Tryndamere
TRYNDAMERESkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 12 | |||
| AD per % Missing Health | 0.3 | 0.5 | 0.7 | 0.9 |
| Heal | 55 | 65 | 75 | 85 |
| Heal per Fury | 1.5 | 2.1 | 2.7 | 3.3 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 12 | |||
| Slow | 25% | 30% | 35% | 40% |
| Attack Damage Reduction | 20 | 40 | 60 | 80 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 11 | 10 | 9 | 8 |
| Base Damage | 80 | 130 | 180 | 230 |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 90 | 80 | 70 |
| Fury Regen | 50 | 75 | 100 |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+S← S49.4%7.8%26.0%
- Master+S← S49.3%7.5%24.2%
- ChallengerA← A49.2%6.1%13.2%
- LegendaryB← B48.5%4.9%9.8%
Tencent official (CN server) / Jungle / 2026-11-07
Tier moves S → B across ranks, a 0.9 point spread in win rate. Ban rate also moves 9.8% → 26.0%.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Jungle
One dot per championTier and numbers
- TierWinPickBan
- Diamond+B← B46.2%2.4%26.0%
- Master+B← B46.3%2.2%24.2%
- ChallengerD← D46.1%1.9%13.2%
- LegendaryD← D46.6%1.9%9.8%
Tencent official (CN server) / Top / 2026-11-07
Tier moves B → D across ranks, a 0.5 point spread in win rate. Ban rate also moves 9.8% → 26.0%.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Top
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / JungleAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)12 combos, by pick rateby win rate
- CombinationPickWin
- 53.6%
- 51.8%
- 49.7%
- 50.3%
- 48.8%
- 48.5%
- 50.2%
- 54.0%
- 53.4%
- 48.2%
- 47.0%
- 52.4%
Runes9 combos, by pick rateby win rate
- CombinationPickWin
- 49.2%
- 47.4%
- 47.6%
- 46.6%
- 49.6%
- 49.9%
- 47.8%
- 46.8%
- 46.7%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 48.8%
- 48.5%
Official Tencent data (China server)Diamond+ / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 49.4%
- 49.0%
- 51.2%
- 51.2%
- 49.8%
- 51.1%
- 42.6%
- 51.0%
- 51.0%
- 45.3%
- 55.1%
- 46.2%
- 43.4%
Runes11 combos, by pick rateby win rate
- CombinationPickWin
- 46.3%
- 48.3%
- 43.2%
- 47.0%
- 45.7%
- 46.2%
- 45.4%
- 39.6%
- 46.7%
- 41.8%
- 39.7%
Summoner spells4 combos, by pick rateby win rate
- CombinationPickWin
- 45.7%
- 45.5%
- 46.0%
- 40.3%
Official Tencent data (China server)Master+ / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 48.4%
- 48.4%
- 51.6%
- 49.3%
- 49.5%
- 52.0%
- 40.1%
- 51.8%
- 50.7%
- 52.4%
- 44.8%
Runes11 combos, by pick rateby win rate
- CombinationPickWin
- 46.1%
- 48.1%
- 42.7%
- 47.0%
- 47.0%
- 46.8%
- 47.0%
- 45.9%
- 41.2%
- 37.4%
- 39.0%
Summoner spells4 combos, by pick rateby win rate
- CombinationPickWin
- 45.5%
- 45.3%
- 44.8%
- 39.9%
Official Tencent data (China server)Master+ / JungleAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)12 combos, by pick rateby win rate
- CombinationPickWin
- 53.7%
- 51.9%
- 49.9%
- 50.3%
- 49.0%
- 48.3%
- 51.0%
- 55.0%
- 54.2%
- 49.2%
- 48.4%
- 53.0%
Runes9 combos, by pick rateby win rate
- CombinationPickWin
- 49.3%
- 47.4%
- 47.5%
- 47.0%
- 49.0%
- 49.0%
- 47.2%
- 46.7%
- 47.9%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 48.9%
- 48.1%
Official Tencent data (China server)Challenger / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)12 combos, by pick rateby win rate
- CombinationPickWin
- 45.3%
- 54.3%
- 45.8%
- 49.7%
- 55.6%
- 42.1%
- 54.2%
- 49.1%
- 54.4%
- 50.0%
- 42.4%
- 54.5%
Runes13 combos, by pick rateby win rate
- CombinationPickWin
- 44.3%
- 47.7%
- 43.5%
- 46.1%
- 51.8%
- 41.9%
- 48.7%
- 38.7%
- 50.0%
- 34.8%
- 37.5%
- 40.4%
- 39.1%
Summoner spells4 combos, by pick rateby win rate
- CombinationPickWin
- 45.8%
- 44.5%
- 47.9%
- 32.6%
Official Tencent data (China server)Challenger / JungleAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)12 combos, by pick rateby win rate
- CombinationPickWin
- 54.1%
- 50.8%
- 51.7%
- 52.5%
- 53.1%
- 47.3%
- 50.6%
- 49.7%
- 41.8%
- 44.2%
- 55.5%
- 55.6%
Runes8 combos, by pick rateby win rate
- CombinationPickWin
- 49.7%
- 48.5%
- 47.2%
- 47.3%
- 46.8%
- 49.2%
- 45.7%
- 47.6%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 49.1%
- 49.2%
Official Tencent data (China server)Legendary / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 46.2%
- 50.7%
- 42.2%
- 47.7%
- 54.8%
- 62.5%
- 52.4%
- 45.0%
- 55.0%
- 38.9%
- 22.2%
- 58.8%
- 58.3%
- 45.5%
Runes16 combos, by pick rateby win rate
- CombinationPickWin
- 45.8%
- 45.4%
- 43.9%
- 43.8%
- 47.4%
- 46.6%
- 46.0%
- 43.5%
- 61.3%
- 44.4%
- 30.4%
- 55.0%
- 50.0%
- 37.5%
- 40.0%
- 53.3%
Summoner spells4 combos, by pick rateby win rate
- CombinationPickWin
- 45.1%
- 42.7%
- 43.3%
- 47.1%
Official Tencent data (China server)Legendary / JungleAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 49.4%
- 49.4%
- 45.7%
- 55.0%
- 48.9%
- 50.0%
- 56.2%
- 54.8%
- 69.4%
- 45.5%
- 60.0%
Runes7 combos, by pick rateby win rate
- CombinationPickWin
- 48.8%
- 44.9%
- 45.9%
- 49.0%
- 56.6%
- 53.3%
- 43.1%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 48.1%
- 55.7%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds3 builds
- Streamer / proCore itemsKeystone, spells
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Defense
Runes
Keystone
Domination
Precision
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3bBuffCombat power Lv15 12,631 → 12,707 (+0.6%)
Battle Fury
- Critical Strike Chance per Fury: 0.3%–0.5% (based on level) → 0.5%
Spinning Slash
- Damage: 80/120/160/200 + 100% Bonus Attack Damage + 80% Ability Power → 80/130/180/230 + 110% Bonus Attack Damage + 80% Ability Power
7.3Changed
Base Stats
- Base Attack Damage: 54 → 64
- Attack Damage per Level: 5.5 → 5
- Armor per Level: 3.9 → 4.5
- Attack Speed Ratio: 0.725
- Base Attack Speed: 0.725
- Base Bonus Attack Speed: 0.1
- Attack Speed per Level: 0.025
Battle Fury
- [Removed] Landing a basic attack on an enemy champion grants 30% Attack Speed for 5 seconds; after the effect ends, it goes on a 6-second cooldown.
Bloodlust
- Attack Damage: 7 / 12 / 17 / 22 → 0
- Bonus Attack Damage per 1% missing Health: 0.35 / 0.40 / 0.45 / 0.5 → 0.3 / 0.5 / 0.7 / 0.9
Mocking Shout
- Attack Damage reduction: 40% → 20 / 40 / 60 / 80%
Spinning Slash
- Damage: 80 / 120 / 160 / 200 + 135% bonus Attack Damage + 100% Ability Power → 80 / 120 / 160 / 200 + 100% bonus Attack Damage + 80% Ability Power
- Targets that trigger the cooldown reduction on critical strike: Minions → Minions, monsters, champion-summoned units, and other units that can be critically struck
Undying Rage
- [Removed] Battle Fury's Attack Speed bonus increases to 45 / 60 / 75%
Analysis
Nothing equippedCombat Power at Lv15 is 12,707 (#20 of 142, #10 of 37 Fighter). Down from #1 at Lv1: it ranks higher early.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Fighter median | Rank |
|---|---|---|---|---|
| 1 | 7,298 | 5,897 | 6,196 | 1 |
| 2 | 7,627 | 6,459 | 6,866 | 3 |
| 3 | 8,168 | 6,934 | 7,443 | 5 |
| 4 | 8,701 | 7,485 | 8,023 | 6 |
| 5 | 9,338 | 7,899 | 8,416 | 7 |
| 6 | 9,564 | 8,244 | 8,734 | 10 |
| 7 | 9,970 | 8,552 | 9,099 | 9 |
| 8 | 10,411 | 8,948 | 9,505 | 10 |
| 9 | 10,690 | 9,378 | 10,013 | 14 |
| 10 | 10,936 | 9,716 | 10,319 | 16 |
| 11 | 11,347 | 10,018 | 10,657 | 15 |
| 12 | 11,835 | 10,461 | 11,188 | 16 |
| 13 | 12,057 | 10,786 | 11,518 | 18 |
| 14 | 12,281 | 11,138 | 11,829 | 22 |
| 15 | 12,707 | 11,462 | 12,217 | 20 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- Critical rate (per point of Fury)1,250G
Fury at half full- Heal280G
- Heal (per point of Fury spent)543G
- Attack damage (per 1% missing health)938G
Combat only: 50%Fury at half fullSkill ranks from level- Enemy AD −20-80 (read as armor, 3 s)131G
- 25-40% slow (enemies facing away)228G
Combat only: 50%Read as a similar priceChampion medianSurvival factorMove speed % as flatAssumed durationConditional bonus: 50%Skill ranks from level- Physical damage1,135G
Combat only: 50%At most once per 8sSkill ranks from level- Deaths avoided (undying)900G
Six risky momentsOne death = 300GSkill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Fury at half full
Resources that build up in combat (Fury, Heat, Ferocity, Grit) are assumed to sit at 50% of full on average. Effects that scale with the amount count at half their full value, and empowered casts unlocked at full count as half of all casts. Energy isn't counted.
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Read as a similar price
Effects without a price are read as the closest existing formula: vision as avoiding a gank death (half an escape tool's chance), blocking attacks or projectiles as a shield for the same time, untargetable time (invisibility, etc.) as crowd control on the enemy, range as the move speed of the approach distance saved, experience as gold (1 = 0.5 gold), and stolen or reduced enemy stats as stats (or defense) you gain.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Assumed duration
Effects whose duration or seconds aren't stated use one assumed value per kind: 2 seconds for move speed and slows, 0.75 seconds for knockbacks, 1 second for fears, and 90 seconds for a reuse interval. Transformations with no stated duration (Swain's demon form lasts as long as he keeps damaging enemy champions) are assumed to last 10 seconds and counted with the ultimate-transformation rule (duration ÷ cooldown).
Conditional bonus: 50%
Bonuses that depend on the target's or your own state (extra effects on burning enemies, detonating marks, "if already ..." bonuses) and effects tied to a position or situation (near turrets, in brush, moving toward a low-health ally) assume the condition holds 50% of the time, so they count at half. Effects triggered by your own death are assumed once per 90 seconds, like takedowns. Empowerments spent by another ability (such as Karma's Mantra) count the bonus once per that ability's cooldown.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Six risky moments
Summoner spells are saved for risky moments, so at most 6 uses in a 15-minute match are counted.
One death = 300G
Avoiding a death saves the 300 gold base kill bounty (official patch notes 4.2). Half the match total is counted as the mid-match average.
| Lv 15 | Tryndamere | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,482 | 1,832 | 2,422 | 2,732 |
| Armor | 109 | 34 | 104 | 127 |
| Magic Resist | 66 | 45 | 60 | 80 |
| Attack | 134 | 50 | 109.5 | 147 |
| Attack Speed | 1.051 | 0.735 | 0.951 | 1.252 |
| Move Speed | 355 | 335 | 350 | 360 |
| HP regen | 19 | 14 | 19 | 29 |
| MP | — | 802 | 1,080 | 1,390 |
| MP regen | — | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




