User guidesBeta
ADVERTISEMENT
Remove adsUser guides
by 안녕지지Updated Oct 4, 2026, 4:51 PMTranslated
Mayhem Tryndamere: Suppressing ADC Attack Damage with Echoing Cast W
16.19
# Mayhem Tryndamere: Suppressing ADC Attack Damage with Echoing Cast W
---
GameMode: MAYHEM
Champion: Tryndamere
Patch: 16.18
---
```opgg YouTube
videoId: cLoocnmkw6A
```
This is an augment ARAM guide based on Rainbow Flavor's infinite-taunt Tryndamere showcase. The star of this build isn't Undying Rage—it's
Tryndamere W - Mocking Shout. The core idea is a support-oriented fighting style that lowers the enemy's attack damage and reshapes fights through repeated casts.
## Key Takeaways
-
Echo Cast lets you recast W from the cursor's location.
-
Archmage's cooldown refund and
Bread And Jam's W-specific ability haste help you cast it repeatedly.
- The goal is to suppress enemies who rely heavily on attack damage and create more time for your team to hit them. “Zero damage” is just wording from the video's title—it does not mean all damage is negated.
- Although W's name contains “taunt,” it is not a taunt crowd-control effect that forces basic attacks. Keep its attack damage reduction separate from its conditional slow.
## Augment Build
```opgg lol AugmentBuild
schemaVersion: 1
core: [2062,2087]
alternatives: []
synergy: [1150]
```
### Echoing Cast: Positioning Matters When Delivering W
The video card says that using Mocking Shout sends a clone to the mouse cursor's location to recast the ability. Don't interpret this as an augment that makes every ability cast twice. In this case, the designated ability is W. Start by placing your cursor based on where the enemy ADC is standing and which way they're moving. Since this gives you a way to deliver W's effect behind the enemy without bringing your main body into basic attack range, you don't need to dive in deeply with E every time.
### Archmage: Get Cooldowns Refunded on Other Abilities
Archmage refunds 30% of the cooldown of the ability you used to another random ability whenever you cast a spell. It does not reset every ability at once, nor does it guarantee a refund on W. Rather than pressing only W, mix in Q and E as needed to make use of your full ability cycle, while avoiding pointless use of your mobility and healing tools. Check which abilities are ready yourself and decide what to do next.
### Bread and Jam: Shorten the Interval Between Recasts
The video card effect of
Bread And Jam is 100 ability haste for Mocking Shout. It doesn't directly increase the amount of attack damage reduced; it simply complements the build by letting you use W more often. The video includes chat showing the enemy Zeri's attack damage as a negative value, along with Kai'Sa reacting to her reduced attack damage. However, this example alone does not establish that the same stacks or negative values will always be reproducible on the current patch. In actual fights, judge the effect by whether the opponent's damage is reduced and whether W's effect remains active.
## When the Combination Isn't Complete
Without Echoing Cast, don't play as though you have remote W from the cursor's location. Use W to protect allied carries around your main body and prioritize safe melee fights. Without Archmage, assume a slower ability cycle and keep an escape route available for E. If you only have Bread and Jam, your W uptime will improve, but you won't gain remote recasts. It's a mistake to throw away every viable survival option while waiting for the full combination.
## Item Build
The items and playstyle below are practical recommendations for making use of the mechanic confirmed in the card. This is not a reconstructed list of the original video's complete purchases or purchase order.
```opgg lol ItemBuild
starter: []
boots: []
core: [3161,3071]
situational: [3053,3065]
starterRelations: []
bootsRelations: []
coreRelations: [PRIORITY]
situationalRelations: [PRIORITY]
```
-
Spear of Shojin: A candidate that fits a playstyle built around repeatedly casting basic abilities. If the augments already provide enough ability cycling, compare the purchase against your survival needs instead of rushing it every game.
-
Black Cleaver: An option that deals physical damage through E and basic attacks while supporting allied physical damage dealers. Don't mistake it for an item that stacks armor reduction by repeatedly casting W, which deals no damage.
-
Sterak's Gage: Consider it when you collapse quickly before or after using R because you're focused down after engaging.
-
Spirit Visage: Choose it when weighing magic damage pressure, Q healing, and support for your allies' healing and shields together. If the enemy's burst magic damage is especially strong, you can move it earlier than the listed order.
## Ability Usage
Use
Tryndamere W - Mocking Shout to suppress the enemy's attack damage, while its slow when enemies turn their backs is for chasing and disrupting their retreat. It's important not to describe these as though they have the same conditions.
Tryndamere E - Spinning Slash is both an engage tool and a survival tool. If remote W can reach the target, don't cast E first—check the enemy's available counterplay.
Tryndamere Q - Bloodlust heals by consuming Fury, so choose between basic-attack damage and survival.
Tryndamere R - Undying Rage is insurance for surviving dangerous moments, not an ability confirmed to have infinite uptime in this build. Don't lock in an 18th-level skill order that the video never presented.
## Early Game, Late Game, and Teamfights
Early on, don't dive in as if you already had the completed build while your augments are still incomplete. Clear minions alongside your team, use W to make basic-attack trades unfavorable for the enemy, then take short fights. Right after using Q to heal, don't force an extended trade just because your health went up.
In the late game, look for the attack-damage-based carry actually melting your allies rather than simply targeting the nearest tank. Once that enemy enters a range where your team can attack them, apply W and adjust your cursor position according to their movement. Your suppression only continues if your main body stays alive, so it's better to consistently make one key carry miserable than to chase everyone.
In teamfights, apply W first in sync with your team's engage, and use E to close the distance only when necessary. If the enemy still has heavy spell burst or long-duration crowd control, account for both R and your escape route. When the opponent retreats, you may want to prioritize your team's survival and converting to a turret over chasing them.
## Enemy Comps and Common Mistakes
This build has a clear purpose against comps centered around ADCs who heavily rely on attack damage. On the other hand, W alone won't make magic damage, true damage, or separate damage from items and augments disappear. If your team lacks enough real finishing damage, you may fail to kill the enemy even after successfully suppressing them.
The most common mistakes are mistaking W for a taunt, placing the cursor somewhere irrelevant to the enemy, treating Archmage as a guaranteed reset, and assuming all damage is negated just because of a clip showing negative attack damage. It's also important not to lump this together with the old ultimate-bot or infinite-cast Tryndamere setups.
One-line summary: This is a Tryndamere who disrupts the enemy's attack-damage-based fighting with remote W and ability cycling, staying alive to give his team more time to deal damage.
Source scope: This uses the Korean augment card and combat examples from the original Tryndamere segment. The item and gameplay recommendations are practical additions, and neither the title's extreme wording nor the current reproducibility of past interactions is guaranteed.
ADVERTISEMENT
Remove ads
0 comments
No comments yet. Start the discussion!