Tryndamere -- A Rework Concept
So Tryndamere is kind of a weird champion that shares the same gameplay space as someone like Master Yi, which means if either of these two are viable then only the better one will get played.
Besides for melee damage dealer, I may not be 100% certain of where to place Tryndamere as (which is where feedback will help), but I do want to move him away from being a bland basic attacker and create a more unique flair into him, like emphasize better him being a barbarian king from the Freljord with a big sword, you know the sharp metal kind and there is nothing else to discuss here on that subject.
Basic Attack Range: 175 units Movement: 350 units per second
Undying Fury (Passive): Static Cooldown: 300/250/200/150 seconds @levels 1/6/11/16 When Tryndamere reaches 5% of his maximum health he refuses to die becoming immune to taking damage for the next 4 seconds.
Tryndamere uses Fury as his resource with his attacks against non-champions granting 5 Fury and 25 Fury against enemy champions, large monsters, and epic monsters, up to a maximum of 100 Fury. Minion executes grant 5 Fury.
Tryndamere's basic attacks deal 60% damage to champions instead of 100%.
Bloodlust (Q): Cooldown: 4/3.5/3/2.5/2 seconds; Cost: 25 Fury; Range: 350 units Tryndamere slams his sword down in the target direction to deal (+140/145/150/155/160%AD) physical damage to every enemy struck and healing himself for 4/8/12/16/20(+5%AP) to 16/32/48/64/80(+20%AP) health for every enemy struck based on Tryndamere's missing health, doubled against enemy champions and epic monsters.
Bloodlust can critically strike.
Mocking Shout (W): Cooldown: 16/14.5/13/11.5/10 seconds; Cost: 50 Fury; Range: 750 units Tryndamere does the chicken dance to mock his opponents, if enemies were looking at Tryndamere then they enter into berserk for 1.75 seconds forcing them to attack the closest nearby enemy with 10/15/20/25/30% reduced attack damage. If enemies were facing away from Tryndamere then they are slowed by 40/45/50/55/60% for 3.5 seconds.
Spinning Slash (E): Cooldown: 30/27.5/25/22.5/20 seconds; Cost: 0 - 100 Fury; Range: 700 units Tryndamere spins his sword around to dash in the target direction dealing 80/105/130/155/180(+100%AP)(+120%Bonus AD) physical damage to every enemy he passes through.
Every 1% of Fury consumed by Spinning Slash reduces the cooldown by 1%. Every enemy struck by Bloodlust reduces Spinning Slash's cooldown by 0.5 second and 4 seconds against enemy champions and epic monsters, these values are reduced with cooldown reduction.
Barbaric Reign (R): Cooldown: 130/120/110 seconds; Cost: 0 - 100 Fury Passive: Tryndamere hitting an enemy champion with Bloodlust afflicted with a chilling slow from any source reduces Barbaric Reign's cooldown by 1/1.5/2 seconds.
Active: Tryndemere shows his kingly might by enhancing his Bloodlust for the next 3/3.5/4 seconds, increasing this duration by 1% per 1% of Fury that Barbaric Reign consumed. During this time Bloodlust does not consume Fury, its cooldown is halved, and it applies a chilling slow to struck enemies by 20/30/40% for 1.5 seconds.
If Bloodlust critically strikes the chilling slow is increased to 30/45/60% for 1.5 seconds.
These changes are both significant and very light at the same time, because what I wanted to do is have Tryndamere's damage based around a hard hitting strike from Bloodlust every so often rather than weaker attacks that scale off of attack speed to move him away from melee basic attacker and more into dude with a big sword that wants to rekt your face in. So to balance this so that there is not a powerful attack and spam-able ability alternating I reduced basic attack damage significantly against champions to focus more on a powerful spammy Q ability as Tryndamere's source of power.
The other big things I want to talk about is that I incorporated his Fury resource through-out all of his abilities including his ultimate, which I moved the old ultimate to his passive and toned back its power a little bit like a shorter duration and longer cooldown that cannot be reduced. Overall this should have Tryndamere feel like he has an unique resource that plays around his drive for action and wanting to fight the enemy and less of a resource-less champion, this in return can grant more power on his abilities like at 100 Fury consumed he can E twice back-to-back, and I made it for that Tryndamere is easier to catch out with improper use of Spinning Slash with a much higher cooldown making him much more reasonable to deal with. The other thing I did was I wanted to incorporate some kind of Freljord element to Tryndamere, which is really my new ultimate I gave him with the chilling slow and hitting champions with Bloodlust afflicted with chilling slow reduces its cooldown [so Sejuani, Ashe, Lissandra, Frozen Mallet, Rylai's Crystal Scepter, etc. all apply a chilling slow] allowing for unique comp synergy, similar to Yasuo and knock-ups.
Really wanted to place Tryndamere in a more unique realm away from being a melee basic attacker and more of a simpleton with a small brain and big sword that hits his targets REALLY HARD with it, which comes at a cost of trying to force less basic attack damage to balance out this new play pattern.