[Tryndamere Rework] The Edge of the Freljord

Critkeeper··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 votes

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

Critkeeper3 votes

[{quoted}](name=Azure Dancer,realm=EUNE,application-id=A8FQeEA8,discussion-id=xlTcJP4L,comment-id=0000,timestamp=2017-07-10T12:48:08.936+0000)

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

counter intuitive how?

Is it intuitive that a barbarian warlord who wields a sword so heavy he has to drag it behind him should auto attack 2.5 times a second and want to avoid all confrontation with the enemy team, with the optimal strategy being to always split push and to run at the first sign of a big fight?

SzGamer2275 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.

KuroCaliber3 votes

You might want to rethink that name

Tails90161 votes

E D G E

Legacy Hydralpha3 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.

Rockman2 votes

Critkeeper why tho

W's cool down is too low

And you've turned him into a tank

Bob the Toastr2 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'.
Critkeeper1 votes

[{quoted}](name=Bob the Toastr,realm=NA,application-id=A8FQeEA8,discussion-id=xlTcJP4L,comment-id=0006,timestamp=2017-07-10T16:37:00.509+0000)

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'.

It would be mocking because he's such a badass that all he has to do to knock your puny weapons out of the sky is yell at them. Bullets are like mosquitoes to the Tryndamere.

Bob the Toastr1 votes

If that's the idea, then maybe one idea I would suggest is to make him redirect all of the projectiles away from himself instead? Like all directed outwards from him?

Arakadia2 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.

Limrick1 votes

You can dodge his autos, and they're slow as shit though? And this has no crit RNG built in, which is the number 1 complaint about Tryn. And the ult requires you to hit enemy champs with your slow ass autos to get more time, so you can't ult to force down a tower/inhib/nexus. This rework may have problems of its own, but it definitely fixes a lot of the ones current Tryn has.

Naching1 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.

AmetDeCrypt1 votes

IIIIIIIII LIKE IT

Gushis1 votes

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

Forhonor3211 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.

Critkeeper2 votes

{quoted}

My Critique:

#Bloodlust The passive shield to health converter is there to increase Tryndamere's synergy with support from his team. Generally the pattern for melee carries has been to give them all the power they need to make an impact entirely within the scope of their own kit-- but this makes them extremely independent and almost always too oppressive in a 1v1.

Marksmen work so well because their effective range gives their allies a medium through which to support them, by keeping enemies within that range and off of the marksman. I figure the healthiest way to increase Tryndamere's effective power in team fights without just giving him all that power straight in his kit is to increase his synergy with "being supported"-- but being a melee champion means that is tricky. So thats why he converts a portion of any shield he receives into health.

#Mocking Shout Its kind of like Yasuo's windwall, but with a few differences. First off Windwall can zone an area from projectile attacks for a decent amount of time, whereas Tryndamere's shout only destroys existing projectiles. For instance, Tryndamere's shout would destroy one wave of miss fortune ult, but windwall could block the whole thing. Second, Mocking shout is a cone with fairly decent range at higher ranks, whereas Yasuo's windwall is a just a wall. Windwall has a fairly significant cooldown but costs nothing, whereas Tryndamere's Mocking shout has a short cooldown but costs a point of ferocity.

I'd like to point out that ferocity is a very precious resource to Tryndamere, because each of his basic abilities consumes a point of ferocity (except during his ult), and full ferocity at later stages of the game more than doubles (almost triples) his damage-- so to give up even a single point of ferocity is quite costly to him indeed. On top of that, he has no "easy" way to generate ferocity-- his only way of generating it is through his auto attack, which can be evaded. Its also precious in the sense that it gives him more downtime during his ultimate, so generally speaking Tryndamere will not want to spend ferocity on mocking shout unless the situation really calls for it.

#Spinning Slash Yes it doesn't do any damage, and yeah 6 seconds is short-- but consider the fact that he can't use it unless he has atleast one point of ferocity to spend. He can't continuously spin away from a fight if he's being pursued because eventually he will either run out of ferocity from spinning or he will have left combat for 7 seconds, which will exhaust all his ferocity.

#Undying Rage Not being able to ult at 0 fury is intended, as is being able to extend the immunity to death by continuously landing attacks. However, note that Tryndamere's attack speed growth ensures that he will have less than 1 attack per second until level 18, which means that as long as he only strikes one enemy champion his ferocity will not grow while undying rage is draining it. The lower his ferocity goes, the less damage he will deal (by leaps and bounds)

Basically this effectively ensures that if Tryndamere started undying rage with full ferocity he will remain immune to death until he has spent a total of 4 seconds not landing an attack. Keep in mind Tryndamere could very well issue an attack that doesn't connect because an enemy stepped out of the area of effect. Certain exceptional circumstances can buy him a few more extra seconds of downtime-- for instance, if he manages to hit more than one champion in a single attack or kills an enemy champion with an attack. I didn't mean for undying rage to be extended by him killing minions though, so I'll update that.

TimX24968B1 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.

Rayjay Redfang1 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.

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