
Build
Starter Items



Full Build











Summoner Spells


Ability Order
Max: Q ▸ E▸ W





Runes
Runes
x9Greater Mark of Attack Speed
x9Greater Seal of Armor
x9Greater Glyph of Scaling Magic Resist
x3Greater Quintessence of Movement Speed
Masteries

Overview
Changes For Classic
- Better AP scaling
How to Play
Tryndamere wants to build Fury while clearing jungle camps, increasing his Critical Strike Chance and helping him clear more quickly. Use your Q to recover health between camps, allowing you to stay healthy without recalling too often.
When ganking, use your W to slow enemies who are facing away before closing the gap with E. Try to avoid wasting your spin too early, as you may need it to follow an enemy’s escape. Once you reach level 6, your ultimate allows you to commit to dangerous fights, tower dive and survive damage that would normally kill you.
Runes Explained
For our runes, we take Attack Speed Marks to speed up
Tryndamere's jungle clear and help him build Fury more quickly. Armor Seals reduce the physical damage taken from jungle monsters, keeping him healthier during the early game.
Scaling Magic Resist Glyphs provide protection against magic damage as the game progresses, while Movement Speed Quintessences help
Tryndamere move between camps faster and reach enemies more easily when ganking.
Masteries Explained
For
Tryndamere's masteries, we put 21 points into the Offense tree and 9 points into the Defense tree. The Offense tree provides additional Attack Speed, Armor Penetration and increased damage, improving his clear speed and making his ganks more threatening.
The remaining points go into the Defense tree to strengthen Smite and reduce the damage
Tryndamere takes from jungle monsters. This gives him a healthier early clear and allows him to spend more time farming or looking for ganks before recalling.