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Recommended Items
Runes: Standard All-In
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Spells:
Flash
Ignite
Items
Ability Order E > Q > W > Max E > W > Q
King's Tribute (PASSIVE)
Trundle Passive Ability
Threats & Synergies
Lucian
Very little to do versus him. High damage and he can kite you so easily. By the time you can Q him, he's already used everything on you and you can't trade back. On top of not being able to E him until he dashes.
Ashe
Ashe almost always takes approach velocity, and you can set her up to benefit from that, on top making her ult easier to land, AND she helps you benefit from approach velocity constantly too.
Ashe
Ashe almost always takes approach velocity, and you can set her up to benefit from that, on top making her ult easier to land, AND she helps you benefit from approach velocity constantly too.
Champion Build Guide
Smurf: Navn
Twitch Stream: twitch.tv/navcan
Tiktok: @navcan
Youtube: navcans
Hi there! I've been playing Trundle Support since 3 years ago! This guide is just a very general guideline of how to play Trundle Support, with runes and itemization. If you'd like to ask more questions, drop a comment or drop by my stream! I stream almost everyday, and still play Trundle in Platinum-Diamond occasionally. Thank you for reading!
If you're interested in my other guides:











PROS
- Excellent pick tool for immobile targets.
- Flex pick in draft to top/jungle.
- Good against engage supports/tanks.
- Good skirmishing.
CONS
- Pretty squishy.
- Relatively weak team fighting.
- Bad vs highly mobile teams comps.
- Limited itemization.
- Really bad to blind pick.
- Doesn't pair well with most champions in lane.

There are 2 main mythics to buy, and you'll be looking to rush them. Preferably after your boots choices since you have strong roaming potential. Your early buys can include





Mythics
Reasons to get

- Team has more than enough damage, and you just want to soak up as much as possible.
- Good when you're going even or behind. Even good when you're ahead, but not as optimal.
- All around a safe choice.
Reasons to get

- Mana issues constantly spamming


- Team composition needs a bit more damage.
- This actually works off

- Looking to snowball an early lead.
Boots/Shoes Choice
-

-

-

-



Legendaries

- If one particular enemy is extremely strong, and they're going to be in team fights very often, then outright rushing this over any mythic may be the move so you don't die as quickly.
- You can also purchase this if they have one AP or AD threat, chain that single threat, then build all your other resists to match the other damage component.

- If you have one particularly fed team mate, and they'll always be in fights with you, then soaking up damage for them would be very valuable.

- Looking to reduce a lot of healing, on top of giving a bit of armor will help a lot.
- The healing reduction ONLY applies if they are actually auto-attacking you. Buying this strictly for the armor is not worth it. So champions like





- If the enemy has at least 2 champions that crit a lot, then this is a solid armor choice. On top of enemy adcs that typically built crit chance,






- Plenty of enemy AD threats and gives a lot of desirable stats.
- Look to match this with


- Enemy team has many Long Ranged magic damage that you need to migigate.
- Synergizes well with




- Enemy team has many Short ranged magic damage, AND your team has a good source of AP damage.
- The aura to reduce enemy magic resist, and gain is relatively low, so keep this in mind for when you approach fights. Champions like





- Being able to drop extra wards going into late game will help a lot since

- This doesn't really provide you with too much otherwise, but it's a cheap Legendary item for your mythic bonus (likely to pair with




- If anything around you is about to die (minion waves), big pets like



- The range of this passive is actually massive (1400), and you don't have to be that close to get some hp back.

- Actually applies a very short slow, so it works with

- It makes taking cs under towers much nicer while you roam/your lane partner recalled, since you can

- Look to use this more often on AD threats if you can reach them immediately, otherwise, just

- This resets your auto-attack timer, so you can auto, then


- This ability has a lot of hidden power behind it as its not just for mobility, but for clearing wards faster, and increasing the healing from


- If you aren't about to fight but just need a bit of hp back, using this around a minion wave or jungle camp while your team mates are killing things is pretty nice.
- Cast this at maximum range in the direction you intend on going in (usually when leaving your base), and more around you if you're about to fight/skirmish.

- This is the whole reason trundle support is actually viable in niche scenarios. The range and slow allows for so much pick and roam and sets up ganks so easily, as well as much utility.
- In early game, your opponents will often think you can do nothing at level 1, but you can bait and wait for your enemies to try to auto-attack you while standing in your minion wave, then once the auto attack lands, you can immediately use

- The pillar itself has a small displacement around it's center when you cast it, and you can use it to not only displace your opponents, but yourself and team mates as well. Knock-back effects such as



-


- Narrow corridors in jungle, you could even outright make it impossible for enemies to get through.
- To peel for your carry, you can place your pillar right between whoever you want to peel (or yourself) and the melee enemy.

- If you're using


- Try to use this on high-health targets, since you would be draining a percentage of that to become much tankie for a few seconds.
- If there's one particular threat on the enemy team, making them exceptionally squishier so that your team can kill them much quicker is also very useful.
- Be very mindful of who you use this on, as it can greatly swing fights.

Keystones

- This allows you to have kill pressure against laners who are immobile, as well as punish-pressure if they get over aggressive on you.
- This ends up doing very little after laning phase. However a lot of the minor runes in


- This is against really mobile enemy laners in which, your pillar will not be as useful against your lane opponents, but against the enemy team. If you're forced to take


Domination

- Applies off


- Only take with hail of blades.

-





- You have a lot of roaming and pick potential with



- Since

Inspiration

- This is the whole reason you're in this tree to begin with. The more people on your team that have slows, the better this gets.

- If you plan on going


- If you're getting

- Also just good for tower diving to drop tower aggro. Sell immediately after use.


Laning Phase/Early Game
- Almost always start


- In lane, bait your opponents to try and auto attack you by standing just barely out of their auto attack range. Keep doing this, until they end up in the middle of your minion wave, this is when you can look to use

- Unfortunately, if your jungler never comes to gank your lane, and your opponents never over-step, laning will be a bit difficult, since using

- If you end up recalling, you can look to buy



Mid/Late game
- Since you won't be farming a lot, team fighting becomes very difficult because you'll be squishy and be missing a lot of damage.
- Once team fights become 4v4 or 5v5, you'll just die too quickly, unless the enemy team composition has a tank that you can


- Most of the time, you'll be looking to lock choke-points/ramps/narrow corridors and catch people over extending.
- You can also look to run to side lanes with your mobility and maybe help your solo laners get a free kill. Even more so if you took

- Trundle's got some good situational uses to punish immobile champs, and cripple tanks.
13.6 Plat and Below

13.6 Diamond+

Tier List Grading Points
- Winrates
- Champion Difficulty (more relevant in platinum and below)
- Counter-play (more relevant in platinum and below)
- Flex pick for draft (more relevant in diamond+)
- Early game (more relevant in diamond+)
- Late game/scaling (more relevant in platinum and below)
Overall Points:
- Games last longer the lower in elo you go. Therefore, mage supports tend to do much better since you can buy your items, and you basically become another carry threat. This leads to enchanters/engage being weaker in lower level play since you would rely on your teammtes more often.
- Champions that are fundamentally easier to execute on will have higher win rates. Since it is more unlikely players are pilot-ing their champion runes/builds/kit efficiently, the easier the champion, the more likely to maximize their kits. This is especially apparent in Platinum and below.
- I would recommend playing any of the champs in S+, S, or A. However you can climb on almost anything, provided you always look to maximize your champion kit, mechanics, and impact on the game. Winning is the result of improving.
There's also my tiktok
And my youtube!
Cheers and thank you for reading! Good luck on the rift
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