Tryndamere

The Barbarian King

How this differs from the live game

  • We were too scared of his rage to change him

Build

Top lane
Summoners
FlashIgnite
Start475g
Doran's BladeYellow Trinket
Core9,300g
Youmuu's Ghostblade1Infinity Edge2Phantom Dancer3
Full build15,700g
Berserker's GreavesYoumuu's GhostbladeInfinity EdgePhantom DancerThe BloodthirsterLast Whisper
Situational
Mercurial ScimitarGuardian AngelBlade of The Ruined KingNinja TabiMercury's Treads

Runes and masteries

Runes
  • x9Mark of Attack DamageMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Attack DamageQuint
  • Attack Damage +15.75
  • Armor +9.00
  • Magic Resist +12.60

Flat AD marks and quints sharpen last-hitting and trades, and they directly increase Spinning Slash damage because E has a 50% AD ratio. Armor seals and MR glyphs are the stable top-lane defensive page; swap glyphs to scaling MR only into harmless AP pressure.

Rune page

Top lane

Statistics

  • Attack Damage+15.75
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 9 / 0
Offense21
1/1
4/4
0/4
0/2
4/4
0/4
0/1
3/3
1/1
0/1
2/2
2/2
0/3
0/1
1/1
2/3
0/4
1/1
Defense9
0/1
0/3
4/4
0/2
3/3
1/3
0/1
0/2
0/2
1/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is 21/9/0: deep offense for crit, armor penetration, attack speed, and execute damage, with 9 defense for lane durability. Frenzy and Lethality are especially valuable because Tryndamere's passive makes crits part of his normal trading pattern.

Skill order

ultimate at 6, 11 and 16

Battle Fury

BloodlustQ
Mocking ShoutW
Spinning SlashE
Undying RageR
  • Bloodlust (Q) takes points at levels 1, 3, 5, 7, 9.
  • Mocking Shout (W) takes points at levels 4, 14, 15, 17, 18.
  • Spinning Slash (E) takes points at levels 2, 8, 10, 12, 13.
  • Undying Rage (R) takes points at levels 6, 11, 16.

Max Q first for lane sustain and AD from Bloodlust, then E for lower-cooldown waveclear and sticking power, with one early W point for trades and chase setups. Take R at 6, 11, and 16 as usual.

Alternative — Max E before Q only in lanes where you cannot safely auto-trade and need to farm or disengage with Spinning Slash repeatedly.

Why these items

Openingsall within the 475 starting gold

  • Doran's BladeYellow Trinket

    Doran's Blade startDefault into lanes where you can contest the wave and trade autos; the AD, health, and on-hit sustain all matter immediately.

  • Cloth ArmorHealth Potion5Yellow Trinket

    Cloth Armor sustain startUse into heavy physical poke or bruisers that can punish level 1-3, where five potions get you to your first buy safely.

  • Long SwordHealth Potion2Yellow Trinket

    Long Sword pressure startUse when you want an earlier damage component and expect a lane you can control without Doran's extra health.

Corein buy order

  • 1

    Youmuu's Ghostblade2,700gYoumuu's Ghostblade gives Season 3 Tryndamere the burst window he wants: AD, crit, armor penetration, cooldown reduction, and an active for chasing.

  • 2

    Infinity Edge3,800gInfinity Edge is the main damage spike, turning Tryndamere's passive crit chance into lethal auto attacks.

  • 3

    Phantom Dancer2,800gPhantom Dancer supplies the attack speed, crit chance, movement speed, and unit-walking needed to keep hitting targets in side-lane duels.

Situationalonly when the game asks for it

  • Mercurial Scimitar3,700gBuy Mercurial Scimitar when suppression, Exhaust, or one crucial stun prevents you from using Undying Rage or finishing a carry.

  • Guardian Angel2,750gBuy Guardian Angel when you are the main split-push threat and need a second life to force Baron pressure or end through a side lane.

  • Blade of The Ruined King3,200gBuy Blade of The Ruined King into high-health bruisers or tanks when you need lifesteal, attack speed, and an active slow for dueling.

  • Ninja Tabi1,000gUse Ninja Tabi instead of Berserker's Greaves against double physical lanes or auto-attack-heavy enemy comps.

  • Mercury's Treads1,200gUse Mercury's Treads when crowd control and magic damage are more dangerous than losing Berserker's attack speed.

Build

Jungle
Summoners
SmiteGhost
Start475g
Hunter's MacheteHealth Potion5Yellow Trinket
Core9,500g
Wriggle's Lantern1Berserker's Greaves2Infinity Edge3Phantom Dancer4
Full build15,450g
Wriggle's LanternBerserker's GreavesInfinity EdgePhantom DancerThe BloodthirsterGuardian Angel
Situational
Mercury's TreadsNinja TabiBlade of The Ruined KingMercurial ScimitarLast Whisper

Runes and masteries

Runes
  • x9Mark of Attack SpeedMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Attack SpeedQuint
  • Attack Speed +28.80%
  • Armor +9.00
  • Magic Resist +12.60

Attack speed marks and quints speed up the first clear and add more Fury/crit rolls; E's damage scales with AD, not AP, so no AP marks are taken for Spinning Slash. Armor seals are mandatory jungle mitigation, with flat MR glyphs for early skirmishes and lanes collapsing on you.

Rune page

Jungle

Statistics

  • Attack Speed+28.80%
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 9 / 0
Offense21
0/1
4/4
0/4
2/2
4/4
0/4
0/1
3/3
1/1
0/1
2/2
2/2
0/3
0/1
1/1
1/3
0/4
1/1
Defense9
1/1
0/3
4/4
2/2
0/3
0/3
1/1
0/2
0/2
1/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

Standard 21/9/0 physical carry jungle page: Offense gives attack speed, armor penetration, crit damage, and execute damage. Defense uses full Durability before Veteran's Scars, plus Tough Skin and Bladed Armor for the first clear.

Skill order

ultimate at 6, 11 and 16

Battle Fury

BloodlustQ
Mocking ShoutW
Spinning SlashE
Undying RageR
  • Bloodlust (Q) takes points at levels 2, 4, 5, 7, 9.
  • Mocking Shout (W) takes points at levels 3, 14, 15, 17, 18.
  • Spinning Slash (E) takes points at levels 1, 8, 10, 12, 13.
  • Undying Rage (R) takes points at levels 6, 11, 16.

Start E for camp damage and mobility, take Q second for sustain, then W for ganks. Max Q first for sustain and AD value, E second for clear and chase damage, W last.

Why these items

Openingsall within the 475 starting gold

  • Hunter's MacheteHealth Potion5Yellow Trinket

    Machete sustain startDefault jungle start: Hunter's Machete and five Health Potions give the safest first clear and let you contest or gank after red.

  • Hunter's MacheteHealth Potion2Explorer's WardYellow Trinket

    Machete ward startUse this when you expect an invade or need to protect a vulnerable first buff; the Explorer's Ward costs clear sustain but can save the route.

Corein buy order

  • 1

    Wriggle's Lantern2,000gWriggle's Lantern is the Season 3 jungle sustain item for auto attackers, giving armor, lifesteal, faster monster clears, and a free ward.

  • 2

    Berserker's Greaves900gBerserker's Greaves add cheap attack speed so Tryndamere stacks Fury and crits more reliably.

  • 3

    Infinity Edge3,800gInfinity Edge is the main carry spike, multiplying Tryndamere's passive crit chance and Lethality mastery value into real kill pressure.

  • 4

    Phantom Dancer2,800gPhantom Dancer supplies attack speed, crit chance, movement speed, and unit collision ignore for sticking to targets.

Situationalonly when the game asks for it

  • Mercury's Treads1,200gBuy Mercury's Treads instead of Berserker's Greaves when crowd control or magic damage will stop you from using Undying Rage effectively.

  • Ninja Tabi1,000gBuy Ninja Tabi into heavy physical auto-attack teams or fed marksmen when you need to survive before your crit items are finished.

  • Blade of The Ruined King3,200gBuy Blade of the Ruined King when the enemy front line is stacking health and you need the active slow to stay attached.

  • Mercurial Scimitar3,700gBuy Mercurial Scimitar when one suppress, stun chain, or blind is deciding fights and Cleanse is not available.

  • Last Whisper2,300gBuy Last Whisper when armor stacking prevents Infinity Edge and Phantom Dancer from killing carries or bruisers.

One build, written by a player. Newest first.

Write a Tryndamere build
Slay and get slayed. Top lane buildby GorgepappaWritten by a player, not generated · its own page

Build

Top lane
Summoners
FlashIgnite
Start475g
Doran's Blade
Core13,200g
Berserker's Greaves1Zeal2Statikk Shiv3Phantom Dancer4Infinity Edge5The Bloodthirster6
Full build14,375g
The BloodthirsterInfinity EdgePhantom DancerStatikk ShivZealBerserker's Greaves
Situational
Maw of Malmortius

Runes and masteries

Runes

      Rune page

      Top lane

      Statistics

        Masteries30 points21 / 9 / 0
        Offense21
        1/1
        4/4
        0/4
        0/2
        4/4
        0/4
        0/1
        2/3
        1/1
        0/1
        2/2
        2/2
        0/3
        0/1
        1/1
        3/3
        0/4
        1/1
        Defense9
        0/1
        0/3
        4/4
        0/2
        3/3
        2/3
        0/1
        0/2
        0/2
        0/1
        0/1
        0/1
        0/3
        0/3
        0/1
        0/3
        0/1
        0/1
        0/1
        Utility0
        0/1
        0/3
        0/3
        0/1
        0/1
        0/3
        0/3
        0/2
        0/4
        0/1
        0/3
        0/1
        0/2
        0/4
        0/3
        0/1
        0/1
        0/3
        0/1

        Not the author's. This is a 21/9/0 aggressive Tryndamere page for the author's Berserker's Greaves, Zeal, Statikk Shiv, Phantom Dancer and Infinity Edge crit build. Offense takes attack speed, AD, armor penetration, crit damage and Frenzy; Defense adds basic top-lane durability behind Doran's Blade. Inferred from the build and text they did publish.

        Skill order

        ultimate at 6, 11 and 16

        Battle Fury

        BloodlustQ
        Mocking ShoutW
        Spinning SlashE
        Undying RageR
        • Bloodlust (Q) takes points at levels 2, 3, 5, 7, 9.
        • Mocking Shout (W) takes points at levels 4, 14, 15, 17, 18.
        • Spinning Slash (E) takes points at levels 1, 8, 10, 12, 13.
        • Undying Rage (R) takes points at levels 6, 11, 16.

        Not the author's. Max Q first for Bloodlust sustain and damage while rushing the author's crit items, then E for mobility and wave pressure, leaving W for last. Inferred from the build and text they did publish.

        Why these items

        Openingsall within the 475 starting gold

        • Doran's Blade

          StartThe opening as the guide publishes it.

        Corein buy order

        • 1

          Berserker's Greaves900g

        • 2

          Zeal1,175g

        • 3

          Statikk Shiv2,500g

        • 4

          Phantom Dancer2,800g

        • 5

          Infinity Edge3,800g

        • 6

          The Bloodthirster3,200g

        Situationalonly when the game asks for it

        • Maw of Malmortius3,200g

        Notes

        the author's own words

        Slay and get slayed. Top lane build — rated 8.5/10 from 8 votes on MOBAFire.

        What the guide does not publish: the guide shows its rune page as an image and never names the runes; the guide never fills in an ability sequence.

        Build by Gorgepappa, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/slay-and-get-slayed-top-lane-build-307777).

        Abilities

        per rank
        P

        Battle Fury

        Tryndamere gains bonus critical strike chance, increased by his missing Health.

        Q

        Bloodlust5 ranks

        Tryndamere thrives on the thrills of combat, gaining Fury that increasing his Attack and Critical Strike Damage as he kills enemies and deals critical strikes. He can cast Bloodlust to consume his Fury and heal himself.

        Initial Heal
        150% AP
        Cooldown
        14 / 12.5 / 11 / 9.5 / 8s
        Range
        400
        W

        Mocking Shout5 ranks

        Tryndamere mocks nearby champions for their cowardice, reducing their Attack Damage. Enemies with their backs turned to Tryndamere also have their Movement Speed reduced.

        Cooldown
        14s
        Cost
        Health
        Range
        800
        E

        Spinning Slash5 ranks

        Tryndamere slices toward a target unit, dealing damage to enemies in his path.

        Damage
        40 / 90 / 140 / 190 / 240 + 50% AD + 100% AP
        Cooldown
        9s
        Cost
        Health
        Range
        650
        R

        Undying Rage3 ranks

        Tryndamere's lust for battle becomes so strong that he is unable to die, no matter how wounded he becomes.

        Cooldown
        110 / 100 / 90s
        Range
        400

        Matchup against

        62 champions, one-on-one
        • Ahri

          AhriUnfavoured

          Ahri wins if she keeps Spirit Rush and Charm for your all-in, but Tryndamere can kill her when either mobility or Charm is down.

          Watch for Charm stops your Spinning Slash engage and gives Ahri the time to unload Orb of Deception and Fox-Fire before kiting away.

          How to beat

          Hold just outside Charm range and do not spend Spinning Slash until she misses Charm or uses Spirit Rush aggressively. If Charm is down, spin through Orb of Deception's return path and force her to burn dashes before committing Undying Rage. Back out once Rage ends unless she is already in execute range.

          Later Finished Ahri is better in picks and grouped fights, while Tryndamere is stronger in the side lane if he tracks Spirit Rush. Split push, force her to answer waves, and only flank teamfights after Charm has been used.

          • Spin sideways through Orb of Deception so the true-damage return misses.
          • Do not chase three Spirit Rush charges in a straight line.
          • A blocked or missed Charm is your cleanest kill window.
          • Save Undying Rage for after her second burst rotation, not the first poke spell.
          BuyQuicksilver SashHexdrinkerBanshee's Veil
        • Akali

          AkaliEven

          Akali can hide and burst through short trades, but Tryndamere outlasts her if he keeps contact through Twilight Shroud and times Undying Rage against Shadow Dance charges.

          Watch for Twilight Shroud breaks your auto attacks and wastes the critical-strike window you need to win the duel.

          How to beat

          Do not spin into her shroud unless you can stay on the edge and hit her as she exits. Let her spend Mark of the Assassin or a Shadow Dance charge, then use Mocking Shout and Spinning Slash to keep her from resetting distance. Commit once shroud is ending, because she has less room to stall your Rage.

          Later Akali is more dangerous in backline dives, but Tryndamere wins extended side-lane fights if he can reveal or predict her shroud movement. In teamfights, ignore her shroud stall unless your carries are already safe; your pressure is better on exposed targets.

          • Fight on minion waves so her shroud exits are easier to read.
          • Do not waste Spinning Slash just to enter Twilight Shroud.
          • Mocking Shout after Shadow Dance makes her stickiness easier to answer.
          • If she marks you, step back until the detonation window is awkward for her.
          BuyHexdrinkerWit's EndQuicksilver Sash
        • Alistar

          AlistarEven

          Alistar rarely kills Tryndamere alone, but Pulverize and Headbutt can deny your damage long enough for Unbreakable Will to outlast the all-in.

          Watch for Headbutt knocks you out of melee range and can waste several seconds of Undying Rage.

          How to beat

          Force short trades first and do not ult while Unbreakable Will is still absorbing your autos. Save Spinning Slash to re-enter after Headbutt, then chase once his combo is down. If he uses Pulverize defensively, you can stay attached and finish the duel after his ultimate expires.

          Later Alistar is far more valuable in grouped fights, while Tryndamere pressures side lanes harder. Do not start teamfights through him; split until he must show, then rotate or hit towers while his peel is elsewhere.

          • Do not cast Undying Rage before Headbutt if you can avoid it.
          • Stop hitting into Unbreakable Will unless you are forcing an objective.
          • Spinning Slash after Headbutt, not before it.
          • His heal extends the duel but does not beat you by itself.
          BuyQuicksilver SashMercury's Treads
        • Amumu

          AmumuUnfavoured

          Amumu's percent-health damage, physical damage reduction, and long stun chain make the duel miserable unless he misses Bandage Toss.

          Watch for Curse of the Sad Mummy locks you down during your kill window and can force Undying Rage before you have dealt enough damage.

          How to beat

          Stay outside Bandage Toss and punish only after it misses or hits minions. If he still has Curse, keep Spinning Slash available so you can reposition after the stun instead of spending it early. Commit when Tantrum has not been stacked by minions and his first cooldown cycle is gone.

          Later Amumu wins teamfight impact by a wide margin, but Tryndamere can pressure side lanes before he groups. Split aggressively, keep vision against Bandage Toss picks, and avoid entering clustered fights where Curse hits multiple allies.

          • Never start the duel by spinning into Bandage Toss range.
          • His Tantrum makes low-damage chip trades poor for you.
          • Undying Rage can be wasted if Curse lands right after it starts.
          • Fight away from your minion wave so Tantrum refreshes less often.
          BuyQuicksilver SashMercury's TreadsHexdrinker
        • Anivia

          AniviaUnfavoured

          Anivia controls the space Tryndamere needs with Flash Frost, Crystallize, and Glacial Storm, then makes you kill her twice through Rebirth.

          Watch for Crystallize blocks your chase path and can separate you from Anivia while Undying Rage is running.

          How to beat

          Approach from angles where a wall cannot trap you against terrain, and hold Spinning Slash until after Flash Frost or Crystallize. If you force Rebirth, check whether your Undying Rage timer and Fury are enough to kill the egg; otherwise disengage before Glacial Storm slows you forever. The real commit is after Flash Frost misses and wall is unavailable.

          Later Anivia dominates grouped zones and waveclear, while Tryndamere can still threaten side lanes if he avoids being walled under tower. Do not front-to-back teamfight into her storm; split, flank, or force her to answer waves away from objectives.

          • Do not chase through Glacial Storm unless Flash Frost is down.
          • Spinning Slash can cross her wall if you hold the angle cleanly.
          • Killing Anivia once is not a win if you cannot finish Rebirth.
          • A wall behind you is often more dangerous than a wall in front of you.
          BuyQuicksilver SashBanshee's VeilMercury's Treads
        • Annie

          AnnieUnfavoured

          Annie's instant stun burst can force Undying Rage before Tryndamere reaches her, but she dies quickly if her Pyromania stun is down.

          Watch for Pyromania with Summon: Tibbers stuns you instantly and removes your ability to choose when the all-in starts.

          How to beat

          Track her stun counter and do not walk into flash-Tibbers range with Spinning Slash already spent. Bait Disintegrate or Incinerate on the wave, then engage while Pyromania is unavailable. If she holds stun, take the short trade and leave rather than forcing Rage too early.

          Later Annie is better in grouped burst and pick setups, while Tryndamere is better pressuring a side lane. Force her to clear side waves or flank after Tibbers and stun are committed to your frontline.

          • Count Pyromania; four stacks means do not posture casually.
          • Molten Shield makes autoing her during short trades worse than it looks.
          • If Tibbers lands before you press R, be ready to ult immediately after the stun.
          • Do not dive her with stun ready unless you can survive the full combo.
          BuyQuicksilver SashHexdrinkerBanshee's Veil
        • Ashe

          AsheFavoured

          Ashe can kite with Frost Shot and Enchanted Crystal Arrow, but if Tryndamere reaches her with Spinning Slash he wins the sustained duel.

          Watch for Enchanted Crystal Arrow stuns you long enough for Ashe to create distance and start a Frost Shot kite.

          How to beat

          Hold side angles instead of running straight through Volley and Frost Shot. Bait or dodge Enchanted Crystal Arrow, then spin onto her and use Mocking Shout when she turns to run. Once she has no arrow, force the fight immediately because her escape is only spacing.

          Later Tryndamere wins side-lane duels, while Ashe contributes more reliable initiation in teamfights. Split until she answers alone, and in grouped fights approach from fog so she cannot arrow you before you reach her.

          • Mocking Shout only slows her if her back is turned, so wait for the kite.
          • Boots of Swiftness are valuable if Frost Shot is the whole problem.
          • Do not let Volley chip you low before the actual all-in.
          • Spin after Arrow misses, not just because you are in range.
          BuyBoots of SwiftnessNinja TabiQuicksilver Sash
        • Blitzcrank

          BlitzcrankFavoured

          Blitzcrank's combo can interrupt you, but he lacks the sustained damage to beat Tryndamere once Rocket Grab and Power Fist are spent.

          Watch for Power Fist knocks you up and can burn the seconds you need to finish him during Undying Rage.

          How to beat

          Stand behind minions until Rocket Grab is down, then walk in without spending Spinning Slash unless he retreats. After Power Fist is used, he has little to stop your autos. Save Spinning Slash for after Overdrive or a defensive knockup creates distance.

          Later Blitzcrank matters more through hooks and picks, not duels, while Tryndamere crushes side pressure. Keep waves pushed and avoid face-checking fog where Rocket Grab starts a numbers-down fight.

          • Mana Barrier makes his last health bar deceptive; keep hitting through it if your Rage is safe.
          • Do not spin into hook range when minions already protect you.
          • Power Fist can delay but usually cannot kill you alone.
          • Mocking Shout cuts his Overdrive trade damage.
          BuyNinja TabiQuicksilver Sash
        • Brand

          BrandUnfavoured

          Brand's spell chain and Blaze damage can force Tryndamere's ultimate before he gets enough autos, but Brand is fragile if Sear misses.

          Watch for Sear stuns you when Brand has already applied Blaze, stopping your engage and setting up Pillar of Flame plus Pyroclasm.

          How to beat

          Do not fight in your minion wave, because Pyroclasm bounces and Pillar of Flame becomes easier to land. Bait Sear after he tags you with Conflagration or Pillar, then Spinning Slash diagonally onto him. If Sear is down, commit hard; if it is up, expect your first engage to be stopped.

          Later Brand is much stronger in grouped fights where Pyroclasm can bounce, while Tryndamere threatens side lanes and isolated picks. Split him away from his team or flank after his stun has been used.

          • Step away from minions when Pyroclasm is available.
          • A Blaze-tagged Tryndamere must respect Sear stun.
          • Spin out of Pillar of Flame's delay instead of eating it for one auto.
          • Hexdrinker is strongest before his full combo starts one-shotting.
          BuyHexdrinkerQuicksilver SashBanshee's Veil
        • Cho'Gath

          Cho'GathUnfavoured

          Cho'Gath's silence, knockup, armor-stacking health pool, and Feast execute make it hard for Tryndamere to control the duel timer.

          Watch for Feast deals true damage and can kill you immediately after Undying Rage ends if you misjudge the timer.

          How to beat

          Do not spin in until Rupture is down or you have a clear side angle to dodge it. Save Undying Rage for Feast range, then leave before the ult ends unless Cho is already dead. If Feral Scream is available, expect it to block your Q heal or delay your ultimate timing.

          Later Cho'Gath brings better frontline control and objective zoning, while Tryndamere can pressure towers if he avoids the all-in execute. In side lane, take short trades around missed Rupture instead of trying to chew through him from full health every wave.

          • Respect Feral Scream before using Bloodlust's heal.
          • Do not let Feast be the first damage that tests your reaction.
          • Rupture is easiest to dodge when you approach diagonally, not straight at him.
          • His health pool makes random crit luck less decisive than cooldown tracking.
          BuyQuicksilver SashMercury's TreadsThe Black Cleaver
        • Corki

          CorkiEven

          Corki can shred armor and kite with Valkyrie, but Tryndamere wins if he holds mobility until Corki's escape is forced.

          Watch for Valkyrie creates a fire trail and resets the distance after your first engage, wasting your melee uptime.

          How to beat

          Walk him down until he uses Valkyrie, then Spinning Slash after him rather than starting with it. Avoid standing in Gatling Gun's cone for the whole trade, because the armor reduction makes his autos hurt. Once Valkyrie is down, Mocking Shout and force the extended fight.

          Later Tryndamere is favored in the side lane if he can match Valkyrie, while Corki is more useful in grouped poke and mixed-damage fights. Split to make him answer alone, and flank teamfights instead of entering through Missile Barrage poke.

          • Do not chase through Valkyrie's fire trail if Rage is not ready.
          • Move out of Gatling Gun's cone before committing to a long trade.
          • Mocking Shout after Valkyrie catches him as he runs.
          • His mixed damage makes pure armor less reliable than health or a spell shield.
          BuyNinja TabiBanshee's VeilHexdrinker
        • Dr. Mundo

          Dr. MundoEven

          Dr. Mundo is hard to finish through Sadism, but Tryndamere can win if he applies Grievous Wounds and dodges enough cleavers to keep melee uptime.

          Watch for Sadism restores enough health to outlast Undying Rage if you do not cut the healing or disengage during its peak.

          How to beat

          Fight behind minions when possible so Infected Cleaver cannot start every trade. Commit after he uses Sadism too early or when Executioner's Calling is ready to reduce the heal. If he kites with cleavers during your ultimate, use Spinning Slash to reattach once, then leave before Rage ends if he is still healthy.

          Later Mundo becomes a stronger front-to-back teamfight sponge, while Tryndamere remains the better tower threat if he can actually finish the duel. Buy anti-heal when matching him, split to pull him away, and avoid spending your whole ultimate into Sadism without progress.

          • Executioner's Calling changes the matchup more than raw damage does.
          • Minions are your best answer to Infected Cleaver angles.
          • Do not start Undying Rage while Sadism is still healing him freely.
          • Burning Agony means close-range stalling favors Mundo over time.
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        • Evelynn

          EvelynnFavoured

          Evelynn can start fights on her terms, but Tryndamere's sustained melee damage and Undying Rage beat her burst if he survives the opener.

          Watch for Agony's Embrace deals burst and slows you, letting Evelynn unload Ravage and Hate Spike before you can stick.

          How to beat

          Keep Fury high when she is missing, because she wants the first hit from camouflage. If she opens with Agony's Embrace, wait out the slow or use Spinning Slash only when it guarantees contact. Once her burst is spent, Mocking Shout and run her down before Shadow Walk can reset.

          Later Evelynn is more dangerous through flanks and picks, while Tryndamere wins direct side-lane fights. Keep side-lane vision deeper than the river and force her to reveal before committing to towers.

          • Do not farm at low Fury when Evelynn is unseen.
          • Her opener is scary; the second rotation is much less threatening than yours.
          • Mocking Shout after she turns to disengage can stop the stealth reset.
          • Hexdrinker helps if her burst is forcing early Rage.
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        • Ezreal

          EzrealEven

          Ezreal can kite forever with Mystic Shot and Arcane Shift, but Tryndamere wins if he makes Ezreal use Shift before Spinning Slash.

          Watch for Arcane Shift breaks your melee contact and turns your first engage into a failed chase.

          How to beat

          Pressure with movement and minion cover until Ezreal uses Arcane Shift, then spin after him and commit. Dodge Mystic Shot when possible so he cannot rapidly lower Arcane Shift's cooldown. If Essence Flux hits you, account for the attack-speed reduction before deciding whether the all-in still wins.

          Later Tryndamere wins isolated side-lane fights when Arcane Shift is tracked, while Ezreal is safer in poke and cleanup around teams. Split push to force him to answer waves, and in teamfights enter from fog instead of crossing open space through Mystic Shot spam.

          • Never spend Spinning Slash before Arcane Shift unless he is already trapped.
          • Stand behind minions to deny Mystic Shot cooldown refunds.
          • Essence Flux lowers your DPS enough to swing close fights.
          • Trueshot Barrage is often his finisher after Rage, so leave on an angle.
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        • Fiddlesticks

          FiddlesticksUnfavoured

          Fiddlesticks can fear, silence, drain, and punish melee commitment with Crowstorm, so Tryndamere needs a cleanse or clean interrupt window to win.

          Watch for Terrify makes you run during your engage and can waste the most important seconds of Undying Rage.

          How to beat

          Do not start the fight while Terrify is up unless you have Quicksilver Sash. Break Drain by moving out of range or forcing him to reposition, then re-enter with Spinning Slash. If Crowstorm starts from fog, disengage first; fighting inside it without Rage advantage favors him.

          Later Fiddlesticks is far stronger in grouped ambushes, while Tryndamere is better in side-lane pressure if he controls vision. Keep lanes pushed, ward flank paths, and only dive him after fear or ultimate has been spent.

          • Quicksilver Sash is the clean answer to Terrify.
          • Dark Wind silence can stop Bloodlust heal timing.
          • Do not chase him through fog when Crowstorm is available.
          • If Drain is channeling safely, your all-in is failing.
          BuyQuicksilver SashMercury's TreadsHexdrinker
        • Gangplank

          GangplankEven

          Gangplank's ranged Parrrley poke and Remove Scurvy sustain make lanes annoying, but Tryndamere can overpower him when the fight stays melee.

          Watch for Remove Scurvy clears Mocking Shout's slow and heals through your first commit, denying the chase you expected.

          How to beat

          Do not treat Mocking Shout as guaranteed catch while Remove Scurvy is available. Absorb or avoid Parrrley poke until you have Fury, then force a long melee trade after he uses W. If Cannon Barrage is placed on your path, spin out of the slow zone or wait it out before using Undying Rage aggressively.

          Later Tryndamere generally wins the pure side-lane duel with enough uptime, while Gangplank adds global pressure and teamfight zone control. Keep him pinned in side lane when Cannon Barrage is down, but respect his ability to affect fights without leaving the wave.

          • Bait Remove Scurvy before relying on Mocking Shout.
          • Do not stand in Cannon Barrage just to keep one extra auto going.
          • Parrrley poke matters most before you have Fury and lifesteal.
          • If he turns to run after W, that is the best Mocking Shout timing.
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        • Garen

          GarenEven

          Tryndamere can outscale Garen in a sustained right-click fight, but Garen's silence, armor, and execute punish bad Undying Rage timing.

          Watch for Demacian Justice executes you if you delay Undying Rage too long after Garen's burst.

          How to beat

          Keep hitting him often enough to stop Perseverance, but do not start the all-in while Decisive Strike is ready to silence you before R. Let Judgment run while you kite with Spinning Slash, then re-enter when his main damage is spent. Cast Undying Rage before Demacian Justice range becomes lethal, not after the silence lands.

          Later Tryndamere becomes the better side-lane threat if he avoids getting executed through poor R timing, while Garen is more useful as a front-line teamfight body. Split push, force him to answer, and leave before his team collapses.

          • Tag him with autos or Spinning Slash to deny Perseverance between waves.
          • If Decisive Strike is up, do not sit at low health waiting for a perfect R.
          • Mocking Shout cuts his follow-up autos, but it does not reduce Judgment's main spin damage.
          • Use Spinning Slash after Judgment starts, not before he presses Q to chase.
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        • Gragas

          GragasUnfavoured

          Gragas can interrupt Tryndamere's engage, slow his attack speed, and knock him away during Undying Rage.

          Watch for Explosive Cask knocks you out of melee range and wastes the seconds where you need to deal damage during Undying Rage.

          How to beat

          Hold Spinning Slash until Body Slam is down or until Gragas uses it forward. Fight off to the side of Barrel Roll so the attack-speed slow does not sit on you through the trade. Commit only when Body Slam or Explosive Cask is unavailable, because either one can deny your melee uptime.

          Later Gragas is stronger in grouped fights because Cask breaks your dive and isolates carries, while Tryndamere is better pressuring side lanes if he can dodge Body Slam. Build enough magic resistance to survive the poke, then force Gragas to spend cooldowns clearing waves instead of starting fights.

          • Do not all-in through Barrel Roll's attack-speed slow unless Gragas is already low.
          • Body Slam stopping your spin is the trade losing point.
          • After Explosive Cask, immediately path back in with Spinning Slash if it is still available.
          • His sustain means short poke trades rarely stick unless you can keep him in combat.
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        • Heimerdinger

          HeimerdingerUnfavoured

          Heimerdinger wins if the duel happens inside his turret nest, but Tryndamere can kill him if he catches him away from setup.

          Watch for H-28G Evolution Turret zone adds constant damage and blocks a clean chase path.

          How to beat

          Do not fight in stacked turrets unless you are diving a guaranteed kill with Undying Rage ready. Clear or pull the wave first, then threaten from an angle where CH-1 Concussion Grenade is harder to land directly. If he misses grenade or walks away from turrets, Spinning Slash in and finish before he can rebuild the zone.

          Later Tryndamere wins side pressure only when he attacks lanes before Heimerdinger sets up; Heimerdinger is much more annoying around sieges and objectives. Rotate early, kill turrets when safe, and avoid spending your ultimate just to stand in his prepared area.

          • A direct grenade stun is usually the signal to leave, not keep forcing.
          • Do not chase through multiple turrets after Undying Rage ends because Icathian-style cleanup is not his issue; turret shots are.
          • Spinning Slash across the turret line only when you can reach Heimerdinger, not just his machines.
          • If he is alone without turrets, he is far easier than the lane makes him look.
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        • Janna

          JannaFavoured

          Janna rarely beats Tryndamere in a straight duel, but she can disengage him so well that killing her still takes patience.

          Watch for Monsoon knocks you away and heals through the burst window you wanted during Undying Rage.

          How to beat

          Walk at her first and save Spinning Slash for after Howling Gale or Monsoon creates distance. If she shields herself, keep moving with her instead of blowing every cooldown into Eye Of The Storm. Once Monsoon is down, she has little threat in a pure 1v1.

          Later Tryndamere wins the side-lane duel, but Janna's value is denying his teamfight access to carries. Split more than you group, and if you must teamfight, wait for Monsoon or Howling Gale before committing.

          • Do not spin first if Janna is holding tornado charge.
          • Mocking Shout is useful after Zephyr movement speed drops and she turns away.
          • Her shield changes the damage race, but not enough to win if she has no disengage.
          • Treat her as an escape problem, not a damage problem.
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        • Jarvan IV

          Jarvan IVEven

          Jarvan's armor, knock-up, and arena can trap Tryndamere, but Tryndamere wins extended fights if he keeps uptime after the combo.

          Watch for Cataclysm traps you in place and can force Undying Rage before you have killed him.

          How to beat

          Do not let Jarvan start with free Martial Cadence and Q armor shred without answering back. If he uses Demacian Standard plus Dragon Strike to engage, Spinning Slash after the knock-up to stay on him rather than before it lands. Inside Cataclysm, commit if you have R and Fury; otherwise spin over the wall when the terrain is the losing condition.

          Later Tryndamere is the stronger side-lane duelist if he is not chain-controlled for his whole ultimate, while Jarvan brings much better teamfight engage. Pressure side lanes and force Jarvan to choose between matching you or starting fights elsewhere.

          • His first auto hurts most when you are full health, so avoid giving it for free.
          • Spinning Slash can escape Cataclysm terrain if saved.
          • Mocking Shout after his combo lowers his sustained follow-up damage.
          • Fighting during Demacian Standard's armor and attack-speed zone is worse than dragging him away from it.
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        • Jax

          JaxUnfavoured

          Jax is one of Tryndamere's worst duelists because Counter Strike denies basic attacks and his scaling sustained damage matches yours.

          Watch for Counter Strike dodges your basic attacks and turns your all-in window into his stun window.

          How to beat

          Never commit while Counter Strike is active; walk away or Spinning Slash out, then re-enter as it expires. Try to force Leap Strike defensively before your real all-in so he cannot easily reset distance after your ultimate. You need Fury and a clear post-Counter Strike window, otherwise he wins the stat check.

          Later Jax usually wins the finished-item side lane and also threatens towers quickly, while Tryndamere is better at wave pressure if he avoids direct fights. Push side waves, rotate first, and do not handshake an isolated duel unless Counter Strike is down and you have a large health advantage.

          • Stop attacking during Counter Strike; feeding dodges only sets up the stun trade.
          • Mocking Shout matters after Counter Strike, not during it.
          • If Jax holds Leap Strike, your spin engage is easier to punish.
          • Do not rely on crits to save a fight where your autos are being dodged.
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        • Karthus

          KarthusFavoured

          Tryndamere can run Karthus down in melee, but Wall of Pain and Death Defied punish careless low-health exits.

          Watch for Wall of Pain slows you enough for Lay Waste and Defile to burn through your approach or retreat.

          How to beat

          Approach from an angle rather than straight through Wall of Pain, and save Spinning Slash if he has not used it. Once you reach him, stay close so Lay Waste is less efficient as isolated poke and force him to spend damage while you still have R. After he dies, leave Death Defied range unless you still need to finish the objective.

          Later Tryndamere wins the side-lane duel hard, but Karthus can contribute globally with Requiem and punish grouped fights even after death. Split with enough health to survive Requiem after Undying Rage ends, and do not end a dive at one hit point while his passive is active.

          • Do not burn Spinning Slash just to cross Wall of Pain early.
          • Count Requiem after your R ends; leaving at one health is not safe.
          • Standing in Defile during Death Defied gives him value after losing the duel.
          • Mercury's Treads help more for the slow than for the damage alone.
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        • Kassadin

          KassadinFavoured

          Kassadin's magic burst and mobility are annoying, but his Season 3 kit does not beat Tryndamere in a committed physical duel.

          Watch for Riftwalk lets Kassadin break melee range repeatedly and deny your sustained damage.

          How to beat

          Do not spin first unless Riftwalk is down or you are certain the slow from Mocking Shout will keep him in range. Let him spend Null Sphere and Riftwalk for poke, then chase the second movement with Spinning Slash. If he tries to fight toe to toe, his passive does not protect him from your physical crits.

          Later Kassadin is more dangerous at finding backline picks and escaping side pressure, but Tryndamere wins if he pins him in a lane. Keep waves pushed, force Riftwalk defensively, and avoid chasing into fog where silence plus team collapse can waste your ultimate.

          • Null Sphere silence can delay Bloodlust or Undying Rage if you wait too long.
          • Mocking Shout only helps if he turns away after Riftwalk.
          • Do not judge the matchup by poke; judge it by whether he has a second Riftwalk.
          • Magic resistance is useful, but sticking to him is the real issue.
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        • Katarina

          KatarinaFavoured

          Tryndamere wins the direct duel because Katarina has no reliable way to stop his autos or survive Undying Rage alone.

          Watch for Death Lotus deals heavy channel damage if you stand in it without interrupting or leaving.

          How to beat

          Hold Spinning Slash until after Shunpo, then stay attached when she tries to reposition. If she channels Death Lotus before you are low, spin out or through her to reduce the damage time; if she channels while low, finish with autos during Undying Rage. Do not let Bouncing Blade poke decide the fight before you engage.

          Later Tryndamere wins the side lane, while Katarina is more threatening in chaotic teamfights with Voracity resets. Split to pull her away from reset fights, and in grouped fights save damage for when she commits Death Lotus.

          • Her Shunpo damage reduction makes the first second of your all-in less efficient.
          • Do not use every cooldown before she Shunpos away.
          • Undying Rage beats her execute pattern because she needs a kill reset.
          • If she cannot reset cooldowns, she is much weaker than her teamfight reputation.
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        • Kayle

          KayleUnfavoured

          Kayle can kite with Reckoning and Divine Blessing, fight from Righteous Fury range, and nullify Tryndamere's kill window with Intervention.

          Watch for Intervention blocks your Undying Rage damage window and lets Kayle keep attacking while you cannot finish her.

          How to beat

          Do not open with Spinning Slash from max range unless Reckoning is down; she will slow you and walk back with Divine Blessing. Force Intervention with a partial engage, then disengage or keep enough health to re-engage after it ends. Your real kill window is after Reckoning and Intervention are both unavailable.

          Later Kayle is usually stronger in grouped fights because Intervention can save a carry or herself, and she can match Tryndamere better than most ranged champions in side lane. Split only when you know where her team is, and be ready to back off after forcing her ultimate instead of dying for the last hit.

          • Her Righteous Fury range means she can damage you before your autos start.
          • Reckoning's slow is the cooldown that decides whether your spin reaches her.
          • Do not overlap your whole Undying Rage with Intervention.
          • Mercurial Scimitar can remove the slow and create one real catch window.
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        • Kennen

          KennenUnfavoured

          Kennen's range, repeated stuns, and Lightning Rush make it hard for Tryndamere to keep the melee uptime he needs.

          Watch for Slicing Maelstrom stacks Mark of the Storm and stuns you during the all-in.

          How to beat

          Stay outside easy auto poke until you have Fury, then look for a spin after Kennen uses Lightning Rush or misses Thundering Shuriken. Do not chase into Slicing Maelstrom unless Undying Rage is ready and you can still reach him after the stun. Mercury's Treads are especially important because one shortened stun can decide whether you get your final autos.

          Later Kennen is far better in teamfights, while Tryndamere only wins side pressure if he catches Kennen without Lightning Rush or ultimate. Keep him in a side lane when possible, but do not group and dive first into his storm.

          • Track Mark of the Storm; two marks means the next hit can stun you.
          • Lightning Rush is both his escape and his setup, so punish it when used on the wave.
          • Mocking Shout can catch him after he turns away from a failed engage.
          • Do not spend Spinning Slash before he reveals whether he will E out.
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        • Kog'Maw

          Kog'MawEven

          Tryndamere kills Kog'Maw if he reaches him, but Bio-Arcane Barrage and Void Ooze can shred and kite him before that happens.

          Watch for Bio-Arcane Barrage extends Kog'Maw's range and burns your health with percent damage before you can force R.

          How to beat

          Do not walk straight through Void Ooze; angle around it or wait until it is down before spinning in. If Bio-Arcane Barrage is active and you cannot immediately reach him, back off until the window ends. Once you connect, stay ahead of his escape path and remember Icathian Surprise after the kill.

          Later Kog'Maw is much stronger in protected teamfights, while Tryndamere is stronger in isolated side-lane catches. Flank rather than front-to-back engage, and after killing him, use Spinning Slash or movement speed to leave his passive explosion.

          • Void Ooze is often more important than his damage because it decides whether you ever touch him.
          • Do not trigger Undying Rage too early during Bio-Arcane Barrage poke.
          • After he dies, keep moving away from Icathian Surprise instead of hitting the wave.
          • Frozen Mallet-style sticking power is especially valuable if he lacks peel.
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        • Lee Sin

          Lee SinEven

          Lee Sin can burst, slow, and kick Tryndamere away, but he loses longer trades if Tryndamere survives the combo and keeps attacking.

          Watch for Dragon's Rage knocks you out of melee range and can waste the last seconds of Undying Rage.

          How to beat

          Sidestep Sonic Wave when possible; if it misses, Lee loses his clean execute pattern. Save Spinning Slash for after Dragon's Rage or after he uses Safeguard away, because using it first lets him kick you out and reset. Force him into an extended fight after his energy and cooldown cycle is spent.

          Later Tryndamere generally wins pure side-lane DPS if Lee cannot disengage cleanly, while Lee is more valuable for picks and peeling in skirmishes. Split push and make Lee answer waves, but do not chase him through wards where Safeguard angles let him stall forever.

          • If Sonic Wave lands while you are low, expect Resonating Strike to force R.
          • Dragon's Rage during your ultimate is his best answer; save a gap closer for after it.
          • Mocking Shout reduces his auto follow-up between spell casts.
          • Do not overvalue armor alone; the kick displacement is the real problem.
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        • Leona

          LeonaFavoured

          Leona has enough crowd control to stall Tryndamere, but she lacks the solo damage to beat him without allies.

          Watch for Solar Flare chains into her other stuns and can burn several seconds of your Undying Rage.

          How to beat

          Fight her away from her team, because her passive Sunlight is only threatening when allies can trigger it. Let Eclipse run for a moment before committing fully, since its resistances make your early autos inefficient. Save Spinning Slash for after Zenith Blade or Solar Flare if you need to stay on her through the stun chain.

          Later Tryndamere wins the side-lane duel, but Leona is much better in teamfights because she locks him down for her carries. Avoid grouped front-door engages into her cooldowns and instead pressure side lanes or enter fights after Solar Flare is used.

          • Her Sunlight does not add damage unless someone else consumes it.
          • Eclipse is the window where she is hardest to kill, not when she threatens you most.
          • Mercury's Treads cut the chain enough to keep attacking sooner.
          • Do not burn Undying Rage just because you are stunned if she has no allies nearby.
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        • Lulu

          LuluUnfavoured

          Lulu is hard for Tryndamere because Glitterlance, Whimsy, Help, Pix!, and Wild Growth all deny his short melee kill window.

          Watch for Whimsy disables or speeds the target away, taking away the seconds Tryndamere needs to attack.

          How to beat

          Do not start the all-in from max range; walk up through brush or fog so she must use Glitterlance or Whimsy early. If Whimsy is held, your spin engage is risky because she can stop your follow-up immediately. Commit after Whimsy or Wild Growth is forced, and be ready to disengage if both are still available.

          Later Tryndamere wins structures and isolated lanes better, but Lulu's teamfight peel is one of the strongest answers to him. Split push to make her answer waves, and in grouped fights wait until she shields or ults someone else before diving.

          • Whimsy is more dangerous than her damage because it removes your melee uptime.
          • Wild Growth can knock you up during Undying Rage and leave you unable to finish.
          • Glitterlance slow makes early Spinning Slash engages easy to kite.
          • Mercurial Scimitar is a real pickup when Whimsy is the only thing stopping kills.
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        • Lux

          LuxEven

          Lux loses if Tryndamere reaches her cleanly, but Light Binding and Lucent Singularity can keep him out long enough for her burst to matter.

          Watch for Light Binding roots you and denies the engage or escape timing around Undying Rage.

          How to beat

          Do not spin in while Light Binding is ready unless you are coming from fog or behind minions that can block it. Bait Lucent Singularity first, then step out of the slow field before committing. Once Binding misses, close immediately and force her to use Finales Funkeln defensively or die in melee.

          Later Tryndamere is the better side-lane threat, while Lux is stronger at waveclear and grouped poke before fights start. Split to pull her away from siege positions, and in teamfights flank from angles where Binding cannot pass through your frontline first.

          • Minions blocking Light Binding can be the difference between a kill and a failed dive.
          • Do not stand in Lucent Singularity while waiting for a better spin angle.
          • Her shield can buy time, but it does not save her if Binding is down.
          • Undying Rage should be held for her full combo plus Finales Funkeln, not random poke.
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        • Malphite

          MalphiteUnfavoured

          Malphite is built to blunt Tryndamere's basic attacks with armor, Granite Shield, and Ground Slam's attack-speed cut, so the duel gets worse the longer he can reset cooldowns.

          Watch for Ground Slam reduces your Attack Speed during your damage window, making Undying Rage autos much less threatening.

          How to beat

          Do not start the all-in into Granite Shield; tap him or let minions break it first, then spin in after he uses Ground Slam on the wave. Hold Spinning Slash until Seismic Shard is down or you will get kited through the slow steal. Commit only when his shield is gone and you can force him to spend Unstoppable Force defensively.

          Later Finished Malphite usually holds the side lane well enough to deny clean kills, and his teamfight is far better because Unstoppable Force starts fights while you need flank access. Split to pull him away from grouped fights, but leave if Ground Slam plus armor items make the kill timer too long.

          • Break Granite Shield before trading Fury for a real fight.
          • If he Ground Slams minions, that is your short window to stack crits.
          • Do not chase through Seismic Shard unless Spinning Slash is still available.
          • Undying Rage does not fix being attack-speed crippled for the whole all-in.
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        • Malzahar

          MalzaharUnfavoured

          Malzahar can stop Tryndamere's all-in with Nether Grasp and force him to spend Undying Rage while standing in Null Zone damage.

          Watch for Nether Grasp suppresses you through your engage and can burn most of Undying Rage while you cannot attack.

          How to beat

          Stay outside his 550 range until Malefic Visions is down, then approach from the side rather than through Voidlings. If you own Quicksilver Sash, bait Nether Grasp first, cleanse it, and immediately commit with Spinning Slash. Without cleanse, you need him low enough that a short post-suppression Rage window still kills him.

          Later In side lane, Tryndamere can kill Malzahar only if he has cleanse or Malzahar wastes Nether Grasp; otherwise the mage can stall and call help. In teamfights, look for flanks after Nether Grasp is used, because walking straight at him makes you the obvious suppress target.

          • Do not spin through Null Zone unless you are already committing to the kill.
          • Kill or dodge around Voidlings so they do not soak crits during your window.
          • QSS turns the matchup from trap to punish window.
          • Count Nether Grasp as his real escape, not just his damage spell.
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        • Master Yi

          Master YiEven

          Both champions are melee reset-style duelists, and the fight is decided by whether Tryndamere can force Meditate and Undying Rage timings better than Yi times Alpha Strike and Highlander.

          Watch for Meditate can waste your crit window if you keep hitting into its damage reduction instead of interrupting or disengaging.

          How to beat

          Fight with Fury already stacked and hold Mocking Shout until Yi commits to autoing you after Alpha Strike. If he uses Meditate early, step behind him or pause attacks briefly instead of feeding the channel value, then resume once it ends. Save Spinning Slash for after Alpha Strike so he cannot dodge your first burst and reset spacing for free.

          Later The side lane is skill-based: Tryndamere has Undying Rage, Yi has Highlander uptime and Meditate stalling. In teamfights, Yi cleans better if your team spends control early, so mark him and force the duel away from your carries when possible.

          • Do not open with Spinning Slash if Alpha Strike is ready.
          • Mocking Shout matters most after Highlander starts and Yi has to stand still to auto.
          • If Yi Meditates during your Rage, stop giving him free reduced damage unless the kill is guaranteed.
          • Both champions want the other to ult first.
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        • Miss Fortune

          Miss FortuneFavoured

          Miss Fortune has high ranged damage but no true duel escape, so Tryndamere wins if he reaches her without eating a full Bullet Time first.

          Watch for Make It Rain slows your approach and can force Spinning Slash before you are in auto range.

          How to beat

          Do not walk through Make It Rain; angle around it or wait it out, then spin directly onto her when the slow is down. If she channels Bullet Time, break sideways or through her with Spinning Slash instead of retreating down the cone. Once you are on top of her, Mocking Shout and crits outpace Impure Shots unless she had a large health lead.

          Later Tryndamere dominates the isolated side-lane duel, but Miss Fortune's teamfight can decide grouped fights if she channels Bullet Time safely. Flank from fog and force her to cancel or reposition before hitting the front line.

          • Never chase in a straight line down Bullet Time's cone.
          • Make It Rain is the cooldown that decides whether she gets distance.
          • Her Strut disappears after any damage, so a small tag makes the all-in easier.
          • Save Spinning Slash for contact, not for crossing harmless space.
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        • Morgana

          MorganaEven

          Morgana can waste Tryndamere's engage with Dark Binding and Soul Shackles, but if those miss or are cleansed she has trouble surviving sustained crits.

          Watch for Dark Binding roots you long enough for Morgana to drop Tormented Soil and walk out of your attack range.

          How to beat

          Hold a diagonal approach and make her throw Dark Binding before you spend Spinning Slash. If she uses Soul Shackles, either spin out before the second hit or commit only when Undying Rage and cleanse are ready. Black Shield does not stop your physical damage, so do not let it bait you away from attacking once her root is gone.

          Later In a side lane, Tryndamere wins if he dodges Dark Binding, but Morgana can clear waves and avoid the honest duel. In teamfights, wait for Binding or Soul Shackles to hit someone else, then enter from the flank rather than giving her an easy peel target.

          • Black Shield blocks Mocking Shout's slow component but not your crits.
          • Spin sideways through Dark Binding's line, not straight at her.
          • If Soul Shackles tethers during Undying Rage, plan your exit before the stun lands.
          • Tormented Soil is dangerous mostly when you are rooted on it.
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        • Nasus

          NasusUnfavoured

          Nasus turns Tryndamere off with Wither and outlasts him with Soul Eater, Fury of the Sands, and stacked Siphoning Strike if the game has gone long enough.

          Watch for Wither slows both Movement Speed and Attack Speed, removing your chase and much of your DPS during the all-in.

          How to beat

          Punish him before he has free Siphoning Strike stacks, and do not fight inside Spirit Fire if you can step out first. Bait Wither with a short forward move, back off until the worst of it passes, then re-enter with Spinning Slash while he cannot kite as easily. If he activates Fury of the Sands at high health, disengage and force him to waste the duration.

          Later Finished Nasus usually wins the straight side-lane duel unless you are far ahead or can kite out Wither and ultimate. His teamfight is slower than yours to start, so pressure side lanes and force him to choose between answering you and grouping.

          • Do not spend Undying Rage while fully Withered unless the kill is already locked.
          • Leaving Spirit Fire is worth losing one auto.
          • His ultimate is a timer; do not duel the full duration for pride.
          • Early Fury advantage matters more here than in most tank matchups.
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        • Nidalee

          NidaleeEven

          Nidalee can poke and kite Tryndamere forever in open space, but she dies quickly if Spinning Slash reaches her after Javelin Toss or Pounce is unavailable.

          Watch for Javelin Toss chunks you before the duel starts, forcing Undying Rage too early if you engage while low.

          How to beat

          Use minions and side angles to deny long-range spears, then threaten forward until she changes forms or spends Pounce. Do not chase blindly through brush where Prowl and Bushwhack give her speed and shred. Commit when she has just used Pounce or heal and you can stay in melee range through Mocking Shout.

          Later In side lane, Nidalee can avoid the duel and siege you down unless you control brush and flanks. In teamfights, your job is to enter from fog after she throws spear or swaps cougar, because a front-on run lets her kite you out.

          • A trapped Tryndamere is much easier for Nidalee to kite and burst.
          • Short spears are tolerable; long spears can decide the fight before it starts.
          • Do not spin after her first Pounce if she still has room to chain away.
          • Brush control is real combat power in this matchup.
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        • Nunu & Willump

          Nunu & WillumpEven

          Nunu's Ice Blast attack-speed slow and Consume sustain make him annoying to kill, but he lacks enough damage to reliably finish Tryndamere alone unless he controls the whole chase.

          Watch for Ice Blast slows both your Movement Speed and Attack Speed, stretching the fight until Consume and Blood Boil buy him space.

          How to beat

          Do not take repeated Ice Blasts while walking at him from max range; make him use it, then disengage briefly or spin only once the slow value is spent. Fight away from minion waves or jungle camps so Consume cannot reset his health mid-duel. If he channels Absolute Zero, leave the circle with Spinning Slash unless you can kill him before the burst.

          Later Tryndamere usually owns the side lane because Nunu cannot force a kill, but Nunu can stall and make chasing inefficient. In teamfights, Nunu's slows and Absolute Zero punish direct entries, so wait for Ice Blast or ult channel to be committed before diving carries.

          • Do not duel beside a minion he can Consume for a heal.
          • Absolute Zero is often a zoning tool; respect the slow before the detonation.
          • Boots and slow resistance matter more than raw damage here.
          • Blood Boil lets him kite longer than his melee tag suggests.
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        • Olaf

          OlafUnfavoured

          Olaf matches Tryndamere's low-health fighting pattern while adding true damage, lifesteal, and slow control that Undying Rage cannot prevent.

          Watch for Reckless Swing deals true damage on a short window and keeps killing pressure even through your armor and low-health baiting.

          How to beat

          Do not start an all-in after eating Undertow; sidestep the axe first so he cannot chain slows while picking it up. Trade in short bursts before Vicious Strikes is active, then back out when he turns on lifesteal and wants the extended brawl. Save Undying Rage for after he has committed Ragnarok and Reckless Swing, not just the first chunk of health.

          Later Finished Olaf is one of the harder side-lane checks because he welcomes all-ins and ignores control during Ragnarok. In teamfights, he often dives your backline while you dive his, so avoid isolated ego duels unless you have a clear health or cooldown edge.

          • Never fight where he can repeatedly pick up Undertow for free.
          • His low health is not the same as weakness because Berserker Rage speeds him up.
          • Vicious Strikes is the window to kite out, not trade into.
          • Undying Rage does not stop Reckless Swing from forcing your timer early.
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        • Pantheon

          PantheonEven

          Pantheon can bully Tryndamere early with Spear Shot, Aegis Protection, and stun burst, but he falls off in a sustained duel once Tryndamere survives the opener.

          Watch for Aegis Protection blocks a basic attack, which can erase one of your critical hits at the start of the trade.

          How to beat

          Watch his passive and break Aegis Protection with a low-value hit before committing your Fury crits. Bait Aegis of Zeonia, then spin after the stun or use the moment after Heartseeker Strike ends to stick to him. If he spends his full combo and you are not forced into Undying Rage, keep the fight going because your autos outscale his cooldowns.

          Later Tryndamere wins the finished side-lane duel more often unless Pantheon has a large burst lead. Pantheon's map impact with Grand Skyfall matters more than the duel, so keep waves pushed and punish his landing spot if he leaves lane.

          • Do not feed your first crit into his passive shield.
          • Heartseeker Strike locks his direction; step through or around it if you can.
          • His best trade is short, yours is extended.
          • Grand Skyfall is not a duel spell, but it decides whether he can avoid matching your split.
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        • Rammus

          RammusUnfavoured

          Rammus is a direct anti-auto duelist whose armor, taunt, and Defensive Ball Curl punish Tryndamere for doing exactly what he wants to do.

          Watch for Puncturing Taunt forces you to attack into Defensive Ball Curl, wasting health and time while he returns damage.

          How to beat

          Do not hit him freely while Defensive Ball Curl is active unless you are finishing a guaranteed kill. Bait Powerball or Taunt, spin away from the first engage, then re-enter only after Ball Curl drops. If he keeps cooldowns for you, accept that the duel is bad and use wave pressure rather than trying to crit through armor.

          Later Rammus is one of the best side-lane answers to Tryndamere because he can survive and set up collapse. In teamfights, never be the first target he sees; flank after Taunt is used or hit a softer backline target instead.

          • Taunt plus Ball Curl is the whole matchup.
          • Undying Rage can be burned attacking a target you should have stopped hitting.
          • Powerball's first contact decides whether you get to choose the fight.
          • If he has armor stacked, killing the wave is often better than hitting him.
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        • Ryze

          RyzeUnfavoured

          Ryze's point-click Rune Prison and repeated spell rotation stop Tryndamere from staying in melee long enough to convert Fury into a kill.

          Watch for Rune Prison roots you at the edge of Ryze's range, letting him unload Overload and Spell Flux while stepping away.

          How to beat

          Do not spin first from max range unless Rune Prison is down or you can cleanse it. Walk up with side pressure, force the root, then use Quicksilver Sash or wait it out before Spinning Slash follows his retreat. Commit only when Desperate Power is down or he cannot kite with its move speed and spell vamp.

          Later Ryze is difficult to duel when finished because his rotation is low cooldown and his root repeatedly interrupts your chase. In teamfights, enter after Rune Prison has been used on someone else, or he will pin you before you touch a carry.

          • Rune Prison is point-click, so dodging is about range and cooldown, not mechanics.
          • Desperate Power makes short trades bad because he heals through spell damage.
          • QSS should be saved for Rune Prison, not incidental slows.
          • Minions can make Spell Flux bounces worse, so avoid fighting inside your own wave.
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        • Shaco

          ShacoEven

          Shaco can waste Tryndamere's time with Deceive, Jack In The Box, and Hallucinate, but he loses the direct melee stat check if caught without tricks.

          Watch for Jack In The Box fears you during the chase, giving Shaco time to backstab, clone, or disengage.

          How to beat

          Do not chase Shaco through unwarded paths or obvious box nests; make him fight in lane space where Deceive has fewer angles. Hold Spinning Slash until after Deceive if possible, because using it first lets him vanish and reset behind you. When Hallucinate is cast, identify the real Shaco by movement and damage taken before spending the last seconds of Undying Rage.

          Later Tryndamere wins the honest side-lane duel, but Shaco rarely gives an honest duel and can trade towers or bait you into traps. In teamfights, protect your carries from his flank only if he commits; otherwise pressure side lanes where his boxes are already cleared.

          • If the path is boxed, the duel is already tilted toward Shaco.
          • Do not blow Mocking Shout before Deceive reveals his direction.
          • Hallucinate can waste your Undying Rage timer if you hit the clone.
          • A pink-free chase through fog is not a real 1v1.
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        • Shen

          ShenEven

          Shen can blunt trades with Feint and Shadow Dash, but he usually lacks the damage to kill Tryndamere unless the taunt makes Tryndamere waste his window.

          Watch for Shadow Dash taunts you, stopping your movement and forcing attacks while Shen repositions or buys time for Feint.

          How to beat

          Use short trades to remove Feint, then back off before he gets free Vorpal Blade healing value. If Shadow Dash misses or is used to clear distance, spin after him and extend the fight with Mocking Shout. Save enough pressure to punish Stand United channels, because interrupting or killing him during the shield windup is often the real win.

          Later Tryndamere pressures side lane harder, but Shen's global ultimate means he can influence fights without winning the duel. Keep the wave shoved and force him to choose between answering you and shielding his team.

          • Do not spend your best crits into Feint if you can wait it out.
          • Stand United is a punish window if you are already in melee.
          • Shadow Dash missing changes the trade from neutral to Tryndamere-favored.
          • Vorpal Blade sustain adds up if you take lazy short trades.
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        • Singed

          SingedEven

          Singed does not want a stationary duel, but Poison Trail, Fling, Mega Adhesive, and Insanity Potion make chasing him dangerous and often unproductive.

          Watch for Fling throws you behind Singed into Poison Trail, breaking your attack rhythm and forcing you to chase through damage.

          How to beat

          Do not follow directly through Poison Trail; cut angles and hold Spinning Slash to reconnect after Fling or Mega Adhesive. Bait Insanity Potion before the real all-in if possible, because his boosted stats make the first chase much worse than it looks. Commit only when you can stay beside him rather than behind him.

          Later Tryndamere can threaten towers harder, but Singed can proxy, stall, and waste huge amounts of time without taking the duel. In teamfights, ignore him if he is only running interference and use Spinning Slash for access to carries, not for chasing poison.

          • Chasing behind Singed is losing the duel on his terms.
          • Mega Adhesive is more dangerous when your Spinning Slash is already down.
          • Insanity Potion turns a near-kill into a long, bad chase.
          • Stand beside his path, not inside the poison line.
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        • Sion

          SionUnfavoured

          Sion's stun, shield burst, attack damage steroid, and Cannibalism lifesteal let him survive Tryndamere's first window and win the extended melee fight.

          Watch for Cannibalism gives Sion heavy lifesteal during the all-in, undoing your crit damage while he keeps attacking.

          How to beat

          Do not open into Death's Caress; chip the shield or wait for it to expire before spending Fury. If Cannibalism starts while he is healthy, kite out with Spinning Slash and re-engage after the duration instead of racing his lifesteal. Save cleanse or tenacity value for Cryptic Gaze so the stun does not eat the front half of your damage window.

          Later Finished Sion is a rough side-lane opponent because his lifesteal and stun punish straight melee trading. In teamfights, he is less mobile than you, so flank past him unless he is the only target stopping your split push.

          • Breaking Death's Caress before it detonates changes the whole trade.
          • Do not fight Cannibalism from full duration unless he is already killable.
          • Cryptic Gaze often decides whether you need Undying Rage first.
          • Executioner's Calling is specifically valuable into his ultimate healing.
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        • Sivir

          SivirFavoured

          Sivir can block one spell and kite with On The Hunt, but she does not have enough hard peel to survive Tryndamere once Spinning Slash gets him into melee.

          Watch for Spell Shield blocks Mocking Shout or Spinning Slash damage and can buy Sivir the space to run.

          How to beat

          Do not open with the spell you need most if Spell Shield is ready; walk at her until she panics it, then use Spinning Slash to stay attached. Hold Mocking Shout for when she turns away, because the slow matters more than the attack damage reduction in this duel. Commit after Boomerang Blade misses or is already used, since most of her burst is tied to landing both passes.

          Later Tryndamere wins the side lane if he can force Sivir to answer alone, but Sivir's teamfight is about speeding her whole team away from or into him. Split push to pull her away from grouped fights, and save Spinning Slash for after On The Hunt movement creates the first gap.

          • Do not waste Mocking Shout into Spell Shield unless you are only trying to break it.
          • Sidestep sideways after engaging so Boomerang Blade does not hit on both paths.
          • If Sivir uses On The Hunt defensively, keep hitting minions or a nearby target to refresh Spinning Slash with crits before chasing again.
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        • Skarner

          SkarnerEven

          Tryndamere has higher sustained damage, but Skarner's shield, repeated Crystal Slash slows, and Impale can waste a large part of Undying Rage.

          Watch for Impale suppresses Tryndamere during his kill window and can drag him through Crystal Slash damage while Undying Rage ticks down.

          How to beat

          Fight away from Skarner's tower and away from his team, because Impale is much weaker when it cannot pull you into danger. Hit Crystalline Exoskeleton off before fully committing; once the shield breaks, he loses the movement and attack speed that let him stick. Use Undying Rage late, but be ready for Impale to delay your final autos.

          Later In a pure side lane Tryndamere can outscale the duel if he has room to chase after Skarner's shield breaks, while Skarner is far better at starting teamfights. Avoid grouping where Impale picks you before you can reach carries; pressure side lanes and force Skarner to choose between holding you and engaging your team.

          • Do not chase through minion waves forever; Skarner's Energize keeps bringing Crystal Slash back up.
          • If Crystalline Exoskeleton is still active, your first goal is breaking the shield, not burning Undying Rage.
          • Quicksilver Sash can remove Impale, turning many close duels into wins.
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        • Sona

          SonaFavoured

          Sona's poke and Crescendo can delay Tryndamere, but she is too fragile to survive a clean melee commit by herself.

          Watch for Crescendo stuns Tryndamere during his engage or Undying Rage window and lets Sona create distance.

          How to beat

          Do not eat repeated Hymn of Valor and Power Chord poke before the all-in; either fully disengage or force the fight. Approach from brush or fog so she has less time to tag you with Song of Celerity speed active. Once Crescendo is down or missed, Spinning Slash onto her and hold Mocking Shout for when she turns to run.

          Later Tryndamere crushes Sona in a side-lane duel, but she almost never wants that fight and is much more relevant behind teammates. Flank rather than front-to-back into Crescendo, or split push until Sona's team has to answer the map instead of grouping around her aura value.

          • Power Chord from Aria of Perseverance reduces your damage, so do not judge the all-in off that first auto exchange.
          • Crescendo is the only real stop; track it before diving her backline.
          • If she uses Song of Celerity to kite, wait for the turn-away moment before Mocking Shout.
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        • Soraka

          SorakaFavoured

          Soraka can silence and heal through short trades, but she lacks the damage and mobility to stop Tryndamere from forcing a long melee fight.

          Watch for Infuse silences Tryndamere, denying Spinning Slash or Undying Rage timing if he waits too long.

          How to beat

          Do not delay Undying Rage until after she has already silenced you; cast it before lethal if Infuse is available and you are diving low. Force long trades, because Astral Blessing and Wish are strongest against single burst windows, not repeated crits. Stay close after her silence ends and use Mocking Shout when she turns away.

          Later Tryndamere wins the isolated duel, while Soraka's value is keeping a carry alive in grouped fights. In late fights, do not spend your whole Undying Rage hitting a healed frontline target; pressure side lanes or flank directly onto Soraka after Infuse is used.

          • Executioner's Calling cuts Astral Blessing and Wish, which is more valuable than extra raw damage here.
          • Infuse can make you miss the R timing if you get greedy at low health.
          • Starcall matters only if you stand in it for a long trade before committing.
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        • Taric

          TaricUnfavoured

          Taric's armor aura, heal, and reliable Dazzle stun make him surprisingly hard for Tryndamere to kill in an equal-item melee duel.

          Watch for Dazzle stuns Tryndamere and steals time from his melee uptime, especially during Undying Rage.

          How to beat

          Do not all-in while Shatter's armor aura and Dazzle are both available unless you have a clear health lead. Bait Dazzle with a short step-in or Spinning Slash out, then re-enter after the stun is gone. If he casts Shatter actively, that is your better window because he loses the passive armor aura afterward.

          Later Taric still does not want to side lane forever against a farmed Tryndamere, but he can stall and wastes Tryndamere's time better than most supports. In teamfights, Taric's job is to stun you and armor-stack his carry, so flank from an angle where Dazzle is not the first thing that happens to your Undying Rage.

          • Shatter's passive armor is the reason your crits feel worse than expected.
          • Dazzle does more damage up close, so do not gift him a point-blank stun before you are ready to fight.
          • If Taric uses Imbue early, extend the trade instead of resetting for his cooldowns.
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        • Teemo

          TeemoUnfavoured

          Teemo's blind, poison, movement speed, and mushrooms attack exactly what Tryndamere needs: clean auto-attack uptime.

          Watch for Blinding Dart makes Tryndamere's attacks miss during the critical start of the duel.

          How to beat

          Do not Spinning Slash in while Blinding Dart is ready unless you can survive the blind without losing the fight. Walk him down first, use brush and minions to reduce free Toxic Shot autos, then commit after blind is used or when you can force him to spend it defensively. Avoid chasing in straight lines through likely Noxious Trap paths; one mushroom often buys enough time for his blind to come back.

          Later Tryndamere can kill Teemo if he reaches him after blind, but Teemo's shrooms make side-lane control annoying and dangerous. Buy detection through team resources where possible, push carefully, and look for flank angles instead of running through trapped lane entrances before fights.

          • Do not activate Undying Rage too late if poison plus a mushroom will tick after the duel.
          • Mocking Shout only slows if Teemo is facing away, so wait until Move Quick starts creating distance.
          • Mercury's Treads reduce blind duration and are one of the cleanest matchup buys.
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        • Tristana

          TristanaEven

          Tryndamere wins if he sticks through Tristana's disengage, but Rocket Jump and Buster Shot can deny his entire Undying Rage window.

          Watch for Buster Shot knocks Tryndamere out of melee range and can waste the last seconds of Undying Rage.

          How to beat

          Do not spend Spinning Slash just to be immediately knocked away unless you can re-enter with movement or terrain advantage. Pressure her until Rocket Jump is used, then save Spinning Slash for the landing or for after Buster Shot. Commit hardest when both displacement tools are down, because her Rapid Fire damage is high but she is fragile if forced to stand still.

          Later Late Tristana's range makes front-to-back teamfights awful for Tryndamere, but she still dies if isolated without jump and ultimate. Split push to force her into side lanes before she reaches a protected siege setup, and flank rather than showing early in grouped fights.

          • If Rocket Jump resets are possible from a kill, do not fight around low-health allies or minions she can finish for momentum.
          • Buster Shot is often worth more than its damage because it burns your Rage timer.
          • Use Spinning Slash after Rocket Jump when possible, not before it.
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        • Twisted Fate

          Twisted FateFavoured

          Twisted Fate can stun and kite briefly with Pick A Card, but he is too immobile and fragile once Tryndamere gets through Gold Card.

          Watch for Pick A Card Gold Card stuns Tryndamere and gives Twisted Fate the space to land Wild Cards or escape.

          How to beat

          Watch the card cycle and do not dash in at the exact moment Gold Card is locked unless you are ready to absorb the stun. Bait Gold Card with forward movement, then Spinning Slash after it is used or times out. Once in melee, stay slightly off-center so Wild Cards do not all line up through your retreat path.

          Later Tryndamere dominates the side-lane duel, while Twisted Fate impacts the map with Gate and Destiny rather than matching him straight up. Push side lanes hard, punish TF if he uses Gate away from you, and keep enough health to survive Gold Card into burst before Undying Rage.

          • Gold Card is the fight; Blue or Red Card means you can force much harder.
          • Destiny reveals you for collapse, so split only with an escape path after it is available.
          • Quicksilver Sash removes Gold Card if you need to guarantee a dive.
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        • Twitch

          TwitchFavoured

          Twitch's ambush damage is dangerous from range, but he has no reliable hard disengage once Tryndamere reaches him.

          Watch for Venom Cask slows Tryndamere and lets Twitch stack Deadly Venom safely before Expunge.

          How to beat

          Do not start the duel already poisoned from Ambush; if he opens first, back out until his attack speed window fades or force him to overchase. Spinning Slash through Venom Cask's slow only when you can reach melee, then use Mocking Shout as he turns to kite. Save Undying Rage for the Expunge execute timing, because poison stacks can make your health drop suddenly.

          Later Tryndamere wins isolated if he gets on Twitch, but Twitch's Spray and Pray can shred grouped teams from behind peel. Sweep likely flank paths with your team, pressure side waves, and enter fights from fog so Twitch cannot free-fire through your approach.

          • Ambush is strongest before you see him; once revealed, he is much easier to run down.
          • Do not let Venom stacks bait a late Undying Rage press into Expunge.
          • Mocking Shout's attack damage reduction matters because Twitch's damage window is auto-heavy.
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        • Vayne

          VayneUnfavoured

          Vayne is one of the hardest ranged duelists for Tryndamere because Tumble, Condemn, Final Hour invisibility, and Silver Bolts all punish his melee-only damage pattern.

          Watch for Condemn knocks Tryndamere away and can stun him against terrain, ruining the all-in.

          How to beat

          Fight away from walls so Condemn is only a knockback, not a stun. Do not commit Spinning Slash until after Tumble or Condemn creates a real chase line; walking at her first often forces one cooldown. If Final Hour is active, track her Tumble direction and avoid wasting Mocking Shout while she is invisible or facing you.

          Later Vayne can beat Tryndamere in the side lane if she has space and terrain, while Tryndamere wins only with a clean flank or cooldown advantage. In teamfights, do not front-run at her through peel; split pressure or come from fog after Condemn is used on someone else.

          • Never duel Vayne next to a wall if Condemn is available.
          • Her invisibility during Final Hour can waste your Undying Rage without her needing to stand still.
          • Frozen Mallet or Cutlass effects help turn one touch into enough uptime to finish her.
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        • Veigar

          VeigarEven

          Tryndamere kills Veigar quickly if he gets through Event Horizon, but a clean stun into Dark Matter and Primordial Burst can force or waste Undying Rage before Tryndamere reaches him.

          Watch for Event Horizon creates a stun cage that stops Spinning Slash angles and sets up Veigar's full burst.

          How to beat

          Do not dash blindly through the edge of Event Horizon; either wait inside the cage, path around the wall, or use Spinning Slash only when the stun edge is avoidable. Force Veigar to cast Event Horizon defensively, then commit during its cooldown. If you are low, use Undying Rage before Primordial Burst lands rather than trying to greed the last possible frame.

          Later Tryndamere wins side lane when Veigar has no cage, but late Veigar can delete targets in grouped fights and makes direct dives risky. Pressure side waves and flank from angles that force Event Horizon away from your team, then re-enter after the cage is spent.

          • Spinning Slash can betray you if its path clips Event Horizon's edge.
          • Veigar's ultimate scales with your AP poorly, so the real danger is the stun setup, not a special Tryndamere interaction.
          • Hexdrinker or Maw helps survive the burst long enough to choose your R timing.
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        • Warwick

          WarwickUnfavoured

          Warwick's sustain and Infinite Duress let him outlast Tryndamere and waste time during Undying Rage unless Tryndamere has a decisive damage lead.

          Watch for Infinite Duress suppresses Tryndamere and drains seconds from Undying Rage while Warwick heals and deals damage.

          How to beat

          Do not take repeated short trades where Hungering Strike and Eternal Thirst erase your damage. Build Fury first, force a longer fight, and try to make him use Infinite Duress before your final kill window. If you have Quicksilver Sash, the matchup changes sharply because removing the suppression gives you the uptime needed to finish him.

          Later Warwick is still hard to duel if he itemizes armor and sustain, but Tryndamere can side-lane around him better if Infinite Duress is unavailable. In teamfights Warwick locks down one target; do not be the easy suppress target before you have access to their backline.

          • Executioner's Calling is valuable because Warwick's passive and Hungering Strike are the duel.
          • Quicksilver Sash removes Infinite Duress and is often the difference between winning and losing.
          • Do not use Undying Rage early unless Infinite Duress is already down.
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        • Wukong

          WukongEven

          Wukong has strong burst and Cyclone control, but Tryndamere wins extended melee if he does not waste autos into Decoy or lose too much time to the knockup.

          Watch for Decoy makes Tryndamere hit the clone or whiff chase timing while Wukong repositions.

          How to beat

          After Wukong uses Nimbus Strike and Crushing Blow, expect Decoy before you commit your full chase; pause briefly or follow the real movement path instead of autoing the clone. Save Spinning Slash for after Decoy if possible, because that is when he has fewer ways to break contact. Use Undying Rage through Cyclone damage, but remember the knockup can steal precious attacking time.

          Later Tryndamere has stronger side-lane pressure if he reads Decoy well, while Wukong's Cyclone is much better in clustered teamfights. Split to force him into isolated answers, and if grouping, wait for Cyclone to start before choosing whether to dive or peel away.

          • Do not instantly chase the first Wukong body after Decoy; the real one is repositioning.
          • Mocking Shout after Decoy is stronger because he usually turns away to exit the trade.
          • Cyclone's knockup can waste Rage time even if it does not kill you.
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        • Zilean

          ZileanEven

          Zilean usually cannot kill Tryndamere in a stand-up duel, but Time Warp, repeated Time Bombs, and Chronoshift can deny the actual kill long enough for him to escape.

          Watch for Chronoshift revives Zilean after Tryndamere spends his all-in, often outlasting Undying Rage.

          How to beat

          Do not blow everything into Chronoshift unless you can stay nearby after the revive. Force Time Warp first, then use Spinning Slash after the slow or speed gap is committed. If he bombs you and runs, either fully disengage before the explosion or keep enough health to avoid being forced into an early Undying Rage.

          Later Tryndamere wins the side lane only if Zilean cannot kite through Time Warp and Chronoshift, while Zilean is far stronger enabling carries in teamfights. Split push to make his revive answer one lane instead of a 5v5, and in fights switch targets if Chronoshift lands on your first kill.

          • Killing Zilean during Chronoshift is not a win unless you can stay for the revive.
          • Time Warp can be either his escape or your slow; wait to see which use he chooses.
          • Mercury's Treads help against the slow, but the revive is the real matchup problem.
          BuyMercury's TreadsQuicksilver Sash
        18
        Attack damage
        355.1
        Ability power
        0
        Armor
        89.7
        Magic resist
        67.1
        Attack speed
        1.496
        Cooldown reduction
        10%
        Critical strike chance
        70%
        Move speed
        409.5
        Yellow Trinket
        18

        Click an item to leave it out of the numbers.

        Resources

        Health
        2,312
        Health regen
        25.3 / 5s
        Fury
        8
        Resource regen
        0 / 5s

        Offense

        Attack range
        125
        Crit chance
        70%
        Crit damage
        250%
        Life steal
        12%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        43%
        Lethality
        4
        Magic pen, flat
        0
        Magic pen, percent
        0%

        Ability damage

        at this build's ranks
        • Q

          Bloodlustrank 5/5

          Initial Heal
          0
        • E

          Spinning Slashrank 5/5

          Damage
          426

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second1,110.9
        Attacks per second
        1.496
        Average hit
        742.5
        Normal hit
        362.2
        Critical hit
        905.5
        Armor after penetration
        0
        Magic resist after penetration
        0
        Damage increase
        +2%
        Life steal healing
        133.3 / s
        Time to kill
        0.9s

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

        18
        Attack damage
        294.35
        Ability power
        0
        Armor
        158.7
        Magic resist
        105.1
        Attack speed
        1.689
        Cooldown reduction
        0%
        Critical strike chance
        55%
        Move speed
        409.5
        Yellow Trinket
        18

        Click an item to leave it out of the numbers.

        Resources

        Health
        2,312
        Health regen
        25.3 / 5s
        Fury
        8
        Resource regen
        0 / 5s

        Offense

        Attack range
        125
        Crit chance
        55%
        Crit damage
        250%
        Life steal
        27%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        8%
        Lethality
        2
        Magic pen, flat
        0
        Magic pen, percent
        0%

        Ability damage

        at this build's ranks
        • Q

          Bloodlustrank 5/5

          Initial Heal
          0
        • E

          Spinning Slashrank 5/5

          Damage
          395

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second925.5
        Attacks per second
        1.689
        Average hit
        547.9
        Normal hit
        300.2
        Critical hit
        750.6
        Armor after penetration
        0
        Magic resist after penetration
        0
        Damage increase
        +2%
        Life steal healing
        249.9 / s
        Time to kill
        1.1s

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

        18
        Attack damage
        114.4
        Ability power
        0
        Armor
        74.7
        Magic resist
        52.5
        Attack speed
        1.000
        Cooldown reduction
        0%
        Critical strike chance
        0%
        Move speed
        345
        18

        Resources

        Health
        2,174
        Health regen
        25.3 / 5s
        Fury
        8
        Resource regen
        0 / 5s

        Offense

        Attack range
        125
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        0
        Magic pen, percent
        0%

        Ability damage

        at max rank
        • Q

          Bloodlustrank 5/5

          Initial Heal
          0
        • E

          Spinning Slashrank 5/5

          Damage
          297

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second114.4
        Attacks per second
        1.000
        Average hit
        114.4
        Normal hit
        114.4
        Critical hit
        228.8
        Armor after penetration
        0
        Magic resist after penetration
        0
        Time to kill
        8.7s

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

        18
        Attack damage
        269.35
        Ability power
        0
        Armor
        80.7
        Magic resist
        56.5
        Attack speed
        1.885
        Cooldown reduction
        0%
        Critical strike chance
        85%
        Move speed
        444.92
        18

        Click an item to leave it out of the numbers.

        Resources

        Health
        2,282
        Health regen
        25.3 / 5s
        Fury
        8
        Resource regen
        0 / 5s

        Offense

        Attack range
        125
        Crit chance
        85%
        Crit damage
        250%
        Life steal
        12%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        8%
        Lethality
        6
        Magic pen, flat
        0
        Magic pen, percent
        0%

        Ability damage

        at this build's ranks
        • Q

          Bloodlustrank 5/5

          Initial Heal
          0
        • E

          Spinning Slashrank 5/5

          Damage
          380

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second1,170.3
        Attacks per second
        1.885
        Average hit
        620.9
        Normal hit
        272.9
        Critical hit
        682.3
        Armor after penetration
        0
        Magic resist after penetration
        0
        Damage increase
        +1.3%
        Life steal healing
        140.4 / s
        Time to kill
        0.9s

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.