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Tryndamere

Tryndamere

Top Lane Skirmisher

The Barbarian King – crit-fueled split pusher with 5s invulnerability window

VS
Nasus

Nasus

Top Lane Fighter

Nasus tools define lane—manage cooldowns and wave length

Matchup Dynamics

How This Matchup Works

Tryndamere wins via side‑lane pressure: stack Fury, trade on E – Spinning Slash windows, and press R – Undying Rage late; Nasus threatens forced all‑ins or chain CC when E is down. The matchup pivots at level 6 and first item (Navori) around 9–12 minutes.

Early Game (1-5)

Tryndamere Favored - Crash 3rd wave then base/ward; only short trade with E available; avoid gank window 2:45–3:15.

Mid Game (6-11)

Tryndamere Favored - Play side opposite objective; threaten tower with Navori + BORK/Hullbreaker; track TP/Atakhan timers.

Late Game (12+)

Skill Matchup - Split wins unless caught; avoid 5v5 until enemy CC down; end with Baron pressure.

Key Interactions

  • E – Spinning Slash vs Nasus Spirit Fire: Hold Spinning Slash to dodge Nasus Spirit Fire; if it misses, trade 3–4s while gap is down; use minions to E through.
  • W – Mocking Shout debuff window: Cast as Nasus turns to disengage to apply slow and AD reduction for 4s; convert 2–3 autos then E out.
  • R – Undying Rage timing vs Nasus Fury of the Sands: Delay to ≤0.3s before lethal; negate Nasus execute/burst; chase with E reset from crits.
  • Q – Bloodlust heal discipline: Heal after CC ends; one cast per wave early (≈12s CD)—sync with cannon waves for larger swings.

Tryndamere

Strengths

  • Spinning Slash mobility enables engage/disengage through waves
  • Undying Rage 5s invuln unlocks dives and extended fights
  • Fury-crit + Bloodlust sustain allows repeat short trades with lane control

Weaknesses

  • Hard CC chains from Nasus after Spinning Slash is used kill through heal
  • R cooldown (120/100/80) punishable; avoid fights while down
  • Heavy armor delays crit spikes; needs anti-heal in sustain lanes

Nasus

Strengths

  • Nasus punishes failed E with Spirit Fire or Wither
  • Can force 5v5 where side-lane value of Trynd is lower
  • Armor/anti-crit items blunt snowball

Weaknesses

  • Struggles to escape Q tether + E resets once Undying Rage active
  • Weak to split pressure and cross-map plays
  • Cooldown-dependent; windows appear after key spells are used

Power Curve Comparison EXPERIMENTAL

Power Curve Visualization

Win Conditions

Tryndamere's Win Condition

  • Freeze 5–6 minions at 3:30–4:15; trade after enemy gap-close/CC used; call jungler on stacked crash
  • Rush Navori then Hullbreaker; take plates on crash; set up Herald 8:00–10:00
  • Track Unleashed TP 330–240s after 14:00; cross-map when enemy shows on wards
  • Split opposite Atakhan/Baron; draw 2 and trade objectives

Nasus's Win Condition

  • Fight during Trynd R downtime (120–100s); force short lane near tower
  • Hold hard CC for post-R; kite out W slow zone; buy Bramble early
  • Group to force 5v5 around 2nd dragon/Atakhan; deny side brushes with wards

Laning Phase Guide

Level/Phase Tryndamere Nasus
Level 1 Start Q – Bloodlust (E if invade); last‑hit for Fury; hold E; trade only after Nasus uses main poke on minions; ward river 1:25 if pushing. Start Siphoning Strike or Spirit Fire; hit casters for shove; punish Trynd if he uses E for poke; ward tri 2:20 if lane is long.
Level 2 Take E – Spinning Slash; short trade AA×2>E through>AA; exit before jungle arrives; thin 1 caster to hold wave outside tower. Take Spirit Fire or Wither; disengage when Trynd procs W; re‑engage after E recast; keep lane short.
Level 3 Unlock W; cast as foe turns; 2–3 hits then E out; ward 3:00–3:15 pixel/river; all‑in only with minion lead. Trade when Trynd W/E down; ping jungler for punish on bounce; thin wave before it crashes.
Level 4-5 Build slow push; crash 3rd/6th wave ≈2:15/4:45; base for Vamp Scepter (900g) or Pickaxe (875g); keep lane mid. Break freezes with help; buy early armor/MR; place Control Ward river.
Level 6 All‑in with Ghost/Flash up; press R – Undying Rage at ≤0.3s to live; dive on stacked wave; track Ignite timers. Respect dives; back off 5s after R is used then re‑engage; communicate TP timers.
Level 7-8 Complete Navori; fight long lanes; vs tanks rush Hullbreaker; vs squishies rush BORK; deep ward Krugs/tri 7:30–8:30. Match item spike; hug tower on cannon waves; call jungler if Trynd has item lead.
Level 9 Max E; trade every wave: 2 autos>E through>W slow>E out; set Herald 8:00–10:00; keep vision. Match shove with waveclear; hold CC for post‑R; ward river brush.

Power Spikes

Level Spikes

Tryndamere Nasus
Level Description Level Description
3 Minor E rank up + W unlock enables dash in/out vs Nasus after key CD 3 Minor Full combo online; punish if Trynd E down
6 Major R – Undying Rage creates dive windows if sums up 6 Major Ultimate unlock changes dive math if Trynd R down
9 Critical E max + crit chance from items allow near‑perma E with Navori 11 Minor Rank 2 ultimate boosts skirmish threat

Item Spikes

Tryndamere Nasus
Item Description Item Description
Navori Flickerblade (2650g) On‑hit ability haste via crit; loops E in duels Plated Steelcaps (1000g) Mitigates crit autos; slows Trynd snowball
Blade of the Ruined King (3200g) %HP on‑hit + slow to stick to kiters Bramble Vest (800g) Applies Grievous Wounds vs Bloodlust heal
Hullbreaker (3000g) Tower damage + stats for side pressure Chain Vest (800g) Cheap armor vs crit spikes
Wit's End (2800g) MR + tenacity vs AP burst/CC

Best Build for Tryndamere

Starting Items

Doran's Shield + Health Potion

Core Items

Navori Flickerblade → Berserker's Greaves → Hullbreaker

Runes

Primary: Lethal Tempo, Triumph, Legend: Alacrity, Last Stand

Secondary: Second Wind, Unflinching

Summoner Spells

Flash + Ghost

Priority Build Path

1
Navori Flickerblade

Crit AS + on‑hit ability haste to chain E

2
Berserker's Greaves

Cheap AS to hit E‑loop thresholds

3
Hullbreaker

Tank shred/sideline power or stickiness vs squishies

4
Mortal Reminder

Grievous + pen vs sustain/armor stackers

Situational Adjustments

  • Wit's End: Heavy AP/CC top or jungle
  • Quicksilver Sash: Point‑and‑click suppressions/ults (Morde R, Malzahar mid)

Key Patterns

Lethal Combos

Tryndamere Full Combo (Level 6+):

70–100 Fury > W – Mocking Shout as Nasus turns > AA×3 > E – Spinning Slash through > AA > E reset > R – Undying Rage late

Kill from ~40–45% with BORK + Navori; delay R to last 0.3–0.5s
Nasus Escape/Counter Combo:

Bait Trynd E > Spirit Fire engage/CC > burst with Siphoning Strike/Wither > save Fury of the Sands for post‑R window

Punish when Trynd R down; chain CC to deny escape

Trading Combos

Tryndamere Short Trade:

AA > AA > E through Nasus > short kite > E back to safety

Use minions for E angles; exit at 2.5–3.0s to avoid jungle
Nasus Quick Trade:

Tag with Siphoning Strike on last‑hit > step back to drop E angle > re‑engage when E is down

Avoid extended DPS while Trynd has Fury + W up

Lethal Thresholds

  • Tryndamere Kill Range: All‑in from ~55% with Ignite and R; ~40% with BORK + Navori
  • Nasus Kill Range: Kill Trynd without R at <60% via chain CC; post‑R wait 5s then re‑engage
  • Critical Levels: 3 (E2), 6 (R), 9 (E max), 11 (2‑item)

Level by Level Game Plan

Level Primary Goal Lane Position Trading Opportunities Kill Windows Setup Opportunities
1 Stack Fury without losing HP Hold wave just outside tower Last‑hit trades only after enemy uses main poke Low unless Q lands + minion lead Ward 1:25 river; Ahead: slow push; Even: hold; Behind: thin and ping jungle
2 Enable dash trades Brush control for E angle Q heal > 2 hits > E out Medium if enemy key CD down Ward 2:20; Ahead: trade; Even: hold; Behind: farm under tower
3 Win short trades Maintain minion advantage W as they turn; 2–3 hits then E out Medium on cannon wave Crash 3rd wave
4-5 Recall on crash Bounce wave then freeze Answer poke with Q heal Low/Medium with jungler Buy Vamp/ Pickaxe on base
6 Open dive window Stack wave then commit Commit with Ghost; R last moment High with ignite Reset on plates
7-8 Secure item spike Long lane for chase E resets with crit; chase on W slow High with item lead Herald control
9+ Transition to side lane Perma side Short trades vs teamfight comps High if isolated Deep wards river/jungle
Mid Game (11-16) Split and draw 2 Opposite objective Take 1v1s only Pick rotators Sync TP/Baron timers
Late Game (16+) End via split or pick Opposite Baron/Elder Avoid front‑to‑back Backline post‑CC TP flank or end on split

First Back Goals

Ideal Back (1200–1500g)

  • Vampiric Scepter (900g)
  • Dagger (300g)
  • Control Ward (75g)

Crash stacked wave (≈2:15/4:45) then base—keep tempo

Standard Back (800–1100g)

  • Pickaxe (875g)
  • Boots (300g)

Base on bounce; keep TP for cross‑map

Anti‑poke (1300g)

  • Null‑Magic Mantle (450g)
  • Ruby Crystal (400g)
  • Control Ward (75g)

Into AP/ranged; stabilize and hold freeze

Teamfight Tips

Aspect Tryndamere Nasus
Primary Role Split pusher/backline diver Frontliner or pick
Target Priority ADC/immobile mid
Jungler on objective
{b} if isolatable
Tryndamere during R downtime
Backline divers
Objective DPS
Objective Control Split to draw 2; start Baron if they send 2
Trade Atakhan/Baron for inhibs
Force 5v5 on spawn
Turn on Trynd after R expires
Positioning Fight in long side lane; flank after enemy CC
Avoid river chokes
Peel carries; ward side brushes; deny flanks
Other Tips Hold R until ≤0.3s; kite during invuln
Use E to cross walls and drop aggro
Save displacement for post‑R; deep ward side lane brushes