Tryndamere

Tryndamere

the Barbarian King

JungleBaron(Top)Difficulty
Win
50.0%0.4
Pick
2.3%
Ban
25.0%
Tryndamere
All stats
HP
690(+128)
HP Regen(5s)
7.5(+0.81)
MP
100
MP Regen(5s)
0
Damage
54(+5.5)
Attack Speed
0.82(+2.2%)
Armor
46(+3.9)
Magic Resistance
38(+2)
Attack Range
175
Movement Speed
355

growth per level

Combos · Tryndamere

Basic Poke & Trade

Basic

When Short trade in lane. Dash in with E, deal damage with basic attacks, and critical strikes shave E's cooldown for a quick reset

  1. Dash in
  2. AutoBasic attack
  3. AutoCritical strike reset
  4. Attack damage reduction, slow
  5. AutoBasic attack

Tip Tryndamere has no animation cancel — just chain basic attacks as attack speed ramps. Use critical strikes to reset E for a re-engage or escape.

All-In Burst

Intermediate

When Committing to an extended basic-attack trade while W reduces the target's damage

  1. Dash in
  2. AutoBuild Fury
  3. Attack damage reduction
  4. AutoBasic attack
  5. AutoEmpowered basic attack
  6. Heal

Tip Q heals more when Tryndamere has stored more Fury. Build Fury through basic attacks and save Q for the point where its healing is needed instead of consuming the resource early.

Undying Rage All-In

Advanced

When Diving during R's 5 seconds of death immunity, then spending its 50 Fury on the finishing Q heal

  1. Dive in
  2. Immortal
  3. AutoBasic attack burst
  4. Attack damage reduction, slow
  5. AutoBasic attack
  6. Late heal

Tip R can be cast while crowd-controlled, so activate it before lethal damage to remain unkillable for 5 seconds. Q consumes all remaining Fury to heal, so use it near the end of R, but secure an exit instead of assuming that heal will return Tryndamere to full health.

Flash Ambush + E Chase

Advanced

When Flash onto a target out of E range, lock them with W, and keep E in reserve to chase or reposition if they flee

  1. FlashFlash in
  2. AutoBasic attack
  3. Slow, attack damage reduction
  4. AutoBasic attack
  5. Chase
  6. AutoFinisher

Tip After flashing into range, keep E available for the target's escape instead of using it immediately. Critical strikes reduce E's cooldown, allowing another dash later in the chase.