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Report Their Support for Trolling (In-Depth Sup. Trundle)
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Choose Champion Build:
This Build Is Troll
Babe Ruth Early Game
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Standard
Threats & Synergies
You beat him in trades after he blows his combo. Use pillar to keep his adc away when he engages or prevent him from retreating.
Leona isn't much of a threat to you in lane, but she does possess a lot of burst in her combos. You can easily pillar/out-trade Leona once she E's onto you, so put yourself in between her and your AD carry. If she manages to latch onto your carry, immediately pillar away the enemy ADC to prevent them from proc'ing her passive. Once you gain your ultimate wait till Leona uses Eclipse and then ult her - you'll get her bonus armor and mr and make yourself even tankier.
As long as you can avoid grabs from his turret, the only thing he has against you is Power Fist. After that, you can toss around this hunk of iron.
Although he is melee, it's difficult to bully him effectively as his passive will get you stunned fairly quickly during lane. He's also difficult to lock down because of his W and R, while Q can prevent you from retreating or engaging. However, while his cooldowns are up, you can bully him and trap him with your pillar. Also a very good candidate for stat-stealing with Subjugate.
Difficult to engage on anyone as she has a boatload of defensive CC on top of a shield. Even if you land a good pillar, an equally well-timed Monsoon will deny the chance of scoring a kill. As an addition to insult, her shield also raises her target's attack damage by a decent amount, meaning she can shield her ally before they poke to deal more damage and take even less.
Really annoying harass that has the potential to span half the lane, on top of an equally annoying polymorph/speed-up and shield to stop you from engaging the way you want. If neither of those work, Wild Growth can c*ckblock even harder than you can. Hard match-up both in and out of lane.
His ranged attacks give him a harassment edge over you, and engaging on him runs the risk of getting CC'd for a while thanks to his hook and flay. If he hooks your ADC, there's not much you can do about it except maybe pillar away the other carry to try and stave off follow up damage. Another big factor is Dark Passage, which essentially renders pillar useless in many cases. However, he has very little ways to escape himself, so if you can catch him out alone, he will most likely die without flash available. Additionally, Thresh does surprisingly poorly during extended trades; if he misses his hook on your ADC, you can easily come out on top in most 2v2 scenarios.
Unless her positioning is awful, you can almost never win a 2v2 fight against a Soraka. Her Q is very spammable and gets easier to land the closer you are to her, and grants her movement speed and healing when they hit you. This basically allows her to kite you to hell as she heals back from any damage she takes. The fact that she can heal her ally too makes fighting even more dangerous, because while your ADC has to play on a backfoot after getting damaged, Raka can just spam W and completely heal back her carry's health. However, although this sounds terrible, all you need to beat Raka is ganks. Simply pillar her back when your jungler comes and she will almost assuredly die if she doesn't have flash.
Her Q and R become more potent the closer you get, making her difficult to approach. Her short range auto-attacks hit for a decent amount, as well. She can't to much against your pillar, however - it can single-handedly prevent any of her ults from timing out.
Has a fair amount of harass given her large auto-attack range and damaging spells. Also, her passive, pyromania, gives her a stun on every 4th spell cast, so make sure you pay attention to when she has it ready; it could easily lead to a successful enemy gank. The key in this matchup is sustain and going all-in. Annie can only do so much with her abilities, and she lacks an escape, so you could either take her harass and dwindle down her mana, or you could simply pillar her back and get some good damage onto her.
This is probably Trundle's hardest bottom lane matchup. Her Q harass is constant, hard to dodge, and does unreal damage for a spammable ability when powered by Mantra. Like Lulu, she has a shield to protect both herself and her partner from any aggression you try to pull. On top of this, her W is an auto-lock ability that slows and eventually roots you in place, completely negating your chances of engaging on her. Being that she is a mage/support, your ultimate doesn't really benefit much at all, so for the purposes of this lane, its pretty useless. The Enlightened One does not take well to trolls.
A lot of ways to harass you, plus a small AoE airborne stun if she lands it. Nami is another support that brings lots of poke to a lane and on top of that, her W can both heal her teammates while damaging yours. If you predict a W coming, move far away from both her and your partner to deny a chance for her W to bounce. She does lack an escape and is quite squishy, however, so a good pillar onto her could definitely get her chunked and eventually force a flash.
Both of you excel versus other melee supports, making this a skill-based match up. His passive can trade decently well with you while he also has a shield and heal for his carry. Make sure to keep him away from your carry and out of stun range. Additionally, pay extra attention towards ganks as Taric can cast his stuns off of his jungler.
This technically could go either way, but that depends on you for the most part. Sona's Q is a very annoying harass that adds bonus damage to the next auto-attack of every ally around her including herself. This combined with Power Chord can make for some big damage if you allow her to poke you. The key to winning this lane is having quick reactions - whenever Sona goes up to poke, answer back with a punch. She is squishy and lacks an escape, and will take loads of damage if you and your ADC jump her simultaneously.
You can't reliably kill the plants she spawns without being in melee range, and you're guaranteed to take even more harass if you try to kill off a plant yourself. This and the constant threat of being snared by her E if too close will force you to play further back than normal for a good portion of the laning phase. Her ultimate is also very strong for disengage against anyone of the likes of Trundle, as the area is enormous and will knock up anyone who remains in it. However, as most poke heavy supports, she lacks an escape and just happens to be one of the squishiest champions out there. Land one good pillar and you'll most likely get her to burn flash, but that's only if your healthy enough to get in her face in the first place.
Nautilus will be playing fairly similar to you, making this a more or less of a skill match up. Both of you will look to whack one another, but where you excel in extended fights, Nautilus excels in burst. Getting hooked by his anchor shouldn't be much of a concern to you at least, but your ADC should be extra cautious - the hitbox is very large, and if he catches them, they're bound to take serious damage. However, his cooldowns are fairly high so if he blows something and fails, capitalize on it and go aggressive. Another cool interaction is that your can use your pillar to deny his Dredge Line's if your timing is impeccable since DL can't pass through terrain. And of course, Naut being Naut, he will definitely be tankier than most other champs, and will be a prime target for your ultimate.
His passive alone merits Brand a spot in red portion of this list. His passive, Blaze, automatically burns off 8% of your health if any of his abilities touch you, giving him harass that can be especially effective against a bulky tank like yourself. You can't charge at him directly when his skills are up unless you're looking to get stunned and chunked for a sizable portion of your health. However, for all Brand's power he has two weaknesses - a lack of mobility, and high cooldowns. When in a straight up fight, Brand needs ALL of his spells to pull off his combos - just one spell on cooldown makes Brand that much less powerful. Also, he has 0 ways of shipping himself out of a bad situation other than Flash, so look towards your pillar to abuse this fact.
This matchup is fairly strange as you both are heavy melee supports who excel in extended trades. You can't really engage on him otherwise you'll be eaten, but on the same note, there's not too much he can do to you as long as you keep your distance. His Q and W poke is alright but costs too much mana for him to keep up. All in all, this would be farm lane if the match-up itself was dependent on you two alone. Just remember to keep him away from your ADC and to keep some distance from him yourself so you don't end up in his belly.
There aren't many skilled Zilean's out there so I can't exactly tell where this match-up lies. What I do know is that he's going to be chucking lots of bombs at you, and while they don't do that much damage to you they may make life hard for your ADC while they're farming. Do your best to zone him off or at least have his attention focused onto you so you can take the hits. Though he does have a range advantage on you, he's extremely squishy early on and a good pillar by you plus a reactive teammate could get him to burn his flash or better yet end up as a kill for you or your ADC.
Bard does fairly well against someone such as yourself. Bard's Q is very hard to dodge while running towards him, and to add insult to injury his chime-boosted auto-attacks hurt just as much as his Q. He has very efficient ways of sustaining both his health and his mana, so during normal circumstances you shouldn't be able to outlast him. Your best bet for this lane is to either go full agro for a few seconds after he misses a Q or to simply hang back, try to not take too much damage, and wait for a gank.
For the most part I'll leave AD carries out of the match-ups with some exceptions - this one included. Vayne's kit makes her both annoying to catch and especially effective at shredding down tanks with true, %-hp based damage. So, naturally she is somewhat of a counter to support Trundle.
His dash can be used to escape your pillar fairly easily, and the rest of his kit excels at kiting away from melee champs like yourself. Wait for him to use his dash before you attempt to lock him down with a pillar.
Ezreal can be a really annoying match up if the Ez is played well. He out-ranges you completely with his Q, and will always be able to escape your pillar as long as he has his E. The trick to scoring a kill on him is waiting for him to E first and then pillaring him back.
It can be hard to pin him down with pillar as he can avoid it by dashing away to an ally or escaping on his own with his W. It's also very difficult to prevent his ulted engage, so if you're not caught by it throw your pillar in front of his teammates instead and delay their follow-up.
His damage and range make for a difficult opponent to lane against, but he is heavily reliant on landing his E, Nevermove. You have the opportunity to go aggressive and pillar his ADC back if he misses this. Be mindful when he has his ultimate, as well, as he can tank even more damage than you can.
making all of my dreams come true...
My name is Ahpulzz and I've been on the rift since the beginning of Season 2. Starting from Silver II, I was able to reach Diamond in Season 4 and have remained so until recently achieving Masters! In all this time, I have always enjoyed experimenting with new build paths and unique play-styles for various champions in all roles. In this guide, I want to summarize something that I picked up fairly recently and have enjoyed ever since: Support Trundle.
Inspired by FNC Yellowstar's support Trundle pick versus SK Gaming in their 9th week during the 2015 European Summer Split, I was surprised at how well Trundle fared throughout the game with essentially no farm or damage. His choice ultimately proved to be viable because, as I will soon discuss, the benefits of putting Trundle in a supporting role proved to have much more impact than many would have expected.
Support Trundle doesn't work.
This is not an obligation of course, but I'll be playing a few ranked games everyday to see if I can drag myself back to masters. Although I haven't established a set schedule as of late, I'll try to stream as many of them as I can for you guys! If you're interested in watching, use the highlighted link below or click on the big, purple Twitch logo to the right and enjoy!
Now before we jump forwards into the guide, I just want to stress one thing. I am not trying to configure Trundle - the hardcore, 1v1 king of top and jungle - into a traditional support role. Essentially what I'm saying is that no amount of build changing, play-style altering, rune/mastery spec'ing, or summoner spell switching will ever turn this... > > > > > > > > >
Instead, what I've learned and am now offering to you all is a recently pioneered way of utilizing this incredibly fun and underrated champion. Even so, pretty much everything that you can do as Trundle support can still be done as a top, jungle, and even mid or adc (for all I care). This style of Trundle specifically revolves around the sacrifice of his all-too-well-known damage in order to bring out the full potential of his other strengths, namely his mobility and above all his zone-based crowd control.
Therefore, if you really wanted to know the Pro's & Con's of Trundle as a champion you might as well check any other Trundle guide - they'll all give you the same information. However, since we're talking specifically about support Trundle, the Pro's & Con's list shown below will display the important elements both lost and gained when comparing him as a bruiser and as a support.
A LOT of damage.
Some enemy focus. (*Good*)
More crowd control.
A self-sustaining support.
Tank-shredding, without any damage.
Before you delve into this section, know that I'm specifically talking about picking Trundle in ranked games / tournament matches. Never restrict yourself in any other game mode; just lock in whatever you want. >:D
Good Cues for Support Trundle
You could just instalock The Troll whenever you want, but there are also certain cues within Champion Select you can pick up on that favor having a support Trundle on your team:
- 2 or more tanky champions on the enemy team, especially if one of them is the support.
- Majority of the enemy team consists of champions without dashes or blinks. (i.e. Sivir, Miss Fortune, Viktor, etc.)
- Your ADC has good self-peeling capabilities. (i.e. Ezreal, Lucian, etc.)
- Your team has needs a champion that can both chase AND disengage.
- *ADVANCED* The opposing team has slow moving displacement abilities than can be stopped by Pillar of Ice. ( Zac, Tristana, Jarvan IV, etc.)
Bad Cues for Support Trundle
Unfortunately, as versatile as he can be, Support Trundle - like any other champion - has his fair share of counters and may not be the best choice in all situations. Situations that make Support Trundle a less than favorable choice include:
- Opposing teams that have no one particularly tanky.
- Enemy champions with lots of mobility. (i.e. Fiora, Ahri, Ekko, etc.)
- Enemy supports with good disengage and harass. (i.e. Janna, Lulu, Karma, etc.)
- When your team needs a support that has lots of hard CC, as Trundle has very little.
- You have an ADC with poor laning or needs lots of peel (i.e. Kog'Maw, Jinx, Vayne, etc.)
|__||Aftershock is my go-to keystone when running support Trundle because the knock-up from Pillar of Ice easily sets it off. The bonus resistances really help you shake off initial damage at the start of fights, and the resulting slow after landing your pillar will often rein opponents down long enough for you to run up to and burst them with the delayed explosion.|
|__||Grasp of the Undying is a good keystone if you're going to be in frequent melee combat with your opponents. It damages, heals, and slightly increases your max health every time you use it, and the best part about it is that you won't need to worry about waiting 4 seconds before attacking. By the time you're able to auto-attack someone after slowing them with Pillar of Ice, you'll have already been in combat for long enough.|
|You'll really be trolling if you don't take Flash :). As Trundle, you get some extra options of catching out enemies with Flash + Pillar of Ice or a simple Flash + Chomp if you're close enough.|
|Synergizes really well with Trundle. One of the greatest benefits of having the troll (not "a troll" - BIG difference...) on your team is that he can shut down specific targets with ease through stat-stealing. Chomp coupled with Exhaust utterly demolishes an ADC's damage, and can be critical towards winning fights. A less noticeable benefit but equally useful, exhaust adds to Trundle's average CC by giving him a reliable and effective way of slowing down nearby enemies.|
Not a bad summoner spell on support if you plan on going aggressive in lane. Situations where I would opt for Ignite over Exhaust regardless of the laning phase would be matchups against multiple heavy sustainers/healers such as Warwick, Vladimir, and Dr. Mundo, as well as teams that have no one in specific that needs to be exhausted.
I would recommend using this if you're experienced with Trundle and plan on being an additional threat. Synergizes well with a Chomp max followed by Iceborn Gauntlet.
Whenever an enemy dies near Trundle, he heals for 2 / 3 / 4 / 5 / 6% of their maximum health.
So this passive... How does a small heal that only applies to yourself help you as a support?
Mana Cost: 30
Trundle's next basic attack deals 20 / 40 / 60 / 80 / 100 (+ 0 / 5 / 10 / 15 / 20% AD) bonus physical damage and slows his target by 75% for 0.1 seconds.
After biting his target, Trundle gains 20 / 25 / 30 / 35 / 40 AD bonus attack damage for 8 seconds and reduces his target's attack damage by half that amount for the same duration.
- Essentially your bread and butter ability - its cooldown is low, so spam this whenever you can on a nearby enemy.
- As you gain attack damage from the bite, your opponent will lose half of whatever you gain. This will be important towards winning trades in lane and migitating enemy damage during teamfights.
- You can knock down turrets faster than other supports thanks to this ability.
- This ability cancels auto-attack animations, so use it right after your auto-attack to slightly increase your burst.
Mana Cost: 60
Trundle coats the target area in ice for 8 seconds. While inside, he gains 20 / 35 / 50 / 65 / 80% bonus attack speed, 20 / 25 / 30 / 35 / 40% movement speed, and 20% increased healing and health regeneration from all sources.
- Rather than placing it directly under you, always position your zone as far as you can towards the direction you want to go. (i.e. placing it in front while chasing an enemy, behind you when retreating)
- Remaining in this zone grants you a 20% bonus in all forms of healing. This includes anything from Heal to King's Tribute to Subjugate.
- If your mana permits and there are no threats nearby, use this to travel around the map faster.
- This ability synergizes well with Chomp as the attack speed steroid naturally lets you make more use of the bonus attack damage. This is especially true when hitting turrets and neutral objectives like dragon.
- Just as you can see the radius, so can your opponents. If you're trying to sneak into enemy territory to put down wards, cast Frozen Domain far enough away so that the radius doesn't overlap into somewhere they can see (the mid lane, for example).
Cooldown: 22 / 20 / 18 / 16 / 14
Mana Cost: 75
Trundle projects a pillar of ice at the target location for 6 seconds, knocking back everyone directly over it on cast, acting as impassable terrain for the duration and slowing enemies near it by 30 / 35 / 40 / 45 / 50%.
- This is your #1 ability as a support. It has a high cooldown so don't spam it just for the sake of a slow or knock-up - wait for a favorable opportunity to arise.
- If you observe the reticle, you'll notice a smaller circle within the spell. That is where the pillar will appear and where enemies will be knocked up if they're standing on it when cast. Always, always aim for this knock-up.
- Enemies will usually avoid the zone of slow around your pillar, essentially giving you control over that small area. Use this to your advantage if you're attempting to siege or control an objective.
- Casting Pillar of Ice also grants you a large area of vision, including brush vision if cast inside one. Therefore, instead of face-checking unsafe areas or bushes, simply throw up your pillar in any of these places an check while remaining perfectly safe.
- Given that the center is a knock-up, you can also use it to stop enemies from channeling important spells. (ex. Crowstorm, Infinite Duress, Nether Grasp, Teleport, Curtain Call, Death Lotus, etc...)
Cooldown: 80 / 70 / 60
Mana Cost: 100
Trundle drains the life force out of the target enemy champion, dealing 20 / 27.5 / 35% (+ 2% per 100 AP) of their maximum health in magic damage and stealing 40% of their armor and magic resist. Half of these amounts are stolen instantly, while the remaining halves are drained over a 4 second period.
Once the debuff runs out, the armor and magic resist is slowly returned back to the target over an additional 4 seconds. The health is not given back.
- This skill is your ace in the hole when it comes to tanky champions like Rammus, Malphite, Dr. Mundo, and many others.[/b] Not only will you be making yourself a monster of a tank, but you'll also be making the enemy tank exceptionally squishy at the same time.
- Always cast this ability on the beefiest, most resistance-filled champion to get the greatest benefit. Everything about this skill works off of percentages, and grabbing anything a squishy carry has to offer will grant you much, much less than that of a bruiser or tank.
- If your team is able to catch someone out, use this on that target to make them easier to kill and further ensure that they die for their mistakes.
- Rather than blowing it at the first sign of the enemy tank during teamfights, use your R after you've tanked up some damage so the resulting health transfer isn't wasted.
Standard Skill Set:
This is my standard skill path that I run when playing support Trundle. Maxing your ult whenever possible is a given. If I know I can go aggressive during the laning phase, I prefer to get 3 points in Chomp so I can be more of a bully before maxing out Pillar of Ice afterwards. However, if you're against champions that are hard to play aggressive against, stick with maxing pillar.
At level 1, starting Chomp will allow you to give a better leash to your jungler and trade better in lane in case a skirmish breaks out early. However, if you get invaded or are invading, grabbing Pillar of Ice instead will help cut off jungle paths, disorganize the enemy, and prevent them from either engaging or retreating.
Chomp or Frozen Domain?
The remaining two skills, Chomp and Frozen Domain, are somewhat debatable as to which one to max first after Pillar of Ice. I prefer maxing Frozen Domain first because Trundle's entire support game relies on his E, so being able to move faster and throw out pillar earlier naturally equates to an easier time doing your job. On top of this, maxing W out earlier lets you gobble down wards like a woodchipper while also feeling like an ulting Singed when on top of your zone.
Maxing Chomp first does give you more burst as well as more AD reduction on your target. However the damage scaling is small at only +20 AD per skill point, and the overall damage increase over Frozen Domain is close to negligible as W also gives you extra attack speed per skill point. If you're against a full AD-comp, putting priority in Q over W may help to mitigate a good portion of your opponents damage during the mid game.
Babe Ruth Early Game Skill Set:
Exactly what it entails in the name - if you are using the aggressive rune page along with Ignite, you'll be knocking enemies out of the park within the first 3 minutes of the game.
To use this skill order to its fullest you want to be almost, if not already right on top of one of the opposing bot laners (preferably the AD carry) right when you're about to hit level 2. Once this happens, immediately put your point in Frozen Domain and throw it down ahead of you. This gives you both the attack speed needed to shred your target and the movement speed necessary to chase them down while they run. Pull this off right and it's very likely you and your ADC will score a kill - even if you don't, it's almost guaranteed that you'll force the opposing bot lane to blow some of their summoner spells early.
( Doran's Blade stands for auto-attacks.)
Standard In-lane Harass
It's fairly difficult to use this against anything other than another melee support, but if that's the case, it works very well. Move up on the support if they're splitting off from their ADC, and if you can get in their face, auto-attack and bite them for a chunk of their health. If ADC hasn't reacted yet, auto attack as many times as you can to milk the bonus AD before finally backing off. Don't be afraid to take damage - King's Tribute has you backed up, afterwards.
This combo is the best way for you to start off a fight during the laning phase or a tense standoff, as the instantaneous pillar will catch them off guard. The second you see an opportunity to catch an important target, or when someone is too far forwards, immediately cast Pillar of Ice behind them to knock them back towards you and rush towards them with Frozen Domain. Activate your Q in advance and bite your target as soon as you get in range, giving your team slightly more time to follow up and continue the fight.
> > >
This is the best way to ambush unsuspecting enemies when they unknowingly walk into your brush. Wait until they are inside the brush and immediately auto + Q to apply the slow. Continue auto'ing and Q'ing until they're forced to run away, where you can then throw down Frozen Domain to catch up and pillar them right back.
This is best for running down fleeing opponents. Frozen Domain will help you get in range of a knock-back Pillar of Ice, which you can then follow up with an immediate Q to sufficiently slow your target.
This works best when ganking another lane or flanking a fleeing enemy. Putting down Frozen Domain to start it off will help you get in range for a Q, slowing the target and helping your teammate(s) get in range. Instead of using Pillar of Ice, however, you want to save that until your target is forced to blow an important escape, such as Flash. Once they blow their escape ability, there's nothing left to avoid your pillar with, and they'll be forced to walk past the pillar inside the zone of slow or blow Flash if they still have it.
A Quick Note:
Your items the first few times you come out of base. These will more or less stay the same between every game you play, so you'll come to understand them and their benefits in due time.
|Standard start to set you off in the beginning of the game. The extra healing from Relic Shield is nice for amplifying your innate sustain in addition to keeping your partner healed up as well. Always try to save a charge for last-hitting cannon minions, which offer you the most gold.|
On your first back to base, opt for a targon's brace first and buy whatever else you need and can afford. Your biggest strength during the early game lies within your in-lane sustain and upgrading your Relic Shield into targon's brace greatly enhances that by not only giving you extra health regen, but by halving the time it takes to generate the Spoils of War passive, as well.
Also, don't forget to pick up your first Control Ward; these things last indefinitely so you'll want to make the most of them as early as possible. Place these inside the brush outside of your lane or in the river.
|Boots makes getting to and from base faster while making it easier to maneuver your champion. Having and not having boots often plays a critical role when deciding the outcome in close exchanges. If you don't have Magical Footwear, try to pick these up quickly.|
|Mobility Boots will be the go-to tier 2 boots in a regular situation, helping you roam better and catch up to opponents faster. Once late game rolls around and you finish the rest of your items, swap these out for Ninja Tabi or Mercury's Treads.|
|Ninja Tabi is a cost efficient way of countering teams consisting of multiple auto-attackers. While the armor does help, the main benefit from these boots is the 12% reduction from auto-attack damage and can help you withstand a lot more punishment from AA-reliant champions.|
|Mercury's Treads are the most expensive boots available but offer decent magic resistance and a tenacity bonus. Use these if you're going to be locked down by a lot of hard CC's or are simply against an AP-heavy composition.|
A Quick Note:
These items are best bought during the mid-game mainly because of two important reasons.
1. They're relatively cheap compared to most core items.
2. They all come with their own active effects, with each one having a bigger impact on the game the earlier you buy the item.
|Eye of the Aspect, the upgraded form of Remnant of the Aspect, is the final stage of progression for your support item. Though inexpensive it grants you a good amount of usable stats for the gold you spend and most importantly grants you a total of 4 stealth ward charges, helping you secure your map vision.|
|Mana problems will be nonexistent once you complete Iceborn Gauntlet, and on top of that you get a hefty amount of armor and CDR. However, what makes this item so effective on Trundle is its Chomp-enhancing passive which adds on a mediocre amount of damage but more importantly a 30% AoE slow that lasts for 1.5 seconds. Constantly waiting for your pillar in order to slow an enemy will become a thing of the past when you can glue them down just by using your Q.|
The extra stats you gain while nearby your partner make this item a great tank item to beef yourself up against AD champions, neutral objectives, and towers. On top of that,
its passive allows you to revert a portion of damage taken by your partner back to you, instead. To sweeten the deal, your marked partner will heal you for a portion of damage they dish out. This passive synergizes very well with your own healing mechanisms and helps to make you and your partner a force to be reckoned with.
Locket of the Iron Solari offers a useful shield to counter burst damage for both you and your carries. The issue is that it provides no health and especially no mana at a time where you're going to be using Pillar of Ice often.
Therefore, I would prioritize Iceborn Gauntlet first before picking this up. At the very least - if you really need the shield - build a Glacial Shroud before Locket so you at least have some mana.
A Quick Note:
Expensive, yet powerful. These items are generally reserved to late game as they are expensive and have less benefit to your performance until fully built, unlike Trundle's mid game items. Raw stats are the name of the game past a certain point and as a tank, you want to be as big and bad as possible.
|A good choice for when you need more survivability against ADC's or other crit-loving champs. The health and armor components alone are decent, and along with a 15% reduction in attack speed and 20% less damage from critical strikes, you can feel confident about taking a few more hits than before. Another nice bonus from this item is an active effect that slows nearby enemies by 55% for 2 seconds, which can be used in both offensive and defensive situations.|
|Spirit Visage synergizes very well with Trundle, and works wonders when faced against AP-heavy comps. The health and magic resistance stats are great additions on their own, but it's SV's passive that gives you the biggest bang for your buck. As a champion who has two ways to heal himself, has a self-healing amplifier in Frozen Domain and can additionally build self-healing/sustaining items, an extra 25% bonus healing from all of these sources greatly enhances Trundle's ability to sustain throughout sieges, teamfights and pretty much anything else.|
Although it seems more geared towards "all-around" protection, I would recommend getting this Zz'Rot Portal when there are more magic-based champions on the other team. Reason being is that for the most part, magic damage is almost always dealt as burst rather than over time like physical damage. Therefore, all you really need against a predominantly AP team is an above average amount of MR and lots and lots of health. With this buy you would have more than enough magic resist to protect yourself and would focus primarily on stacking health afterwards.
The passive effect makes diving into and bailing from turrets smoother all around, and the purple triangle you can plop down also grants you movement speed when you're close by. This triangle spawns minions that kamikaze into enemy structures - use these to add pressure to a siege by placing them near the tower you're focusing or nearby an adjacent lane's turret.
How to Train Your Pillar
You can't really learn effective pillar'ing from simply reading a guide, but rather by playing Trundle a couple times and understanding his range and the movements of your targets. One of the most fundamental parts of Trundle's E is the short but significant knock-up. When paired with the AoE slow surrounding your pillar, this can severely impede your opponents.
The images below show how to achieve the knock up when using Pillar of Ice and how to position the pillar correctly so your target ends up on the desired side.
When attempting to bring an enemy closer to you, aim your pillar in the direction you're chasing and slightly ahead so the inner circle's closest rim is right in the middle of your target. They will then be knocked up and will end on your side of the pillar - good for you, bad for them.
When attempting to ward off enemies, aim your pillar slightly in front of them so that the inner circle's farthest rim is right in the middle of your target. The resulting pillar will knock them up and place them on the opposite side of the pillar, forcing them to walk around it while under a constant slow.
Like I mentioned before, using Pillar of Ice at the right place and at the right time can make a world of a difference compared to throwing it up without any thought. In addition, being careful about where and when you pillar can help prevent you from bad accidents that can actually backfire on your own team. The following clips and explanations will aim to show what makes a good pillar good and a bad pillar very unhelpful.
Good Pillar Ex. #1
|The edges of walls can be big asset when it comes to using Trundle's pillars to the best effect. Right before Zed attempts to cross over onto the other side of the wall to regroup with his teammates, I threw up my pillar right at the edge of it. This forces him to walk all the way around, but under the constant slow of the pillar we can reach him before he's able to leave.|
Good Pillar Ex. #2
|Again, making good use of walls can really help you keep enemies in place when thinking about where to pillar. In this clip, a pillar tossed up just shy of touching the wall effectively funnels the enemy Bard between it and the wall. This kind of a pillar is known to me as a Nock, but I'll go more into depth about what that is later.|
Good Pillar Ex. #3
|Great pillars are equally as useful when used to escape. Here, the enemy Poppy is gaining on my teammate, Kindred, who will get caught if she gets too close. To make sure Kindred escapes, I throw up my pillar onto Poppy and knock her behind it. This completely crushes Poppy's momentum and ensures my teammate can get away.|
Now unfortunately, using Pillar of Ice isn't always going to be sunshine and rainbows, but don't be discouraged! Using this ability to the fullest doesn't come easily, so mistakes can be common even after you think you've mastered it. So without further ado, here are some examples of bad Pillars of Ice.
Bad Pillar Ex. #1
|In this clip, I was hoping to get some extra damage on the Ezreal by popping him towards me and and my Tristana. However, my anticipation was wrong and I ended up pillaring too early, knocking him backwards. In the end all I accomplished was putting my pillar back on cooldown for nothing, but overall nothing else good or bad happened.|
Bad Pillar Ex. #2
|Here I wanted to pillar ahead of Cho'Gath to block off the tiny passage between the wall and the turret; this cuts off his escape. However, again I threw up my pillar too early and ended up placing it in front of Cho instead of behind. This not only cuts him off from Riven, but ultimately forces both me and her to travel around the turret to reach him.|
Bad Pillar Ex. #3
|I expected the enemy to approach and wanted to maintain some distance between them and my teammates, so by instinct I threw up my pillar between them and my carries. However, they instead chose to disengage from us. In teamfights, you never want to waste your pillar on a whim like I did during this clip - saving and using it at the right moment will serve you much better.|
Knowing how to stop opponents with Pillar of Ice can be a great asset when playing as support Trundle. Even so, this is only half of the story. Another key point to consider when deciding where to pillar is knowing the specific areas of the map where they can be used to the fullest effect. Here are some locations that can really amplify the impact of your pillars:
|When it comes to tower diving, the turret can actually be an asset when playing support Trund. All you need to do is pillar inside that tiny section between the wall and the turret and you can effectively seal it off.|
|Another space that can be an excellent area to throw up a pillar is the time-old choke point. Choke points refer to all narrow passageways blocked on both sides by terrain. Your pillar itself might not be able to cover all of it but the slow certainly can, granting you firm control over those areas.|
|The last place I want to mention here would be various areas of brush scattered around the map. Although they vary in length, their width is unanimous and conveniently the exact size of your pillar. This makes it easy to deny enemies the brush when they try to run inside and lose your sight.|
Your level 1 will depend mostly on which skill you started, as previously mentioned. If you start Q, you'll be able to 2v2 earlier but won't have any form of CC to effectively catch-out or ward off enemies. Going Pillar of Ice first gives you these options, but after you d*ck someone, you won't have anything to follow it up. Usually in solo que, I tend to go Chomp first due to the unlikeliness of an invade and the chance of giving my jungler a smiteless gromp/krugs, as the bonus AD really helps take it down faster. Also, I tend to play Trundle when against tanks, especially tanky, melee supports like Leona and Alistar. Starting with Q lets me get in their face and forces the other support to either back off or get help from their ADC, who must then switch their focus from farming to warding me off. This relieves pressure off of my own ADC and allows them to farm for free or harass at will.
(As a friendly tip, try not to put your first point into a skill until right before the jungle monsters spawn. You'll never know if a late-invade could be coming your way.)
If you began with Pillar of Ice at level 1 don't do anything crazy. You don't have Chomp yet so you can't actually trade with the other bot lane, so play passively and use your pillar to zone off your opponents if needed. When you do get chomp, laning aggressively will be exactly the same as what's explained below.
If you began with Chomp, the following clips form an example of how aggression and the creation of lane presence during a melee vs. melee support lane matchup can assist both you and your AD carry:
Notice how the zones of Kalista and Leona are heavily overlapping, thus limiting their overall control of the lane. I take advantage of this and walk forwards, spreading me and Lucian's zones and covering much more of the lane than the other pair.
Playing around the brush is crucial towards doing well in lane. Because Leona is hugging her ADC, it gives me all the free space to move up into their brush, creating an entire zone of pressure since I can't be seen.
The other bot lane is now forced to check the brush by either facechecking or sacrificing a trinket ward. Leona saves her ward and facechecks, where I then immediately chunk her with an auto-attack + Chomp.
In the ensuing skirmish, both Leona and Kalista attack me, taking out a good chunk of my health. However, while focused on me, Lucian is able to move up and shoot up Kalista for free. Even though both sides took relatively equal amounts of damage, the important part was that I took all of the damage, while Lucian took none. King's Tribute allows me to heal up much quicker than my opponents, making any damage I take much less effective. Therefore, we win this small exchange.
One of the most crucial parts of early laning is the beginning, where both pairs of bottom laners should be looking to hit level 2 first. Getting your second ability while your opponents only have one at their disposal means that there's virtually no way you can get out-traded in a fight, offering you a brief, yet huge advantage. You'll often see experienced players suddenly go aggressive if they hit level 2 first, and many times it will result in the opposing side losing many minions or even dying within the first 3 minutes of the game.
Before I delve into the different level 2 scenarios, what you should know first is exactly how many minions you need in order to level up from level 1. Unless you do a camp beforehand, you will always need 9 minions in order to reach level 2. These consist of 6 melee minions and 3 caster minions; melee minions yield twice the amount of exp as casters, so you'll want to stick to the order above to level up as fast as possible.
If you aren't near the other bottom laners and hit level 2 first:
If you are near the other bottom laners or already fighting them, and hit level 2 first:
*As helpful as it is to get an early lead over your opponents, ALWAYS RESPECT THE OPPOSING LEVEL 2. Make it another priority of yours to not only count how many minions the other opposing laners have killed, but to also foresee their own level 2 capabilities. The point of "cheesing" the opposing side at level 2 is to gain and early lead while the other pair has only one ability. If they gain a level at the same time or before you do, respect them and don't recklessly charge in unless you're sure you have an advantage.
The main thing you should focus on after level 2 is unlocking all your abilities. Once you hit level 3 you'll have all the tools you need to start ramping up the aggression. If either the support or ADC is too far forwards, punish them by popping them towards you with a pillar and rushing at them with Frozen Domain. Should they choose to fight you, you have the edge in an extended trade because the offensive bonuses from your Q + W on top of Chomp's damage reduction make it nigh-impossible for even the opposing ADC to out-trade you.
Remember - your passive allows you to regenerate health much faster than your opponents. If you come out of a trade with low health but your ADC's still in good shape, there's little reason for you to back out of the lane. If your opponents take as much damage as you have while your ADC remains healthy, then you've won the trade heavily.
Also, before you move on, remember that as fun as it is to troll the other bot laners, you eventually need to move out and troll other lanes as well - most notably the mid lane. Here are some good ques / time frames where you can go ahead and do this:
- Acquiring Boots helps you roam around much faster, so once you get these you can start looking for opportunities to gank.
- If you're warding near middle lane and see an opportunity to intervene, don't hesitate to jump in and help out your mid laner.
- You usually want to gank right after coming out of base since walking all the way from bottom lane to anywhere else can take a while.
- A good wave-clearing ADC's like Sivir or Corki have an easier time farming at a range or at turret while simultaneously keeping both opposing bottom laners at bay. This will of course depend on the opposing bot lane's champions as well, but if the match up is in your favor or your ADC is strong, you can tell them to sit back and farm safely while you move out to gank.
- The other bottom lane has just been killed or has just recalled.
- Your ADC is at base. If you gank quickly enough, you can return in time to not have them face a potential 1v2 for an extended period of time.
|If you attempt to gank and fail to get a kill, don't stick around and waste your time and exp - head back to lane with your ADC. If the opposing bot laners are at your turret, it's probably best you head there and help defend it rather than roam. One issue I commonly have is actually over-roaming, where you essentially abandon your carry and run off on your own. Not only does this force them to go alone against two champions, but it also hinders you since you'll be losing a lot of passive minion gold, spoils of war gold, and experience.|
|It goes without saying that trolling your opponents always feels betters when you're with others. So without further adieu, here are some marksmen that work especially well with Support Trundle and why I believe so.|
Jhin: The Virtuoso
Laning: Pillar of Ice and Whisper form a heinously annoying harassment combo as it makes Jhin's 4th bullet nearly unavoidable while inside the pillar's radius. During an early skirmish, Jhin's usual weakness while reloading is compensated by Trundle's high damage output with Chomp; opponents who attempt to take advantage of the reload and ignore Trundle to focus Jhin end up being punished even further.
General: All of Jhin's skillshot abilities benefit in some way from Trundle's CC. Deadly Flourish and Curtain Call are both made easier to land once targets are slowed by Pillar of Ice, while the combination of pillar and Captive Audience offer their team a strong zone of control when contesting objectives or sieging towers. Jhin also has trouble dealing with tanks due to his slow attack speed and reloading; Trundle compensates for this with his ult, Subjugate, shredding away a large portion of a tank's armor and creating an opening for Jhin to take them down.
Miss Fortune: The Bounty Hunter
Laning: Trundle has many matchups in which he performs poorly in lane, but these disadvantages can be made up for with a strong laning partner. In matchups where Trundle can't do much, Miss Fortune can singlehandedly push the lane with Love Tap and control the positioning of her opponents with Double Up. All Trundle will need to do is keep opponents away from MF and help maintain a minion advantage with Relic Shield.
General: In and out of lane, MF's and Trundle's E form a one-two punch - a bullet tarpit. An opponent slowed by Pillar of Ice will be stuck even longer inside Make it Rain, causing them to take near full damage from it every time the two are used together. To add to the hurt, MF can cast both Make it Rain and Bullet Time at the same time onto multiple enemies slowed by Trundle's pillar to make for a devastating AoE combo that's very difficult to avoid without Flash. One of MF's primary weaknesses is lack of DPS for tanky champions - Trundle once again makes up for this disadvantage with Subjugate.
Xayah: The Rebel
Laning: Xayah is another powerful lane bully, allowing her to carry Trundle through poor matchups while excelling in favorable ones. Her natural kiting thanks to Clean Cuts and Bladecaller make her a pain to focus, and this aspect of her kit is supported by additional distractions from Trundle's Chomp damage. A well-placed pillar will set up Xayah nicely for a quick Double Daggers + auto-attack + Bladecaller combo.
General: In teamfights, the more time Xayah has time to set up Clean Cuts around the area, the greater threat she poses. With a Pillar of Ice in the middle of the enemy team Xayah not only has more time to stack her feathers, but she'll have a much greater chance of tagging multiple opponents with three feathers for the root. Enemies rooted by Bladecaller often become prime targets to focus, and throwing on Subjugate onto them while they're stuck amplifies all incoming damage, possibly killing them before they can even escape.
Ashe: The Frost Archer
Teamfighting with Trundle is all about splitting off the enemy team, ulting the tankiest member, and trapping them within your zone of slow. If your not sure who to focus or see all of the enemy team in one area, don't bother trying to get the knock up on a single person - just throw up your pillar somewhere that has most enemies within the slow.
In this clip, Trundle starts off the fight by cutting off Vayne and 2 other members from the pit, forcing them fight his team instead of continuing Baron. During the fight, he places his next pillar directly in the middle of the river, forcing the other team to cross over if they want to chase Trundle's team. However, as they cross, they put themselves right in the middle of the zone of slow, and ultimately become sitting ducks for Trundle's Azir who flanks from the side.
Whether its for starting out fights, keeping them going, or even stopping them from happening in the first place, Trundle's Pillar of Ice is great for every occasion.
It Ain't About the Size...
|Using your pillar correctly is essential towards playing a great troll support, but one who's able to master their big Pillar of Ice can smack around anyone they wish and can seriously carry games. Here's a few things I've learned that can really maximize the potential of your support bread and butter and silence any troll nay-sayers in an instant...|
The Nocking Point
Nocking - as many of you probably don't know - is a simple term used in archery that refers to the tiny area on a bowstring where the back-end of the arrow fits. Now you may be thinking, "What the hell does this have to do with support Trundle...", but this term actually has a lot in common with this specific use of Trundle's Pillar of Ice. When you nock an arrow, it fits snug within its nocking point; it doesn't move, it doesn't budge. Now back to the world of League of Legends, there are many obstacles that we generally refer to as terrain. Unless a person is playing a champion that has some kind of cheap dash or blink, they can't traverse it and must go around. The central pillar created by your E - much like terrain - also cannot be traversed and therefore, champions must move around.
Usually during a chase, those who are fleeing are trying to get as far away as possible as quickly as possible. However, as previously mentioned, the map is riddled with terrain that they (in most cases) cannot traverse and must go around. The quickest way around these obstacles will always be the shortest path, and often-times this path involves hugging the terrain for a few brief seconds. With practice and good timing, you can take advantage of these moments by using Pillar of Ice to effectively "nock" your opponent in between the wall and the pillar. This creates a gap in which your target unknowingly walks into, and once inside, they awkwardly remain in place while attempting to pass through the tiny gap before realizing its too late. The utilization of your opponents instincts to escape is what indirectly grants you a free stun that your team can capitalize on with deadly ease. And during the very best of nocks, the champion will stay completely stuck in place for as long as the pillar lasts - an entire 6 seconds!
C*ck Blocking like a Pro
|Although sporting a much, much smaller area than a Janna Howling Gale or Alistar Pulverize, a knock up is a knock up. This means that if you have the eyes of a hawk and an very well trained sense of foresight, you can use Pillar of Ice to interrupt dashes. Yep - you can stop dashes completely with your giant d*ck, and the gif and video you see here are the proof. Again, this requires extreme precision and I wouldn't recommend saving your pillar specifically for this. But if you can afford to use it and you know for sure where and when the enemy will travel, try your luck and perhaps your team will learn to appreciate your trolling. (i.e. "so-and-so, you're a god...")||
Pay attention to the red Renekton
- THE #1 SION COUNTER -
(I pulled all these clips from Youtube.)
Click here to laugh at some Sions
Now that you've seen Support Trundle in his entirety, it's time to learn one final thing before you set off trolling on Summoner's Rift: How to Support!
There's a couple things to take into account if you want to play support at a high level, and it may be difficult to keep track of them all at once. However, once you've tried it out enough these simple pointers will come naturally and it should be easy to follow through with them.
Protect your ADC!
Your absolute, number 1 priority as a support. It's pretty much the reason this role was created in the first place: to keep your AD carry safe all throughout the game so they can dole out the pain in turn. Unfortunately, this is easier said than done. Unlike most supports you have no shields, no non-self heals, and by golly the tiniest amount of hard CC ever. Therefore, you need to pay extra attention to potential threats and use well placed pillars to your best advantage to keep them away. And even if you do have good mastery of your pillar, many times when your ADC comes under threat your pillar's not going to be available. What do you do in these situations?
This is where your items and summoner spells come in to play to help you out. Knight's Vow and Locket of the Iron Solari (and Exhaust if you have it) are your godsends when you can't peel with Pillar of Ice. These have high cooldowns so make sure to alert your team when they're down so they can play accordingly.
Give Kills to your Teammates
Many of you who've played the game for long enough already know full well that the role of the support is to help protect the carries while also feeding them kills so they can get stronger, faster. If you're new to this game, getting kills may still be top priority for you and it's not entirely terrible to get a few here and there. However, remember that the 300ish gold you can get from killing a champion will always, always be put to better use if given to your teammates, instead.
Dying (in the right amount) is ok!
Imagine this scenario: You and your ADC are both at dangerously low levels of HP. Your ADC has been hit with a stun and can't move, and the enemy Nidalee chucks a javelin at them. You're not stunned and are right next to them. What do you do?
Well, you could run away and live while your ADC dies. This would then force them to waste away inside the death timer - they end up missing out on two waves of minions. This potential farm would have provided at least 200 more gold if farmed up. This gold could have been all that was needed to complete that Infinity Edge or that Statikk Shiv your ADC needed later on. However, because they lost that gold they're now short an item during the next big fight, and during that fight their damage becomes stunted due to that single, lost item. Additonally, because your ADC is dead, no one but you is able to defend bottom turret - your opponents now walk up uncontested, and without fear they get free hits on it.
Alternatively, you dove in front of them and sacrificed your life for theirs. So after that your ADC went back to base, quickly recovered, and headed back out to farm. Meanwhile, you sit at spawn waiting to revive - what about you? What are you losing? Well, you're not looking to farm so that doesn't matter to you. You can't really hold a tower by yourself, and can't even 1v1 anyone on the other team for that matter (excluding the other support). You do lose the opportunity to ward as well as the opportunity to gank or help someone secure a kill. However, if there's no wards you can simply tell your teammates to be careful and wait for your to revive. Also, how can you help your carry get kills if your carry is dead to begin with?
Now obviously no one has the time to think about all of that when making that kind of a split-second decision. But long story short, your ADC (or any other carry for that matter) will have more direct impact on a game than you ever can as a support. Although your role is undoubtedly important, it relies much less on the amount of time you spend alive than all the other roles. Therefore, if you're ever put in a situation where you have a chance to use your abilities and save your carry, don't think - just do it, even if it means certain death. Of course this doesn't mean you should throw your life in the trash whenever danger comes to your carry, so like any other role try your best to keep yourself in a controlled position out of harms way. Make sure that every life you end up having to forfeit is not wasted, and that it garners some kind of benefit for your team.
Like they say, communication is a two-way street. In most cases talking to your teammates will garner some sort of response most times, but that alone is always better than not saying anything at all. The most important part of communication - whether it be through chat or through pings - is to start and establish it in the first place. It's understandable if your AD carry, AP carry, and Top lane aren't making their best effort to talk. After all, they're all trying to focus on winning lane, not dying, and farming as much as possible. This is where the more supportive roles of jungle and support come into play. Since you don't have a responsibility to farm and aren't as important of a target for the other team, it's up to you fill that gap with as many attempts towards communication as possible. Whether your asking if your carry wants to stay in lane or not, pinging an enemy champion you're about to dive, or even pinging yourself to let everyone know where you are, keeping your team on the same page is one of the fundamental requirements towards a successful game.
Never... EVER Act like a "Support"...
If you remember from the Pro's & Con's section, Trundle is by no means a support to keep huddled up behind the front lines. Why?... because Trundle IS the front line!!! Know your limits, but never be afraid to run head-on into your opponent's faces just because you'll take some damage in doing so. The amount of health you lose won't matter if you're able to throw your pillar right on top of your opponents and send them flying into your own team's clutches!
ADC: "Hey Trundle, you're a support... so stay back, play passive, and let me lead the lane, k?"
Although I didn't mention it in the chapter before, Warding is another integral part of the support role; it just so happens to be so difficult to grasp for beginners yet so important that I decided to give it its own section. So now that you're here, here are the fundamentals on what good warding can give you, how to go about warding the map, and how to deny enemy wards.
Before we dive into this bad boy, it's also important to realize that as satisfying as it is to have great mechanics, League of Legends is ultimately an objective based game - no one will ever win by getting 20, 30, or even a hundred kills. Killing turrets, inhibitors, and eventually the nexus is the absolute, only way to win a game. Scoring kills on Dragon and Baron Nashor can assist in this, but having these two options available for both teams only serves to widen the amount of objectives you need to keep track of.
With turrets all over the map and Dragon + Baron sitting along the midsection, it would be almost impossible to simultaneously track which objectives your opponents are trying to take while staying safe and taking objectives of your own. Almost impossible... *whips out Eye of the Aspect, Control Ward and Sweeping Lens. These three things will form the core of your endeavors of making the impossible possible by giving you the power of knowing enemy movements while also denying them that same option.
Wards. Whether they be from Stealth Ward, support item, or anything else that provides them, they all have one function and that is to sit in place and give you vision over small areas. If you catch sight of an enemy passing through, you can alert your team and they can play safe. If there isn't anyone there, then the ward just sits there and does nothing, right?... Right??? Ri...
There is so, so, SO much more to gain from having good wards on the map than one might expect. I don't want to overwhelm you guys with every single tiny detail on what these are, so here's some of the main benefits that I've found from my own experience:
- Knowing when to play safe and when to play aggressive.
The standard, but nonetheless important benefit of having wards is simply to have vision of the enemy for safety purposes. When the area around your lane is dark, you can't make an educated decision on whether or not you can play aggressive simply because you don't know where the enemy jungler is. As a result, playing up front becomes risky and you're forced to play passively by default. When you do have vision, you can easily tell if someone else is creeping up on you. This gives you some relative freedom to apply pressure against your opponent because you know it isn't likely you'll be punished by an enemy gank if you don't see anyone nearby with your wards.
- Giving you opportunities to ambush opponents
If wards are good at one thing, it would be opening up unforeseen opportunities for you to capitalize on, and what better way could that be shown other than having your entire team huddled in a tiny bush while a single, unsuspecting enemy walks towards it?
happen with the help of wards; I just found it funny. :D
- Knowing when an objective is up for grabs
Again, objectives are the cornerstone of a won game, so naturally one would want to get good a knowing when to take them; wards are excellent help for this purpose. You could simply focus on an objective when seeing an enemy somewhere else directly through ward vision, but here's a smarter way of using ward knowledge...
Take this for instance:
Your jungler is on the right ("bottom") side of the map and both mid laners are currently in their respective lanes, and so are both bottom lane pairs. Both top laners are in lane. Dragon is alive and you have really good vision of the right-side jungle, but you see no one there. Additionally, you have zero vision of the left-side jungle on both red and blue sides - the enemy jungler is still nowhere to be found.
Would calling for your mid laner and jungler to group up with you two for an attempt at dragon be a safe, educated decision?
- Securing portions of the map
|Although it may seem like it, you don't need to have the entire map covered in wards in order to feel safe or have a general idea of where your enemies are. When you have a ward placed down, you can easily react accordingly to whether or not an extra enemy is present within that zone. However, if you have several important crossroads within the enemy jungle lit up with wards you can essentially guarantee your team safety in any area behind them. The larger you make this area, the more control your team has of the majority of the map, leading to safer roaming as well as an easier time taking important objectives.|
How to Ward
|Warding itself doesn't need to be very difficult - it can be very easy in fact. At the very least if you were to set up only one or two wards nearby your lane, you'd already be doing a lot by securing yourself from ganks and backing up your aggression. However, in this section I'm going to take that up a couple notches and show you a few tricks and tips that can greatly enhance your warding.|
- Ward Positioning
To start things off, if you want vision of a specific area you can just go ward it... except this isn't the case. From my experience there are two ways to position wards - the thoughtful way, and the lazy way. Here's two images comparing these methods:
In this example, the brush is being lit up by a lazy ward and a thoughtful ward. However, the lazy ward doesn't cover much of the large, 4-corridor cross section of ground above it and has only has good coverage of a small corridor below it. If the ward was placed on the opposite end of the bush (as shown in the thoughtful version), it would not only retain decent vision of the bottom corridor but also get close to full vision of the 4-corridor cross section located above it.
- Warding Down Lanes and Dragon/Baron Pits
Sometimes it isn't enough to assume the "obvious" - that of which being the other team's players walking down their own lane. When you ward down a lane, you're doing it for the same purpose as you would when warding inside the jungle - for an approximation of where your enemies are headed and when they'll be there. In addition, as long as they aren't seen when they're being dropped these wards are likely the live out their entire 3 minute lifespans since one rarely sweeps their own lane for wards. These types of wards can be extremely useful later in the game when Baron Nashor and 5th dragons become contestable objectives - a ward placed far up inside a lane can easily catch the entire enemy team moving to attack or defend those objectives, giving you valuable time to create a proper reaction.
Speaking of Baron Nashor and dragon, these two bosses will progressively become more and more important as time passes. If you don't have full control of the midsection of the map, warding dragon becomes one of your main priorities of a support - free, sneaky dragons are not too uncommon nowadays, so keeping it warded will help you avoid giving your opponents that chance. The same goes for Baron Nashor, with the only difference being that it spawns later at the 20 minute mark. I don't include warding the relatively new boss - Rift Herald - as one of your priorities since it lasts from the 6 minute to 20 minute mark. It's honestly not that important of a monster as dragon, and it's quite the distance from bot lane where you're going to be spending most of your time.
- Making a Smart Network of Wards
With the rest of techniques and know-how out of the way, this section finally concludes with how far you should go to place wards and how to space them out so you get the info you want. They're a multitude of different ways to set down 3 wards across the map but before you do so, a good strategy I like to employ on myself is to ask myself two of these questions:
2. How far can I go to ward without getting caught?
This first part can be anywhere from simple/easy as pie to very challenging; why? It all depends on the number of things you want to do. Say you want to keep yourself from getting ganked; alright, you plop one or two wards above bottom lane - done. But what if you also want to help cover mid lane at the same time?... AND keep the enemy mid laner from roaming downwards without you knowing? It seems like quite a daunting task to complete, especially given that your Sightstone only allows for 3 wards of your own to be placed down at a time. However, with the right amount of map knowledge and quick observation, you can become adept at multitasking with your vision and become a great asset not only for yourself and your ADC, but for the rest of the team as well. The following image shows a well-executed attempt at completing these tasks, with the red and orange arrows respectively indicating the quickest pathways the enemy jungler and/or mid laner would need to take in order to roam down to mid or bottom lane:
This setup of 3 wards almost completely satisfies the previously given objectives. The two wards in front provide very clear vision of two, key crossroads the enemy jungler would need to cross in order to gank bottom or middle lanes from the side. In addition, the single ward in the back covers the right-middle section of the river - another important area that in this case the enemy mid laner would need to cross in order to gank bottom lane.
If you can tell, there are still ways of reaching the bottom lane without being seen. However, these pathways either involve going all the way through lane (forces jungler to lane gank), or by slipping through the last, unwarded mid lane passage (would almost certainly be seen/caught by your mid laner).
As for the second question, one first needs to realize that anywhere (that isn't already lit up with wards) on the opposing side is dangerous. You'll usually be able to escape from a single enemy, but any more than that and things might get a little hairy. Therefore, you need to take into account how champions you see on the map as well as their respective positions; for both friend and foe. I include my allies in this count because when nearby they can help counteract the danger from nearby enemies by taking away unneeded attention while you press on to get your vision.
Thankfully, Trundle is not your average squishy support so if you do manage to get seen, you have both your abilities and tankiness to help ship you out of a bad situation. Still, if you find yourself alone prior to warding, for the sake of your life you shouldn't go anywhere too far into unwarded territory. This would be anywhere past the orange spots inside the next clip you see, which shows the relative danger levels of placing other wards at various depths during an even, early to mid game match.
The spots marked in green and yellow are usually spots that are safe enough that you can easily escape if seen by an enemy - its the orange and red ones pose a real risk of death. Despite this, those wards often give you the most info about your enemies so you'd still want to try and get wards there, somehow. Some of the following scenarios may be good opportunities to do so:
- You see every opposing player on the map (i.e. you can avoid them if necessary).
- You have one or two other teammates with you.
- One or more of the enemy players is dead or is recalling.
- The enemy team is grouped at a different place on the map
And as you already may know the map is mirrored across the river, so if you happen to be on the red side, all of the same warding spots will apply in a flipped and mirrored manner, instead. Also, depending on the flow of the game things could either go heavily in or out of your favor. In either of these cases the spots and danger levels presented here won't apply, but the point of this specific map is to show you your warding options from the very get-go of the game when both teams are at an even stance. The wards you place here will start off your game and will ultimately impact the rest of the match, making them exceptionally important.
Clearing Enemy Wards
|This next section will be quite short, so you can relax after all that reading about wards (if you actually did take the time to do so :P). There's really nothing too complicated to know here - just a few things to get used to doing from time to time.|
These wards take four hits rather than three to take down, and also has the true sight passive which allows it to see any other invisible unit. The bad part is that they aren't invisible, so anyone can take it out if they catch so much of a glimpse of it. Therefore, here are a few tips to lengthen their lifespan and make use of its vision-blocking radius:
An upgraded version of Sweeping Lens, this not only helps reveal wards but also alerts you of any nearby champions when activated. The radius is alright in size and travels with you, centered on your champion. Although Oracle Lens doesn't directly reveal a stealthed champion, it will tell you where they are if you activate it.
Got questions or comments? Go ahead and post it in the comments sections or send me a pm and I'll do my best to give quick feedback.
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