Q - Rabid Bite
This is your bread and butter. Max this first. Use it, again, AFTER Q to do the most damage possible. You'll notice the difference. Use it first on the enemy AD carries and squishies for maximum effectiveness. This is your dps-destroying skill.
W - Contaminate
This is why I don't take Ghost. This is an awesome skill that reminds me of a less-powerful version of Singed's ultimate. The gained attack speed and movement speed will be your best friend. Pop it whenever you find your *** in a fight or as you're running away for that added boost. The CC reduction in addition to your Merc Treads is so scary it's not even funny. Max level Rammus taunt only lasts 1 second? Yep. Max this second.
E - Pillar of Filth
This is the skill that separates the gods from the noobs. A well-placed pillar cuts off any retreat from a focused target or gets your teammates out of trouble. The slow is awesome and most people don't run out of it right away, giving you precious seconds to catch up or set your stunner up for a kill. Similarly, if you're being chased, popping this behind you with the enemy and a Contaminate circle in front of you almost guarantees you survive. It's an amazing escape combo. Again, you don't need Ghost or Flash with this kind of utility. This will be your last skill to max.
R - Agony
Weaker ultimate, in my opinion. Fairly short cooldown, so be sure to use it often. Just use it wisely. Burn down a focused squishy if you're ganking, bust it out on a tank during teamfights to keep you alive with the life and stat steal. You want to use it on tanks during teamfights because, in theory, their armor and magic resistance stats will be higher than the other champions, allowing you to leech effectively, getting the maximum bonuses stolen. Put points into it when it pops up.
So for my runes I go with a simple case of minimum and maximum values.
6 Greater Mark of Desolation with
3 Greater Mark of Strength, this gives you the same Armor Pen as 3 Quintessences while giving you 3 AD quints and 3 AD Marks to help speed things up. After that you will go with:
9 Greater Seal of Resilience which allow you tank jungle creeps better and add tankiness to our late game build, allowing us to get a decent amount of Armor with our massive HP which will give us a lot of tankiness and allow us to dish the pain through our Atma's. Then:
9 Greater Glyph of Shielding , I go for the scaling Magic Resistance as you will be in the jungle for most of the match and it allows you to effectively skip most of the phase where they are inferior to the Great Glyph of Warding , rest of the logic is the same as the Armor Yellows. Then for Quints we take:
3 Greater Quintessence of Strength but you can essentially take 3 Greater Quintessence of Desolation for more armor pen if desired, I don't find it necessary with his ulti but whatever floats your boat.
I take Ghost in nearly all circumstances however if the enemy has a Shaco or Nocturne it might be beneficial to take Flash as even with Ghost you will be hard pressed to escape their clutches if they catch you off guard or when you are trying to sneak in a counter jungle.
If you don't take a defensive spell with smite, well...just do it
Exhaust can be used in some cases but I would not recommend it
- Steady DPS
- Great at dividing opponent's team
- Dismembers Tanks
- Quick Escapes for you and your team
- Mana/CD's are hardly ever an issue
- Easy to jungle with
- Amazing health regen
- Squishy to some degree
- Slow start with item build
- Usually focused once potential is realized
- Lack of burst often leads to KS, which isn't really the point anyhow
Trundle is pretty much a straight forward champion. His is his main damaging ability, feel free to use on cool-down due to its low mana cost. When setting up a gank, I usually lead off with to decrease his armor and to increase my own. Next, I drop just outside of my targets escape route. Once I catch him, I use . I will wait for them to usually pop what ever escape mechanic they may have, once they do I drop usually cutting off their escape and securing a kill.
Only use and as last ditch efforts to secure a kill, if by chance you miss or are assisting a friendly champion.
R > W > Q > Auto > E (to seal escape)
Farming / Playstyle
First and foremost, Trundle is an amazing Jungler, BUT this is 3's and is not the most ideal way to farm. I normally start off in a lane and play it safe until level 3 or so. I then begin to kill creeps in the Jungle while clearing lanes as I'm cutting through. This will usually attract some attention from the opposite team. At level 4 you welcome the attention and move your team in position for a gank. I continue this process until level 6 where I usually hop back into a lane and begin pushing towers. I continue to farm lanes/creeps and keep constant pressure on the opponents towers until level 10.
Usually by this point I have a few kills or multiple assists. The enemy team will likely start focusing you due to your lane survivability and constant pressure. They will likely set up a gank or push you. When they do, cut off the tank from the rest of his team using Pillar of Filth. Drop Agony and Contamination and a Rabid Bite. This may or may not kill the tank, in such a case, use Contamination to run away once pillar fades. Hide in the brush and circle around until your back in position to finish the tank or receive team help. During this phase I usually farm Red Buff/Dragon Buff/Speed Buff every time they are available. My job Mid Game is to assist team kills and to push tower.
By now you are level 18 and usually an unstoppable killing machine. The tank fears you and the enemy team will do anything to focus you down. Use this to your teams advantage! Harass the enemy team as your team secures Inhibitor/tower/nexus kills. You can escape and evade quit well, and 4-5 creeps restore you to full health.
*Note: Yes, you will die like every other champion. I am no way claiming that you will be an unstoppable god of death. What I am saying is that if played right, you can divide and conquer the opponents team while still escaping with a kill.