I like running the superior path with vamp scepter, 1/8/21, ArP marks and AD quints.
AD marks are not worth using in 90% of the cases.
16/0/14 would be the best in case you (for some reason) wouldn't want utility.
Trundle isn't that strong a jungler anyways. He's just good at persevering (can easily recover from counterjungling). He's not great at ganking either and that's why I'd 100% go for utility, for better ability to farm the jungle.
@Cau
I feel like 21defense will slow down the jungle so much that it won't quite be worth it. Especially with tanky runes too. He's already a pretty normal jungler (not fast) so slowing down is not preferred.
AD marks are not worth using in 90% of the cases.
16/0/14 would be the best in case you (for some reason) wouldn't want utility.
Trundle isn't that strong a jungler anyways. He's just good at persevering (can easily recover from counterjungling). He's not great at ganking either and that's why I'd 100% go for utility, for better ability to farm the jungle.
@Cau
I feel like 21defense will slow down the jungle so much that it won't quite be worth it. Especially with tanky runes too. He's already a pretty normal jungler (not fast) so slowing down is not preferred.
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I don't know whether to cry or laugh.. or both.
I don't know whether to cry or laugh.. or both.
I think I use something like 1/16/13, much like the 1/14/15 setup you use. Switching to 16/0/14 is possible but not needed for a fast clearing time and will leave you at lower health and therefore easier to be killed when you get counterjungled (I used to play
Nocturne with very defensive masteries as well and after switching to 16/0/14 - yes, based on your guide - I really had to get used to being on lower health in the jungle). Having said that
Trundle doesn't often get close to dying so even with 16/0/14 you should be fine :P
I usually don't build very tanky until after getting
Wriggle's Lantern and
Trinity Force so the early game boost from runes and masteries is nice.
That should say Quints, right?
Anyway I think I use armor pen marks, armor seals, MR/lvl glyphs and either AS or armor pen quints...Not sure :|
Your runes seem fine though


I usually don't build very tanky until after getting


PsiGuard wrote:
3x AD glyphs
That should say Quints, right?
Anyway I think I use armor pen marks, armor seals, MR/lvl glyphs and either AS or armor pen quints...Not sure :|
Your runes seem fine though
^Offense is better than defense in this case since Trundle deals physical damage.
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"uh, I identify as counterstrike and I find this globally offensive" - ???
"uh, I identify as counterstrike and I find this globally offensive" - ???
I haz guide to express my opiniunz.

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Sorry Duff, but I don't plan on going 11/13/3 any time soon.
Since Trundle's sustain is quite high, I might opt for 16/0/14 to speed up his average jungle speed. I build very tanky, so the offensive stats would probably be more beneficial throughout the game.
Thanks for the input guys! Feel free to post any further notes or opinions and I will happily consider them.
Since Trundle's sustain is quite high, I might opt for 16/0/14 to speed up his average jungle speed. I build very tanky, so the offensive stats would probably be more beneficial throughout the game.
Thanks for the input guys! Feel free to post any further notes or opinions and I will happily consider them.

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16/0/14 would probly be alright. Although 14/0/16 might be better. (Move speed/flash opie~)

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Right now I'm weighing 1/14/15 and 16/0/14. What do you think of these options? Are there any other setups I should be considering?
If you'd like to test out these options personally, that would be great as well. Let me know what the difference in sustain and clear time are if you do so. Let me know which runes you use as well.
I currently use 1/14/15 with 3x AD marks, 6x ArPen marks, 9x armor seals, 9x MR/lvl glyphs, 3x AD quints.