Tryndamere’s Current Kit

Battle Fury

Tryndamere generates 5 Fury on his basic attacks, and 10 Fury on critical strikes each time he kills an enemy. After 8 seconds without dealing or taking damage, Tryndamere loses 5 Fury per second.

Tryndamere gains 0% − 40% (based on Fury) critical strike chance.

Bloodlust

Cost: 100% Current Fury CD: 12 Cast: None                 

Passive: Tryndamere gains 10 / 15 / 20 / 25 / 30 bonus attack damage, plus 0.15 / 0.25 / 0.35 / 0.45 / 0.55 per 1% missing health amount based on his missing health.

Active: Tryndamere consumes all of his Fury to heal  30 / 40 / 50 / 60 / 70 (+ 30% AP) to himself, increasing for every point of Fury consumed.

Mocking Shout

CD: 14 Cast: 0.3 Radius: 850

Tryndamere reduces the attack damage 20 / 35 / 50 / 65 / 80 of nearby enemy champions for 4 seconds.

Targets facing in the opposite direction of Tryndamere are also slowed 30 / 37.5 / 45 / 52.5 / 60% for the duration.

A nearby enemy champion is required to cast this ability. The target does not have to be visible to be targeted by this ability.

Spinning Slash

CD: 12 / 11 / 10 / 9 / 8 Cast::None Range: 660 Radius: 225

Tryndamere dashes to the target location, dealing physical damage 80 / 110 / 140 / 170 / 200 (+ 130% bonus AD) (+ 80% AP) to enemies hit and generating  2 Fury per enemy hit, increased to 5 Fury against champions.

Critical strikes reduce Spinning Slash's current cooldown by 0.75 seconds, doubling to 1.5 seconds against champions. Bloodlust and Undying Rage can be cast during the dash. Spinning Slash will cast at max range if cast beyond that.

Undying Rage

CD: 120 / 100 / 80 Cast: none

Tryndamere becomes enraged, instantly gaining Fury 50 / 75 / 100 and a minimum health threshold 30 / 50 / 70 for 5 seconds.

Undying Rage can be used while affected by cast-inhibiting crowd control.

My Take on his rework

Design Flaws:

Design Goals:

Design Considerations: