- Quick Guide
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- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quint of Movement Speed x3
Greater Mark of Attack Speed x9
Greater Seal of Armor x9
Greater Glyph of Scaling Magic Resist x5
Greater Glyph of Magic Resist x4
Movement speed quints are highly valuable on tryndamere as they help prevent him from being kited hard in the early ganking stage. He is also able to cover more distance and close gaps more effectively. For marks I take attack speed as it is solid for clearing the jungle, armor pen helps cut through tanks and some armor of the jungle creeps. Armor seals allow for less damage to be taken. The magic resist per level will ensure that i am not easily bursted by casters toward the mid game team fights. However like all melee carries almost any offensive runes will help you out tremendously.
Alternative Rune Builds:
- Physical attack Quints - These will allow you to deal a bit more damage but i find them inferior to movement speed quints as movement speed quints will often allow for at least one more auto attack, which 6 damage cannot make up for.
- Flat magic resist glyphs - These will allow you to take less damage early but your mid game will not be as strong vs magic damage.
- Armor pen quints - Same as physical except these will scale way better once you build some offensive stats. However I find movement speed quints to be more of value as I do take some armor pen marks.
Again any sort of physical damage dealer based rune page will be effective on Tryndamere. I choose these as my preferred because I have the most success using them.
For masteries as Tryndamere I get 21 in offensive based tree so that I can deal as much damage as possible when i come to gank. With the removal of movement speed off the defensive tree I do not find it as useful. The critical strike based masteries will help Tryndamere be that much stronger. The offensive tree is overall better for Tryndamere as the only defense he really needs is his ultimate ability. There is not much else to say. I take 9 in defense for it enables him to have a much safer early game. Tryndamere also has a pretty high base health so it scales decently.
Often times you should not need to go another kind of mastery page build. I suppose you can get away with 9/21 if you need to be tankier in the early game. It also is good if you feel the extra damage is not needed.
Must for all junglers who would like to have an easier clear time. It also ensure that you can secure jungle buffs/dragon and baron. It is important that you take smite whenever you would like to jungle. Smite also keeps Tryndamere alive when clearing the jungle. As if you cannot balance health pots vs Bloodlust or do not get enough crits, jungling can be trouble some.
Ghost is your anti kite spell. Since spinning slash can go over walls it acts as your flash. Ghost will grant you the needed movement speed in a pinch. It is also up more often than flash therefore giving you an edge over your opponents if they choose to have flash. Keep in mind that you should activate ghost before the last second as you will want to use all 10 seconds of it.
Exhaust is an okay choice but i feel that it isn't as effective as ghost for Tryndamere already has a slow. However if you need extra dueling potential exhaust is your go to spell. It also will help ensure ganks. Again since the duration is low, i feel it is inferior to the ghost summoner spell.
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