly, I am was giving ideas on he possibly could be played. I think this video can represent Tryndamere and how he can perfectly played in League, because Tyr represents Tryndamere, they are both Vikings https://www.youtube.com/watch?v=Z_fnlZOFaxY

If I would give another concept to Tryndamere based on reading more about Tyr since they are both very related in terms of 1 handed, Greatsword, Viking and leader Here are the ideas I am thinking that may work better on another GU for Tryndamere

  1. Stances, switching between defense and offense as one of the abilities Offense: More Ad Defense: More Armor and Magic Resist

  2. Another ability is a dash Offense stance: Dashes forward, heavy damage + % target's Hp bonus damage Defense stance: Dashes forward, medium damage + knocking the enemies on his sight away

  3. Another ability could be a greatsword smash in a cone in front of him Offense Stance: Heavy damage, penetration Defense Stance: Medium damage + restoring health

  4. Ultimate could also be responsible for the stance he is on Defense Stance: Undying for a duration of time Offense Stance: Tryndamree leaps against the target and executing the greatsword on top of them upon landing. Dealing a true damage scales with Ad

Passive could be something related executing the champions will increase his fury, and his fury responsible for the damage he deals overall.

I believe such gameplay could actually perfectly match him and it wouldn't be so broken The more interesting part is that he will be either played as a defense warrior, who would survive the fight for a while by building defensive stats like Olaf, or an offense skirmisher who would use his Greatsword to execute pretty hard when building Ad Such concept will provide him 2 gameplays, and I think that's the most interesting theme for you to play

I say Facts1 votes

Edit: I edited his abilities

Passive remained same, but added more details to keep it more clarified Q no longer provides attack speed, and instead of next 5 hits, only 3 hits. W no longer provides critical strike chance passively, but instead it is providing him critical damage now, which will keep his theme of a critical master. E: Intimidate's effect changed from a stackable reduced damage upon autoing the enemy to stunning the intimidated target for 1 when using his auto after they are intimidated.

R: Changed the passive from health regan to a thematic ultimate, upon his blood fury reaches 100% (before he dies) he will refuse to die for 1 second, but no matter if he survives or not, he will die right after the effect ends. The undying duration increases on how many enemy champions near him, up to 5 seconds

Now there is no way to call him that BROKEN, he is very fair with these changes, yet very strong in late game if built Infinity Edge, Death Dancer and other fighter items.

FlameHalbrdOkido1 votes

You need to clarify that the passive is explaining his resource, like the word "resource" should be in there so people understand or just SAY what his resource is somewhere at the beginning of the kit.

You STILL have the Flee in the Q despite me suggesting he has no use for it and it would SUCK to play against. AT LEAST tell me why u want to keep it, give a reason pls.

Look idk if any other champions have free inherent gain, but it isn't healthy and it will NEVER be healthy. IDC about keeping him the "crit master" when Crit is an inherently DUMB Stat, and Riot themselves have stated they have an issue with it, I can near GUARENTTEE you that when they rework Trynd Crit won't be in hit kit at ALL unless he buys an item, unless it gets HEAVILY gated and u can be SURE if it is in his kit in ANY way it won't be as a permanent passive it would be temporary. Either change W with gate mechanism and temporary buff in mind, or OMIT IT. he shouldn't have that passive, like seriously any time they even SOFT give someone bonus crit chance like Yasuo or Senna who MIND u are gated behind building items or FARMING it, they REDUCE/GATE the damage total damage and their Crits deal reduced damage so it feels more fair.

again ur still REALLY missing it when it comes to design bc Q and W work TOO well together

This kit is still full of stat checks, and NO skill used PLS go back to the drawing board, ur previous Q was, fine, I suggested a decent W for u to riff on, i suggested E was fine if u simplified it,

Again with E, he doesn't need CC, if u look at other Skirmishers you see that they either have very little if ANY CC, especially HARD CC at all and if they do its gated in some way or has a delay.

Like heres an idea, what if W 's recast could cleanse CC? wouldn't that be cool? neat lil skill check instead of stat-check? This way you can still have a cool interaction where R can be cast through CC if u cast W at the right time. Its like his rage blasted the CC off of him!

R: i like that the undying effect is gated behind reaching 100% Fury, I also think its fair that if he's still at 1 health that he dies when the effect ends. However u gave him free stats again in the ult, YES they are temporary but its still free stats that does't feel fair additionally the undying effect was always strong enough on its own it doesn't need the bonus stats.

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