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Trundle Build Guide by WHITESLOL
Trundle (In-Depth): Your All Purpose Guide To TrollingBy WHITESLOL | Updated on October 11, 2011
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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 Trundle is a highly underrated champion. My hope is that this guide will show people that he is a strong addition to the League and not a joke.
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.
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.
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.
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.
Ghost is an overall good spell for Trundle. You can chase to get that last hit, retreat to save your life, or use it to travel and get to your team fast when they need you. When combined with the Movespeed that you already have it makes Ghost the preferred Summoner Spell over most others.
Please, please, PLEASE!!! Do not take any other Summoner Spell over Smite. Trundle is a Jungler. There's a good chance the other team will have a Jungler too. Smite is not used just to do damage. It is used to ensure that YOU get the last hit on your Blue Buff and Red Buff... and Dragon... and Baron... and everything else! Just use it.
Exhaust can be used if you feel that you are fast enough without using ghost. I still prefer ghost. Exhaust can be fun in a 1v1 scenario or for early ganks. But, Ghost can easily close the gap in a 1v1 though, is just as good for ganking, and has far more uses.
Ignite is mostly used as a way to finish a champion off. This , however, shouldn't be an issue for Trundle due to high move speed and Pillar of Filth + Contaminate.
Flash can be good for ganking and surviving a close fight. It is strictly preference when it comes down to taking either Ghost or Flash.
Heal should never be used unless you are a new player. There is rarely a reason for any champion to use this spell. Especially, Trundle.
While this spell is sometimes fun for late game. It is just not practical and should not be used.
Teleport is not a good spell to use on Trundle either. You need to be running around in team fights, crippling your enemies. Not Teleporting to creep waves to farm or backdoor.
You have enough survivability and speed to make this spell not needed.
This is more of a support/tank spell. Your job is to be in the jungle controlling buffs, dragon, baron, and ganking. Fortify is just not suited for that role.
Thanks to Blue Buff early game and not having Mana issues late game, this spell will not be needed.
Rally is not a very strong spell. It has a long cooldown timer while giving not much of a buff.
I don't advise getting this spell for obvious reasons. You are not a support or have long range spells that need visibility. There's just not a real use for it while playing as Trundle.
Start off with Vampiric Scepter in order to Jungle properly.
Next, buy Madred's Razors to increase your Jungle speed.
Then, buy Boots of Speed for the extra mobility and to increase ganking success.
Purchasing Wriggle's Lantern will give the stats you need to kill and control dragon early.
Mercury's Treads next in order to maximize map control. As well as helping ganks.
Sheen will increase your damage output. This should be gotten before Phage.
If you are being targeted or need more survivability buy Phage before Sheen.
Now either buy Trinity Force or Frozen Mallet depending on your situation.
At this point your Core Item Build is now finished.
Buy Negatron Cloak for extra survivablity.
Next, purchase Catalyst the Protector.
You will then build that into Banshee's Veil granting you that much needed passive.
B. F. Sword for increased damage.
Build Black Cleaver for increased Attack Speed and the ability to reduce your target's armor.
For your last slot buy Chain Vest or Null-Magic Mantle based on the other teams offenses.
Then finish off your build with Guardian Angel
Core Item Build
This is the Core Item Build. This build should be used in nearly every game.
Your role as Trundle is to be as disruptive as possible in a team fight. It is extremely important that you don't get shut down by crowd control. If you get shut down then you can't do your job. The 35% Crowd Control Reduction along with the 20/25/30/35/40 % Reduction you get form Contaminate make Mercury's Treads the all around best choice for boots.
Wriggle's Lantern is a must for Jungling. Providing Lifesteal and an active that allows you to place a free ward every three minutes. Not to mention the chance to proc extra damage for Jungling and counter Jungling.
Trinity Force is an amazing item for Trundle. Sheen has great synergy with your Rabid Bite. Which is on a 4 second cooldown (before cooldown reduction). Combine this with Phage + Zeal + Contaminate for unmatched chasing / survivability and you've got a deadly combination.
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.
Banshee's Veil is an excellent item for any champion. It is good on Trundle because, as mentioned earlier, his role on a team is to be extremely disruptive. This will protect you from a possible crowd control while initiating. Also, giving extra Health, Mana, and a nice chunk of Magic Resist.
Black Cleaver is a strong choice as well. The bonus Attack Damage for Rabid Bite and bonus Attack Speed to proc Phage / Trinity Force and Wriggle's Lantern. Black Cleaver also gives a Passive bonus that on hit reduces the targets Armor. Which not only helps you, but your team as well.
Guardian Angel is the final item in this build. Picking up this item will allow you to be pretty much be unkillable when combined with all the items and abilities you already have. Extra Armor, Magic Resist, and a passive that can save you from a minute long death timer late game, make this item a solid choice.
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.
Thornmail should ONLY be used if the other team is heavy on Attack Damage. Thornmail can replace Guardian Angel as your last item. If your team has plenty of damage but lacking a real tank role you can replace Black Cleaver. It can also replace Banshee's Veil. Although, this is not recommended since you lose the Passive from Banshee's Veil.
Force of Nature should ONLY be used if the other team is heavy on Ability Power. Like Thornmail, Force of Nature can replace Guardian Angel as your last item. It can also replace Black Cleaver when when your team needs you to tank rather then deal damage. Unlike Thornmail however, Force of Nature should never replace Banshee's Veil (see: Which Item Is Better???).
Youmuu's Ghostblade should ONLY be used if you are not being targeted. Use this if you feel that you can utilize offense more then defense. Youmuu's Ghostblade can replace Guardian Angel. It should never replace Banshee's Veil as it would be useless without the Passive that Banshee's Veil provides. Also, never replace Black Cleaver with Youmuu's Ghostblade. If you are building damage it doesn't make sense to replace damage with damage.
Frozen Mallet should ONLY be used if you are being targeted. This item will replace Trinity Force. You lose a lot of damage but gain more survivability. If you are being targeted and are worried you might have to pick up this item, build Phage first. That way if it turns out you didn't have to build Frozen Mallet you can still build Trinity Force.
These two items are strictly preference. Vampiric Scepter has more sustainability then Cloth Armor while Jungling, but is not very forgiving if you mess up and take extra damage. Cloth Armor is a good choice if you are inexperienced or are a more cautious Jungler. Take Cloth Armor if you are also wanting to rush an early Madred's Razors.
I've always preferred Banshee's Veil to Force of Nature. If you use Force of Nature you get Health Regeneration, Movespeed, and Magic Resist. Which is good, but not as good as Banshee's Veil. With Banshee's Veil you get Health, Mana, and an amazing Passive. The Movespeed given by Force of Nature counts for nothing if you get Stunned/Slowed/Feared. The Health Regeneration is nice but the Lifesteal on Wriggle's Lantern makes it not very necessary. Lastly, what Banshee's Veil lacks in Magic Resist, it makes up for in Health and Mana. To put it simply, Banshee's Veil is better then Force of Nature
The Skill Sequence maxes out Rabid Bite first while leveling up Contaminate and Pillar of Filth equally, as well as getting Agony every time you can.
Rabid Bite is your main damage Ability and what makes you such a strong jungler. This Ability is maxed out first so you can deal as much damage as possible early game.
Contaminate is leveled up at the same pace as Pillar of Filth. You put a point into it before Pillar of Filth though, to increase your Jungling speed.
Pillar of Filth is just as much a priority as Contaminate because of reduced cooldown at higher levels. It should be taken at level 4 in order to gank successfully. It can be taken earlier if a chance gank comes up.
Agony is Trundle's ultimate.This Ability should be leveled every chance at levels 6/11/16. This allows for better ganks, survivability, and Dragon control.
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
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.
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 %
This is probably my favorite Ability Trundle has. Both an offensive and a defensive spell. It has many uses.
Contaminate should be used to increase speed while roaming, going through the jungle, and pretty much travelling in general. Be sure when using Contaminate you get the full run.
Do not drop it on yourself or you will not receive the speed bonus for as long.
While ganking with Contaminate you want to drop it between your enemy and their tower.
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 Contaminate around obstacles in order to cover as much ground as possible. This also opens up more situational paths.
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 Contaminate be aware that once you leave the zone you become vulnerable. You are slower and are effected by Crowd Control effects much more. Enemy players will try and use this to their advantage. So, be ready to dodge any skill shot stuns/slows/snares that might be shot your way.
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 %
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 Pillar of Filth while tower diving or while protecting from a tower diver. Going between the trees and your tower and then blocking it off will force the enemy to go around, possibly saving you from a death. You can also use this offensively while tower diving in the same manner, or even locking them into your tower to turn the tables on a fight.
Don't forget that Pillar of Filth also has a slow around it. Make sure to use this to your advantage. Cover all escape routes. This works best when chasing multiple enemies. If you can get the enemy team to split up, you've done your job. Knowing whether to split the team or hold them is the tricky part.
Pillar of Filth Also gives you area visibility. You can use this to your advantage while scouting or chasing. Be careful though. Using it as a ward can be a mistake. You can give off your position, or become a weak target. You gain utility, but lose offense and defense capabilities.
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 %
This spell has many uses from early dragon, to team fights.
Agony should not be used as an initiator. Using this spell returns Health. So, try and use it sometime after the fight has began and you have taken damage.
Agony gives bonuses / debuff based on a percentage of the targets defenses. Higher the target's defenses = higher bonuses / debuff. This means during a team fight it is best used on a tank or off tank.
Agony applies damage over time (similar to Ignite) for 6 seconds. You can use it to finish off that escaping enemy champion.
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).
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.
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 Trundle. So, be sure you have someone leash* it for you. Use Smite to finish him off and move on to the Wolves.
*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 Rabid Bite. Head to the Wraiths after this.
3. The Wraiths do a lot of damage. So, be sure to take them out fast. Use Contaminate to increase your attack speed. After this, make your way to either Double Golems or Red Buff.
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 Smite for Red Buff.
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 Smite to finish off the first one. Auto attack and Rabid Bite the second one. Then move on to the Wraiths.
2. Once here if Mana is not an issue, feel free to use a Contaminate. Be careful not to use too much Mana, though. After this is Wolves.
3. Again, the Wolves are simple. Just use Rabid Bite and auto attack. Taking out the big one first, followed by the little ones. Do not use Contaminate, as it is not needed and would be a waste of Mana. Now onto Blue Buff.
4. Be sure you have enough Mana to finish the fight. Smite should be up by now. You can use Contaminate, but once again be careful of Mana consumption. Use Smite to kill the Golem. Finish the two small lizards then move on.
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 Smite. While using this route you will lower the enemy Jungler's experience while gaining some yourself. If you happen to get caught in the act and take damage before monsters spawn be sure to return to base, heal, then head to a usual jungle route.
Start. You will start at the enemy's Wraith camp. Steal the big Wraith with Smite. Head to the wolf camp after this.
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 Smite is ready. I have found that starting the fight with 15 seconds left on Smite's cooldown allows me to use it exactly when needed. Use Contaminate during this fight in order to deal as much damage as possible. Wraiths will be next.
3. Take out the big Wraith first using Contaminate and Rabid Bite. After this the smaller ones should be no problem. Next you have the choice of Red Buff or Double Golems.
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 Smite for Red Buff.
Once your done with this route you may either gank, heal/buy items, or counter Jungle.
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.
During early game you want to cover key points of the map using Sight Wards and Vision Wards.
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 Vision Wards to detect their wards, and lower their map awareness. these places should be warded nearly the entire game. Using Wriggle's Lantern can work as a temporary replacement for a Vision Ward.
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 Vision Ward first in order to find any hidden enemy wards. You also should place wards in locations near and around Baron. This will give a heads up if the enemy team is approaching and can prevent an ace or a lost Baron.
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).
If you suspect or notice that the enemy has placed a ward you can use Vision Wards or Oracle's Elixir to find and take out the wards. This is why using Vision Wards at both Baron and Dragon is so important. It gives your team the upper hand. If the enemy team is warding often, you may want to consider buying an Oracle's Elixir (see: Elixirs And Trundle).
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 Vision Ward every other time you go back is a safe amount. If you buy too many wards you won't be able to afford your items. If you can't afford your items then you won't be able to fill your role on the team.
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 Oracle's Elixir.
Since Trundle has high survivability and is moving around the map constantly, he is a good champion to carry Oracle's Elixir, clear wards, and find enemies. Be careful when using it, though. You may be a good carrier, but you will also become targeted for death first. This can work in your favor, though. If you are being targeted then your carry is not. Just be ready to take the extra harassment.
If you are worried about the cost of Oracle's Elixir being too expensive, remember that you get 25 gold per ward that you destroy.
Do not get an Oracle's Elixir if you are already being targeted, or if you are feeding. That would be a waste of money. If you buy one and then die soon after, chances are that they targeted you specifically because of the Oracle's Elixir and you should not buy another.
Elixir of Agility is a good elixir for Trundle. The Attack Speed bonus has synergy with Black Cleaver and Trinity Force. The Crit chance is also nice since Trundle has a low damage output. A few extra Crits can make a big difference in a fight.
Elixir of Fortitude can be used if you are being targeted. The extra health allows for more survivability. While the attack damage bonus lets you deal more damage.
Elixir of Brilliance is not a bad choice. It should not be taken over Elixir of Agility or Elixir of Fortitude, though. The cooldown reduction is nice. The Ability Power scales with Agony but does not give nearly the same damage as the other Elixirs.
Note: All these Elixirs (except Oracle's Elixir) should be purchased after completing your build.
If you are low health and close to dying these spells can be used to possibly save your life.
Simply by using Smite and Agony you will regenerate some of your health. Use Smite on a creep to gain the Health bonus from Decompose. Decompose is based on a percentage of the maximum (not remaining) Health that the creep has. So, using Smite on a creep with a higher maximum (again, not remaining) Health will heal you for more. Also, the Health that Agony grants does not work based on a percentage, but rather how much damage is dealt to the target when using Agony. This means you can use Agony on anything near you regardless of their maximum Health.
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.