Talk:Tryndamere/@comment-3342434-20111016201238

So, I don't want to sound like one of those generic "NERF TRYND QQ OP" commenters, but admit it: You cannot stop him in every game you play. Text below is based on Normal(casual) games on SR.

Now, we all know that countering him early game is important, and I have managed to deny him many times in a lane. But if that game lasts 40 minutes or longer, he already has Infinity Edge and Phantom Dancer, and is definitely going to take at least 2 (squishier) champions with himself, during his ultimate. Unless you CC him. If you CC/focus only him, it is likely that your opponent's Tanky DPS/AP nuker will rip trough your team. Also, if you think his ultimate is short, next time, if you manage somehow, try to notice how long a teamfight lasts. It's in most cases 7-10 seconds long, and Trynd has a guaranteed 5 seconds stay. You cannot ignore him after he hits 1 HP for sure, because he just deals 800-1200 damage per hit. Most counters include Thornmail, Exhaust, Ignite and Blind. To be honest, I don't know how many times are you going to risk a Ignite or Exhaust on a champion that doesn't have a use of it, but that setup for Soraka just isn't working. Blinds/kiting works only with few champions, and you won't play a champion 10 times just so you can counter Tryndamere twice or so.

One more thing I can say, I've noticed the let's call it "Crit-Carry syndrome": Once a Crit-Carry reaches the point he can 2-shot a minion after the laning phase, he gets double the farm in half the time, and soon gets to final build. The speed of clearing minion waves grows exponentially as his build gets stronger. I've noticed this on Gangplank, Tristana, Ashe and of course, Tryndamere.