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Trundle Build Guide by acPWN30

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League of Legends Build Guide Author acPWN30

Trundle - Being Ugly Never Felt So Good

acPWN30 Last updated on October 6, 2011
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Jungle Role
Ranked #15 in
Jungle Role
Win 49%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.


Brute Force
Improved Rally

Offense: 21

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 9

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Hey, my name is acPWN30 and this is my build for Jungle Trundle. Trundle is a great jungler with very high sustainability and great teamfight and dueling capabilities. Trundle is a very fun champion who can run into the middle of teamfights and cause a lot of damage. This Trundle build creates a tanky champion who can deal a lot of damage, especially to AD Carries. I find that when I am playing Trundle, I can really help my team out if I am paying at least a little attention and often I find that I can even carry my team to victory.

Tired of being stomped by AD Carries like the pirate? Trundle can effectively steal their Damage to use it against them.

Need a jungler?
Trundle is one of the best junglers in the game with phenomenal ganks and high damage output! You can't go wrong with jungle Trundle!

Wanna have fun in League of Legends?
Stop playing Teemo, you will enjoy Trundle a lot more. It is fun to stay alive for long periods of time while beating people with a stump.

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Pros and Cons


-Extremely fun to play
-Decently tanky while still dealing a lot of damage
-High amounts of sustain
-Can push and split push very well
-Good escape mechanisms with Contaminate and Pillar of Filth
-Great at shutting down AD Carries
- Agony Can help you kill those enemy tanks much more easily
-REALLY strong when on Contaminate


-Super Ugly
-No real ranged output
-Can perform significantly worse if you don't use Agony properly
-Much weaker off Contaminate

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The current rune setup allows for a maximum amount of damage while retaining survivability. This is a very similar rune page to the pages I use for my AD Carries in general.

Greater Mark of Desolation For my reds, I take armor pen. This really helps as Trundle deals physical damage, so it can take away the enemy's armor. I feel like armor pen reds are needed on most AD champs.

For my yellows, I take dodge. Since you will be jungling and you are a melee champ, you will be hit a lot of the time. If you can evade these attacks, you will be dealt significantly less damage. Useful in general.

For the blues, I take CDR. Lower cooldowns means that you can use your abilities, like Rabid Bite more often and deal more damage.

Greater Quintessence of Desolation I take armor pen again for my Quints. As I said before, I use Armor Pen on a lot of my AD Carries to help deal with Armor.

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As with my rune setup, this is a very similar mastery page to that of AD Carries. I like to deal a lot of damage, so I put the majority of my points into the offense tree. In the offense tree, I maximize damage. In the first tier I take 3 points in Deadliness to increase my critical strike chance and therefore my damage output. I also take 1 point in Plentiful Bounty as it reduces Smite's cooldown so I can Smite more often and it also gives a little bonus gold. In the next tier, I take 4 points in Alacrity as it increases my attack speed and 3 points in Sorcery as a lot of my damage comes from my abilites so i want them to be up more often. I take 3 points in Sunder to help a little with enemies' armor. I then take 3 points in Brute Force as all of my damage comes from my AD so a little bonus AD is always helpful. I then take 3 points in Lethality as it increases Crit damage by 10% which is a lot over the course of the game. Finally I take 1 point in Havoc as the 4% Damage adds to my damage significantly. In the utility tree, I balance out my damage with some extra bonuses to help with other in-game stats. I start with three points in Good Hands as the 10% reduced death timer really starts to add up over time. I take 1 point in Perseverence because health and mana regen are never a bad thing. I take 4 points in Awareness because the faster you level, the faster you gain stats and level your abilities making you tankier and able to deal more damage. I finish up with 1 point in Utility Mastery because as a jungler you will usually have a neutral buff on you and you obviously want it to last longer as it helps a lot.

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Summoner Spells

The summoner spells that I usually go with are Smite and Exhaust, but I am providing a full list of summoner spells so you can choose what works for you. I strongly suggest ALWAYS using Smite on Trundle as you are a jungler and you really need it for the ideal early-game jungling and it is also decently helpful late-game. The list is divided in to three sections: Good, Bad, and Decent. In each of the sections, the top summoner spell is the most useful in my opinion and the bottom is the least useful.


Smite is a must have on almost all junglers. You really need this to jungle efficiently early game and it is also decently helpful late-game. If you aren't using smite and attempt to jungle, it is highly likely that either Ancient Golem(blue buff) or Lizard(red buff) will kill you. This also prevents someone from easily stealing your buffs from you!

Personally I find Exhaust to be the second most helpful on Trundle. I find that it is helpful because 1. I sometimes find that I need more CC than just Pillar of Filth. This also helps you with high damage champs like Tryndamere so that you have an easier time in general. I find that you dont need Ghost as the movement speed from Contaminate is enough and that Flash's purpose can be replaced by using your Pillar of Filth well and blocking off paths.

Ghost is very viable on Trundle as it is a huge amount of movement speed when combined with Contaminate. This can help get away from sticky situations or chase enemy champions so that they can't get away.

Flash can be very useful especially if you find that you are getting stuck in sticky situations that you just cant get out of with Contaminate and Pillar of Filth. I personally find Exhaust more useful but this is also very viable.


Cleanse can be very useful if you are constantly dying to hard cc, however I find that the CC Reduction from Mercury's Treads and Contaminate is enough to get by. still viable.

Ignite is useful when fighting champions with a large amount of lifesteal or it can be useful for finishing off champions that get away. This spell is viable, but I find that most champions don't get away and that I have enough lifesteal to still win 1v1 duels with champions like Warwick who rely on lifesteal.


Heal can be useful early game to prevent dying and maybe trick your enemies and pick up a kill, but its just nowhere close to as good as the other spells in the grand scheme of things.

Rally is good for zoning, but it just isn't THAT good. I really don't like rally. I find that it keeps me in one place way too much.

Revive can be useful, but as a jungler you really don't have to be up THAT quickly. Just not good.

You are a jungler, if you need mana that badly, just get blue buff.

Teleport is useful on laners, but you are a jungler. With Contaminate to get around, you just dont need it.

Again, good for laners, but you are a jungler.

Well, this is just for supports.......

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Item Build and Item Choice Explanation


This build provides maximum damage output while having decent survivability with focus on AD and lifesteal.

To start off, I buy and 5 and then head off to Ancient Golem(blue buff).

Your aim for first trip back:

What you should have after the second trip back:

or if you can't afford that

After you finish off your boots, you should try and build Tri Force focusing on building Phage first.

leading into

From there I usually grab a Giant's Belt for health to help with your bulk and then build into a Sunfire Cape


By now, I can usually stay out for however long I want so I try and stay out until I can afford my Force of Nature

You should buy your [ion=Vampiric Scepter size=32] first and then finish off your build with a The Bloodthirster.

You end with:

Item Explanation

When you are playing Trundle you should be focusing the squishy champions, which really defeats the purpose of focusing too much on Armor Pen. I find that I have enough Armor Pen from my runes and masteries to deal with those champions. By getting The Bloodthirster you are increasing your lifesteal which also increases your survivability. You are also actually gaining more attack damage as you can farm The Bloodthirster for AD. I find that I dont really need the attack speed from The Black Cleaver so it makes it a decently easy choice.

This debate is actually a viable debate. When choosing which one to buy, you must think carefully about the team comp. If they have multiple bursty AP champions, go with Banshee's Veil otherwise go with Force of Nature. I usually go with Force of Nature as I find that it just helps me stay out longer with the massive amounts of health regen.

I personally find that the health from Sunfire Cape is just so much more useful than the stat bonuses or the passive of Guardian Angel. To be honest, it is really easy to counter Guardian Angel's passive and it just doesn't help me that much. So I then look at to stat bonuses in which Sunfire Cape is much more useful.

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Skill Explanation

Passive: Decompose

Whenever an enemy unit near Trundle dies, he heals for (2/3/4/5/6%) of their maximum health.

This is part of what makes Trundle as sustainable as he is. Whenever something around Trundle dies that isn't on his team, he gains a portion of their health. This is actually really useful for Jungling as it keeps his health up.

Rabid Bite

Trundle bites his opponent instead of attacking for his next standard attack, dealing 30 / 45 / 60 / 75 / 90 + 80% / 90% / 100% / 110% / 120% of his attack damage as physical damage.

This attack increases Trundle's attack damage by 20 / 25 / 30 / 35 / 40 for 8 seconds, with his opponent losing half of this amount.

This is Trundle's main source of Damage and it is what makes him an amazing duelist. This ability resets Trundle's auto-attack timer, so you always wanna use it right after you attack normally. This will maximize your damage output. There is a lot to this ability. First, it deals a massive amount of damage, second it buffs your AD while reducing that of the opponent that you use it on. Using this move will make you win 1v1s and you will be very happy.


Trundle infects a target location with his curse for 8 seconds, gaining 20 / 30 / 40 / 50 / 60% attack speed, 20 / 25 / 30 / 35 / 40% movement speed, and 20 / 25 / 30 / 35 / 40% crowd control reduction while on it

This ability gives MASSIVE amounts of buffs to Trundle allowing him to be more mobile, attack faster, and be effected less by CC. When used properly, this will allow you to win the majority of your 1v1s and Team fights. Can be used to catch up to enemy champions or to kill creeps faster, or to escape, or to just dominate in general.

Pillar of Filth

Trundle creates a plagued beacon at a target location for 6.5 seconds, which becomes impassable terrain and slows all nearby enemy units by 25% / 30% / 35% / 40% / 45% while they are in the vicinity and for 1.25 seconds after.

This ability is a life-saver..... literally. This creates impassible terrain for a long period of time with a slow. This can be used for stopping enemy champions enough for you to kill them or to stop them enough so that they dont kill you! This is also surprisingly good in team fights because you can separate the enemy team and kill them more easily on their own.

Ultimate: Agony

Trundle immediately steals 100 / 175 / 250 (+60% of ability power) of his target's health (magic damage) and 15 / 20 / 25% of their armor and magic resistance. Over the next six seconds the amount of health, armor, and magic resistance stolen is doubled.

This is the final ability that makes Trundle EXTREMELY awesome if used well. Yes, this does damage, but unless it is 1v1 that is going to be close, you want to save this ability for the tankiest person on the other team. This will make Trundle extremely tanky while reducing the tankiness of someone on the other team significantly. If you use this properly, you will be almost unstoppable. Im not saying go in 1v5 because you have this, but it will really really help when used correctly.

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Jungle Route/Jungling in General

When I play Trundle, I always start at the Ancient Golem(blue buff). You will need someone to leash it for you, aka to auto-attack it once and then run away so it doesn't deal damage to you. When it starts hitting you, you want to activate 1 of your 5 health potions. Smite the golem when it is around 500 health so that no one can steal it from you and then finish off the two small creeps and head over to wolves. Kill the wolves, always making sure you only use your Rabid Bite instantly after you have auto-attacked. From there, move on to the Wraiths. Focus the big blue wraith first using your Contaminate once and activating another health potion. From here run past the Lizard(red) and over to the small golems. Kill the small golems, then head back to the Lizard(red). Use Contaminate and a health pot, again using Smite when it is around 500 health. From here you can do what you want. I usually go on to gank lanes, but if you personally want to go back and buy items you can. When you are jungling later, it is better for your team to give the blue buff to another champion who relies on mana and has decently high cooldowns (usually the AP Carry with exceptions such as Talon). I always get red buff when it is up as it is very helpful. I usually get Dragon around level 7 or 8 with the help of one of my teammates.

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As a jungler, ganking lanes is one of your highest priorities and pretty much your entire purpose. You want to always be aware of your lanes to see which ones are pushed and therefore easily killed. When ganking you always want to save your Pillar of Filth until you are sure that you can trap them and you can get the kill. If they use Flash or another summoner spell, simply come back later and gank them again. When ganking, use your Contaminate first to close the gap between you and them and then attack them down.

Ganking > Farming
Don't waste your time farming when you could be helping out your team by getting them or yourself kills and giving them a free lane to farm in! Always gank when you can and farm when you can't gank.

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Team Fights

As Trundle, your main purpose in Team Fights will be to dominate the Squishy champions and then clean up what is left. You don't want to initiate, but as soon as a Team Fight has started, you want to be RIGHT in the middle of things messing with the other team. Ulti the enemy tank immediately when you take damage so that you can last longer. Use your q on the enemy AD Champ if you can to reduce their damage slightly. Use Pillar of Filth to separate the enemy team if possible and use your Contaminate over the area of the team fight so that you get the most benefits from it.

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Trundle is one of the best Junglers in the game and definitely one of the best 1v1 duelists. If you use him right, he is a force to be dealt with and will win you a lot of games. This guide wont make you unstoppable, but it will get you as close to it as possible in my opinion. Trundle is really fun to use and your friends will all love you if you Jungle for them!

Please give me feedback in the comments section! I am open to adding to this build whenever if you feel something needs explanation. Yes I do realize that this build is similar to others, but small differences mean everything in League of Legends. Please read the full guide before you make a comment to make sure that it has some backing behind it. Please also check out my AP Gragas build Thanks for reading my build!