Jungle · Ranked FlexMatchup guidePatch 16.20.1
Tryndamere vs Vex
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
JungleTryndamere
Tryndamere has a reviewed secondary role here. It is less common than the primary roles, but it has a recognisable role-specific plan.
Review patch unknownRecommendation review pending
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
- Recommendation patch
- — Data Dragon
- Build validation patch
- 16.19.1 Data Dragon
- Item lookup patch
- 16.20.1 Data Dragon
Recommendation review pending
Runes and summoner spells
Runes and summoner spellsTryndamereJungle
The assassin page focuses one reachable target after clearing. Smite stays available for camps and objectives; the second spell reflects the champion's normal access pattern.
Precision
Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.
Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.
Matchup notes
What changes when Vex is opposite you?
Respect the opponent's reliable threat
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
Use the route you prepared
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Tryndamere reminders
- Delaying the activation of Undying Rage is a very effective way to make an enemy champion over-commit to trying to kill you.
- Bloodlust is an excellent way to heal Tryndamere. Try not to let it fade off before you activate it.
- If the enemy is stacking Armor, try building items like Last Whisper or Youmuu's Ghostblade.
Ability reference
Compare both kits
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
Tryndamere
- PBattle Fury
Tryndamere gains Fury for each attack, critical strike, and killing blow he makes. Fury passively increases his Critical Strike Chance and can be consumed with his Bloodlust spell.
- QBloodlust
Tryndamere thrives on the thrills of combat, increasing his Attack Damage as he is more and more wounded. He can cast Bloodlust to consume his Fury and heal himself.
Cooldown (s) 12 · Listed range (units) 400 - WMocking Shout
Tryndamere lets out an insulting cry, decreasing surrounding champions' Attack Damage. Enemies with their backs turned to Tryndamere also have their Move Speed reduced.
Cooldown (s) 14 · Listed range (units) 850 - ESpinning Slash
Tryndamere slices toward a target unit, dealing damage to enemies in his path.
Cooldown (s) 12/11/10/9/8 · Listed range (units) 650 - RUndying Rage
Tryndamere's lust for battle becomes so strong that he is unable to die, no matter how wounded he becomes.
Cooldown (s) 120/100/80 · Listed range (units) 400
Vex
- PDoom 'n Gloom
Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.
- QMistral Bolt
Launch a damaging missile that accelerates mid-flight.
Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200 - WPersonal Space
Gain a shield and damage nearby enemies.
Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475 - ELooming Darkness
Summon a damaging and slowing zone that applies Gloom to enemies.
Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800 - RShadow Surge
Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000
Adapt the plan
What to do when the game changes
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Convert tempo into camps, vision and objectives
Take efficient camps between plays so a lead does not disappear into repeated waiting.
Use lane priority before invading or starting an objective, and leave when nearby lanes cannot move.
Enter through controlled vision and keep a route out; a winning Jungler still loses a shutdown when isolated.
Keep the clear moving and choose high-information plays
Track opposing camps and lane states instead of forcing the first visible target.
Trade sides of the map when contesting would require weaker lanes to move first.
Save important control for the enemy who threatens your carries or objective access.
Recover guaranteed camps and avoid desperate invades
Path through known territory and help lanes only when the opponent is genuinely vulnerable.
Cross-map rather than arriving late to a lost objective, then restore defensive vision with an ally.
Play around the strongest teammate and make the enemy commit into your control.
Pings, movement and objectives
Tryndamere Jungle map plan
Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.
Turn tempo into controlled territory
- Ping
- Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
- Path or gank
- Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
- Objective
- Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Choose the play with the clearest information
- Ping
- Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
- Path or gank
- Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
- Objective
- Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Trade the map instead of forcing recovery
- Ping
- Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
- Path or gank
- Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
- Objective
- If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Four calls, in order
Pings create a shared plan; they do not replace checking waves, vision and who can move.
- 1Before the route
Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.
- 2Check priority
Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.
- 3Control entry
Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.
- 4Finish or turn
Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
Use the champion page or choose another opponent
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.