The Tryndamere Rework – League of Legends



Tryndamere is inevitably getting a rework in League of Legends. Riot announced that they are going to be working on a …

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29 thoughts on “The Tryndamere Rework – League of Legends”

  1. Lots of comments on here don't seem to have a solid understanding on trynd and the state he is in currently.

    Trynd's strength right now is lethal tempo is very strong, and his ult is a natural counter to the damage creep the game has experienced.

    Trynd is no longer a late game monster, he is more of a snowball currently. If trynd leaves lane even, he is pretty much a waste of a champ.
    Desite being a snowball, trynd's lane is not just strong throughout. Trynd has exceptionally strong lvl 1 and 6 and a good chance at hitting lvl 2 first.
    Trynd's lane is simple but weird, he has bad trading, but a bad trade with trynd can be good with q sustain. and killing a passive trynd in lane is near impossible solo because of the q sustain. But his trading patterns are bad. His e damage is ok, but has to be used for all in or escape early, can't count on it for both before items. He essentially only has aa with the passive crit.

    If they rework trynd and remove the ult, most likely (assuming it isn't a god tier rework or something) lose all trynd players. The r is trynd identity.

    If you want to change r duration I think 4 sec early is the lowest you could go. Would allow some dives, but would drastically reduce his ability to do so. This is exceptionally harmful for trynd atm. because if even in lane, a tabi rush turns trynd sword into a noodle.

    I think the most toxic thing to feel when playing against trynd is passive crit. If this gets changed or removed trynd will need entire passive, q, w, (possibly e) rework. His power budget currently on passive crit, q sustain, and his ult, and late game e mobility.

    Too make a trynd lane feel better to play against a change to crit (maybe something like yone, yas passive) would be pretty decent, but would need something to amp his damage or give him more damage abilities, but like many people here, I agree adding more damaging abilities takes away the trynd identity of aa melee carry.

    Giving him amps or something like aa enhance ability would also reduce his need for as much sustain from q, also reducing the frustration at killing passive trynds in lane.

    I personally don't have a solid idea for a rework, but something that people seem to want is later scaling tryndamere, so we could give him something like a yone yas passive so more crit items give more damage on overstacked crit % but reduce crit damage. (keep in mind he would probably need something else in his passive like yone and yas have).
    His ult could have a 4/5/6 second scaling to promote points in r and weaken the immediately early dives.
    leaves questions for q, w, e. I think the w minigame on trynd is one of the funnest parts of his kit and very funny with the angry man calling people chicken and would like to keep some aspect of that. Maybe something that would apply stacks of slow when aa the back of someone, giving even more counterplay and instead of an ad reduction, maybe an amp for trynd, such as a ms or as amp.
    could keep the e relatively the same, but maybe apply something similar to the recent yi q change, the reduction per aa is reduced by haste.
    to make the sustain on q feel less frustrating against passive tryndameres, could change so instead of an active spam that heal, as his rage naturally reduces he will heal like a tahm grey health. So passive trynd can't spam q and heal, but trynd needs to back of to let his fury lower to regen making his lane less pressuring.
    I think q would need a new active that I would like to see as some aa enhances, simply because other champs can take towers at insane speeds compared to trynd with aa enhances, like garen, nasus, fio, yorick.

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  2. ur just talking about tryndamere nerfs what are you on about? early game is what tryndamere is for changing his passive and moving it to lvl 6 would be like making another kayle but forever melee and can't crit you'd be better off by just picking kayle at that point since you'd spike harder if you hit lvl 6 than a tryndamere that can only crit at lvl 6.

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  3. I like the idea of the crit passive move it gives so many free stats you don't have to even build full crit on him or the windshitters and that's why there so good they can do tons of damage with crit and also build defensive items ADCs cannot do that

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  4. I mean they can always add something along the lines of this to it "when tryndamere has at least "insert crit amount"….instead of increased crit it does extra dmg" or slow…or just make it do something else

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  5. Idk if this is a dumb idea but maybe his r stays up as long as he can Auto attack? Like if He doesnt Auto for 2 seconds (dunno how long that would make sense for) his r is gone, that way it would still be strong but you could easily use kiting or cc to get him out of his ult

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  6. I don't mind the effect of Tryndamere ult; I just hate that it's a "press button gain benefit" type ability, like a lot of other old abilities. He doesn't have to work for it and it's not even a tiny bit interactive. Mega boring in terms of gameplay design. Maybe adjust it so that it interacts with his Fury somehow? Make it so that its base duration is shorter but it can be extended? Make it more than just a panic button? Lots of good approaches with this one

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  7. Tryndamere rework idea:
    Passive: Rate of Fury gained unchanged, falloff may need increased. When Tryndamere is at 50+ Fury, he gains [based-on-level] attack damage. When he is at 100 Fury, his critical strike chance is doubled. His Fury bar will be white, yellow, or red to indicate his passive's current state.
    Q: Tryndamere heals a small amount, plus converting his Fury into health. If he has 50 Fury, the conversion is increased by 25%. If he has 100 Fury, the conversion is increased by an additional 50% (+75% total).
    W: Tryndamere slows all enemies within an 850-unit range (current W radius). Enemy units within 400 units take X (+Y% AP) magic damage, and Tryndamere gains 2 Fury per non-champion hit, and 10 per champion hit. Can be cast during Spinning Slash (E).
    E: Tryndamere dashes to the target location,deal damage to enemies in his path (unchanged). He gains 2 Fury for each enemy hit, 5 for champions. If he has 50+ Fury, this gain is doubled. While at 50+ Fury, attacks on-hit reduce the cooldown by .5 seconds. At 100 Fury, critical strikes reduce the cooldown by an additional .5 second (1s total).
    R: Tryndamere gains full Fury, increased by 0/50/100 maximum fury for the duration. Tryndamere cannot die while he has fury, and loses 50 Fury every second.

    I made this in a similar fashion to Renekton, but only his Q and R consume Fury. I figure there's a lot of number tweaking to do, from base values to AD (and AP) scaling, but it does address a few things:

    His passive no longer gives him free crit level 1; he now only gets that crit at 100 Fury and having crit itemization. He can gain 100% crit at 4 cloaks (2400 gold), but at that point, he's probably missing out on attack speed, AD (maybe AP), lifesteal, etc.

    Q Healing is likely stronger at max fury than current, to try and supplement his loss of crits at early levels, but probably about the same strength at 50-99 Fury. Not too much to say here.

    His W was to give him more ways to gain Fury since he needs to get to get to 100 for the full impact of his kit, as well as to sustain his ultimate for a longer amount of time, but also another source of magic damage so fogged can have more AP Tryndamere fun.

    His E is pretty much the same, but some bonus applied for having high or full Fury.

    His R I tried to give a twist, also to promote leveling his ultimate at level 11 and 16 (as the current rank 2 and 3 provide minimal benefit). At level 6 it lasts 2 seconds, but can be extended to 3-4 seconds using his W, E, and attacks. At level it will last at least 4 seconds, and with Navori Quickblades, it may be possible with crits, W, and E to keep it up indefinitely. This addresses the problem that many many feel it lasts too long early, but a capable Tryndamere will keep it up longer in the late game.

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