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Spells:
Smite
Ghost
Ability Order
King's Tribute (PASSIVE)
Trundle Passive Ability
Introduction
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 Attack Damage, 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 Armor 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 Scaling Magic Resist , 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 Attack Damage 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.
6 Greater Mark of Desolation with
3 Greater Mark of Attack Damage, 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 Armor 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 Scaling Magic Resist , 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 Attack Damage 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.
For Masteries I go with a semi-orthodox 1-18-11 setup. In the Offensive Tree I take Improved Smite to get me extra gold and reduce the CD so I can secure buffs whenever needed. In the defensive tree I wanted to be able to maximize my early game tankiness for level 1 teamfights and allowing safe clearing of the jungle. It allows me to clear with 500 HP + or - 50, which will let you either gank or invade right away. For the Utility Tree take double buff duration, gold/10, upgraded exp, increased health regen and improved ghost.
Pretty straightforward here, take:
Smite NO MATTER WHAT, followed by your choice of
Ghost
OR
Flash.
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
Smite NO MATTER WHAT, followed by your choice of
Ghost
OR
Flash.
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
Keep in mind this is for ranked play where teams are evenly balanced, not in normal games or super low elo where the teams are loaded one way in terms of damage or have no CC.
For our item build we want to maximize our ability to fulfill our roles as a Bruiser and as a Disruptor. You want to rush a Wriggle's Lantern as it gives Trundle everything he needs; armor, damage, lifesteal and most importantly, wards. Trundle excels more than any other jungler with wards as his supremacy comes as a control jungler.
After we get our Wriggle's you should buy Boots and then depending on how it is going you can either rush into your Sheen or finish your Mercury Treads if you find yourself too slow to secure ganks. After we go with Merc's or Sheen the next item you build will be the one of those you did not previously build.
After we acquire our Sheen we go with a Banshee's Veil. The Banshee's gives us the safety of not being initiated on while giving us HP and much needed Mag Res for durability. The next thing we do is finish our Trinity Force, why a Tri-Force? The synergy this item has with our Q is immense and allows us to dish out substantial damage while focusing on resistances and defense.
After our Tri-Force we purchase a Giant's Belt, this item adds a nice chunk of HP for the price and synergizes well with our next item while building into our last item. After our Giant's Belt we go for an Atma's Impaler, the armor, AD and Crit this bad boy gives allows us to maximize our resistances while giving us some VERY solid DPS to boot.
After our Atma's we go into our last item, games usually don't last this long but in those hard fought battles it allows us to maximize synergy with our other items while fulfilling our role, the Frozen Mallet helps us fulfill both of our roles as it perma-slows whoever you choose and gives you a nice chunk of HP to go with your resistances.
*Disclaimer, this item set is for ranked games where teams know how to balance CC and damage types, if you are facing a noob team that does not have balanced damage then of course you can swap out items for ones that fit the enemy better, however, this is not the case in the vast majority of games and this build helps cover all weaknesses of Trundle while allowing him to fulfill the role this build is designed for.
For our item build we want to maximize our ability to fulfill our roles as a Bruiser and as a Disruptor. You want to rush a Wriggle's Lantern as it gives Trundle everything he needs; armor, damage, lifesteal and most importantly, wards. Trundle excels more than any other jungler with wards as his supremacy comes as a control jungler.
After we get our Wriggle's you should buy Boots and then depending on how it is going you can either rush into your Sheen or finish your Mercury Treads if you find yourself too slow to secure ganks. After we go with Merc's or Sheen the next item you build will be the one of those you did not previously build.
After we acquire our Sheen we go with a Banshee's Veil. The Banshee's gives us the safety of not being initiated on while giving us HP and much needed Mag Res for durability. The next thing we do is finish our Trinity Force, why a Tri-Force? The synergy this item has with our Q is immense and allows us to dish out substantial damage while focusing on resistances and defense.
After our Tri-Force we purchase a Giant's Belt, this item adds a nice chunk of HP for the price and synergizes well with our next item while building into our last item. After our Giant's Belt we go for an Atma's Impaler, the armor, AD and Crit this bad boy gives allows us to maximize our resistances while giving us some VERY solid DPS to boot.
After our Atma's we go into our last item, games usually don't last this long but in those hard fought battles it allows us to maximize synergy with our other items while fulfilling our role, the Frozen Mallet helps us fulfill both of our roles as it perma-slows whoever you choose and gives you a nice chunk of HP to go with your resistances.
*Disclaimer, this item set is for ranked games where teams know how to balance CC and damage types, if you are facing a noob team that does not have balanced damage then of course you can swap out items for ones that fit the enemy better, however, this is not the case in the vast majority of games and this build helps cover all weaknesses of Trundle while allowing him to fulfill the role this build is designed for.
So to start off take a Vampiric Scepter and head to double golems. Have your team scout for you to make sure you don't get warded or ganked (one person watching blue, other 3 watching entrance to your red-side jungle).
*note, use Q whenever your buff runs low (the AD buff from Q) unless otherwise stated
When minions spawn immediately smite and kill the golems, you should have pretty close to full HP with your level, passive and vamp scepter. After double golems head on over to Wraiths, killing the Blue Wraith first using Q whenever it goes off cooldown.
After trolling the Wraiths head on over to Wolves and make quick work of them, your HP should RISE after wolves and put you in good shape to do battle with Blue (if warded you will want to be careful, this is why scouting is imperative). Do battle with Ancient Golem, your health should drop down to around 250-300 if you had proper Q management during the earlier pathing (you should have 3 Qs for blue buff).
After you acquire blue buff, head back over to Double Golems and go back through your path, being as frivolous with your mana as you desire.
After you clear Wolves head over to the Lizard Elder and pick up your red buff. After red you have a couple decisions to make, you can head on over to double golems and continue jungling until level 6, or you can head ganking (your HP should be over 500). Either way you should recall as soon as you have enough gold for your Wriggle's Lantern. After you acquire your Wriggle's you should be looking for every possible opportunity you can to pick up Dragon, with your Ult picking it up is quick and easy you just need to look for the opportunity (IE jungler spotted up top)
That's all I got for this section, after your initial run you can literally do whatever you want as Trundle because your HP should never be under full after the initial clear.
*note, use Q whenever your buff runs low (the AD buff from Q) unless otherwise stated
When minions spawn immediately smite and kill the golems, you should have pretty close to full HP with your level, passive and vamp scepter. After double golems head on over to Wraiths, killing the Blue Wraith first using Q whenever it goes off cooldown.
After trolling the Wraiths head on over to Wolves and make quick work of them, your HP should RISE after wolves and put you in good shape to do battle with Blue (if warded you will want to be careful, this is why scouting is imperative). Do battle with Ancient Golem, your health should drop down to around 250-300 if you had proper Q management during the earlier pathing (you should have 3 Qs for blue buff).
After you acquire blue buff, head back over to Double Golems and go back through your path, being as frivolous with your mana as you desire.
After you clear Wolves head over to the Lizard Elder and pick up your red buff. After red you have a couple decisions to make, you can head on over to double golems and continue jungling until level 6, or you can head ganking (your HP should be over 500). Either way you should recall as soon as you have enough gold for your Wriggle's Lantern. After you acquire your Wriggle's you should be looking for every possible opportunity you can to pick up Dragon, with your Ult picking it up is quick and easy you just need to look for the opportunity (IE jungler spotted up top)
That's all I got for this section, after your initial run you can literally do whatever you want as Trundle because your HP should never be under full after the initial clear.
Trundle is one of the absolute best junglers in the game, he is a buff hog for a majority of the match but he is awesome at ganking, securing major map objectives and giving your team all out control of the map. Pick up Trundle and you will have fun for ages as well as have a viable pick for ranked play.
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