
Tryndamere
Top Lane Skirmisher
The Barbarian King – crit-fueled split pusher with 5s invulnerability window

Yorick
Top Lane Fighter
Yorick 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; Yorick 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)
Skill Matchup - Crash 3rd wave then base/ward; only short trade with E available; avoid gank window 2:45–3:15.
Mid Game (6-11)
Skill Matchup - Play side opposite objective; threaten tower with Navori + BORK/Hullbreaker; track TP/Atakhan timers.
Late Game (12+)
Tryndamere Favored - Split wins unless caught; avoid 5v5 until enemy CC down; end with Baron pressure.
Key Interactions
- E – Spinning Slash vs Yorick Mourning Mist: Hold Spinning Slash to dodge Yorick Mourning Mist; if it misses, trade 3–4s while gap is down; use minions to E through.
- W – Mocking Shout debuff window: Cast as Yorick turns to disengage to apply slow and AD reduction for 4s; convert 2–3 autos then E out.
- R – Undying Rage timing vs Yorick Eulogy of the Isles: Delay to ≤0.3s before lethal; negate Yorick 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 Yorick 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
Yorick
Strengths
- Yorick punishes failed E with Mourning Mist or Dark Procession
- 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 BORK; 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
Yorick'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 | Yorick |
---|---|---|
Level 1 | Start Q – Bloodlust (E if invade); last‑hit for Fury; hold E; trade only after Yorick uses main poke on minions; ward river 1:25 if pushing. | Start Last Rites or Mourning Mist; 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 Mourning Mist or Dark Procession; 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 | Yorick | ||
---|---|---|---|
Level | Description | Level | Description |
3 | Minor E rank up + W unlock enables dash in/out vs Yorick 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 | Yorick | ||
---|---|---|---|
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 → Blade of the Ruined King
Runes
Primary: Lethal Tempo, Triumph, Legend: Alacrity, Last Stand
Secondary: Second Wind, Unflinching
Summoner Spells
Flash + Ghost
Priority Build Path
Crit AS + on‑hit ability haste to chain E
Cheap AS to hit E‑loop thresholds
Tank shred/sideline power or stickiness vs squishies
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
70–100 Fury > W – Mocking Shout as Yorick 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 0.3–0.5sBait Trynd E > Mourning Mist engage/CC > burst with Last Rites/Dark Procession > save Eulogy of the Isles for post‑R window
Punish when Trynd R down; chain CC to deny escapeTrading Combos
AA > AA > E through Yorick > short kite > E back to safety
Use minions for E angles; exit at 2.5–3.0s to avoid jungleTag with Last Rites on last‑hit > step back to drop E angle > re‑engage when E is down
Avoid extended DPS while Trynd has Fury + W upLethal Thresholds
- Tryndamere Kill Range: All‑in from ~55% with Ignite and R; ~40% with BORK + Navori
- Yorick 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 | Yorick |
---|---|---|
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 |