Tryndamere by TrojanVirus

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Tryndamere

By: TrojanVirus
Last Updated: Jun 27, 2020
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Tryndamere

The Barbarian King

Practically done. Will come back on occasion and see if I should tweak some things.

Thank you for viewing my first work!

Got bored enough to attempt to recreate a LoL champion within Heroes! I have no clear idea about balancing, so take the damage numbers with a pinch of salt. I'll be attempting to directly port Tryndamere as faithfully as I can. Yes, he has some clear overlap with other heroes (Taz'Dingo!) and that's just part of porting him over. I also have no clue about formatting on this type of thing, so sorry in advance for the walls of text.

Attack Type: Melee
Health: 1876
Health Regen: 3.9062

Resource: Rage (100 Max)
Unit Radius: 0.75
Attack Speed: 1
Attack Range: 1.5
Attack Damage: 167


These are based on Thrall's stats. He fits a close roll to Tryndmere in stats, so that's what I'm using. His AA speed in league is 0.63 base, but due to the fact that items don't exist in HotS I feel that scaling it up is fine. I might change it to be on par with Sonya's 1.25, but that'll pan out as I go along.

Tryndamere's roll within League is a mix of hypercarry/split pusher. He's extremely safe due to his low CD Unkillable ultimate, and packs a lot of punch as the game progresses. That doesn't mean that his early game suffers; often bullying others out of lane with his passive crit chance, healing and mobility.

Within heroes I envision him as a mix between Illidan and Leoric. Dives in to a priority target, either secures it with his ultimate or leaves with it. Or he can brawl with the front/midline, and try to sustain through it but fight cycling. The first challenge however, is deciding how to port his Passive: Battle Fury.

Combat Trait

1
Battle Fury
Tryndamere gains 5 Fury each time he lands a basic attack, and 10 Fury on Critical Strikes and each time he kills an enemy. After not dealing or receiving damage for 8 seconds, Tryndamere loses 5 Fury per second.

Tryndamere gains a 0.5% chance to deal a Critical Strike; dealing 50% additional damage, per point of Fury. Up to a maximum of 50% critical strike chance at 100 Fury.

This is the bread and butter of this character. A barbarian that swings harder and harder as rage takes over. The game of chance with the 50/50 increased damage is part and parcel of the champion, though my least favourite, and I did dabble with having him crit every other attack at max rage to be more in line with how Blizzard has already dealt with crits in Raynor and Samuro. I may revert back to that system at somepoint, although it would sort of eliminate his Rage

Primary Abilities

1
Bloodlust
Cooldown: 8 seconds
Tryndamere consumes all of his Fury, healing himself for 0.25% of his maximum health per point of Fury consumed (Maximum of 25% at 100 points)

Clean and simple: reduce the amount of damage you deal, gain a large heal. I made the health a flat percentage of Trynd's health as opposed to the scaling in LoL. It may be a touch high, but I'm trying to get a feel first before adjusting down again. The other parts of this skill will appear in talents as there is a surprising amount that can fit into it.
2
Mocking Shout
Cooldown: 12 seconds
Tryndamere shouts, gaining 20 Physical Armour and applies a decaying 40% slow to all enemy Heroes within an area for 4 seconds.

6.5 radius circle around Tryndamere, same size as Malthael's Soul Rip.

As to emulate the reduced attack damage from the original skill I decided to give Tryndamere the armour instead, as it effectively does the same thing. Slow decays at 10% per second. I removed the element of facing him due to the constant wonkiness of that type of effect in LoL and just made it always slow decayingly.
3
Spinning Slash
Cooldown: 10 seconds
Tryndamere dashes to a target dealing 170 damage to enemies in his path, gaining 2 points of Rage per enemy hit.

Passive: Spinning Slash's cooldown is reduced by 0.5 seconds whenever Tryndamere Critically Strikes. Increased to 1 second if the target is a Hero.

The area hit is slightly wider than Illidan's Sweeping Strike (3.5x2.55) and slightly longer (6.0 Range). The length of the dash is also variable. You can either dash the full distance, or scale it down to deal a quick burst of damage. The speed of the dash is the same as Sweeping Strikes.

Heroic Abilities

1
Undying Rage
Cooldown: 100 Seconds
Tryndamere instantly gains full Fury and becomes Unkillable for 5 seconds.

Can be used during Crowd Control except STOPPED.


Almost literally just Zuljin's ultimate. This is paramount to his divability within League, and leads to the cat and mouse game when that time gets low. Due to the fact that Tryndamere needs to be in melee range to deal his damage and due to that is on average more likely to die from using this, even with a dash, than Zul'Jin I am considering either: lowering the Cooldown, or giving him a method to reduce this cooldown within the ability. As of right now, wihout the CDR of League this feels not great.

Level 1 Talents: Damage

Level 1



Battle Rage (D)
Building Rage

QUEST: Reach Maximum Rage from 0
REWARD: Gain 3 Maximum Rage (Maximum of 200 Rage)

A very time intensive quest which rewards you at the very end with a 100% crit chance, and 50% max health heal with Q. As I don't know how often or quick you can reach this goal the amount of maximum Rage gained is very flexible. If it gets done in 7-10 minutes that's too fast. I'm imagining around 17-20 minutes in a normal game, and 15 or so in a very optimal world.


Now they die!
Passive: Tryndamere deals 5% more damage for every 10% of his health missing.

This mechanic is normally baked into the Q with a physical power scaling. As that doesn't exist here, I've added it in a more simplified manner. When Tryndamere picks this talent small red lines appear on his health bar for anyone to see, indicating 10% of his maximum health. This helps gauge how dangerous he currently is. Alternatively, you could add a circle UI element to Tryndamere showing how much extra damage he is dealing.



Martial Cadence
Passive: Upon basic attacking an enemy Hero, deal a reduced 25% Critical Strike to them. 10 Second Cooldown per Hero. Reduced by 1 second every time you Critically Strike a different enemy Hero.

If your attack would Critically Strike them anyway that would take priority over this effect

A cheeky reference to another League character who gave me the idea for this talent. This is supposed to incentivize bouncing around a teamfight more, getting those extra smacks of damage in before changing targets and giving them a tase of Tryndamere's blade too.

Level 4 Talents: Mobility


Battle Rage (D)
Warpath:
Gain 0.2% Movement Speed per point of Rage (Maximum of 20% at 100 Rage)

A simple method for Tryndamere to keep up with his foes whilst angry. This talent would make him surprisingly difficult to escape combined with careful usage of Spinning Slash (E)


Spinning Slash (E)
Into Battle
Spinnning Slash gives 30% Movement Speed for 2 Seconds if it hits an enemy Hero.

Either a useful diving or escape tool. Spin through the frontline to reach the squishes, or plow the other way through for a quick escape.


Spinning Slash (E)
Unerring Assault:
Spinning Slash makes you Unstoppable for 0.5 seconds or the duration of the dash, whichever is shorter.

A micro unstoppable which can either ensure an entry or escape. I'm not completely sold on this talent as of yet, and it may yet change as I continue this little project

Level 7 Talents: Damage


Battle Rage (D)
Overflowing Rage:
At 100 points or greater of Rage deal 23 damage per second to nearby enemies. Critically Striking with this effect active increases its damage by 10% up to 50%.

The numbers on this one are the biggest subject to change. Currently with the standard 4% scaling this deals 51(.11) damage at level 20, without the extra crit percent. With it, it ends up at 76(.65). Compared to Illidan's Burning Hatred at 20 which is 48(.89), and Leoric's Burning Despair 88(.9) and 177(.8) respectively it seems decent for a level 7 talent. Though any input on this in particular would be helpful.


Spinning Slash (E)
Follow Through:
Spinning Slash deals 10% more damage for each target hit, to a maximum of 100%


Blood Blind:
Active: Cleanse all Blinds and Attack Speed Slows 20 Second Cooldown
Passive: Critically Striking an enemy gives 5% Attack Speed, doubled to 10% if the target is an enemy Hero. Maximum of 50%.

Level 10 Talents: Ultimate Upgrades


Undying Rage(D)
Ever Building Fury:
Passive: Whenever you generate Rage reduce the cooldown of Undying Rage by 1.5% Doubled against Heroes. Reduce Bloodlust's cooldown to 5 seconds.


Undying Rage (D)
Rampaging Rage:
Passive: During Undying Rage increase all of your offensive stats by 15%

(Basic Attack Damage, Attack Speed, Movement Speed, Spell Damage and Cooldown Reduction)

Level 13 Talents: Defensive Options


Bloodlust (Q)
Bloodied Defiance:
Activating Bloodlust knocks back all enemies within a short distance of Tryndamere, and for each enemy Hero hit, gain 10 Armour for 3 seconds.

(Approximately the dash distance of Artanis's Twin Blades)



Mocking Shout (W)
Barbarian Yawp:
Reduce Mocking Shouts cool down by 2 seconds for each enemy Hero in melee range when cast. If at least 2 are in range, the slow does not decay.


Bloodlust (D)
Iron Skin:
Gain 20 Physical Armour when above 60 Rage.

Level 16 Talents: Damage


Crazed Swings:
Passive: Critical Strikes splash for 75% of their damage to nearby enemies. If you hit at least 2 enemy Heroes with the splash, your next basic attack is a guaranteed Critical Strike.


Mocking Shout (W)
Roar of the Slayer:
Mocking Shout marks all enemies in range for 8 seconds. Basic attacking a marked target deals a guaranteed Critical Strike. If you proc all of the marks, reset the cooldown of Mocking Shout.


Spinning Slash (E)
Wicked Edge:
Passive: Spinning Slash can also deal Critical Strikes, the chance is equal to your current Critical Strike Chance

Level 20: Storm Talents


Undying Rage
Crown of the Northern King:
Gain the other Level 10 Talent for Undying Rage and reduce its cooldown to 50 seconds.


Bloodlust
Carnage:
Passive: Your Critical Strikes now deal 80% increased damage.

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