Trundle Build Guide by Furber
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PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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.
Not Updated For Current Season
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.
This is an AD/Tank Hybrid Jungle Trundle build. I bought Trundle a few days ago and after seeing a few youtube videos on him, I decided I would jungle with him. I looked at a few build guides and got the basic idea of how people were building him. I decided to make my own build, similar to the others but with a slight twist to it. Trundle is a very unique champion, he can tank and have damage output as well.
Tanky along with decent damage output capability
Very fight-changing E ability
Many escape abilities
Not very mana hungry
Great 1v1, especially against AD champions
Great early/mid game
Intimidating to the enemy team due to his ugliness
Lacks hard CC
No ranged damage output
E ability if used wrong can make your team hate you
Ultimate is not extremely good
Not as tanky as champions like Cho'Gath or Rammus
He tends to fade a bit late game
Whenever an enemy unit near Trundle dies, he heals for 2 (lvl 1) / 3 (lvl 5) / 4 (lvl 9) / 5 (lvl 12) / 6 (lvl 15) % of their maximum health.
This passive aids in jungling with Trundle. It acts somewhat like a life steal, but it only happens when the minion dies. As you may have seen in the champion spot light, Phreak uses Smite while running away to gain some HP. This is a pretty good idea, but it won't make a huge difference. All in all, this passive is pretty decent, but it pretty much just happens in the background, it doesnt affect your game play very much.
Q: Rabid Bite
Trundle bites his opponent instead of attacking for his next standard attack, dealing physical damage.
This attack increases Trundle's attack damage for 8 seconds, with his opponent losing half of this amount.
Cooldown: 4 seconds
Cost: Cost: 40 Mana
Physical Damage: Physical Damage: 30 / 45 / 60 / 75 / 90 (+0.8/0.9/1.0/1.1/1.2 per Attack Damage)
Bonus Attack Damage: 20 / 25 / 30 / 35 / 40
This ability is Trundle's main source of damage output. It not only is a single target damaging spell with a very low CD that resets your autoattack timer (meaning it can be used to double hit, similar to Nasus's Siphoning Strike, but it also increases your total Attack Damage for a period of time. Notice that Trundle's club will be fiery after you hit some one with . This is the ability that makes it possible to jungle as Trundle. Make sure to use the double hit system to maximize your damage, especially while jungling. Notice that Trundle leans forward to bite, so this ability actually has a very slight range to it. I max out Q asap, it's very important to max out. During a team fight, it's a good idea to target the enemy with the most AD and use rabid bite on them. This will not only take some of their damage away, it will give you some of theirs. Once you have sheen/trinity force, Rabid Bite becomes very powerful.
Trundle infects a target location with his curse for 8 seconds, gaining attack speed, movement speed, and crowd control reduction while on it.
Cooldown: 15 seconds
Cost: 60 Mana
Movement Speed: 20 / 25 / 30 / 35 / 40 %
Attack Speed: 20 / 30 / 40 / 50 / 60 %
Crowd Control Reduction: 20 / 25 / 30 / 35 / 40 %
This is one of my favorite of Trundle's abilities. While it doesn't directly harm enemies, it buffs trundle's stats by quite a bit. This ability has a massive radius, if I'm not mistaken it's the largest in the game. Combined with Mercury's Treads, the CC reduction Contaminate gives you makes you an excellent sponge for absorbing CC for your team. This is not to say that you should want to get CC'ed, but if you need to block a skill shot like Morgana's snare, or Ashe's crystal arrow for an ally, assuming your on top of your Contaminate feild, you shouldn't be CC'ed for very much time at all. The Attack Speed bonus also helps you deal damage, it's really helpful in jungling too. The movement speed is my favorite part. Assuming you've purchased your and , you should already have quite a bit of movement speed. When you throw down Contaminate in a team fight, you have extreme mobility, you can position yourself where ever you need to be in order to tank or attack some one, which ever you should be doing. It makes for an incredible escape mechanism, as well as chase mechanism. I max out W right after Q. Use this ability to initiate fights. If the enemy team tries to CC you to prevent you from initiating or to counter initiate on your team, the CC reduction will help you get back on your feet to fight. In fact, it's actually a pretty good idea to bait CC onto you while on your Contaimate, so long as you do it in a smart way.
E: Pillar of Filth
Trundle creates a plagued beacon at a target location, which becomes impassable terrain and slows all nearby enemy units.
Cooldown: 23 / 20 / 17 / 14 / 11 seconds
Cost: 60 Mana
Slow: 25 / 30 / 35 / 40 / 45 %
This is Trundle's most unique ability. It creates an area that is impassible, similar to Anivia's ice wall. However, Trundle's is not a straight line, so it requires more set up to block off a path well. It is a key in ganking as trundle, whenver you feel that you are going to try to gank, learn this ability. It's not very usable in jungling, so if you're not planning on ganking at all, you shouldnt bother getting this ability until later. I usually try to get it around lvl 5 in case I need it to gank or escape if I'm attacked. I will try to get pictures or make a video of proper uses of Pillar of Filth, certain path ways can be entirely blocked and certain walls can be used to help Pillar of Filth become extremely effective. Here is my video guide for using Pillar of Filth
Trundle immediately steals his target's health and a percentage of their armor and magic resistance. Over the next 6 seconds the amount of health, armor, and magic resistance stolen is doubled.
Cost: 75 Mana
Cooldown: 80 / 70 / 60 seconds
Health Stolen (Magic Damage): 100 / 175 / 250 (+0.6 per Ability Power)
Armor & Magic Resist: 15 / 20 / 25 %
Trundle has a very unique Ultimate. While it does deal some damage, it's more of a debuff to your enemy, and a buff to you. Whenever ganking, if you have this ability, you should use it. It will reduce the enemy's armor and MR, making them die faster. In team fights, you can either choose to use your ult as a way to target an enemy for your team to kill. This will make the target take more damage. Or, you can use it on an enemy tank, which hinders his ability to tank, and buffs your tanking. Usually, if I'm taking too much damage to tank for my team, I'll use it against the enemy tank. If I'm tanking fine, I'll use it against an enemy DPS or Caster. Also notice that this is the only damaging ability Trundle has that is ranged. If you really need just one more ounce of damage to get a kill, then you can throw your ult at a severely hurt enemy in an attempt to finish them off.
These summoner spells are in order of most recommended to least recommended
Smite: This is a jungling build, and while I'm sure they may be some way to jungle as Trundle without Smite, I find it safer and more effective to use Smite while jungling. Smite allows a more ensured success while jungling.
Exhaust: Exhaust helps for ganking. When you pop out and slow your enemy with Pillar of Filth, you may need the extra slow from Exhaust for the gank to be successful. You can also use it against champions like Tryndamere and Master Yi, although it is no longer a 100% blind, it is still effective against these champions.
Ghost: Ghost can be used to help ganks as well. I personally think that Contaminate is a fulfilling speed increase, however Ghost will only add to your movement, which can allow you to chase better or escape.
Ignite: Ignite can be used to ensure a gank's success. Trundle lacks ranged abilities that deal damage, so if you're in need of that last little damage to get a kill, then Ignite will be sufficient.
Flash: Flash can be used to get closer to your enemy, but also since you're jungling, you can escape a potential jungle gank against you, since the walls are so close together.
Teleport: Teleport can be used to get around the map faster. If you want to be able to protect against back doors easier, Teleport will help.
Heal: If you need that little boost of HP in order to tank better or survive while jungling, then Heal will do that for you.
Clairvoyance: If you are one of those players who uses Clairvoyance alot, then feel free to use it. I see no particular synergy between Trundle's abilities and Clairvoyance, but it is good if you can spot a gank and escape before it happens.
Cleanse: Assuming you bought Merc Treads, along with Contaminate, your CC reduction should be very high, so Cleanse is not very necessary.
Clarity: Assuming you keep the Golem buff, you wont be very mana hungry, Clarity is not a great spell for Trundle.
Fortify: Fortify doesnt have any significant synergy with Trundle's abilities. If you like being able to use Fortify, then you can get it. However I dont find it very useful on Trundle.
Revive: If you die a lot, then you can revive yourself. Really, this spell is pretty pointless so I wouldn't bother using it on Trundle.
Rally: While Rally does give you more AD, I find that other summoner spells benefit Trundle more than this one.
21/0/9 for offense and some utility to help jungling. You can also go 0/21/9 if you want to be more tanky.
In order to jungle successfully and effectively, you should buy Cloth Armor and Health Potion X5.You should be able to make it through one side of the jungle and go back to fight the wolves after they spawn. I usually B then and buy Madred's Razors + Health Potion X1 . Then go back into the jungle, with the Madred's your jungling will be improved from the extra damage possibility. Keep jungling until you can buy a Wriggle's Lantern. I buy this item because it's less expensive than the Blood Razor. Also it gives you Life Steal as well as the ability to place a ward down.
So after a bit of jungling, your build should be:
I get boots next, my choice is Mercury's Treads. I get them for more CC reduction to stack with . MR helps too. If you're facing an all AD team, you can get Ninja Tabi instead for dodge chance and armor. Next go for Phage. This gives you HP so you can tank a bit better, as well as some AD. The slow chance helps too, added to a Red Buff and Exhaust, ganking will be more successful.
At this point your build should be:
Now comes the time to choose what to turn into. As requested by many commenters, I will explain the Trinity Force/Frozen Mallet argument. When I was looking around Mobafire for builds, I noticed that most builds built Phage after whatever jungling item they got. It seemed like every one was turning it into a Frozen Mallet, but I considered Sheen as a potentially viable item for Trundle. Rabid Bite procs sheen, and Trundle spams his Q a ton in fights. The stats from Zeal help too. While Trinity Force doesnt give 100% chance to slow enemy, he still slows them, and I typically use Pillar of Filth or Exhaust if I'm lacking a Red Buff to slow my enemy. However, this is not to say that Frozen Mallet is not a good option for Trundle. Whenever I am the only tanky champion on my team, I usually get a Frozen Mallet just so I can be more of a tank to help my team out. However if there is another tank on the team, such as Rammus or Amumu, I go for Trinity Force for better damage output through AS, and the good AD bonus from the Sheen element of Trinity Force, while still being tanky. I also enjoy the movement buff, add FoN to it, and your Contaminate gives you a ton of movement speed, usually around 540. This allows you to be an unignorable tanky dps champion that can wreck in team fights. I rely more on Pillar of Filth and exhaust for slowing my targets, the Phage element comes in handy as well.
If you've got other tanks on your team and you want to go hybrid AD/tank, your build =
If you're the only tanky champion on your team or you really want to go further into tanking, your build =
After that, I go for a Giant's Belt. This gives you a bit more bulk to go with the mitigation you have from mercs and wriggle's. After that you I either build a Force of Nature, or a Banshee's Veil. These items will give you a lot of MR. FoN gives you HP regen which will stack with your small amount of life steal and passive to make you regenerate a lot of health in fights. The movement speed will add to your Trinity Force (assuming you bought it) which will make you a very fast tanky dps champion. Stacked with , you will have a whole lot of movement speed. The Banshee's Veil will give you some more HP/MP and the passive will help you out.
Now your build should look like either of the following
Next, I have another choice between two items. If I feel the need to lean more towards DPS to help my team's damage output, I build a Black Cleaver. This item gives alot of AD as well as some AS and it shreds armor, which will help. If my team would be better off with a more tanky Trundle, I build a Sunfire Cape. This will give you Armor and HP, as well as some AoE damage to help your damage output a bit.
You should sell your Wriggle's Lantern at the end. You can buy damage items, like Blood Thirster/PD/IE/Starks. Or you can get tanky stuff like GA/BV or FoN, which ever you dont already have.
So, the tanky DPS end build is:
The Tank end build is:
An alternative tanky-DPS build is as follows:
(build the warmog's quickly so you can stack hp on it. don't save atma's for too late or you may never end up getting it by the time the game ends. Thanks to xXLostEnigmaXx for recommending this build as an alternative tanky dps build!)
For Marks, I get Armor Penetration, this helps your damage output.
You can also get straight Armor as an alternative
For Glyphs, I get striaght MR, this helps your tanking as well.
You can also get straight CDR as an alternative.
For Seals, I get straight Dodge Chance, once again, this helps you jungle and tank.
You can also get straight Armor as an alternative
For Quints, Straight HP, my reason? You guessed it, jungling and tanking.
Ability Level Sequence / Game Play *In Progress*
Ability Level Sequence / Game Play
Well, I had a stonewall jungling video, but it got deleted so I will use this other guy's instead. http://www.youtube.com/watch?v=0I5h1IMswoQ
All credit for the video goes to OMRI7919
Added a good bit to the Guide. Changed a few items around a bit in the build.