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Build Guide by DuffTime

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League of Legends Build Guide Author DuffTime

REAL Off-Tank Trundle

DuffTime Last updated on May 18, 2011
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Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
4
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 1

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 6

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 23


Guide Top

Trundle the Off-Tank capable Troll.

Trundle is one of my personal favorites.

Not because his inherent skills are particularly great or anything.

And not because he delights in the suffering of others, and gets stronger as they get weaker due to his amazing trolling skills.

Then why? Because, he is one of the 4 best champions in the game at using Trinity Force, and that just makes me happy inside. Any champion who is capable of using Trinity force and tanking at the same time, is a viable candidate for Trinity tanking.

Trundle just fits the mold very very well. his skills have perfect synergy for an off-tank, and his bite uses Trinity force to it's maximum potential. Nothing is wasted, it's the perfect item for trundle.

While Jarvan and Irelia perform the off-tanking role the best in the game, Blitz and Trundle actually use Trinity force better than they do. The item compliments them in a deeper way and has better synergy with their abilities.


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A note about the build.

Why did I choose to build him this way?

Well, you might notice, the mastery's are not identical to what I listed in my guide. I didn't put 3 mastery points into summoners this time (Lol, I was eluding to the fact that he doesn't HAVE to jungle... Trundle actually counters certain champs in lane very well. Like Nocturne for example. Trundle should never lose a fair 1v1 to Nocturne. Of course, many will say WTF, Noc is a jungler TOO!!! Yeah... I knew you guys were out there.)

Realistically, you want to jungle with Trundle. He's a good ganker. He makes things happen. He's mobile, he does spike damage, he has a CC... His ult makes you weaker... He just ganks very well, jungles exceptionally safely... All in all a great candidate.


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HP or armor?

If you want the armor for your jungle early, take armor yellows. You will be much safer, and your jungle will be much easier and faster.

If you want the late game benefit, take the HP per level yellows.

Up to you.


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Tips to jungling with Trundle.

I'm gonna pass out if you die in the jungle.

YES, TRUNDLE IS SUCH A GOOD JUNGLER ALL HE NEEDS IS A VAMP SCEPTER.

You do not need cloth armor 5 HP pots.

If you're not feeling as confident in the vamp scepter idea, do some practice games or Coop vrs AI games so you can get a feel for how well he jungles or what pace you can make.

There are lots of ways to jungle. You can start wraith camp (Smite the big one first so you avoid it's massive life steal) and go to wolves, start double golems, etc. Lots of ways it can be done. You can also start at the blue golem.

For tips on how to jungle, go to youtube. I can't explain it as well as they could show you how to do it. Just keep in mind, you might not be able to follow the same trail as a guy with Cloth armor/5 hp pots. Get a feel for it before you try it in real games. If you die with Trundle in the jungle, YOU KNOW people are gonna be -trollin'- you.

*Sunglasses.


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A brief note.

The reason I think it's important to but a vamp scepter, is because you don't have any waste. 5 HP pots, is 175 gold... That's almost the cost of the Rejuv. beads you'll need to buy later. Not to mention, you'll need more HP pots later, and the cost might add up to literally the cost of your Rejuv beads. Once you have your rejuv beads, you will never need potions. Between your life steal and your rejuv, you will have more than enough HP recovery.

Personally, no wastes is better for me. That 175 gold wasted on pots is = to 2 wards, and people will expect you, the jungler (And/or the support), to ward. Since you're not buying wriggle's with this build, the 175 you save will cover the costs early when you need gear.

This is my preferred way of covering those costs without losing anything for it, and because as I mentioned, Trundle is such an amazing jungler, you won't suffer for it.

Cheers =D


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Now... Why Trundle?

I would choose trundle, if:

-You really want to jungle and are good at it

-You couldn't get Jarvan or Irelia and solo top with them.

-You already have your solo lanes filled, and the champions that have been chosen to fill them are good at the role.

-You feel like your 1 tank won't be enough, and you need an off-tank who does -very- good damage.

-You see a champion like Mord, and you're scared you won't be able to kill him once he gets tanky. Save your ult for super tanky champions, and you will feel yourself become invincible while your ult is active on them. Not to mention, they will become more and more likely to die =)


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Situational items.

DuffTime... Don't do what you did in your Jarvan guide... I really wanna know what I should do in certain situations.

Okay. If you need more armor, trade Last Whisper for Atma's.

If you're dying, try trading Starks for more resistance items that will protect you from the type of damage that is killing you. Yes, you will attack slower and not steal life. (FoN is a choice to maybe replace Starks with)

You're an off-tank. You're not necessarily the carry. Although, you might be with this little troll ;)

GOOD LUCK! =)


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Using Trundle's ult.

This is how I recommend using Trundle's ult.

Wait for their tank to decide he's going to initiate. Once he does, ult him ASAP.

I would then put a pillar of filth right in the middle of the opposing team, contaminate the ground so that you touch the edge of it and get the move speed buff, and the other edge is behind the enemy team comp, AND GOGOGO RUN AFTER THEIR BIGGEST THREAT.

Bite that AP carry's ***! Or the AD carry! Go take 'em out! Laugh in their face as you steal their tank's beefiness, and as your team easily disposes of their team's tank because he steady grows weaker and weaker =)

You become stronger and stronger, and then you laugh even louder when you kill one of their carries, and now they're down 2 to make it 3 to 5 champ count.

And it happens fast, ladies and gents. It happens fast. That's the power of Trundle's ult. It's a game changer.


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Why utility tree, Duff?

Well. In short...

Anything you could get in the other trees (Other than damage, defense, and dodge.) You can get here.

And anything you can get here, is harder to get anywhere else.

Longer buffs is one of the most important things for a jungler.

Lowering flash's CD is going to be amazing all game, and having smite's CD reduced by 15 is going to save you more HP than any amount of defensive spec would early game.

The move speed spec works wonderfully with Trundle, and reduced time spent dead can save you a close game during counter pushes.

The EXP spec is just good for a jungler, and the Gold won't hurt.

It's just a good tree for what we're trying to do. Of course, spec'ing defensive tree would make each camp deal less damage, and you can get the specs that block damage and minion damage as well if you choose.


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A note in regards to resistances.

The way resistances work in League of legends, is sort of a "Diminishing returns effect" ... Allow me to try to explain in a simple way.

Go into a custom game, and buy 5 Thornmails. You will find that as you get higher armor and higher, the % of damage reduction begins to scale up more and more SLOWLY.

Amazing LOL left a comment on how the actual process works and I'll leave a few examples using the same math to show the progression and how it tops out.

---

It's simple math. Take your armor, for example, and divide it 100 times + your armor, then multiply by 100.
Example:

I've got 20 armor. So 20 / (100+20) = 0.17 x 100 = 17% reduction.

On higher armor values, like... 350: 350 / (100+350) x 100 = 78% reduction.

---

So, I'll leave some example using that math now, to show the progression and how you get less and less reduction the higher you go.

20 / (100+20) = 0.17 x 100 = 17% reduction...

...

20 / (100+20) = 17%

(The next 20 armor provides 11% more reduction.)

40 / (100+40) = 28%

(The next 20 armor provides 9% more reduction.)

60 / (100+60) = 37%

(The next 20 armor provides 7% more reduction.)

80 / (100+80) = 44%

(The next 20 armor provides 6% more reduction.)

100 / (100+100) = 50%

(The next 20 armor provides 4% more reduction.)

120 / (100+120) = 54%

(The next 20 armor provides 4% more reduction.)

140 / (100+140) = 58%

(The next 20 armor provides 3% more reduction.)

160 / (100+160) = 61%

Etc...

350 / (100+350) = 78% reduction.

...

So, as we can see quite clearly, you're buying the same amount of armor, and getting less in your % of DMG reduction for each point. =)

Because of this, Flat armor or magic pen items in early and mid game are incredibly powerful. They remove the best part of damage reduction, the low numbers give you the highest amount of reduction, and flat pen breaks that early.

That's why when you pick up ARP runes and a Brutalizer you deal about the same damage as if you had AD runes and a BF sword to some targets. The amount of armor pen will have you dealing true damage or perhaps if you pen all their armor, even increased damage.

Against targets with low resistances, AKA, a carry or something like that, the impact is still substantial in the end game, because you might still be cutting through 1/4-1/2 of their resistances with something like 20-40 ARP. (Most carries won't break 80 resistances.)

However, in the same way that flat bonuses have a large effect against carries, their effect gradually over time carries less, and less impact against highly armored and resistant targets.

Flat Mpen or flat ArP eventually begin to have their effect reduced, because of the way resistances "Top out" after a certain point.

For example, if you have so many resistances, that you've begun to "Top out" already, you're not getting the best returns on your investment... Right?

Not necessarily.

Most players will run ArP reds and quints on their AD carries, and Mpen or AP on their AP casters and buy sorc boots for the Mpen later.

This means that most AD carries and AP carries will have between 20-35ish ARP or Mpen, even at very low levels. Some of it is invisible, you simply have to know it's there.

This means, your armor and Magic res is not as high as you think it is. You have to build more to get the full benefit of "The sweet spot" as I call it. You have to build about 20-30 resistances farther at least into the area where you begin to "Top out" and get poor returns on your investment, so that after the opponent's reductions are factored you're still comfortably taking advantage of the high resistances you get early.

I judge that area to be around 130-150 resistances or higher. When a champion buys an item like last whisper, you might need to get up to as high as 170 to make up for the difference, or just build a bit more damage so you can kill them or render them unable to sit and attack you, and force them to run.

The reason people are not succeeding as tanks with "Tanky DPS" champions, is because they're simply building health and a banshee's veil or two, and calling it a day.

But, the amount of resistances they build leave them vulnerable to items like Youmuu's, SotD, Black cleaver, Starks, and others.

However, if a player were to build -more- resistances, and -less- damage items, they would get their resistances to start topping out.

This would cause the other player's armor pen to only lower them back down to "The sweet spot" of resistances, where every point is still making a large difference, and therefore, your resistances will still be very high.

This is the concept behind an Off-Tank, and this is what makes it work.

This is why I tell people so often, don't refer to them as the same thing, you're hurting yourselves and the community. A Tanky DPS is a carry with some HP and some minor resistances. You're building damage, and your intent is to carry.

An Off-Tank is a tank with some damage. Your intent is to tank, and also mix thing up. Their carry's should never feel safe, and your team should feel confident following you into the fight.

Trust me, Last Whisper and Void Staff will help a lot against an Off-Tank, but it's not going to take an Off-Tank out of the game in one item. There is no easy solution to beat a well farmed off-tank, who has planned their resistances and their source of damage well.

Also, another thought. People seem to forget that items like Randuin's and Banshee's veil are both great items in regards to stats, but also in regards to their "utility" effects. Randuin's greatest source of damage reduction, is not the 75 armor it provides, but rather the 35% slowing to attack speed and move speed. Banshee's veil protects you from a spell, which in the end game could be up to 500-1000 damage, or a CC that leaves you exposed to tremendous damage.

Those effects double as resistances to some extent as well, by protecting you in more ways from the incoming damage. When you finally add all the effects together, the result is quite impressive how difficult you are to kill, and both teams will feel the difference.

And all you have to do, is top out your resistances just a little bit, so that you're actually getting the most out of them, and use the utility effects on your items =)


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In summary.

Trundle is a PERFECT candidate for an Offtank.

His Q will be hitting the squishies for around 400 - 500 with Trinity force. His skills make him fast, give him a buff to ATS, a reduction to CC's (Both great as an aggressive Off-Tank), and his pillar of filth slows and blocks pathing (Again, fantastic.) His ult in combo with the amount of tankiness you already posses, will turn you into a God for the duration of the ult. It's disgusting.

So, I hope you enjoy the build and the play-style of Off-Tank Trundle. He's loads of fun to play, and you can make jokes about Trolling all game long =p ("What? You think I'm trolling you? What do I look like?" 8D)


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Enjoy =)

Trundle is truly one of the most enjoyable champions to play.

Naturally, I don't think he's the best, but this build fits him like a freaking GLOVE!

I was delighted when I came up with this build for him, and I think you will be too if you give it a try.

It makes sense when you look at it, but it's even better in game. Trust me...

I wouldn't troll you.

*Sunglasses.