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Trundle looks quite odd on his own, but he’s not the only one like that in League of Legends. He has a good mix of abilities that make him suitable for multiple roles, which is what some players are looking for in a champion. He has a heart of ice, which he brings into the Summoner’s Rift with an aim to freeze and crush anyone who stands in his way. Do you have what it takes to be the Troll King?
He’s an interesting champion to play with though, especially since he turns out to be quite good for the jungle. He’s also a good solo top champion, which puts him a bit under a spotlight. Whichever role you choose with him though, do know that he’s not entirely for beginners and you need a bit of playing around and familiarizing in order to understand how to use him properly. Take note though that he may be a bit of a handful at first, but he should be fun to learn later on.
As a jungler, he is fast and self-sustaining with an ability to soften up enemy tanks. This also makes him good at dueling with enemy junglers, so you can invade and gank them when the time is right. Due to his Subjugate, you can take on damage and keep going, which is why he has good sustain. Also, since he’s rather subdued and underestimated as a champion in most times, he’s not usually banned outright, so he’s a good champion to pick if your first does get banned.
However, he does have a weakness against ranged champions, so you can only gank them if you take then by surprise from the jungle or bush. He also needs blue buff relatively early, and he is very dependent on items. Due to his uniqueness and versatility, it may be hard at times to fit him into some team compositions.
Trundle is not really a good first pick champion because of this, so it’s a much better idea to have him on the side and pick him when you’re either countering an enemy team’s composition or just have no other choice. It’s recommended that if you’re learning how to play Trundle, don’t give up your main champion for him just yet.
King’s Tribute (Passive)
Whenever an enemy unit near Trundle dies, he heals a percentage of their maximum health.
The main source of Trundle’s sustain in lane and jungle, especially when the enemy that’s just killed is a big one like Dragon or Baron Nashor, but it’s just as good when minions or neutral monsters die. This could also help in ganking, wherein both you and your target are in low health, and you can just not back out and kill him anyway. The health you recover should be enough to not have to run away afterwards.
Chomp (Q) – Obtain at level 1, 4, 5, 7, 9
Trundle bites his opponent instead of attacking for his next basic attack, dealt as physical damage. This attack increases Trundle’s attack damage for a period of time.
Trundle’s primary skill that is very useful due to the boost in auto-attack damage for approximately 8 seconds, which is more than enough to farm or gank. If you can use it once every time its cooldown ends, you can maximize its potential and mana efficiency. If you target an enemy, you can auto-attack, then Chomp immediately after that since that resets the attacking animation. You can also use it on turrets, which is a big plus.
Frozen Domain (W) – Obtain at level 2, 8, 10, 12, 13
Trundle throws down a gang sign, making an area as his domain for several seconds, adding attack speed, movement speed, and increased healing for Trundle FROM ALL SOURCES.
This is like laying out a domain for Trundle to operate more efficiently in, and it’s great for split pushing and sustain. Working with Trundle’s passive, lots of health can be recovered when this ability is activated, and it also makes it much easier to break a turret due to the increased attack speed.
Pillar of Ice (E) – Obtain at level 3, 14, 15, 17, 18
Trundle creates a not plagued beacon at a target location for several seconds, which becomes impassable terrain and slows all nearby enemy units while they are in the vicinity and for a few seconds after. Now interrupts channels.
This is a crowd control ability with huge range and being both impassable and slowing at the same time, which gives it both offensive and defensive capabilities. If you get the timing right, you can even deny blue buffs from the river and hinder the enemy AD carry from doing anything significant in a the team fight. That does take practice though, so you’ll have to watch other more experienced Trundles pull it off in order to learn how to do it yourself.
Subjugate (R) – Obtain at level 6, 11, 16
Trundle immediately steals a percentage of max health damage of his target’s health (magic damage), as well as their armor and magic resistance. Over the next few seconds, the amount of health, armor, and magic resistance stolen is doubled.
This ultimate is what makes Trundle quite viable for play due to its usefulness in team fights. This is Trundle’s lane-winner as well due to its sheer awesomeness, stealing health, magic resist, and armor. This is basically the tank stripper, tearing the hardiness of someone like Dr. Mundo, Taric, or Udyr. All of a sudden, they’re vulnerable to ganks because of you.
You’ll be working with mostly attack damage, with Marks of Attack Damage and Quints of Attack Damage, then Seals of Armor and Glyphs of Magic Resist for defense.
As for your spells, you’ll need ones for more mobility since Trundle does need more options in that regard, especially being predominantly a jungler. That’s why you need Flash to get from one place to another for either escaping or chasing, then Teleport to get back into the action quickly if you went back home.
Starting Items
Boots of Speed – Necessity for early game, as well as for upgrading later on.
Doran’s Shield – Good for laning against champions that counter Trundle or are just offensively advantaged.
Doran’s Blade – The default starting item as it gives you good sustain and works well with Frozen Domain.
Health Potion
Greater Totem
Mid-game Items
Ninja Tabi / Mercury’s Treads – From the Boots of Speed, you have two options. If you’re up against an enemy AD carry as a threat, go with Ninja Tabi for the reduced damage. IF you’re up against AP based enemies, go for Mercury’s Treads for the added magic resistance.
Blade of the Ruined King – Gives Trundle lots of damage, as well as a useful active for slowing the target.
Randuin’s Omen – For countering AD carries through high damage output, and the active is great for slowing them down as well.
Spirit Visage – This is for going up against AP based enemies as it gives you magic resistance and health. If the opposing team doesn’t have AP champions and are mostly running physical damage, forego this and choose all armor.
Late Game Items
Ravenous Hydra – This is best for split pushing that lets Trundle compensate for his lack of ability to clear waves quickly. This item deals AoE damage, which is great for those last-minute pushes.
Maw of Malmortius – Like the previous item, this one is also situational. This one is for going up against AP nukes due to its passive, which makes it rather useful for team fights.
Sunfire Cape – It’s a luxury to be able to set on fire anything hostile that gets close to you, making you a pushing and clearing machine.
Warmog’s Armow – If you need to get really tanky, then this is what you should get. It works well with Frozen Domain to give you more sustain. Take note though that this item is more for making Trundle more of a bruiser than just a tank, since that would be less useful in the long run.
Thornmail – This is a counter against melee AD carries since this item will reflect their auto-attack damage. If you’re up against a carry with lots of attack damage and attack speed, having this on will send a message to them if they attack you, then get them to have second thoughts about doing it again.
Guardian Angel – Of course this would be useful for Trundle, as with most other champions. Not only do you get tons of defense, but you can also come back to life if you get killed, which is helpful in the late game.
Banshee’s Veil – This is a situational item against certain situations due to its unique ability. If you are going up against certain AP champions on the top lane, then this could be a saving grace for you.
Of course, Trundle is best for jungling, and you’d want to get to the blue buff as soon as you can. Trundle is hard to lane with, so you have to be familiar with his strengths in the early game and stick to them. If you’re laning, then just find opportunities to punish your lane opponent whenever you have the chance. When you find yourself low on health, go with Frozen Domain and Health Potions to heal up. Just remember to not overextend and not take free damage.
If you’re being punished, then use Chomp to get more attack damage and farm whatever you could farm. Remember that the trick with Chomp when targeting an enemy champion is to auto-attack first then follow with a Chomp to cancel the auto-attack animation and “cheat” some good damage in. As the game approaches the mid-game, go back home and buy what you need before proceeding. You should have Teleport to take you back to the lane.
When things go well, Trundle should start becoming fun at this point. You should have the Blade of the Ruined King to get you up to near beastly status and become a real threat in the game. Once you do get the items you need though, you’ll have to get back to the lane quickly, which is what your Teleport is for.
You can roam, farm, and counter-jungle if needed, so this is where his ability to split-push comes in. You can switch between the top and mid lane quite easily, although you must take care when passing through the river. You can also use Pillar of Ice to make blockades that can keep enemies from escaping or keep them off your back when you’re escaping.
Dragon and Baron fights are also crucial at this point for your team to gain advantage. For these fights, you must go as a team, and you’ll be playing a major role due to Trundle’s jungling ability. Be sure to keep an eye on the map double time at this point to not get caught out of position.
You should be a pretty good tank at this point, and you should be important in team fights and pushes from now on. With your abilities at full power now and your attack damage being pretty high, success relies on being able to put everything together. The combination of Frozen Domain and Chomp should help take down turrets quite easily.
If ever your team needs you for a fight, use Teleport to reach them right away, and same goes for Baron, Dragon, and so on. When the enemy tank is there up front, use your ultimate on him whenever possible to take him out. Everything else in the team fight is all about positioning, mainly keeping your AD carry alive while chasing down the enemy AD carry. You still have Pillar of Ice to help you with this as well.