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originally posted in:Mjolnir Battle Tactics
4/19/2012 8:14:43 PM
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Its more like 6 seconds, Dan. And Dan is right though. The whole idea with Tryndamere is to fight as much as you can withought your ultimate, but when youre about to die, use it. Then you must assess the situation. You have to choose to either A)Get the -blam!- out. Only attempt this if you will actually get away, like if the enemy completly ignores you, youre fast enough, or you have spin/flash to get out. B)Go down fighting. Because Tryndamere can become invincible, he becomes a super tank. You can then hope the enemy will focus you, meanwhile your team is able to kill them. You may die, but your team got kills. The main thing is withought his ult, tryndamere should be played like Master Yi. You can spank people a lot, but you are decently squishy, and will die easier. So play a little more safe. Once you have your ultimate, AND your team is ready, your team can charge in, you start taking people out. Tryndamere is considered "OP" because he can deal so much damage, especially if he gets enough farm or minion kills. And if you focus him down (like you would with most carries), he can just ult and get 6-ish free seconds to dive strait into your team and -blam!- your squishy teammates. Mastering Tryndamere's ult is a big step. You also need to know if you will survive or not. My friend plays trynd a lot, and he constantly overestimates himself,runs into situations he shouldn't be in, and dies. So play it decently-safe untill you plan on actually fighting and actually ulting. Also, if you are going in, try and save your spin to escape. Assuming when you ult you are hitting tons of crits, it may be up by the time your ult ends, but it isn't always if you didnt smack anyone. Your spin is a key initation/escape tool. It can go through walls, and deals some damage. Also. What order are you maxing the skills in? You should be maxing your Q, the heal, first. I would max the slow second personally, but some people like to max the spin second.
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