Talk:Trinity Force/@comment-33536623-20150127114841/@comment-671027-20150205000816

Even though the stats it gives are kind of scattered, it actually does give a lot of bonus damage, possibly the most in any single item when neglecting interdependencies (such as an IE + PD).

Its passive is a big reason for it, as has already been mentioned by the other poster. Some numbers might be useful: The Trivia lists Mega Gnar as having the highest damage done by Trinity force, at 278. This is just the extra damage done by the TF, though, and isn't including the 30 extra damage from the item itself. The auto after using an ability will fully do [ (Base Damage + 30) + (Base Damage x 2) ] - 447, in the Gnar example -  assuming that you only have the Trinity Force as an item and aren't using an ability that grants extra damage to yourself, such as Vayne's Tumble. This damage is reliable on - rough guess - 65% of the champions in the game, making it a very strong option for anyone who wants to do damage with their auto-attacks but can't afford to devote a lot of items to it. It's also exceptional on anyone who has an on-next-hit effect, like Nasus's Q, or abilities that trigger on-hit effects, like Yasuo's Q, as the damage buff will both be triggered by the casting of and consumed by the effect of the ability.

That's also not considering somewhat-immeasurable amounts of damage it gives you, through things like extra survivability or movement speed, as well as the small amount of crit chance it gives. And the survivability it gives is more than you'd think, because at 300-400 health, you're probably not going back in to get off one more ability or attack since any sort of focus will ruin you, but with the extra 250 you're just survivable enough to risk it.