This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
King's Tribute (PASSIVE)
Trundle Passive Ability
Introduction


Pros
|
+ Has a lot of Crowd Control + Strong early game damage + Awesome dance + Great counter to tanks + Good split push potential + Viable in tons of teamcombos |
Trundle is a amazing champion of choice. His ![]() ![]() ![]() |
Cons
|
+ Vulnerable to CC + Single target damage + Bad against ranged champions + Mana dependent early on + Hard to fully master + Horrible wave clear |
Trundle also has some weaknesses. His single-target damage really punishes him in late games, as he only can focus one at a time. His ultimate is most likely going to be used at the enemy tank, while the rest of the team is interested in the back line. Ranged champions is also considered a counter for Trundle. In the early stages of the game he's quite mana dependent to win trades and to pick up kills. |

![]() |
Offensive tree (9 points)
This offensive mastery-setup is quite normal when it comes to tanky top-laners. As we try to follow our meta, to counter it, I decided to only go with 9 points into this offensive tree. In the first tier, I decided to go with ![]() ![]() ![]() ![]() ![]() |
Defensive tree (21 points)
These masteries are what makes us able to reach this tanky point earlier than any champion in the rift. As the current meta yells for a tanky top-laner, we serve this with 21 points. We'll spend points into ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |


![]() |
Ignite lights the targeted enemy on fire. This is a offensive Summoner Icon, and could be in great use assisting kills or finish off targets. Notice this spell deals true damage, making it somewhat powerful. This is really efficient against champions as ![]() ![]() ![]() |
![]() |
Ghost ignores collisions and gives extra movement speed. If any champions, as ![]() ![]() |

![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |

Starting items
![]() |
Greater Totem
This is a item which the game laid its hand around in Season 4. It made huge impact for almost every role in a team. It act as a ward, short-lasting. Despite this, it costs nothing. It doesn't even take up a inventory-space! In later phases of the game, you're able to pick up a ![]() |
Mid-game items
![]() |
Spirit Visage
There's always a strong Ability Powered champion in the game. Either it's a godlike ![]() ![]() |
Late-game items
![]() |
Warmog's Armow
Warmog's Armor is a item primarily for tankier stats. The item provides sustain, which fluently works with your Frozen Domain. This item should be built if your jungler is more a bruiser than a tank (i.e. ![]() |
![]() |
Banshee's Veil
Banshee's Veil is a strategic item when playing against a special combo. One example of this was "Cloud9's double AP"-combo. Banshee's Veil can be extremely useful when playing against one of these AP-champs at top lane (in this case, Gragas). It gives you 450 health and 55 Magic Resist. Its passive includes a shield who blocks the next ability of any champion when you haven't taken any damage in 25 seconds. If you take damage, it's going to be 25 seconds before the shield refreshes. This item is kind of similar to Maw of Malmortius, and shouldn't be overlooked! |

Early game
Trundle is a difficult champion to lane with. Your early game strengths should be exploited, not forced. Whenever your enemy makes a mistake, or tries to go for a minion, punish him if you are able. This can easily be done by auto attack him once, maybe followed up by a Chomp. Since Chomp resets your auto attack timer, it gives you the option to Chomp right after you've auto attacked.
You have good sustain (with the



Be careful thought: don't overextend, stay back, and farm under turret if you're forced to do so. However, if you're up against an easy matchup, never give him any advantages. Contest every minion he's going for - try to deny him as much farm as possible. If you're able to hit level 2 before your opponent, it's a plus. You might want to go for some early game aggression (if you have more minions than him). If you're not sure you're going to win the trade, stay back. You never want to give up early kills.
However, if you're the one being punished and forced to farm below your turret, use your Chomp as a tool. It'll give you increased attack damage, making it easier to calculate when to hit a minion. For CS'ing melee minions, wait until the turret has attacked twice, the auto attack. For caster minions, the turret would auto attack once, and followed up by an auto-attack, you'll get farm needed.
Mid-game
What is considered the middle phase of the game is where the fun in Trundle arrives. You're able to roam, farm and even counter-jungle. Taking small trips down to the middle lane could be very useful to get lanes going. You're best off ganking enemy mid-laners with no escapes, but you could use your Pillar of Ice to make some sweet blockades. You can i.e. block


In this phase of the game is where your teleport comes in use - you can use it to turn important fights. After you received your Blade of the Ruined King, you're a beast. You'll slowly turn more tanky while you get more items. But remember, don't forget to stay in lane. You have a turret to protect, a turret to take down and minions to kill. You're gold income is critical at this point of the game - be sure to get a constant flow of it.
You shouldn't overlook neither dragon-fights, nor baron-fights. Playing as a team in whole will slowly turn more important, as you and your team at some point has to defend one single lane (most frequently mid-lane). Use the map as your friend and help out team-mates caught in a fault position.
Late-game
At this point you're most likely your teams tank. They are really reliant on you for winning fights for important objects and gold income. Be sure to stay with your team. Defend turrets as it's necessary, and don't be shy to use your teleport. Your split push potential is AMAZING. You'll shred turrets in seconds - using a combination of Frozen Domain and Chomp. Whenever your team calls for help, teleport right in the fight. Secure objectives as Baron, Dragon and towers. Always use your ultimate at the enemy tank, to get the maximum effects the ultimate will have to offer.
When a team-fight break out, be careful where you position yourself. If your support is a play-maker (i.e.

Continuing on, a simple, tactical placement of Pillar of Ice would maybe help fulfill this requirement, as the range of this ability is quite big. Remember to lay down Frozen Domain before you use your ultimate - it'll give you increased health income!
Now, as you've become a tanky beast with your ultimate and secured your own ADC, go for theirs!

All these champions are rated after how well you will lane against them.
Rated 1/5: The champion will be easy to lane against
Rated 2/5: The champion will be okay to lane against
Rated 3/5: The champion is around the same level than you, and your game mechanics will count.
Rated 4/5: There will be difficult to lane against a champion like this.
Rated 5/5: You'll most likely have to last-hit under your turret. Difficult matchup.
Dr. Mundo:2/5![]() |
Shyvana:2/5![]() |
Renekton:4/5![]() |
Kennen:5/5![]() |
Teemo:5/5![]() |
Cho'Gath:2/5![]() |
Jayce:4/5![]() |
Darius:4/5![]() |
Fiora:3/5![]() |
Riven:4/5![]() |
Nasus:2/5![]() |
Jax:3/5![]() |
Garen:1/5![]() |
Irelia:4/5![]() |
Malphite:2/5![]() |
Sion:?/5![]() |
Rengar:4/5![]() |
Shen:3/5![]() |
Vladimir:3/5![]() |
Tryndamere:4/5![]() |
Rumble:?/5![]() |

Trundle is a great choice against tank-picks. Trundle is able to do both jungling and top laning extremely well. I prefer playing Trundle top, as his ability set is made to destroy (bash). The enjoyment while playing Trundle is also what makes him my champion of choice. And to top everything off, split pushing is really efficient with this champion. You'll literally destroy turrets in seconds in the later phases of the game!
Special thanks to:
Uproar - making the first set of beautiful banners and pictures. Uproar's workshop could be found here.
Ubnoxious - making the second set of beautiful banners and pictures. His workshop could be found here!
hidan159 - letting me use his matchup-chapter design in his amazing Jinx guide.
Janitsu - making the cute icy thingies below the ability pictures. Request your own here!
Meiyjhe and PsiGuard - finding errors and reviewing the guide.
Garrmor, Der Pottwal, Winand, Nano Penguin - useful friends from the EUW server!

|
|
Why should you rush Blade of the Ruined King on Trundle?
|
Blade of the Ruined King is a really good item for Trundle, as he is most likely able to duel his opponent laner as he gets this item. A combination of everything, even Blade's active, is really useful for early sustain and even kills. |
|
|
Why does Trundle fit so well in the current meta?
|
Trundles ultimate, which steals tank-stats, is really useful for teamfights and even in laning phase. Trundle becomes a beast with this ultimate. Trundles sustain is also quite important when considering his recent popularity. |
|
|
Is it possible to counter Trundle? If so, how?
|
It's not easy to counter Trundle, as Trundle is a general counter to the current meta and is often considered a counter-pick. If, however, you know you'll face Trundle in lane, pick any ranged champion who can do easy escapes, in addition of constant poke. An example of this is Kennen. |
|
|
You must be logged in to comment. Please login or register.