Trundle Build Guide by unhben
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+10% Attack Speed
+8 Magic Resist
Threats & Synergies
Polymorph is nasty and shields eliminate your early damage with Q.
W + R engage is quick and hard to avoid, but your counter engage with pillar helps to make for even trades.
W slows are a pain in the butt, especially after she gains crit and her autos slow too.
Fear and silence are just pains, fuck fiddlesticks matchups :(
Very weak early lane unless you can catch out pushed up lanes. Strong level 6 with Trundle Pillar and Yasuo R
Champion Build Guide
Trundle's role as a bruiser/tank in the top lane lets him abuse his natural beefy kit to steamroll weak bot lane matchups like Lux, Soraka, Brand, and Bard.
Note: I will refer to Trundle's Pillar of Ice as Pillar, his Chomp as Chomp
Trundle's ability to abuse his natural tank stats and lane abuse driven kit lets him throw away the support norms and be the real damage dealer in the bot lane. Subjugate at level 6 lets him rip through most normal bot lane duos and remove threats early in teamfights.
His access to items like Black Cleaver to Locket of the Iron Solari help him to be the front line in a game no matter where he is in the game, bot lane or top. Other strong items he has access to are Zeke's Convergence, Wit's End, Turbo Chemtank, and Knight's Vow.
During teamfights, Aftershock, Unflinching and Legend: Tenacity help keep him alive along with his passive King's Tribute when an enemy dies near him. Along with himself being well sustained during fights, there is the option to take Revitalize instead of Unflinching to boost the healing on your Font of Life after impairing movement with Pillar of Ice.
+ Wide item selection
+ Natural tank stats
+ Strong counter engage
+ Plenty of sustain
+ Steady mid to late game scaling
+ Utility and damage control
When playing Bard, you have to know when you to leave lane and roam/collect chimes and when to stay and fight for lane priority. Use your Magical Journey to "gank" other lanes when you see the enemy jungler on the map or if you see someone over extended without vision. In addition to controlling vision, you should next to always take Zombie Ward on Bard to get rid of wards early and provide vision for your team. Having this rune allows you to place your ward on the enemy buff before it spawns or in their jungle and then back for a sweeper before laneing phase starts. This is especially helpful when playing against champions like Pyke, Shaco, and other champions with invis in the bot lane.
- Weak engage without R
- Hard to peel without E or R up
- Hard engage champions hurt a lot
- Pillar placement cant be off
- Hard to engage early
- No real teamfight ability until level 6
Bard suffers from what I like to call, "Veigar syndrome". His scaling is very weak early without AP (Ability power) or CDR (Cool down reduction). On top of weak scaling early, if you get ganked or engaged on and dont pay attention youre as good as dead. Bard thrives off of playing by walls to escape with tunnel Magical Journey and having his Caretaker's Shrine's placed all around him and his adc in lane. As well as being engaged on, Bard's ability to engage relies on him landing a Tempered Fate which allows your team to move into position safely before a team fight or pick someone off before a larger fight. Without tunnel or his ult, Bard's ability to leave and enter a fight is significantly lower than his already not high chance of starting the fight alone.