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Trundle: ITS NOT TIME TO TROLL
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Choose Champion Build:
Spells:
Ghost
Ignite
Ability Order
King's Tribute (PASSIVE)
Trundle Passive Ability
Introduction
About Me
Y'know that guy (this could be you or a friend) who does really well almost every game, even if he loses it? Well I'm sort of like that, I tend to lose a lot of games due to various reasons, and yet most of my games I do pretty well. And I'm not talking about having the least deaths of the team, I'm actually talking about getting pretty good K/D ratios as well as towers (WHICH IS MORE IMPORTANT COUGH COUGH*). I've been level 30 for some time now and have played with all kinds of people, in normal games. I actually just played my first ranked game last night in solo queue and won 10-1 so I hope to do that more often in the future.
Trundle!
So I'm sure you've all played with/against a
-
Shed some light on as to how trundle works in a team.
Help veteran Trundle players expand their horizons and look at different possibilities.
Teach younglings who want to start using Trundle on how to effectively use him.
*DISCLAIMER*
I DO NOT PLAY TRUNDLE IN RANKED GAMES, HOWEVER I HAVE PLAYED HIM ENOUGH TIMES AND HAVE GOTTEN GOOD ENOUGH RESULTS TO BE ABLE TO PASS ON MY KNOWLEDGE TO OTHERS. DO NOT ASSUME I AM STONEWALL008 BECAUSE I'M NOT.
Trundle is a Hybrid DPS/Off-Tank with some pretty decent CC to help him and his team engage enemies. It is possible to build him either like a Glass Cannon, a Tanky Slugger, or a Stonewall (hehe, get it?)
Ok finally time for some Pros/Cons.
Deceptively bulky and therefore hard to kill
People tend not to target him which allows you to bash people into a pulp
DECEPTIVELY POWERFUL, especially against AD champs. 1 Q could change the tide of a 1v1 towards your favor.
Amazing ganking abilities
Great at moving around the map
Great movement in lanes
Not as effective against AP teams (but not useless)
Without blue buff mana CAN become a problem
"The melee champ blues" (having to close in on your enemy, solved with W & E)
If not built properly, damage output can be terrible
Ok finally time for some Pros/Cons.
PROS
Deceptively bulky and therefore hard to kill
People tend not to target him which allows you to bash people into a pulp
DECEPTIVELY POWERFUL, especially against AD champs. 1 Q could change the tide of a 1v1 towards your favor.
Amazing ganking abilities
Great at moving around the map
Great movement in lanes
PROS
Not as effective against AP teams (but not useless)
Without blue buff mana CAN become a problem
"The melee champ blues" (having to close in on your enemy, solved with W & E)
If not built properly, damage output can be terrible
There's not much to include here that hasn't been mentioned in the cheat sheet, so I'll just justify my selections as well as suggest alternatives.
I go 0/21/9 in all 3 builds, simply because we need to make sure Trundle is as tanky as possible in early game. If you'd like, you can run 21/0/9 or 21/9/0 for Glass Cannon, however because your
Rabid Bite gives you an attack boost I suggest sticking with defensive masteries.
greater mark of desolation I use this on all three builds to further boost his damage ever so slightly.
This works on all three but I only use it on Glass Cannon because I prefer to lane with it.
These are nice on the Tanky Slugger and Stonewall builds because it adds to a stat that we're focusing on. It's also helpful for jungling, so it is possible to use these on Glass Cannon.
Only use these on Glass Cannon, because we want to be able to spam
Rabid Bite as well as
Agony.
Trundle will need the Magic Resist, especially early game where these are much more useful.
The health boost is nice on all three builds, so don't change these.
You can also use
on Glass Cannon in order to make your
Madred's Bloodrazor more effective.
Ghost: Staple for Trundle, works amazingly well with
Contaminate.
Ignite: Great synergy with
Agony and can lead to a few early/mid game deaths. Also used to counter healing.
Teleport: You'll notice this is on Stonewall because I believe tanks should be able to get to areas quicker than anyone else, especially if your just clearing large mob waves.
Smite: Essential for jungling, although my builds are focused around laning Trundles.
Flash: Pretty useful for movement (which is key for Trundle's success). If used properly, you can get around your
Pillar of Filth and lock your enemy down.
Heal: Useful for beginner junglers, but not needed.
Cleanse: With Mercury Treads and
Contaminate, CC shouldn't be a problem, but this is still an option.
Exhaust: It's an option, useful for ganking and for shutting down champs. However I personally prefer
Ignite.
Everything else is pretty much useless, but you can still try them out if you'd like.
Masteries
I go 0/21/9 in all 3 builds, simply because we need to make sure Trundle is as tanky as possible in early game. If you'd like, you can run 21/0/9 or 21/9/0 for Glass Cannon, however because your
Runes
greater mark of desolation I use this on all three builds to further boost his damage ever so slightly.
This works on all three but I only use it on Glass Cannon because I prefer to lane with it.
These are nice on the Tanky Slugger and Stonewall builds because it adds to a stat that we're focusing on. It's also helpful for jungling, so it is possible to use these on Glass Cannon.
Only use these on Glass Cannon, because we want to be able to spam
Trundle will need the Magic Resist, especially early game where these are much more useful.
The health boost is nice on all three builds, so don't change these.You can also use
on Glass Cannon in order to make your Summoner Spells
Ghost: Staple for Trundle, works amazingly well with
Ignite: Great synergy with
Teleport: You'll notice this is on Stonewall because I believe tanks should be able to get to areas quicker than anyone else, especially if your just clearing large mob waves.Alternatives
Smite: Essential for jungling, although my builds are focused around laning Trundles.
Flash: Pretty useful for movement (which is key for Trundle's success). If used properly, you can get around your
Heal: Useful for beginner junglers, but not needed.
Cleanse: With Mercury Treads and
Exhaust: It's an option, useful for ganking and for shutting down champs. However I personally prefer Everything else is pretty much useless, but you can still try them out if you'd like.
Glass Cannon
For laning, I find the combination of stats are very nice, but I realize that some people hate using Doran's items. Instead, you can use
and 5
.
Very nice synergy with
if the other team are mostly auto-attackers, or
if you are doing well.
The main ingredient of this build. With this, you dish out tons of damage to any champion, including those who have little health.Now I know what you're thinking, what about
? The thing about it is that even though you can farm like a combine, you won't be able to do enough damage to dominate throughout the ENTIRE game, not just in early/late game.
Start with
. This item has everything you need, health, damage, attack speed, a slow, and movement speed. Get it.
Lifesteal will become very useful late game, especially when they start to realize that you are a threat and will start focusing you. This will keep you alive much longer.
This is more-or-less a situational item, but I stick with this to further my attack speed and damage.At this point you can sell your
and get one of the following items:
if there's ton of CC
for heavy AP
for a nice slow and AD protection
for AD auto-attackersYou can go for a damage item, however a bit of tankiness is somewhat required for late game.
Tanky Slugger and Stonewall explanations coming soon!






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