[Tryndamere Rework] The Edge of the Freljord

Critkeeper·7/10/2017, 12:46:02 PM·10 votes·798 views

#Passive:

MASSIVE BLADE Attack speed cannot be improved except growth by level-up. Attack speed cannot be reduced. Tryndamere cannot cancel his basic attack windup. Attacks cannot be interrupted except by stasis and death. (Tryndamere still can't issue attacks while stunned) Tryndamere's attacks deal their damage in a linear area of effect where the blade strikes the ground. (400 by 125) Tryndamere's attacks only deal damage to targets within the area of effect when the blade lands and on hit and on attack effects are applied to the enemy nearest to Tryndamere within the area of effect.

FEROCITY Tryndamere gains one stack of ferocity when he kills a unit or damages an enemy champion with a basic attack. Tryndamere can have a maximum of 4 ferocity and all ferocity is lost after being out of combat for 7 seconds. Tryndamere gains 1% - 18% (based on level) (+ 1% per 10% bonus attack speed) (+ 2% per 10% critical strike chance) AD as bonus attack damage, per ferocity.

#Q: Bloodlust Cost: 1 Ferocity Cooldown: 6 Portion: 40% / 45% / 50% / 55 % / 60% Passive: Tryndamere consumes half of any shields on him each second, converting it into health. Active: Tryndamere consumes 1 ferocity to gain a shield for portion of his missing health that lasts 4 seconds.

#W: Mocking Shout Cost: 1 Ferocity Cooldown: 6 Width: 70 degrees Range: 300 / 400 / 500 / 600 / 700 Active: Tryndamere consumes 1 ferocity to release a mighty shout, knocking airborne enemy projectiles out of the air.

#E: Spinning Slash Cost: 1 Ferocity Cooldown: 6 Target Range: 660 Armor Reduction: 15% / 20% / 25% / 30% / 35% Tryndamere consumes 1 ferocity to dash to a target location, shredding the armor of any enemies in his path for 4 seconds.

#R: Undying Rage Cooldown: 110 / 100 / 90 Minimum Health: 30 / 50 / 70 Tryndamere's basic abilities have no cost and he becomes immune to death while he has at least one ferocity. While immune to death, his health cannot fall below a certain amount. Undying Rage can be used even when affected by crowd control. Until Tryndamere reaches 0 ferocity, he loses 1 ferocity per second. During undying rage, Tryndamere can only generate ferocity from striking or killing enemy champions.

19 Comments

Azure Dancer7/10/2017, 12:48:08 PM7 votes

Wouldnt that make him clunky and counter intuitive as hell to play as?

SzGamer2277/10/2017, 6:19:48 PM5 votes

I'd like to see a Tryndamere rework based around the Massive Blade passive. The rest is up for grabs, just capitalize on the "gigantic fucking blade" aspect of his character and I'll be happy.

KuroCaliber7/10/2017, 1:10:49 PM3 votes

You might want to rethink that name

Legacy Hydralpha7/10/2017, 6:14:00 PM3 votes

I love the idea for his auto attacks, fits more with his massive sword. Only issues I have are with Q and ultimate. The new ultimate is definitely better than the old one, but I personally don't like the idea of a champion being unable to die for an indefinite amount of time. That's just me, though.

Bob the Toastr7/10/2017, 4:37:00 PM2 votes

My main problem is with his W:

  1. That would probably be buggy af for a long time
  2. I don't get how that's a 'mocking shout' thematically. The current one makes perfect sense. Mocks them to reduce their damage and slows them if their back is turned because he's calling them a coward. Not sure how knocking projectiles out of the air is 'mocking' or a 'shout'.
Rockman7/10/2017, 4:26:55 PM2 votes

Critkeeper why tho

W's cool down is too low

And you've turned him into a tank

Arakadia7/10/2017, 6:40:30 PM2 votes

While cool I don't see how this fixes many of his problems. He's still going to spin up to you and right click you to death. Except this time he can block your CC too.

AmetDeCrypt7/10/2017, 2:42:54 PM1 votes

IIIIIIIII LIKE IT

Naching7/10/2017, 1:13:54 PM1 votes

Interesting dude! But since Kayn is the new Tryndamere rework.

Original Trynda will be in the jail long time, they need Kayn fresh money.

Rayjay Redfang7/10/2017, 8:54:19 PM1 votes

I like the W a lot, maybe if it also bounces projectiles too.

This is my own preference really, but I'd rather have his Q being a upwards slash that knocks up the enemy. It is the motion you can see in the Twist of Fate animation when he is fighting Garen. Also, for the E , I'd think it would be better if it was no longer being a skillshot, and instead to spin in the direction of the mouse.

Forhonor3217/10/2017, 7:43:29 PM1 votes

My Critique:

  • Massive Blade passive I like. It feels like it fits far better with the whole giant blade theme with Tryndamere and removes the horrid RNG passive crit passive which I hate.
  • Ferocity I guess is a bit better since it relies on last hitting or being in combat with champs but gaining 72% bonus AD alone, not counting any of the attack speed bonus, feels a bit much for anyone, even if Tryndamere isn't gaining a whole lot of attack speed but that's just my opinion. -Bloodlust: why was it changed to this? Any shield that's applied to him is just converted into health and he also shield himself for a portion based on his missing health? On a new champ this might work but for Tryndamere this just feels out of place. -W just feels like a Yasuo Windwall with the "knock projectiles out of air". Yeah it's basically Yasuo's windwall. Also, what exactly counts as an airborne projectile? Do things like Vel'koz's W not count since it's on the ground?
  • E just feel like the same as it did before, except now, at least from how it's written currently, it does no damage, has a far shorter cooldown than it does now (6 FUCKING SECONDS) which would make him almost completely mobile for the entire game if he got CDR, and also reduces armor. How is this any better than before?
  • Ult is... where do I begin? It doesn't feel better at all for me. One if you ult when you have 0 ferocity, it doesn't give you any and so you just die, completely wasting it. Two, if you are in combat with an enemy champ, you're pretty much going to gain continuous ferocity and never die whatsoever! And considering my last comment on how low the E Cooldown is, you could basically spin to another minion wave, kill all those minions or find another champ to hit and keep this undying effect going for far longer than it goes now or even in the past.

Overall it comes down to: slightly better passive, gameplay and theme-wise, much odder Q and W, worse E and Ult. But my biggest issue with all of this, no with everyone's take on a rework Tryndamere idea, is that you keep too much of the same old kit. You keep the Bloodlust, the shout, the spin and ult. It never feels like you try something risky and post something completely new or different that really changes up the champ like any of the major VGU, like Galio, Sion or upcoming Urgot. It feels like everyone wants to keep their champ the exact same as they were, which is understandable to people who play/main them, but when I champion is binary, outdated, or is problematic, sometimes you need to make drastic changes and go a completely different route.

TimX24968B7/10/2017, 8:32:32 PM1 votes

sounds interesting minus the attack speed limit. I feel like that aoe type thing would be better on a toggle on his W or something of the like. it could reduce fury while it was toggled on, though.

Gushis7/10/2017, 3:41:10 PM1 votes

Passive definitely looks fun and interesting, very cool(and i don't say this often). The rest is... meh