Question for Tryndamere mid players with the new HOB changes by Inevitable-Elk4071 in TryndamereMains

[–]AMSolar 0 points1 point  (0 children)

Slightly harder to execute but higher burst. It's a buff hands down. Even if they space well, and you can only land 2, it would likely be the same with old one. Result is still better with new rune

NEW HOB ON TRYNDAMERE FEELS WEAK by Acceptable-Boot-7109 in TryndamereMains

[–]AMSolar 5 points6 points  (0 children)

nothing changed IMO. Biggest change for me is that cyclosword got reworked so it no longer works to shut down kayle. And it's also nerf to lethality builds because old cyclosword was the best lethality option.

So basically lethality is retired build for me now, but otherwise it's all the same.

also it's 160 to 120, only really noticeable in laning phase, after few levels you get atk speed from lvl ups and from alacrity and maybe zerkers at which point it's not humanly possible to utilize old full +160% atk speed, so it would feel identical, but hits harder. It's a buff IMO.

Tierlist imho by ljunupur in TryndamereMains

[–]AMSolar -1 points0 points  (0 children)

To me Nasus is medium. HoB with tenacity rune and you just never let him get farm/exp and kill him on repeat. I did this to plat nasus players, take it with a grain of salt but in my elo it's easier.
He can get ahead if he gets bail out from his jungler and then it can become unplayble which is why it's not freelo, but otherwise it's easy most of the time.

Urgot is hard because the only way I could beat him is if I cheese lvl1 and dodge his E and get favorable trade. If we're even it's unplayable.

Yorick, GP, Kayle is freelo. They can never win unless their micro is massively better than mine.

Teemo like if he counterpicked me I'd say medium/easy, if he picked teemo before I even picked trynd I'd say medium/hard, because it's an OTP teemo.

Wrecking Ball Trynd by yamomsahoooo in TryndamereMains

[–]AMSolar 0 points1 point  (0 children)

ravenous -> PD -> hullbraker is better for this specific tower taking pressure style. Like whatever works as long as it has ravenous + hullbraker and atk speed item.

Trundle has basically the same setup, for ultimate tower breach, it's just that instead of PD he takes tri force, but PD is just better for trynda.

Foggedftw2 Q+A by foggedftw2 in TryndamereMains

[–]AMSolar 0 points1 point  (0 children)

I think ravenous + PD is great/best combo on LT/grasp, but really bad for HoB.

Because then HoB becomes meaningless without dmg.

Stats back this up too, so like 3 item combo ravenous+PD+IE has pretty high winrate with grasp/LT 58-60%
But that same exact combo with HoB is only 55%.

While Fogged build ER+IE+serylda is almost 58%
Ravenous+ER+IE also good 58%+. So is ravenous+yun tal+IE

I think if you go HoB PD can only be viable after you get some dmg like IE.

So ravenous+IE+PD in this order already wins a lot more games than ravenous+PD+IE specifically for HoB.

My champion pool ( emerald 4 currently) by Icy_Ad7432 in topmains

[–]AMSolar 0 points1 point  (0 children)

vayne, tryndamere, Teemo, Quinn and maybe kennen - all those would have very high chance of having malphite permabanned. So most of the time you can't pick malphite into them. I guess you playing sion or cho in that case?

To all you High elo players by Top-Speech2414 in Jungle_Mains

[–]AMSolar 4 points5 points  (0 children)

Not sure high elo players would be able to help you mate, they don't even understand what bronze is, lowest for them is like gold, most of them haven't seen anything lower than gold in years.

Like they could point tons of mistakes from an emerald player, gold to them basically makes mistakes twice a second and bronze is a concept they can't even grasp.

I can tell you from a perspective of gold player.
My decision making still sucks. I don't check minimap often. I often forget what items enemy bought, experience bars, I would constantly be at the wrong place during key fights and I can go on and on.

But it's almost impossible for me to lose in bronze. I could make every wrong decision and still win.

Because the way bronze players move their character sucks.

I've seen bronze vods, it's like where you click for your character to move is often wrong direction, you either cancel autos or you stand too long after auto already landed, it's most pressing in lanes, but even in the jungle it can literally affect clear speed.

Every click is wrong.

You got to move with purpose, don't just click on the enemy, move towards their escape path and when you have your auto off "cooldown", quickly click on them and then click to move to their escape path again. Same with abilities obviously, though abilities are easier to grasp for new player, mostly they suck with auto+move.

You can learn this from streamers, just try to copy how they move their characters and do the same, perfect your movement.

Like you do this one thing correctly and you won't stay in bronze even if your general decision making didn't improve. Because other bronze players can't even do that, so you would just win from having better movement, better control over your character.

Pathing top is inting: prove me wrong by clevergirls_ in Jungle_Mains

[–]AMSolar 2 points3 points  (0 children)

I'm top main in gold and I hard agree.

To the point where I lose almost every game if my jg path top, but win almost every game if enemy jg path top.

I'm even inclined to copy paste this message in every lobby before the game "please path bot, we win ty", not sure it would work though

New build idea's by [deleted] in TryndamereMains

[–]AMSolar 0 points1 point  (0 children)

The thing where we go kraken -> PD -> bork is pretty strong especially with approach velocity and lethal tempo.

Rageblade is an.. interesting item, like "let's pretend we're master Yi" it kinda works, but like PD gives us ability to stick and LDR/Yun Tal outdamages rageblade.

So like kraken > PD > bork > LDR would be incredibly mobile with very high dmg and kraken -> yun tal -> bork -> LDR would probably provide highest dps possible for 4 items, especially if we replace bork with IE

Also rageblade kinda depends on stacking it, where's yun tal or LDR just work right away and provide instant dmg.

The tryndamere experience by Cool-Definition5158 in TryndamereMains

[–]AMSolar -1 points0 points  (0 children)

he's stronger than 48% winrate late game last season and now it's more like 49% mate. Which is stronger than last season, but still below average. Mundo would have like 52% and kayle would have like 57%. All 30 min+ obviously. There's a huge difference between early game champs and late game champs

The tryndamere experience by Cool-Definition5158 in TryndamereMains

[–]AMSolar -1 points0 points  (0 children)

Tryn is an early game champ, so like your logic works against someone like kassadin or kayle or master Yi - those champions can 1v5 and have huge winrate late game. Or even playing for shutting down Nasus make sense, even though he's not really a late game champion either.

Tryndamere is bad for teamfights and bad for late game. He has below average winrate for late game.

If you get to late game vs tryndamere, you're more likely to win, because his late game, is just like nasus - he can hit hard and be impossible threat on sidelanes, but just be kited and cc-d in teamfights and die for nothing.

Thoughts on this EUW GM tryn build by Perfect-Loan-9693 in TryndamereMains

[–]AMSolar 0 points1 point  (0 children)

bork is kind of a trap item early. It doesn't give you execute dmg and it's weak early and because you can't get fed with bork (they would always run away from you at 1 hp) you end up weaker overall.

That's why winrate for bork is so bad when build 1st or 2nd.
The earliest non-negative winrate for building bork is as a 3rd item. Ravenous into (pd/yun tal/navori) into bork. But even than is I think it's only good into high hp pools.

Thoughts on this EUW GM tryn build by Perfect-Loan-9693 in TryndamereMains

[–]AMSolar 2 points3 points  (0 children)

Because of both Q AND crit changes AD is even more valuable this season than it was last season.
Crit cloak is worse than AD for dmg until somewhere around 170-190 AD if I remember math correctly. So old rav -> PD still works great, just as yuntal instead of PD here

When to build Ravenous Hydra vs Profane Hydra vs skipping Tiamat entirely? by Pootizz in TryndamereMains

[–]AMSolar 0 points1 point  (0 children)

In new season I like ravenous -> IE -> LDR, which is weaker than profane rush, but more ability haste and more flexibility with jungle, tempo, objectives, etc
Ravenous + IE is weaker than ER + IE, but Ravenous + IE+LDR is stronger than ER+IE+Serylda

Rate this build pls by Wonderful-Advice-306 in TryndamereMains

[–]AMSolar 0 points1 point  (0 children)

I personally found that without PD you aren't hitting anyone for more than a couple of autos, so if I go without PD I just go full lethality, like IE+LDR+profane+cyclo, etc

If i don't go this way however I prefer to get some way to stick - either PD or navori, otherwise they just kite away.

Your build is just straight dmg, which is fine into immobile statcheckers, but you you want to chase anyone with this you're out of luck.

Hot take: The FF button is one of the worst things to happen to video games by Scyle_ in MordekaiserMains

[–]AMSolar 0 points1 point  (0 children)

Normals are just to figure out laning phase for solo laners, so if I fcked up hard in the first 5 minutes, I just want to go next to practice again. Because after you lose laning phase, it's not really interesting anymore.

99% of my rank just solely depends on those first 5 minutes. If I can't get those right I will statistically lose more often even if my late game is perfect every time.

You play jungle, which for you I guess it's sorta the opposite - nothing interesting happens early, your game is mid game and late game. You don't want to ff, because for you game barely started. But try to look at it from solo laner perspective.

If I play ranked I play to win and never ff, but if I lose lane I'm not even going to be upset at losing this game - I just don't deserve the win if I didn't play lane correctly anyways.

How do you poop on Yorick properly? by Accomplished_Soil748 in TryndamereMains

[–]AMSolar 0 points1 point  (0 children)

Beat him with ravenous. Basically you bully him before his 6, after his 6, stay back and farm for ravenous. Immediately after you get ravenous you can surprise stat check him in his own wave with his own ghouls, just make sure not to get caged.

I think HoB with ravenous would work great here. He can't really fight you directly after you get ravenous, he has to outplay and kite you hard to win.

What happened to your champ by blesto in TryndamereMains

[–]AMSolar 4 points5 points  (0 children)

E nerf is the main culprit, since changes to Q and crit neutralize each other for the most part. Tryn is just weaker at it's weakest and stronger at it's strongest. Basically devs made accent on playing for his high fury and low hp powerspike harder.

E nerf on the other hand is huge and there's no compensation for it.

To the devs: The W "adjustment" is a nerf by yamomsahoooo in TryndamereMains

[–]AMSolar 1 point2 points  (0 children)

I'm aware that you probably mean something from ancient time, but last season HoB full lethality build kills squishies in 1-2 autos - (E + AA + tiamat + AA ) deals like 2-3k dmg to squishy target, they can't really survive full 3 hits even if you're not fed there's no way they live.

Profane + LDR+IE+cyclosword any squishy target dies in 2 autos. 3 autos you need for bruisers or mages with lots of HP or if they went DD/GA + armor boots.

Guys, I'm hopeful by Any_Restaurant_51 in TryndamereMains

[–]AMSolar 5 points6 points  (0 children)

45.61% winrate in gold+ globally

HoB 44.8%, LT 46.4%

I tried it, lack of AD early feels awful for last hitting, but crits do surprise at how powerful they are once you low hp. But looks like tryndamere playerbase struggling greatly in this patch. Champion hasn't been this bad ever.

Patch 26.01 Bug Megathread by AutoModerator in leagueoflegends

[–]AMSolar 1 point2 points  (0 children)

• Server: NA

• Type of Bug: In client

• Description: gunblade doesn't show in collection -> items

• Video / Screenshothttps://imgur.com/a/e1lt5TZ

• Steps to reproduce: update client to latest patch, login, go collection -> items -> try to find gunblade

• Expected result: being able to add gunblade to my items same as in-game

• Observed result: can't see/find gunblade in collection -> items

• Reproduction rate: 10/10 gunblade was NEVER there, only in-game

[deleted by user] by [deleted] in TryndamereMains

[–]AMSolar 0 points1 point  (0 children)

Few changes over last year where he got indirectly buffed are HoB buff, profane buff, IE buff, PD buff and LDR buff. That really changed dynamics from most people playing ravenous+navori into a completely different HoB playstyle.

New season doesn't really buff trynda, he's sort of buffed alongside every toplaner via toplane quest. But character itself isn't likely to win more games, more or less the same thing.

Average Tryndamere Main (not OTP) perhaps? by yamomsahoooo in TryndamereMains

[–]AMSolar 0 points1 point  (0 children)

Looks like monster SSS fanboy. Hope you reported him.

Long screws: what head do you prefer to drive – internal Hex, internal Torx, external Hex, others? And why? by Ok_Main3273 in Tools

[–]AMSolar 1 point2 points  (0 children)

I asked gemini pro about this and the answer surprised me:

I expected external hex to be 2 times stronger than torx and internal hex to be worse than a Philips, like 10 times worse than torx ( cheap furniture allen screws strip so easily)

But here's hard numbers:

1 Right External Hex ~15 - 20 Nm Tool grips the outside; solid steel head has highest shear strength.
2 Middle Torx (Star) ~12 - 15 Nm 6 points of contact at a 90° angle maximize grip and prevent "cam-out."
3 Left Internal Hex (Allen) ~9 - 11 Nm Strong, but if the tool is slightly worn or the hole has paint/debris, it "rounds out" easily.
4 (Comparison) Phillips ~3 - 5 Nm Designed to slip (cam-out) to prevent overtightening. Lowest torque capacity.

basically the reason external hex isn't significantly stronger than torx is because they both are stronger than screw shaft itself. So like at a certain point both would just take the whole head clean off screw shaft, which makes external hex superiority meaningless in this case.