泰达米尔
The champions Tryndamere works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
The right way to beat you is to walk away and wait out the five seconds of Undying Rage (R): Shadow Dash (E) taunts and pins them inside it. And Stand United (R) reaches you in the side lane, where you almost always fight alone.
All your damage lives in crit items and every recall costs you camps: from level 7 Living Forge (P) restocks you in the middle of the jungle, so Infinity Edge lands a lap early. And Brittle from Bellows Breath (W) stretches any follow-up crowd control by 30%.
Your worst outcome is dying before you press Undying Rage (R): Unstoppable Force (R) goes in instead of you and eats the crowd control, while Ground Slam (E) cuts the attack speed of whoever answers you.
Kiting is the one thing that really beats you, and Thundering Smash (Q) shuts it off: a stunned target does not walk. And with Stormbringer (R) the towers go quiet for three seconds, so you finish under theirs instead of giving the kill up.
The correct answer to you is to spread out and wait: as Mega, Wallop (W) stuns an area for 1.25 seconds and GNAR! (R) pins the group against terrain. Rage Gene (P) decides the moment, though, so you cannot plan an engage around it.
Your problem is not damage, it is that they walk away from you: Ring of Frost (W) roots and Frozen Tomb (R) stuns the same target, who now stays inside all five seconds of Undying Rage (R) instead of waiting them out.
Nobody comes to stop you alone in a side lane: they come three at a time. Realm Warp (R) puts Ryze there with you and flips the count, and a target marked by Spell Flux (E) and locked in Rune Prison (W) stops walking away from you.
Two side-lane threats nobody wants to face alone: while he banks Siphoning Strike (Q) stacks on the other side of the map, they do not have enough bodies to answer both of you. And Wither (W) shuts off the marksman who would kite you.
Undying Rage (R) lets you hold a side lane anyone else would run from, but only if you know how many are coming: Destiny (R) tells you, and his teleport turns your 1v2 into a 2v2 before they close in on you.
Seismic Shove (W) throws an enemy wherever she wants: it puts them back in front of you while they are running from your crits. And anyone dashing out through Unraveled Earth (E) gets cut short and stunned, losing their only way out of your range.
Your only way to stick onto someone is Spinning Slash (E) onto a valid target: with Frost Shot (P) slowing on every single hit you barely need it. And Enchanted Crystal Arrow (R) freezes whoever wanted to wait you out from range.
Five seconds of immunity are worth as many enemies as cannot leave your range: Chain of Corruption (R) starts on one and spreads to its neighbours, so the whole team stays there. And Blighted Quiver (W) adds magic damage where they bought armor for you.
Mocking Shout (W) slows anyone who turns their back to run, and Curtain Call (R) hits hardest on targets that are slowed and low: whoever leaves your range alive dies anyway, from the other side of the map.
Smolder needs the first ten minutes to pass without a disaster so he can bank Dragon Practice (P) stacks: your side-lane pressure keeps busy the people who would go hunting him. Worth it in long games, not if you plan to close early.
Your page says you die at the edges of your own ultimate: Chronoshift (R) covers exactly that gap, rewinding you in the second Undying Rage (R) expires and they are standing there waiting. In practice you are unkillable twice in a row.
Every heal that comes from outside is Fury you do not spend on Bloodlust (Q), which means crit chance you get to keep: Aria of Perseverance (W) does exactly that. Song of Celerity (E) closes the gap and Crescendo (R) stuns the first target the wave touches.
Two separate roots in one fight: Twisted Advance (W) pins the target and Nature's Grasp (R) rolls in behind it to stop the rest. Nobody gets to disengage and wait out Undying Rage (R), which is their plan A against you.
Whoever beats you does not fight you: they back off and wait. Under Shield of Daybreak (Q) and then Solar Flare (R) they can do neither, and every second they spend standing there is Fury banking itself onto you for free.
Their plan is to walk away until Undying Rage (R) runs out: an empowered Inner Flame (Q) leaves a field on the ground that slows anyone attempting it, and Focused Resolve (W) threatens a root on two of them at the same time.