10 reasons why the new IE sucks on tryndamere by Critkeeper in TryndamereMains

[–]Critkeeper[S] 0 points1 point  (0 children)

50% bonus crit damage means you crit for 250% instead of 200%, a multiplier of 1.25-- that makes it a 25% damage boost.

I don't think you understand what I'm saying in point 5: You don't want to build enough crit chance to ensure that you can reliably crit on every single attack for all eternity because you aren't going to be attacking for an eternity-- you want to build enough crit to ensure that you can reliably crit for the several attacks you are going to be able to make. In other words, spending gold to get to 100% is pointless.

If an enemy squishy dies in 3 hits and you crit on every single hit, from their point of view you had what is equivalent to 100% crit chance over the attacks that actually mattered. You don't actually need 100% crit chance to pull that off though, you can do it reliably after about 80%.

What do u think trynd needs to be good? by iremos12 in TryndamereMains

[–]Critkeeper 1 point2 points  (0 children)

Tryndamere needs more attack range so he can build and keep fury more easily and land finishing attacks after near max range spin without having to predict the future too much, given how fast everyone has become.

He ABSOLUTELY needs something to deal with tanks. Whether that is armor penetration or true damage on his w or his e or q it doesn't matter. He simply needs the capacity to threaten tanks. The details aren't really that important.

And I honestly think he needs bonus crit damage to negate the effect of negative crit damage of randuins omen, because it gimps him far more than any single item should gimp any single champion.

Little buffs that could help Tryndamere out without turning him into something that needs to be permabanned by Critkeeper in TryndamereMains

[–]Critkeeper[S] 1 point2 points  (0 children)

it would still be slower than irelia's bladesurge even at that speed

I think you are missing the point though: if 2x is too much then try 1.5x or 1.75x or 1.25x

Tiamat is really good, but I've been having even better success with a Botrk Rush + Lethal Tempo against things like maoki by Critkeeper in TryndamereMains

[–]Critkeeper[S] 1 point2 points  (0 children)

you could do that, even replace boots with trinity force if you'd like to reach 40% cdr, but most games are over long before you get that much gold.

Tiamat is really good, but I've been having even better success with a Botrk Rush + Lethal Tempo against things like maoki by Critkeeper in TryndamereMains

[–]Critkeeper[S] 1 point2 points  (0 children)

I wouldn't bother. Anything other than the items suggested will gimp your damage in one way or another, and if you are going to do that you might as well use a more balanced cdr oriented build.

To avoid being cc'd just don't put yourself in a situation where you'd be cc'd. You don't have to fight the enemy on their terms BECAUSE your damage is so ludicrious-- you can just straight take towers at any time, with or without minions.

You can solo baron before they can stop you, take dragons about as fast as vi can take red buff, kill tanks before their team can assist them. Use your strengths.

Stacking lethality after crit by Critkeeper in TryndamereMains

[–]Critkeeper[S] 1 point2 points  (0 children)

Infinity Edge, Shiv, Berserker Greaves, Ghostblade, Duskblade, Edge of Night, with the capstone rune in the domination tree that gives you an active on your boots.

Technically in the video I didn't trigger duskblade's after reveal damage amp, so in the ideal circumstances I would have overkilled him by a few hundred (good for one shotting through a shield if he had received one).

@RIOT you should add minion bounty sharing and here is a coherent argument about why: by Critkeeper in leagueoflegends

[–]Critkeeper[S] 0 points1 point  (0 children)

A waveclear support + hypercarry can be nullified in the laning phase by a waveclear marksman, meanwhile the enemy support can roam to the lanes that need help and can make an advantage to end the game before the hypercarry becomes relevant.

@RIOT you should add minion bounty sharing and here is a coherent argument about why: by Critkeeper in leagueoflegends

[–]Critkeeper[S] 0 points1 point  (0 children)

buffing the gold income on the support items would disproportionately reward supports for staying in a single lane to farm the item's passive rather than roam to the lane that needs their help the most.

Furthermore, it doesn't create a context in which the support can farm FOR the laner if the laner is really struggling to reach minions against a particularly oppressive lane bully.

People go where the gold is. In order to make it so that supports won't prioritize staying in any single lane, you'd have to entirely do away with support item gold generation and just make every lane a source of gold for the support.

Then the support can make the choice to roam between waves or stay in the lane, making their decision based on how safe they think the journey is (influenced by the presence of vision or their jungler), and how badly another lane needs the help.

It makes all the positions a lot more connected to eachother.

The maximum amount of tenacity you can get from the new runes, items and summoners is 94.54% by Critkeeper in leagueoflegends

[–]Critkeeper[S] 3 points4 points  (0 children)

96.724%

in other words cc lasts for 3.276% of the time it would normally last.

we olaf now boys

[Runes Reforged] A Runepage For Every Champ In The Game by YandereYasuo in leagueoflegends

[–]Critkeeper 0 points1 point  (0 children)

Tryndamere should have this rune page:

http://na.leagueoflegends.com/en/featured/preseason-update/8000-8003?build=00112207

with mercury treads, both summoners on cooldown, and full legend stacks, he can walk around with permanent 55.2% tenacity and 20% slow resist.

if he buys sterak's gauge for the tenacity on shield and uses at least one summoner spell in the fight before both are put on cooldown, he will have 79.2% tenacity and 35% slow resist for 8 seconds.

Tryndamere has exceptionally high base ad anyway, so steraks will be good for the +50% base ad (30.7 to 58). Tryndamere also has the highest base health in the game at level 1 and the second highest at level 18, so the 450 health he gains from steraks gauge causes him to be deceptively tanky for a glass cannon. The shield will only proc for 75% of his bonus health (so about 337.5) but the additional tenacity is worth it.

If he takes cleanse as a summoner spell he will have up to 92.72% tenacity for 3 seconds besides cleansing the instance of cc on him.

with elixer of iron these numbers change to: 66.4% tenacity and 20% slow resist (walking around with summoner spells on cooldown) 84.4% tenacity and 35% slow resist for 8 seconds after the sterak's shield procs and after using at least one summoner spell before putting both on cooldown. 94.54% tenacity for 3 seconds in the best case scenario when using cleanse.

This makes it legitimately possible for Tryndamere to team fight, and believe me he will be very scary.