Top Lane Tank
Example Build Order
Example Final Build
I got the big nutz start
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.
Threats to Trundle with this build
|Yorick||What is this thing? It keeps giving me free CS.|
|Illaoi||Super Tentacle Darius? +5G +5G +5G +5G, FIRST BLOOD|
The goal of this Trundle build is to constantly have the side waves pushing toward the enemy while coordinating with your team to find favorable fights and taking towers when you can without putting yourself or your team at risk.
The keys to success for this style of play is CSing, good deep warding (accomplished by using Farsight Alteration effectively), looking for teleport plays (whether that be taking a tower away from the enemy or tilting a fight in your teams favor), and not feeding.
Time and time again I see split pushers feeding the enemy by recklessly pushing without vision or abandoning their team when the enemy is looking to engage. Your team is much more likely to be able to hold their own provided you aren't feeding when you push, but you should always assess the situation and try to read how the enemy will react to your push. If they aren't sending anyone to deal with you let the wave/Zz'Rot slow push and join your team!
This is a pretty decent champion to learn the game with. Mechanically Trundle is very simple which allows you to macro-manage the game. Wave control and rotations are the keys to your success.
Push or Freeze & Group
Pros / Cons
-Decent frontline carry potential
-Forces favorable team fighting conditions
-Requires that your team is smart enough to know when to engage (and more importantly when not to engage)
-Cannot handle late game duelists as well as other builds could.
-Be wary of dive comps that can make it difficult on your team to hold their ground while you are splitting.
King's Tribute gives Trundle good natural sustain in lane. It synergies well with Frozen Domain in a pinch allowing you to potentially survive an Ignite. The healing from this passive is also boosted by Spirit Visage which is why it is a frequent core item for Trundle.
Chomp is a good ability for trading as it saps AD from your opponent and adds it to your own in addition to being an auto-attack reset. It is best used just after and followed by auto-attack to maximize your damage output. Try to use it on the opposing ADC in team-fights if you can safely get in range.
Frozen Domain is best reserved for escapes, all-ins, or taking down objectives. The movement speed and attack speed boost makes you a significant threat. In a team-fight it can give you some monster sustain as enemies are dying around you. When dueling try not to get kited out of this zone and use Pillar of Ice to knock the opponent back toward you.
No matter what build you choose to go with mastery of the Pillar of Ice is crucial to success as Trundle. This guide by Cliques007 is worth a read. Myself, I prefer to have it on quickcast. With enough practice reps you will eventually have a good feel for it.
This is it. For the next 8 seconds you go from a tanky bruiser to an unstoppable monster. Subjugate should be targeted upon the tankiest opponent in your vicinity in a fight. You should activate it after placing Frozen Domain and after you are missing about a quarter of your health. This will allow you to maximize the healing you receive from it. While it is on you should try to zone out the enemy carries while your team destroys their front line.
During the early laning phase you want to focus on your CS while trying to hold the wave at center lane.
Make sure to ward river. As the ward expires you should consider pushing in the wave and backing for Tiamat or whatever you can afford. Your harass combo is Auto- Chomp-Auto. Mana is a struggle at this point try not to use Pillar of Ice or Frozen Domain unless necessary.
If your opponent is oppressive or at an advantage over you try to focus on holding the wave just outside your tower or under your tower and call for ganks to try to gain an advantage. To CS under tower wait for two tower shots on Melee minions before hitting them with an auto or one hit on a Mage minion before hitting it with a Chomp or Chomp buffed auto.
When you kill your opponent you should push in the wave immediately and if you still have the resources to safely continue without backing you can look to roam. If no favorable roams are set up you should just back and buy items. Remember you aren't fed until you actually spend that gold.
Punish your opponents mistakes, but don't force anything. Farming is still your primary source of gold. Anything else is a bonus.
Once laning phase is over you should buy a Farsight Alteration as soon as possible. With this item you will be able to safely apply pressure to the side lanes. Pressure towers as much as possible and use your Zz'Rot Portal behind your own towers in the opposite side lane to pressure the other side. If your team stalls long enough this can force the enemy to use 2 or more people to stop you and the monster wave on the other side. This creates and opportune time for your team to engage a 4v3 or better. If Teleport is up you can even join in once the fight breaks out.
Winning these fights will allow you to additionally take mid lane and/or objectives like Baron and Dragon .