Two out of every thousand junglers are Tryndamere. They're running Hail of Blades, they're ending games before minute twenty five, and they're winning more than fifty six percent of them.
Tryndamere jungle sat in the bottom tier of the jungle data last patch in Ranked Solo/Duo. It's now at the top of it, and unlike almost every other weird pick on this site, it gets better the higher the elo goes rather than worse.
So how does this actually work?
Weird Pick #166
Jungle Tryndamere
Two out of every thousand junglers are Tryndamere. They're running Hail of Blades, they're ending games before minute twenty five, and they're winning more than fifty six percent of them.
Tryndamere jungle sat in the bottom tier of the jungle data last patch in Ranked Solo/Duo. It's now at the top of it, and unlike almost every other weird pick on this site, it gets better the higher the elo goes rather than worse.
How to Play Jungle Tryndamere
- Abilities
- E, Q, W to start, then prioritize R > E > W > Q
- Summoner Spells
- Starting Items
- Strategy
- Clear in whatever order keeps Bloodlust [Q] paying for itself, take every early skirmish the enemy jungler offers, and treat Undying Rage [R] as a tool for winning fifty fifty invades instead of as a panic button
- Core Items
Jungle Tryndamere Runes Setup
When to Pick This
Jungle Tryndamere is a pick for games you intend to end early to mid. The later the game goes the more likely he's going to struggle doing more than split pushing. Take him when your bot lane is a strong level two duo and your mid laner has a real gank setup, then spend the first ten minutes turning that into towers.
He's also at his best against enemy comps that are light on hard crowd control. Undying Rage [R] makes him unkillable for five seconds, but it does nothing against a stun, a knock up or a suppression, so an enemy team with three lockdown ultimates simply waits him out. Against a squishy, mobility-first comp with one point of hard crowd control between them, he walks into the back line and nothing stops him.
How It Works
Fury Carries The Clear, The Keystone Doesn't
Hail of Blades only triggers on attacks against enemy champions, so it contributes nothing whatsoever to the camps. What gets Tryndamere through the first three is Battle Fury [Passive] turning every swing into critical strike chance, and Bloodlust [Q] turning that Fury back into health, which is why he can clear at a health total that would send most junglers home.
The keystone is for the moment a champion walks into him. Three attacks at 90% bonus attack speed with true damage attached is a burst nothing at level three trades with, and it's off cooldown again ten seconds later.
A Gank That Does Not Need Crowd Control
Mocking Shout [W] slows anyone who turns their back on him by up to sixty percent, which isn't a stun but is more than enough when the target is already running. Combine it with Spinning Slash [E] to close the gap and the gank pressure lands closer to a Nocturne than to a champion with no real lockdown.
He Wins Fights The Numbers Say He Loses
Undying Rage [R] means a Tryndamere at five percent health is worth exactly as much as one at full health for the next five seconds, which breaks how most players read a skirmish. Enemy junglers commit to an even fight, watch him drop to a sliver, and then find out they were never actually ahead.
Potential Pitfalls
Hard Crowd Control Turns The Ultimate Off
Undying Rage [R] prevents death, not disable. A single stun or knock up during those five seconds spends the entire ultimate for nothing, and then the cooldown is long enough that the next fight is a normal one. Against Amumu, Sejuani, Malphite or anything else built around a point and click teamfight ultimate, Tryndamere's defining button becomes a very expensive way to survive an extra second.
The Clear Costs Health And He Can't Contest
Even with Bloodlust [Q] topping him back up, Tryndamere leaves his first clear low, and he has no smite fight tools beyond a raw Spinning Slash [E]. An enemy jungler who tracks him and invades on the second rotation takes the camp and the health lead at the same time, and there's no version of this build that answers that cleanly.
Late Game He Is Just A Split Pusher
Past thirty minutes Tryndamere's win rate falls to a shade under fifty three percent, because a jungler who can't start fights and can't peel becomes a side lane threat and nothing else. If the game reaches five item builds, the plan has to become pushing a lane while your team holds mid, not looking for a teamfight to flip.
Jungle Tryndamere Conclusions
Jungle Tryndamere is the rare weird pick that isn't carried by opponents who don't know the matchup, since the win rate actually climbs in Emerald and above. What it needs is a player willing to build the whole game around the first fifteen minutes, because the champion's entire advantage is front loaded and none of it survives a long game. Pick him when your team wants to be aggressive early and you have a plan to close, and this is one of the strongest off-meta junglers on the board.
Suggested Tier: Tier 2
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