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Spells:
Ghost
Smite
Ability Order
King's Tribute (PASSIVE)
Trundle Passive Ability
Introduction

Hello, and Welcome to Trundle: Your All Purpose Guide To Trolling. Thank you for taking the time to look at my guide. I feel the

Pros
-Fast Jungler
-Excellent counter Jungler when using
Pillar of Filth and
Contaminate
-Early Dragon control thanks to
Agony
-Highly mobile while utilizing
Contaminate
-Ganks like you've never seen!
Cons
-Low damage output
-Very poor farmer
-Fast Jungler
-Excellent counter Jungler when using


-Early Dragon control thanks to

-Highly mobile while utilizing

-Ganks like you've never seen!
Cons
-Low damage output
-Very poor farmer
The Rune Build is pretty standard. These are the same runes you will see on most Attack Damage Junglers. If you are familiar with most Attack Damage Junglers then feel free to skip this section.
Greater Mark of Desolation These Runes provide Armor Penetration. They are needed to increase jungling speed by cutting through creeps armor. Also used for negating enemy champions armor so you can deal more damage.
These Runes provide a chance to Dodge auto attacks from creeps and champions. These runes have good synergy with Evasion and Nimbleness (the Dodge talents in the Defensive Tree]. They are the preferred Seal over Armor.
These Runes reduce the time it takes to use your abilities again. Using these Runes will dramatically increase your Jungling speed (less ability cooldowns = more abilities = more damage + more crowd control). It also very important to use these runes since
Trundle rarely receives Cooldown Reduction from any other source.
These Runes provide Health. A solid choice for any champion. Gives extra Jungle sustainability and survivability while in team fights. You may also choose to get Greater Quintessence of Desolation for more damage or
Greater Quintessence of Movement Speed for extra Movespeed.
Greater Mark of Desolation These Runes provide Armor Penetration. They are needed to increase jungling speed by cutting through creeps armor. Also used for negating enemy champions armor so you can deal more damage.





The Mastery Build is 1/19/10.
Offense Tree
The only point put into this tree is put into Plentiful Bounty. This Mastery lowers the cooldown of smite by 5 seconds and awards 5 gold on use. While 5 gold per
Smite isn't much (making less then 200 gold at 40 minutes), that gold is used to buy wards, and wards win games. Baron also wins games, and the day you decide not to take this mastery will be the day the enemy team is doing baron and there is 5 seconds left on your
Smite. Trust me on this.
Defense Tree
In this Tree we cover the major early Defense Masteries. Such as, Armor and Magic Resist. Also, putting points into the Dodge Masteries to utilize the Dodge Runes. Farther into the tree we pick up Health and Attack Speed / Ability Power for extra damage and even more survivability.
Utility Tree
In the Utility Tree you will cover the basic Jungler Masteries. Get improved Ghost along with increased Experience gain and longer Buff duration. A lot of people will choose to get increased Health and Mana regeneration over Reduced death time. However, due to Lifesteal and Blue Buff, the Health and Mana regeneration Mastery becomes somewhat useless compared to 10% less time dead.
Offense Tree
The only point put into this tree is put into Plentiful Bounty. This Mastery lowers the cooldown of smite by 5 seconds and awards 5 gold on use. While 5 gold per


Defense Tree
In this Tree we cover the major early Defense Masteries. Such as, Armor and Magic Resist. Also, putting points into the Dodge Masteries to utilize the Dodge Runes. Farther into the tree we pick up Health and Attack Speed / Ability Power for extra damage and even more survivability.
Utility Tree
In the Utility Tree you will cover the basic Jungler Masteries. Get improved Ghost along with increased Experience gain and longer Buff duration. A lot of people will choose to get increased Health and Mana regeneration over Reduced death time. However, due to Lifesteal and Blue Buff, the Health and Mana regeneration Mastery becomes somewhat useless compared to 10% less time dead.
Recommended







Others










Just No...












Start off with

Next, buy

Then, buy

Purchasing




If you are being targeted or need more survivability buy


Now either buy


At this point your Core Item Build is now finished.
Buy

Next, purchase Catalyst the Protector.
You will then build that into


Build

For your last slot buy


Then finish off your build with

Core Item Build
This is the Core Item Build. This build should be used in nearly every game.












Balanced Secondary Items
These are Balanced Secondary Items. These items will give you an overall balanced game. With around 150 Armor and Magic Resist and nice Attack Damage plus item Passives.









Situational Secondary Items
These are Situational Secondary Items. Depending on how you are doing in the game or what team comp you are going against you might have to change your build from the original items.
NOTE: This is not a secondary item build. These are items that will be swapped out with items from the previous build.


























These two items are strictly preference.





I've always preferred











The Skill Sequence maxes out












Description
Trundle bites his opponent instead of attacking for his next standard attack, dealing physical damage equal to a base amount plus a percentage of his attack damage.
This attack increases Trundle's attack damage for 8 seconds, with his opponent losing half of this amount.
Cost: 40 mana
Cooldown: 4 seconds
Base Damage: 30 / 45 / 60 / 75 / 90
Attack Damage Scaling: 80 / 90 / 100 / 110 / 120 %
Bonus Attack Damage: 20 / 25 / 30 / 35 / 40
Tips
This Ability steals some of your enemies Attack Damage and gives it to you. It also comes with a few extra hidden bonuses.
Using this Ability will reset your auto attack. So, use this ability after you swing to maximize the damage you do. If your Attack Speed is 1.00s and you use this ability at 0.95s before you swing, then you will have to wait another 1.00s before you will auto attack again.
This Ability also has slightly more range then your basic auto attack. This makes it an excellent ability for chasing down enemies or getting a last hit. You also do not have to be in melee range to activate it. So, try and use it when running towards your opponent in order to close that gap.
Description
Trundle infects a target location with his curse for 8 seconds, gaining attack speed, movement speed, and crowd control reduction while on it.
Cost: 60 mana
Cooldown: 15 seconds
Movement Speed: 20 / 25 / 30 / 35 / 40 %
Attack Speed: 20 / 30 / 40 / 50 / 60 %
Crowd Control Reduction: 20 / 25 / 30 / 35 / 40 %
Tips
This is probably my favorite Ability




Do not drop it on yourself or you will not receive the speed bonus for as long.

While ganking with

Covering as much ground as possible. Do not drop it where they can just run out of the range.
A speed boost for you is almost the same as a slow for them.

If you're fighting in the Jungle drop


Do not drop it in a location that only allows one path. If the enemy see's you drop it one way, they might decide to go another. Creating as many opportunities as possible helps you to control the fights.

Also, when using

Description
Trundle creates a plagued beacon at a target location, which becomes impassable terrain and slows all nearby enemy units.
Cost: 60 mana
Cooldown: 23 / 20 / 17 / 14 / 11 seconds
Slow: 25 / 30 / 35 / 40 / 45 %
Tips


There are many locations to effectively place your pillar while in the Jungle. Try to block off major traffic zones. Or places where enemy backup is coming from.

You can use


Don't forget that




Description
Trundle immediately steals his target's health and a percentage of their armor and magic resistance. Over the next 6 seconds the amount of health, armor, and magic resistance stolen is doubled.
Cost: 75 mana
Cooldown: 80 / 70 / 60 seconds
Health Stolen (Magic Damage): 100 / 175 / 250 (+0.6 per ability power)
Armor & Magic Resist: 15 / 20 / 25 %
Tips
This spell has many uses from early dragon, to team fights.




It can also be a last ditch effort to save your life if needed (see: How To Save Yourself By Using Decompose, Smite, And Agony).
Being a Jungler is a strong role for almost any team comp. There are many benefits such as Buff / Dragon control, Sight Warding / map awareness, and ganks that give your team an early game advantage. With these things, Jungling is almost a necessity.
Trundle is an excellent Jungler. Combining Abilities that lower the enemies attack damage while increasing his, increase Attack Speed, and a Passive that allows him to heal lost health. He has amazing ganking and counter Jungling potential when using
Contaminate and
Pillar of Filth. High mobility for map awareness. All this makes
Trundle a force to be reckoned with.
The main skill rotation while Jungling is to use
Rabid Bite every chance you get (see: How To Effectively Use Rabid Bite). Also, using
Contaminate when needed for extra damage.




The main skill rotation while Jungling is to use



This Jungle route allows for an early Blue Buff. You will be more sustained throughout and be able to jungle faster since you do not have to worry much about Mana consumption.
1. Start at Blue Buff. This can sometimes be difficult for


*Leashing is when someone on your team will attack the creep causing it to chase them. This allows you to get in a few hits without taking any damage.
2. The Wolves are pretty easy. Take out the big one first. Then, the two little ones should be cake. Try to conserve Mana by only using

3. The Wraiths do a lot of damage. So, be sure to take them out fast. Use

4/5. Here you have a choice to either go to Red Buff or Double Golems. If you chose to do both then be sure to save

Once your done with this route you may either gank, heal/buy items, or counter Jungle.

Using this Jungle route you will start at Double Golems and make your way to Blue Buff. This route is easier but risks losing your Blue Buff if the enemy team tries to steal it.
1. Start at Double Golems. Using


2. Once here if Mana is not an issue, feel free to use a

3. Again, the Wolves are simple. Just use


4. Be sure you have enough Mana to finish the fight.



Once your done with this you may either head to Red Buff, gank, heal/buy items, or counter Jungle.
5. At this point Double Golems should have respawned and you can head there. So, Red Buff is not completely necessary. If you do decide to do Red Buff, you might need help from a teammate. Since, you are likely low health and no longer have Smite.

This Route is a more aggressive Jungling route. Stealing the enemy Wraith with

Start. You will start at the enemy's Wraith camp. Steal the big Wraith with

1. Kill the Wolf Camp in order to get to level 2. This allows you to solo Blue Buff without the need of a leash. Once Wolves are dead, go over to Blue Buff.
2. Do not start this fight until



3. Take out the big Wraith first using


4/5. Either choice is fine. Whether it be Red Buff, Double Golems or both. If you chose to do both just be sure to save

Once your done with this route you may either gank, heal/buy items, or counter Jungle.
Dragon is an extremely important component in every match. Giving nearly 1000 gold to your team every time it spawns can win you the game. It is your job as the Jungler to make sure that your team gets Dragon and to not let the other team get it.
Use Sight Wards and
Vision Wards in order to control dragon as much as possible (see: Warding).
Trundle is able to solo Dragon as early as level 6. In order to do this you need Blue Buff (for the cooldown reduction and Mana Regeneration),
Agony (to weaken Dragon and increase your defenses), and lastly
Smite (this ensures that you get the last hit and that it is not stolen by an enemy champion). To kill Dragon begin attacking him, using
Contaminate every time it's available. After you lose some health use
Agony to restore your lost health. Once he is low enough, be sure to get the final hit by using
Smite.
Use Sight Wards and







Early Game

During early game you want to cover key points of the map using Sight Wards and

Your buffs are very important. If you are worried about counter Jungling set up Sight Wards at your buff locations. Ping the map if you notice an enemy. Your team should help take them out.
Dragon and Baron control are very important. These are high traffic locations and a good spot to ward. You can expect the enemy to ward there as well. So, use



Mid-Late Game

Baron is higher priority then Dragon at this point and should be warded with a Sight Ward 24/7. Dragon is still high priority, but due to how strong the buff from Baron is it needs more control.
If you are going to attempt to do Baron then be sure to place a

You should also be using Sight Wards where team fights are frequently occurring. Place Sight Wards where they will have the most visibility (around corners and in bushes).
Ward Control
If you suspect or notice that the enemy has placed a ward you can use




How Many Is Too Many?
You should be buying wards often. However, you don't want to flood your inventory with wards. Buying one Sight Ward or

Oracle's Elixir
If the enemy team has a champion that uses a stealth mechanic or if they are warding often, you might want to consider picking up an

Since


If you are worried about the cost of

Do not get an


Other Elixirs










Note: All these Elixirs (except

If you are low health and close to dying these spells can be used to possibly save your life.
Simply by using









Your job as
Trundle is to literally be as annoying as possible. Just run around disrupting, debuffing, slowing, damaging, and pissing off everyone on the other team. Saving teammates and destroying the enemy. You are a Protector And Killer.
While protecting your team you need to work with your tank and support to make sure your carries do not die.
Use
Contaminate to run and attack as fast as possible. Using
Contaminate with
Mercury's Treads you can have up to 75% crowd control reduction. This and
Banshee's Veil let you move freely throughout team fights. Using this along with
Phage /
Trinity Force and Red Buff makes peeling champions off your carries and support easier then ever.
Use
Pillar of Filth to block out champs that can change team fights dramatically (
Alistar) or assassins (
Evelynn,
Nocturne) that are attacking your carries. Sometimes it is a good idea to not initiate using
Pillar of Filth. If it is used too early or misplaced it can change the outcome of the fight. Your carry could be focused and you no longer have a way to protect them.
Using
Rabid Bite on enemy Attack Damage carries will reduce the damage they do to you and your team. Making them less effective.
When killing enemies and playing on the offensive you can use all your skills to help you team win the fights.
Use
Rabid Bite when chasing to get that extra bit closer to the enemy and increase the damage you do. You will be able to chase using
Phage /
Trinity Force and Red Buff. If they try to use crowd control effects on you, you will have
Contaminate so they will do little to nothing. Harass ranged carries as much as possible to keep them moving. If you control the fight then you decide the outcome.
Splitting the enemy team in half using
Pillar of Filth can turn a 5v5 into a 5v3 or less. If the enemy team decides to fight in the jungle, they are pretty much asking to lose. Wait for one of their carries to over extend. Then, lock them out from the rest of their team. If they
Flash then they are vulnerable during the next fight and have no way of escaping.
Tanky DPS are a big issue. If you use
Agony on them this will greatly lower their defenses. Making them take more damage from you and your teams attacks.

Protector
While protecting your team you need to work with your tank and support to make sure your carries do not die.
Use






Use





Using

Killer
When killing enemies and playing on the offensive you can use all your skills to help you team win the fights.
Use




Splitting the enemy team in half using


Tanky DPS are a big issue. If you use

As you can see there are many things that make
Trundle an amazing champion. Whether it be his mobility, Jungling speed, debuffs, survivability, or disruptive abilities you can't go when using
Trundle. A solid pick for almost any team comp you should definitely see him more. He is still very underrated. But, people are slowly starting to realize his usefulness on a team. Hopefully soon I will see more people playing
Trundle.



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