Tryndamere rework idea Ver. 6

Why Tryndamere··5 votes·1,110 views

The only thing i change form my last rework idea is the passive, but not by much. This would help him more be of a split pusher or jungler.

Tell me what you guys think and if I should change any numbers.

Abilities:

Battle Fury

FURY: Tryndamere gains 5 Fury each time he lands a basic attack or takes physical damage, increased to 10 Fury on critical strikes or when he takes spell damage, and 10 Fury each time he kills an enemy. After not dealing or receiving damage for 8 seconds, Tryndamere loses 5 Fury per second. The maximum amount of Fury he can have is 100.

BATTLE FURY: Tryndamere maximum Fury is increase by Crit chance and auto attacks deal bonus 0.6 physical damage for each point of Fury he currently has and when he crit instead of dealing double damage he instead makes his target bleed for 10% of maximum health. The bleed will refresh on the target if he Crit on them again.

Ability Detail:

The bonus damage does not apply with life steal. IE will increase the bleed to 15% of maximum health. The maximum amount of Fury he can have is 200 so they highest amount of bonus damage he can deal is 120. Bonus damage deal half to minions and towers.

Blood Lust COST: 100% Current Fury COOLDOWN: 12

PASSIVE: Trynadmere permanently has bonus crit chance and gains additional crit chance per 1% health he is missing. ACTIVE: Tryndamere heals himself, increased for every point of Fury consumed.

Ability Detail:

BONUS CRIT CHANCE: 5% BONUS CRIT CHACNE PER HEALTH: 0.15/0.2/0.25/0.3/0.35%

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) ]

**War Cry ** COOLDOWN :15 RANGE: 850

ACTIVE: Tryndamere gains Bounus Movment speed which is increase for every point of Fury he currently has and nearby enemies who have their backs turned to him are slow for 4 seconds.

War Cry cooldown is decrease by 0.5 seconds every time he lands a critical strike.

Ability Detail: MINIMUM BONUS MOMENT SPEED: 10% BONUS MOMENT SPEED PER FURY: 0.075 / 0.1 /0.125 / 0.15 / 0.175% SLOW: 20 / 27.5 / 35 / 42.5 / 50%

Raging Strike COST: 50% Current Fury COOlDOWN: 10/9/8/7/6

ACTIVE: Tryndamere next attack gains bonus range and causes him to dash to his target. The damage is based on how much fury was spent.

Ability Detail:

BONUS RANGE GAIN : 125 MINIMUM BONUS PHYSICAL DAMAGE: 10 / 25 / 40 / 55 / 70 BONUS PHYSICAL DAMAGE PER FURY: 1 / 1.25 / 1.5 / 1.75 / 2

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 1. Undying Rage can be used even when affected by crowd control.

If Tryndamere is below 3% maximum health when Undying Rage ends, he heals to that amount.

Ability Detail:

FURY GAINED: 50 / 75 / 100

11 Comments

Photos of Ghosts1 votes

Question: in the passive, are you mixing up physical/magic and autoattack/spell, or are you really intending what you say? Are you saying his passive doesn't do anything regarding magic damage at all, and favors him against physical damage casters over autoattackers?

Why Tryndamere1 votes

[{quoted}](name=Photos of Ghosts,realm=EUW,application-id=A8FQeEA8,discussion-id=i5KKqIAi,comment-id=0000,timestamp=2016-04-13T16:53:44.779+0000)

Question: in the passive, are you mixing up physical/magic and autoattack/spell, or are you really intending what you say? Are you saying his passive doesn't do anything regarding magic damage at all, and favors him against physical damage casters over autoattackers?

It just physical damage. So the enemy has to build armor.

Photos of Ghosts1 votes

Then you messed a word: "taken" instead of "dealt :D

Why Tryndamere X1 votes

Oh you mean when gains fury. Spell damage mean ability it doesn't matter what type of damage it's. When hit wth a ability like zed Q or Vegiar Q he gain 10 fury. Taking auto attacks deal 5 fury.

Never thought of damage over times abilities like bleed or sun fire. Maybe he gain 1 fury for stuff like that.

Tamur1 votes

I believe Tryndamere's problem is he has too much utility.

In this he has too much crit chance.

Passive - Undying Rage Static COOLDOWN: 110 / 100 / 90/ 80 (levels 1 / 6 / 11 / 16)

Tryndamere gains 5 Fury each time he lands a basic attack or takes physical damage, increased to 10 Fury on critical strikes or when he takes spell damage, and 10 Fury each time he kills an enemy. After not dealing or receiving damage for 8 seconds, Tryndamere loses 5 Fury per second. The maximum amount of Fury he can have is 100

Tryndamere instantly gains Fury and becomes immune to death for 5 seconds, during which his health cannot fall below 1. Undying Rage can be used even when affected by crowd control.

If Tryndamere is below 3% maximum health when Undying Rage ends, he heals to that amount.

Undying Rage cooldown is decrease by 0.5 seconds every time he lands a critical strike

Ability Detail:

FURY GAINED: 25/ 50 / 75 / 100

Q- Blood Lust

Passive - Trynadmere permanently has bonus crit chance and gains additional crit chance per 1% health he is missing.

Active: Tryndamere consumes his Fury, restoring 30/40/50/60/70 (+30% Ability Power) Health, plus 0.5/0.95/1.4/1.85/2.3 (+120% Ability Power) Health per Fury consumed.

W - remains the same

E - Rage Blade 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. Cost: Consumes all rage Cooldown: 10

Ult 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.

Why Tryndamere1 votes

{quoted}

I believe Tryndamere's problem is he has too much utility.

In this he has too much crit chance.

please don't post your own rework as a comment and with my rework idea having crit chance help him more with his ability then with his autos.

Tamur1 votes

Tryndamere should be more about his Autos than ability.

His critical chance gain is one of the reasons why he was banned so much. Adding more is insane.

I apologize if suggesting an alternate perspective of Tryndamere's rework bothers you.

Why Tryndamere1 votes

{quoted}

Tryndamere should be more about his Autos than ability.

His critical chance gain is one of the reasons why he was banned so much. Adding more is insane.

I apologize if suggesting an alternate perspective of Tryndamere's rework bothers you.

trynd relying crit is stupid and the crt chance is all about luck even at 60% they don't always hit. You have to buy crit runes just to have a better chance of playing him, which isn't right. The passive i gave still makes him be about auto attack with has more constant damage and make him a better spilt pusher cause he deal his bonus damage to towers. I decided to make his crit strike make his target bleed instead of dealing double damage cause i thought that would be to much damage and it would help kill champion who barley got away with little health.

With this rework i gave him i made it that his auto attack don't rely a chance to crit but instead crit chance help him deal more damage in general and giving him more fury to spend on his abilities.

also nothing wrong posting your own rework idea, but i rather you post your own board and just send a link to it.

Tamur1 votes

Is the 60% crit chance just from his passive?

Why clutter the boards with reworks when you can have a discussion based on peoples ideas for the same champion?

Why Tryndamere1 votes

{quoted}

Is the 60% crit chance just from his passive?

Why clutter the boards with reworks when you can have a discussion based on peoples ideas for the same champion?

60% crit was just an example had nothing to with his current passive.... I keep posting new idea cause cause who really going to read a post i made a month ago and they are not really the same reworks.

Tamur1 votes

I use this form to create champions having someone look at a post from a year ago and comment is more important than making a new post about the same subject because it shows your dedication to the subject.

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