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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
King's Tribute (PASSIVE)
Trundle Passive Ability
Threats & Synergies
Udyr
Udyr...well, there's not much to say about him. His early levels are terrifying. Don't even TRY to fight him pre-6 even if he has 200 HP lower than you. You simply don't have the damage to compensate for the insane damage from Tiger Stance. If he decides to farm passively in his own jungle, thats good. if he decides to counterjungle, you're in for a bad day. You can fight Udyr post-6 with the power spike from your ult, so just hope he decides to farm instead of counterjungling. If he counterjungles, don't die trying to secure a buff! It's not worth it, and Udyr scales well into the late game, albeit not as well as you. Try to catch Udyr off guard and low on HP, his sustain is piss poor compared to yours. In teamfights, he will mostly be nothing more than a nuisance, and so long you and your team don't get caught out, he won't be able to do anything much. If he decides to split push, go get a Hydra and split push as well. Don't bother chasing him, because even with your domain up, he can easily outrun you.
Before we begin...
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Please Read: This is a PATCH 4.21 ![]() ![]() In-depth Explanations?: I will not be elaborating more than I already have, although I do recognise the importance of certain skills on ![]() ![]() ![]() ![]() Top Lane Trundle? I won't be going into top lane ![]() ![]() Results: This guide is not magical. Don't expect to read this and suddenly feel like you can take on anything. Many concepts in this guide might seem foreign to you, and if you scr*w up initially, don't be discouraged. ![]() |
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Hello, and welcome to my ![]() I'm currently writing this guide as a continuation of my friend's efforts, who also mains ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() P/S: I spent quite some time doing this guide, so I would really appreciate it if you are willing to give me an upvote if the guide helped you in any way, so that it would reach out to more people.If you're going to drop a downvote, please at least tell me the reason why, and try out the build first. I know that you guys might think its ridiculous, but trust me, it works. ![]() |
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Pros:
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+ Excellent duelist + Good synergy with many champions + Excellent tanker with his ultimate, ![]() + Good teamfighter that can isolate targets with ![]() + Incredible movement speed with ![]() + ![]() + Is incredible in many aspects, with AS steroids, AD buffs, Armor/MR buffs, slows & great MS + Nobody can ever blame you for TROLLING again + Great hybrid damage with ![]() ![]() |
As you can see, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Cons:
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- Easily kited outside of ![]() - Relies mainly on autoattacks to bring the pain - No way of gapclosing immediately, can die easily without ![]() - No long ranged abilities - No hard CC except for a knockup and slow from ![]() - Can be harassed easily in lane and during sieges/attrition battles |
Of course, that is not to say that ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
MISCONCEPTIONS |
ANSWERS |
Q: What's this about? | // This is the final part of this section, the MISCONCEPTIONS. I will be addressing this section in a QnA format. If you guys have anything to ask about, feel free to post it in the comments section. I will read every single comment, I assure you, and if the questions are relevant, I will post them in this section so that everyone can benefit. |
Q: ![]() |
// Indeed, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Q: How is ![]() |
// Nowadays, top laners like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
This is about all for this section. As mentioned above, I will be constantly updating this section with relevant Questions and Answers, so if you have any questions to offer, please do!
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You should pick
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You should also pick
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However, there are certain circumstances as well where
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Against enemy team compositions that include only squishy targets and no tanks,
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This section will be split into 3 sections explaining why I take Quintessences & Marks, Seals, and glyphs respectively. I take this rune page nearly all the time for jungle
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Greater Quintessence of Attack Speed and
Greater Mark of Attack Speed: I take AS for Quints and Marks because these runes are meant for offense. AS is strong in the early game, where
Trundle is at his weakest. These runes are meant to give you maximum clear potential. Attack speed will help you clear faster than AD runes and will also help to conserve your health better by getting more Gift of Heavy Hands strikes off. Due to your passive, I don't find
Greater Quintessence of Life Steal to be as useful on
Trundle as on other champions.
Greater Seal of Armor: I take armor seals in other to mitigate jungle monster damage early, and to help against strong counterjunglers like
Pantheon and
Lee Sin. Late game, we have so much armor from
Subjugate that scaling armor isn't necessary. All you need to care about early is to maximize farming potential, and that includes being as healthy as possible to take as many camps before you back.
Greater Seal of Scaling Magic Resist: Immediate MR is unnecessary early game as jungle camps don't deal magic damage, and the damage mages deal with their spells early games is practically negligible. I take scaling MR as to minimise the amount of damage mages will deal to me once they complete their core items. It is in the late game where mages will hurt most, so you want scaling MR to prepare for that.
TL;DR : Refer to my notes on runes in the cheatsheet
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OFFENSIVE MASTERIES
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DEFENSIVE MASTERIES
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This section is pretty much self-explanatory, because the two summoner spells I take are the most common for junglers out there. However, there are alternatives, and in this section I'll explain why. I will start with my two classic spells first,
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You're a jungler, so ![]() ![]() |
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If you're willing to take the risk, you can replace ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
In my opinion, taking ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Generally, these are all the spells I take for jungle
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I understand how you first felt when you saw this guide. No
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But trust me, it works. Now, I know that a conventional
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Well, here's my explanation. But before that, lets go over the items again.
!PLEASE TAKE NOTE! : This is NOT meant to say that
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Item Sequence
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Now, on with the explanation.
In truth, when my friend first introduced these items to me, I was shocked. Really shocked.
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NOTE: I will only be working on items i feel are getting doubted about here. Things like
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- 50% attack speed---50% attack speed is A LOT. With this and a maxed out
Frozen Domain, you can hit 2.0 AS, its not uncommon.
- 25 magic damage on-hit---by itself, it doesn't do much. It can't crit. What it does, however, is that it stacks.
Trundle's attack speed steroid and AD buff means that he can easily clear camps at high speed and thus gain Devourer stacks quickly. With his high attack speed, he can also apply the on-hit damage of Devourer quickly. Taking
Ranger's Trailblazer - Devourer is thus a logical choice.
- For the
Smite bonus, there's nothing much to be discussed about.. We're devourer-jungling, so this item is pretty standard for sustain and the AOE
Smite bonus will help us clear faster. Since we already have slows from
Pillar of Ice and
Randuin's Omen, I find
Stalker's Blade unnecessary. The 300+ true damage that
Skirmisher's Sabre brings is negligible on lv 18 characters, and the damage reduction isn't really noticeable.
Poacher's Knife is for strong junglers that counterjungle, like
Lee Sin. You're not one of them.
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- 30AD---Nothing much on itself. Although combined with
Chomp,
Infinity Edge and
Ravenous Hydra, it will give you an additional +225AD. Imagine your damage on a
Chomp with
Sheen and 250% crit damage. As the description hold true,
Trinity Force will give you tons of damage.
- 30AP---Negligible, because only
Trundle's ultimate scales off AP, and the amount of additional damage the 30 AP provides is so small it won't make a difference.
- 30%AS---With
Ranger's Trailblazer - Devourer,
Frozen Domain, runes and masteries and this, you will get about 2.2 AS or so. That is a lot of DPS considering your AD and CSC as well as the bonus magic damage.
- 250HP---As with all the other stats on
Trinity Force, nothing much on itself, but combine it with
Spirit Visage and
Randuin's Omen, and you'll have a huge health pool of about 3500, more than enough to support your resistances.
- 200MP---Pretty meh. Nothing impressive, but better than nothing. You should learn how to manage your mana costs without blue buff, but the slightly larger mana pool might come in useful when say, you're chasing an opponent and spamming your skills.
- 10%CSC---Nothing much itself. Combined with
Infinity Edge however, you should be critting about once per 3 AAs, and with your high AS thats nothing to laugh about. i will further elaborate on the infinity Edge section.
- 8%MS---Although you don't think this is alot, it actually is.
Trinity Force will give you 350x108% movement speed, which translates to 378 MS. That's even more (3 more) than that
Graves with a
Berserker's Greaves.
- UNIQUE PASSIVE - RAGE: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions.
With this passive, you'll have 398 movement speed while chasing your enemy. And because of your high AS and bonus MS fromFrozen Domain, you'll be able to constantly refresh this slow. If you manage to get a 3rd dragon, you will be awarded even with a bonus 5% MS. See why we don't need boots now?
- SPELLBLADE: After using an ability, your next basic attack deals 200% base AD bonus physical damage. (1.5 second cooldown).
This passive enables you to truly deal tons of damage. WithChomp's low cooldown, you can constantly proc
Sheen, which translates to even more damage.
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- 80AD---Refer to my notes on the AD on
Trinity Force.
- 25%CSC---Combined with the 10% CSC from
Trinity Force,
Trundle would have 35% CSC by the time he completes both items. Now, take into account the calculations below.
- 35%. 200% base damage from
Trinity Force. 120% base damage from
Chomp. Additional 100 damage from
Chomp. See how much a single AA, an AA reset with
Chomp, followed by relentless attacks with 2.2 AS can bring? That's not even including your masteries, runes, or
Ranger's Trailblazer - Devourer's on-hit magic damage. You have 3500HP, with the capability to get up to 250-300 armor and 175-200 MR. So with this build, we get a
Trundle who's tanky, deals damage, has high mobility, and AOE damage from
Ravenous Hydra. See how it all falls together? Try the build out once or twice in custom, then bring it to normals and see how you do. I assure you, you won't be disappointed. ;)
Now, accounting for the absence of
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Believe me, I know it when other guides out there say
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So, why not
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Because
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Let me rephrase that: the stats
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TL;DR---All of the items in my build synergise together to form a high DPS
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Items
Item Sequence
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I would only get this if I am going tanky ![]() ![]() ![]() |
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Same reason for getting ![]() ![]() |
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This would be my alternative to ![]() ![]() ![]() ![]() |
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The following section is dedicated some alternatives to my items you might prefer. I would generally avoid picking these items unless a particular situation arises. Even so, there are some clear NOs even if you want to pick outside of those items I chose.
1:
First off,
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As with all rules however, there are certain exceptions:
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The mana and AP is unneeded on
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2:
Secondly, avoid buying too much of a particular kind of resistance. Why so? Lets look at this little graph here.
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Now, as you can see from the graph, 100 armor/MR puts you at 50% damage reduction. 200 armor/MR puts you at 66.6666...% damage reduction. 300 armor/MR puts you at 75% damage reduction. See how the % damage reduction gets lower the higher your armor? The increase in % damage reduction from 200 armor/MR to 300 armor/MR is practically non-existent at 8.33... %. This is the reason why I strongly advise against exceeding the 200 armor/MR point, unless the enemy has built penetration items. So unless you see items like
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Of course, when the armor/magic pen items really start making a difference in the late-game where an enemy would potentially have more than 1 armor/magic pen item. Even so, you would want to stick to a definite amount of armor/MR.
Lets take a scenario, for example, of which an enemy
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However, % armor/magic pen is a different scenario altogether. You simply can't just keep stacking armor because it will only aid the amount of armor the item is able to ignore. As such, I recommend sticking to a MAXIMUM of 300 armor and 250 MR. That way, even if the enemy has a
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NOTE: When you cast
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TIPS:
- Try staying close to a dying enemy champion/minion, even if you cant kill it as
King's Tribute activates on any enemy killed regardless whether or not you dealt the killing blow.
- In a scenario of which you are dying to an enemy with DOT damage, such as
Cassiopeia, try killing them first. The health you get back from
King's Tribute might well save you.
- In the late game, try to fight in a bunch of enemy minions when dueling enemies.
Ravenous Hydra will kill them, and
King's Tribute will heal you significantly.
- The health gained from
King's Tribute can be increased by being in the radius of
Frozen Domain, and by the healing amplification from
Spirit Visage.
- If you wish to see the range of
King's Tribute, hover your mouse over
Pillar of Ice. The range for both abilities (1000) is the same.
CHOMP:
Trundle enhances his next basic attack, dealing 20 / 40 / 60 / 80 / 100 (+ 100 / 105 / 110 / 115 / 120 % of total AD) physical damage and slowing its target by 75% for 0.1 seconds.
This attack increasesTrundle's attack damage by 20 / 25 / 30 / 35 / 40 for 8 seconds, with his opponent losing half of this amount for the same duration.
Chomp is a great ability, kind of like
Dr. Mundo's
Blunt Force Trauma. It serves as an AA-reset,
Sheen proc, AD buff/debuff for your enemy, and a slow to make sure you manage to get an extra auto in. You want to max this skill second, as this is
Trundle's bread and butter spell, and what makes him an excellent duelist due to his stealing stats. The mana cost doesn't increase, and the cooldown is always 4 seconds, so if you wish, you can always have a bonus 40AD as and when you wish. Don't be afraid to use this ability in the jungle, the low mana cost makes it spammable.
Chomp works best against AD characters because it reduces their AD, so select a target carefully in a teamfight.
TIPS:Chomp serves as an AA-reset, thus you can use this right after a basic attack for maximum damage potential.
Chomp briefly slows targets. Use this to your advantage in a gank to squeeze in an additional AA in this order: AA>Q>AA
Chomp works on turrets, albeit the debuff is not applied. However, you still retain the 40AD buff and procs
Sheen. This combined with
Frozen Domain makes Trundle an excellent split-pusher due to his high tower-destroying speed.
Spell Shields will block the ability.
FROZEN DOMAIN:
Trundle coats a target 1000-radius location with ice for 8 seconds, gaining 20 / 25 / 30 / 35 / 40 % bonus movement speed, 20 / 35 / 50 / 65 / 80 % attack speed, and 8 / 11 / 14 / 17 / 20 % increased healing and regeneration from all sources while he is on it.
This ability isTrundle's main escape tool, initiation tool, and damage tool. As seen from the description, it gives
Trundle incredible stats, and the cooldown is hardly as long as other AS steroids like, say,
Warwick's
Hunters Call.
Frozen Domain gives
Trundle many benefits within the circle. However, smart opponents can lure you off the circle, so make sure you don't get baited! I max this second as you will get an increased 15% AS per level, unlike champions like
Olaf that only gain an additional 10% AS. Moreover, its mana cost doesn't increase with level.
TIPS:Frozen Domain increases healing. Use it in conjunction with your passive,
King's Tribute by placing it when about to kill a camp, to increase health gained, or lay it down when you level up/get healed by an ally to increase health income. You can also use it when using HP pots, or when casting
Subjugate.
- Due to
Frozen Domain's relatively high mana cost(60), use it sparingly without blue buff, but don't be afraid to spam it with
Crest of Insight/Blue Buff.
Frozen Domain coupled with
Chomp makes trundle a great split pusher. See my section above for why.
Frozen Domain makes an excellent tool to escape/chase an enemy due to the increased movement speed. Don't be afraid to lay it down due to its relatively low cooldown.
Frozen Domain lasts for 8 seconds, and has a cooldown of 15 seconds. Stacking CDR can effectively reduce the cooldown of this skill to become around nothing at all.
PILLAR OF ICE:
Trundle creates an icy pillar at a target location for 6 seconds, creating impassable terrain and slowing all enemy units by 25 / 30 / 35 / 40 / 45% around the pillar for .25 seconds. The slow duration is refreshed if enemies stay within the area around the pillar. Enemies caught in the centre of the eruption are briefly knocked back.
This is the main difference between goodTrundle players and bad
Trundle players, as proper usage of this skill can make plays. Appropriate use of
Pillar of Ice will leave your teammates grateful, inappropriate use of it will leave your teammates raging. It creates impassable terrain, so usage of this can block certain pathways. I will try to update this section with examples of well-placed pillars.
However, if you wish to know more about how to usePillar of Ice, which is key on any
Trundle player, feel free to check out my friend Cliques007's guide here: Master the Pillar, Master Trundle
TIPS:Pillar of Ice is a knockup ability. As such, it can interrupt recalls, and channels like
Teleport and
Death Lotus. With the correct timing, it can even interrupt channels like
Tristana's
Rocket Jump,
Rek'Sai's
Void Rush,
Malphite's
Unstoppable Force, and
Vi's
Cease and Desist. In a teamfight, remember to conserve
Pillar of Ice if necessary to interrupt key abilities like
Fiddlesticks'
Crowstorm.
- As Pillar of Ice is considered terrain, it is possible to stop abilities like
Sion's
Unstoppable Onslaught by placing it the direction of the channel.
- The knockup from
Pillar of Ice will also be applied onto yourself if you put
Pillar of Ice directly stop yourself. An enemy like
Yasuo can use the knockup you inflicted on yourself to cast
Last Breath, so be careful about where you place
Pillar of Ice. This also applies on an allied
Yasuo, as he can still
Last Breath to an enemy knocked up with it.
Pillar of Ice can block certain passages from the jungle, and is good for splitting up the enemy team say, in the tribush. An example of this is seen in the Champion Spotlight.
Pillar of Ice's range is equivalent to that of
King's Tribute, 1000, so you can use this to see whether you are still in the radius of your passive in lane to gain health from minion deaths. The long range enables you to easily slow an enemy down from afar, allowing you to gain assists on kills.
- When placed directly atop an allied/enemy champion,
Pillar of Ice will knock them up. For enemy champions, it also deals 1 damage. As such, it can draw turret aggression and also cancel effects like
Garen's
Perseverance and
Miss Fortune's
Strut.
- The knockup from
Pillar of Ice can be blocked with
Spell Shields, but the slow will not proc it.
SUBJUGATE:
Trundle drains 20 / 24 / 28 % (+ 2% per 100AP) of an enemy champion's max health as magic damage and 40% of their armor and magic resist, half immediately and half over 4 seconds. The armor and magic resist bonus/reduction lasts for 4 after it has been fully applied.
This ultimate is what makesTrundle such an excellent duelist. If used on an appropriate target,
Trundle is capable of tanking entire teams with his stolen resistances. keep in mind that this does not actually buff yourself, it also debuffs your enemy by shredding their resistances, like how armor/magic pen works. In a teamfight, you would generally want to aim
Subjugate onto the tankiest target, but if there is a high priority target like
Jax that your team needs to burst down quickly, you can use it on them to soften them up for your team.
Subjugate comes off cooldown rather quickly as compared to ultimates such as
Blade Waltz, so don't be afraid to use it even in small skirmishes. The main thing you have to take into consideration about this skill is whether you want to use it on a squishy to burst them down faster, or aim the tank to further increase your stats. As with any ultimates, you want to max this whenever you can for the duelling potential.
TIPS:Subjugate deals %HP damage. In order to maximise its damage dealt and your health gained, try casting it on a target with high health.
- The heal from
Subjugate can be increased by being in the radius of
Frozen Domain and the healing amplification from
Spirit Visage.
- The power spike you gain at level 6 with
Subjugate is huge. After level 6, you can easily kill enemies you would have difficulty with previously.
- Try to use this skill after after an enemy has used a defensive buff, such as
Jax's
Master-At-Arms active and
Annie's
Molten Shield. This also works opposite, as with the armor from
Olaf's
Ragnarok passive, where you would want to use it before
Olaf casts
Ragnarok in order to gain maximum armor/magic resist.
Spell Shields will block the ability.
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As you might already have noticed above, I recognise
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Explanation:
- Green : Fairly easy to block the path, no practice needed.
- Yellow : Can be a bit tricky as you won't block it completely every single time, but you'll do fine in most of it.
- Red & Black : These locations are very hard to successfully summon your
Pillar of Ice in and trap the enemy. And that's why you need to go train and make sure you learn the EXACT placement of the pillar. These spots need training and even after that you won't be able to block the enemies every single time.
The information you saw above was taken from my friend Cliques007's guide Master the Pillar, Master Trundle. Please do check it out for the full tips and tricks on using
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I have attached a map below on the general spots that are best to ward. Of course, I will be elaborating on it below.
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GREEN =
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These are the general spots you would want to ward as jungle
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So, why should you ward? The answer is simple. Warding wins games. To know where the enemies are at any moment is a very important matter throughout all stages of the game. Wards provide the additional map awareness to get that information constantly. Where is that enemy
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I have already stated above that apart from the warding locations provided, you are free to ward somewhere else. However, if you do wish to do so, you must take into account some clear No-Nos! As a general rule of thumb, you should not ward :
- where no additional sight is provided.
- where there are no branches.
- only monitoring parts of entries.
- at walls.
- right besides bushes.
- besides an edge instead at the cone end of it.
- at places that provide little or no information at all.
Obviously, you want to ward at a location where you can make the most out of it. Objectives like baron/dragon/buffs are, as such, prime locations to ward. Apart from that, you can also ward a location that gives you the most branches of information, such as where you suspect an enemy might be ganking soon etc.
All in all, ward locations of which you think
- a potential enemy is hiding in
- where your enemies are likely to ward (for
Vision Wards)
- where your ward is not easily supported
- when you feel that that location might be threatened (eg. your buffs/dragon/baron)
- your teammate might teleport to
Generally, take these few factors into account when warding. They should serve you well.
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My jungle route is as follows below. I do this for maximum sustain in the jungle in order to maximise gold gained before I recall.
I split the jungle into 3 different categories:
Buff Camps: Baron Nashor, Dragon, Red Brambleback and Blue Sentinel
Damage Camps: Krugs and Gromp
Vision Camps: Rift Scuttler, Wolves and Raptors
I have listed these camps in their importance and
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Note: In the late-game, where the Gift of the Toadstool buff and Gift of Heavy Hands are no longer as significant in your clear speed and sustain, I find the vision buff the Crimson Raptors give to be more superior as vision control means a large deal, especially when
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I get standard jungling items, which are a
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Upon hitting level 2, I put my first point in
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After finishing with the Red Brambleback, I head for the Raptors, more commonly known as the "chicken camp". I clear it ASAP, and now look for a gank in preferably mid/top or mid/bot, depending on whichever side of the map I am on. Once I clear the Raptors, I hit level 3. if I manage to find a ganking opportunity, I put one point in
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Note: At this point, you would want to look out for gank opportunities, as the
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Afterward, I turn to the Murk Wolves. The
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By the time I reach the Gromp, my
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Following the Gromp, I now take to the Blue Sentinel for the
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So we come to the Rift Scuttler, which is great at providing vision and giving the extra MS you might need to get away from an opponent. At this point, it is when enemies would usually group up and start to contest dragon, so taking the Rift Scuttler can alert you to an enemy's presence. As the Rift Scuttler does not provide any
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PAST
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After your first back, your route would be the same. I would start from the Krugs again, smiting it for the passive, and so on. If all goes well, you should have your
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However, if your laner, for example, is getting ****ed on 0:6, and requests for assistance by say, a gank or
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WHAT'S WHAT ABOUT COUNTERJUNGLING:
As with all weak junglers, I would avoid counterjungling if I can help it or unless I am in a unique situation. Counterjungling basically refers to entering an enemy's jungle and clearing his camps, ambushing and killing him, and the like. In a nutshell, it puts you further ahead and sets your opponent further behind.
Generally, there are two kinds of counterjungling. There are, namely:
- Camp clearing (of which you would want to do against most opponents), and
- Enemy hunting (of which you seek an enemy jungler to kill him)
Both types of counterjungling require both strong map awareness and the capability to GTFO if things turn rough. Junglers like
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The bad thing about counterjungling is that you are in an ENEMY jungle. This means that you are within close proximity with enemy laners and as you probably don't have much vision as of low levels in the enemy jungle, you are wide open for a counter-attack. The distance you are from allied laners also mean that it is harder for them to assist you in say, a skirmish between you and an enemy jungler.
Counterjungling is a high-risk, high-reward kind of thing. Due to
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SO, WHEN SHOULD I COUNTERJUNGLE?
You should counterjungle if you are against an extremely weak opponent like
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Or, you can also choose to counterjungle if your enemy is extremely weak without a certain buff like
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Thirdly, and of which is the most probable reason for you counterjungling, is the fact that the enemy jungler recalled/died, and you know you can take a few camps uncontested.
Of course, there is the last option of which your team fed a few kills to a
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- Ask for your laner's assistance in surprising and killing them, or
- Counterjungling in return.
Counterjungling in such a scenario is extremely risky, because at the rate of which they are ahead, if you run into them in their jungle, there is an extremely high probability of which you will die. I would only do such a thing if I have sufficient vision control, or am within the proximity for a teammate to come and assist me. Otherwise, I would focus on ganking and helping my laners snowball.
Alright, now that you've read the general knowledge on counterjungling, lets go through the tips and tricks on counterjungling.
- Like your own jungle, the camps you want to prioritise are, obviously, the Red and Blue Buff Camps. Taking them means setting your opponent back the most, especially if they are buff-reliant junglers like
Rammus and
Fiddlesticks.
- When counterjungling, try not to use
Frozen Domain as the large radius of the ability means that it will alert enemy junglers to your presence if they are nearby. Unless you are confident of clearing the camp quickly or the enemy jungler is dead/recently recalled to base and the enemy laner is still in lane, avoid using
Frozen Domain.
- While the
Smite bonus for the Murk Wolves is pretty useless in your own jungle, its great when counterjungling. The wolf can scout enemies for you, meaning that you can give your team the assurance that no gank is coming to them or alert them in advance. of course, if you're against a weak jungler like
Tryndamere which I've stated early on, this will help you to catch them off guard if you're still nearby and they're doing a camp.
- If you're killing camps with multiple little monsters like the Wolves and Raptors, consider leaving one small monster alive if you're not in particular need of experience/gold. The camp will not respawn as long as the monster stays alive, and this will help deny your opposing jungler farm. If you are doing
Crest of Cinders/Red Buff or
Crest of Insight/Blue Buff, however, you might want to finish the whole camp to take note of the timer, so that 5 minutes later, you can return to clear it again.
- I wouldn't consider taking
Poacher's Knife even if counterjungling is incorporated greatly in your playstyle. The smite bonus is absolutely horrible in the late-game. It doesn't give you sustain like
Ranger's Trailblazer or bonus true-damage and damage reduction on hit like
Skirmisher's Sabre. The bonus even requires you to be in the enemy jungle in order to apply it. Of course, if you're comfortable with the item, you may choose to get it, although I would strongly advise against it.
Alright, thats all for now. Should I find any more tips about counterjungling in the future, I will further update this section, but until then, this should suffice.
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Below is a picture I have made to highlight the 4 kinds of ganking you should be using as
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Red Arrow : Tribush Gank
Blue Arrow : River Gank
Black Arrow : Lane Gank
Yellow Arrow : Tower Diving
These are the 4 ganks you should know about as jungle
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1: River Gank
- For
Trundle(and practically any jungler), river ganking will be the way you gank 50% of the time. As you already saw from the arrows in the map above, river ganking can be used for all three lanes. Basically, you simply walk up to the lane via the river upon seeing a good ganking opportunity, then blow your skills and abilities while chasing your enemy back to the turret, hopefully getting a kill/assist in the process. River ganking is that simple. Its extremely easy to pull off.
2: Tribush Gank
- Secondly is the tribush gank, which involves entering the lane from the tribush. This will work if your enemy is overextending greatly to the extent of your laner's turret. When this happens, tribush ganking is optimal, because if you attempt a traditional river gank, the enemy can escape via the tribush. However, if you gank via the tribush, it seals off his escape route, and since the river is a good long way from him, the chances of your gank's success is greatly increased.
3: Lane Gank
- Thirdly, and of which is the toughest to pull off in my opinion, is the lane gank. As with previous ganking tactics, the name speaks for itself. You simply walk up to the lane, stay undiscovered, and surprise the enemy together with your laner when the time is right. Because this is a complex tactic and requires great coordination between you and your laner, I find it very difficult and often, not worth the time.
There are 3 ways of lane ganking. The first of which is you simply present your face in the lane through abilities that can help you reach the enemy undetected or before they can react to it. Examples are abilities great range likeVi's
Vault Breaker-
Flash-
Cease and Desist combo, stealth abilities like
Twitch's
Ambush,
Rengar's
Thrill of the Hunt,
Shaco's
Deceive and
Talon's
Shadow Assault. Lastly, skills like
Sion's
Unstoppable Onslaught can also be used to get him to lane quickly and effectively to pull off a lane gank. Since
Trundle has no such abilities, this option is out for him.
The second option is to use global abilities such asShen's
Stand United,
Nocturne's
Paranoia,
Rek'Sai's
Void Rush, and
Twisted Fate's
Destiny. Due to
Trundle not having such abilities, the only option for him is to use
Teleport to quickly come into lane and catch out an overextended enemy laner.
The final and most probable option you would use forTrundle, is the classic lane gank, of which when your laner is pushing to an enemy's turret (see the map above). At such a scenario, you go inside the lane bushes and move closer to the enemy along it. Because the enemy laner is pushed to his own turret, he cannot see your advance. Afterward, your laner must retreat and let the enemy push out slightly. Upon seeing such an opportunity, you reveal yourself and blow your abilities on him as per the previous 2 methods of ganking. This method is very risky and often not worth the effort, because it requires great synergy between you and the laner. If you reveal yourself for just a moment or your laner makes the bait too obvious, the gank would already have failed.
4: Tower Diving
- Finally, we arrive at tower-diving. Tower-diving is simply to pursue an enemy champion while in range of the enemy's tower. This term is not really considered a gank per se, but as you have already seen from the map above, tower diving can take place in the form of many methods, ganking included. Basically, I would ONLY do this if I have great confidence that I can pull it off OR the enemy's HP/MP pool is exhausted. Turrets deal insane damage early game, so I would generally avoid tower diving until later in the game, around level 7/8+. Recognise that this method is very risky, because in the case of which the enemy manages to survive for long enough, the turret might very well give him a kill instead of you.
I don't usually recommend tower-diving as it is very risky, andTrundle does not have any instant gapclosers, making him susceptible to being kited underneath the turret, especially so if your opponent has alot of mobility, like
Riven or
Ezreal. If I am going to do so, however, I like to ensure a few prerequisites before I initiate this course of action.
1: The enemy'sFlash or
Ghost has been used.
2: The enemy is low on health and/or mana.
3: Friendly minions are pushed to the enemy's turret.
4: The enemy does not have any way of turning the tables through abilties (eg.Tryndamere's
Undying Rage or
Renekton's
Dominus.
5: Both yourself and the laner have sufficient damage and HP to tank the turret and/or possible counterattacks/finish the enemy off.
Obviously, you want to kill the enemy as quickly as possible while minimising damage dealt to you by the turret. As such, the conditions mentioned above are key to helping you achieve this goal.
Basically, these are all the ganking methods that you need to know about. I'll leave counterganking and ganking prerequisites for later, but no worries, I will definitely elaborate on them!
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Alright, now we come to ganking prerequisites. Obvious when ganking as
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Red Arrow : Tribush Gank
Blue Arrow : River Gank
Black Arrow : Lane Gank
Yellow Arrow : Tower Diving
If you haven't read the previous chapter, I strongly advise you do so now. Before you get to ganking itself, you must first know which routes and strategies to employ. Assuming you have, lets move on.
1: The enemy laner(s) is overextended
- This is what i find the most important requirement when ganking as
Trundle. You need to have a window of opportunity to go in. As mentioned in the previous chapters,
Trundle does not have any gapclosers, unlike other champions like
Nocturne,
Master Yi or
Jax. As such, he has to walk up to his opponent in order to attack him. Without an overextended enemy, your gank will most likely result in a failure, unless your enemy is very low OR you have a laner like
Warwick or
Skarner that can prevent an enemy from escaping long enough for you to arrive.
So, unless a scenario happens like the one I described above, don't bother wasting your time ganking a pushed lane! It will most likely result in failure. If you have a teammate that can't tell what's good for himself and keeps crying for a gank despite his lane being pushed to the enemy turret, please do not accede to it unless you think it has a good chance of success. Just explain your reasoning to him and decline his request.
2: The enemy laner's HP is low
- The lower your enemy's HP is, the faster you would take to kill him. Would you rather face off against a
Malphite with 1500HP or a
Rumble with 300HP? Obviously, you would rather choose
Rumble, who has significantly lesser HP. There's not much to explain about this, because its plain common sense that the lower an enemy's HP pool is, the greater chances of your gank succeeding, which brings me to my next point.
3: Your laner has sufficient HP to withstand a potential counterattack
- Now, we all know what happens when its obviously clear a laner can't escape from a gank. Since his option of escape has been nulled, the only option is for him to stand ground, fight, and hopefully grab a kill. This is especially so for champions that lack escape and have extremely powerful executes like
Darius or
Garen. Even
Yorick, for example, will use his
Omen of Death to try and kill either of you. In most cases, the one targeted by the enemy is the one who first attacked him, of which will be your ally laner in most situations. It is important that your laner has a good amount of HP left or a reliable escape tool.
Trundle isn't like
Alistar, that packs a good amount of CC and can still heal a laner if things get rough. Apart from
Pillar of Ice and hopefully
Crest of Cinders/Red Buff, you have no CC of any sort, certainly not enough to save your laner just in case things get awry. When you gank, your mindset is that you want to set yourself and the laner ahead of the enemy. Don't feed a kill to the enemy for no reason and give up that advantage.
4: Your enemy's cooldowns are blown
- Its pretty much common sense, as per the section on your enemy having less HP. Would you rather gank a
Riven with her
Flash,
Broken Wings,
Valor, and
Ki Burst all on cooldown, or risk her escaping all the way to her turret with a single combo? The answer is obvious. There's not much to explain regarding this as well since its common sense once again. For the same reason, you would also want their summoner spells like
Flash,
Ghost and
Exhaust, as well as their
Stealth Wards if they are champions like
Lee Sin,
Jax, or
Katarina. The way to bait the enemy into blowing their cooldowns leads to the next section, which is:
5: Let your laner engage first if possible
- Think about it for a second. Against two enemies, would you want to stand and fight, or turn tail and run? Especially in the laning phase, there's no way for a champion, no matter how powerful he is, to face two enemies in a duel unless you get outplayed/kited. Therefore, most enemies will run when they first see you. Letting your laner engage first means that your enemy will blow more cooldowns on the duel. After the initial skirmish, you come in with
Pillar of Ice and
Frozen Domain. Since your enemy's spells are on cooldown, they won't be able to escape you, thus increasing the success rate of your gank.
6: Have
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- As mentioned before,
Trundle only has 1 slow through
Pillar of Ice. Upon using it for the initial knockback, you won't have any capability to slow your enemy, and from the on, you fully rely on the additional MS from
Frozen Domain as well as CC from your ally to continue staying in range for more AAs.
Crest of Cinders will apply a slowing debuff that also deals true damage over time, thus maximising your damage output as well as slowing your enemy sufficiently enough for you to stay in range for more AAs.
7: Have foresight
- Is the lane in question pushed? Is the enemy jungler nearby? Is there the risk of a countergank? Are enemies from other lanes MIA? You have to take into account these factors when ganking. When ganking, you want to succeed. As such, foresight is very important. Would you rather gank bot and help your allied
Tristana snowball, or gank top and let the fed
Darius potentially pick up a double kill? Obviously, you'd want to snowball your winning lane(s), and unless you yourself are doing well, try to avoid losing lanes unless necessary. Before you even gank, you have to consider what could happen during your gank. if the enemy jungler or other laners shows up, are you and your ally strong enough to fight 2v2 or 3v3?
Trundle's abilities are purely single-target, so be careful about such instances. Have foresight,and think about what could come out of your ganks. This will help you make smarter choices.
These prerequisites should be taken into consideration when ganking as
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For upcoming chapters, I wish to include some useful tips, strategies, effective team compositions, ganking tactics and further brush up on the matchups section. If you guys want it, I could write a guide for
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League of Legends is a constantly evolving game, and every now and then, a new trick might surface that all of us know little about. I assure you I will be there constantly to make sure this guide is up to date.
To all you guys out there, my personal promise to you all is that I won't let this guide remain stagnant. Although at times, it might be a week or so before I update the guide thanks to exams, I will ensure that this guide is still useable.
So to round up it all, thank you for taking the team to read my guide, and I hope it has helped you!
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Without some of you guys helping me out as much as you have, I would never have made this guide, much less get it to what it was today. This section is dedicated to those who have helped in this guide and its making, one way or another.
Jhoijhoi, for her guide Making a Guide that helped me in the construction of mine.
Cliques007, for letting me use the images from his guide Master the Pillar, Master Trundle which I highly recommend you take a look at as well as for advertising my guide.
You, the readers who have dedicated their time to reading this guide and made me feel motivated enough to continue writing. You guys are great!
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