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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
King's Tribute (PASSIVE)
Trundle Passive Ability
Introduction / About Me

Hello, I'm Knightro, a League of Legends player and this is my guide to



PLEASE READ!
Before Voting on this guide, please read it thoroughly before deciding to vote. Don't make a hasty downvote based on the runes, cheatsheet, or even something I might have said to you previously, possibly on one of your own guides. Downvoting hastily without reading and testing this guide and build is unfair to the guide author, who took the time to write and code out a proud creation.
Top Lane Trundle
I will not be going into the top lane whatsoever, as this is primarily a jungle-orientated guide. If you wish to read an in-depth top lane guide, then please refer to my friend Ireliavent's Time to start an ice age - Season 4 Trundle. It goes well in-depth into Top lane Trundle, and I recommend you give it a read. If you enjoyed their guide, don't forget to vote on it!

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Who is Trundle?
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So will reading this guide make me a better Trundle player??
No. It will not. No guide will. Only practice can make you a better player for any champion. The point of guides is to give you an idea of what to build, what to skill, and a few tips and tricks. They cannot make you a better player, only tell you how. You can read this guide down to the BBCoding, but the only way to get better is to simply practice! Do not blame the guide if you cannot win games, you can only blame yourself.

Pros
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+ Tanky + Sustained + Strong Duelist + Tank-melter |
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Cons
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- Easily Kited - Poor scaling - Item dependent - No hard CC |
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Marks
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Attack speed marks and attack speed quints grant the fastest clear time for ![]() |
Glyphs
Attack speed lets ![]() |
QuintessencesSpac ![]() |
Other Runes
I don't take



I don't take the 6




Life steal quints have been nerfed pretty badly, so I find them no longer viable.

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Offense TreeThe nine points in the offense tree aim at granting as much extra damage as possible. ![]() |
Defense TreeThe defense tree is where ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Smite
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You must absolutely take ![]() ![]() |
This is perhaps the most useful spell in the game. Almost unlimited uses, it is a good spell for almost any champion. Since ![]() ![]() ![]() ![]() ![]() ![]() |
Flash![]() |

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King's Tribute![]() ![]() ![]() ![]() ![]() ![]() |
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Chomp![]() ![]() ![]() ![]() ![]() ![]() |
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Frozen Domain![]() ![]() |
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Pillar of Ice![]() ![]() |
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Subjugate![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |


Obviously, you should max


If you are facing a tough enemy jungler who is a strong duelist like



If the enemy jungler is a weaker duelist and a slower jungler, who is more gank-orientated, such as



Naturally, take points in


Early Game Items
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|| | The only item to start with for any jungler, especially since you can't jungle properly without it. |
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This is my favorite smite upgrade. Chilling Smite gives ![]() |
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An extremely efficient item for ![]() ![]() ![]() |
Core Items
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This is one of the few items that is absolutely essential on ![]() ![]() ![]() |
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This is one of my favorite items in the entire game. The health and magic resist increase ![]() ![]() ![]() |
Defensive items
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A massively tanky item, super useful on ![]() ![]() |
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If you need more health, this is my preferred health item, because it grants magic resist as well. The spell shield can block any spell that might have been fatal, be it ![]() ![]() |
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This item gives armor, CDR, and mana, and the item ability lets ![]() |
Offensive Items
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This item is great in that you don't need any other damage items to compliment it. It offers a lot of stats, but when it comes to pure offense or pure defense, it falls short of the likes of ![]() ![]() |
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If you find yourself in need of more damage and magic resist, then this item is perfect for you. The shield can protect you from some magic damage while you ![]() ![]() ![]() |
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This item lets ![]() |
Enchantments
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|| | This enchantment helps to defend your base or quickly rush back into a skirmish. Not much else to say about it. |
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Lowers the cooldown on ![]() |


My Jungle Routes are as follows:
ON RED TEAMGromp( ![]() Blue Buff Red Buff From here, clear whichever camps you feel like and ![]() |
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|| | Why This route? I start with the Krugs on the Blue team, for the Gift of heavy hands buff, which stuns jungle monsters every few attacks and lets me clear them without taking as much damage. Don't worry, clearing them still gets you to level 2, and a lot faster then if you started at one of the buff camps. I start with Gromp on the Red team for the Gift of the Toadstool buff, to help me clear other camps quickly thanks to the poison damage they take every time they attack you. |
What if I get counter jungled? If you are nervous about being counter jungled, then you can start at the opposite buff if you want. Sometimes you don't need to worry, like if you know that the enemy jungler will be starting at his red buff, then you don't have to fear him stealing yours. But if it is a champ who can start blue and easily go straight to your red, such as ![]() ![]() |
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Thanks to the




Blue Buff/Red Buff: 5 minutes
Dragon: 6 minutes
Baron: 7 minutes
Dragon: 6 minutes
Baron: 7 minutes
You can now just check the in-game timers by checking the score screen with TAB.
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The Dragon is an important early-mid game objective. You do not want the enemy team racking up those Dragonslayer stacks! They grants fantastic bonuses based on how many dragons you have slain:
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Baron is a very important objective to secure in the late game. The best time to take Baron is when you have aced the enemy team, and you have both the tier 1 and tier 2 turrets down in a lane, and the minions are pushing that lane. An even better scenario is you have an inhibitor down and the super minions are swarming into the enemy team's base. This is good because it means that even if the enemy team re-spawns, they will have to defend their base and be unable to contest your team taking baron. You always need to keep a ward on this buff once it spawns! |
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This new camp spawns in the river near the Dragon pit and the Baron pit. Attacking it causes it to run away, to which you need to chase it down and kill it. Once slain, it swims to the entrance to the Dragon/Baron Pit and grants vision in a small area for a brief time, also granting movement speed to any ally that walks over it. This camp is especially valuable when you need to keep eyes out for the enemy jungler or if you need to make sure the enemey team is not attempting to sneak a Baron or Dragon undetected. |

When counter jungling, you need to get in and get out as soon as possible. When you are counter jungling, do NOT use
Frozen Domain! It reveals a large AOE and basically broadcasts your position to the enemy jungler. If you feel that you are going to be doing a lot of counter-jungling, or it is just your playstyle, you may want to consider the
Poacher's Knife, for the increased counter-jungle strength.
Make sure you have
Smite available when counter jungling. It speeds up the steal time and lets you get in and get out faster with less risk of getting caught. It also helps steal buffs if you happen upon the enemy jungler trying to take one of his own. People tend to be sloppy with the Smite timing when they feel confident that they can secure their buff without fear of losing it. This gives us a greater chance of smiting it away from them.
When you steal an enemies camp, you need to be precise in the number of monsters you kill. If you are stealing wolves or raptors, then kill all but one little monster. The camp will not reset while it is alive, meaning the enemy jungler will have to kill it himself to reset the camp, and thus lose out on experience and gold. When killing a large camp like Blue buff, make sure to kill the whole camp. This way you can keep the timer for it, and come back in 5 minutes to steal it again. If you leave one little monster, you won't know when the enemy jungler will kill it and you won't have the timer down.


Make sure you have

When you steal an enemies camp, you need to be precise in the number of monsters you kill. If you are stealing wolves or raptors, then kill all but one little monster. The camp will not reset while it is alive, meaning the enemy jungler will have to kill it himself to reset the camp, and thus lose out on experience and gold. When killing a large camp like Blue buff, make sure to kill the whole camp. This way you can keep the timer for it, and come back in 5 minutes to steal it again. If you leave one little monster, you won't know when the enemy jungler will kill it and you won't have the timer down.

As the jungler, you will be roaming all over the map. Because of this, it only makes sense that you should be warding as you go along, right?
Remember that you can have up to 3 stealth (green) wards, and one Vision (pink) ward on the map at once. With this in mind, you need to using them sparingly! I recommend using one ward for each of these locations listed below:
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Ward Locations (Outlined)
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Warding the map is extremely easy with



Ganking as Trundle takes practice, because if you miss with

1) Use Red Buff! The Red Buff makes ganking very easy, especially in the first few minutes of the game. While you have red buff, try to gank with it as often as possible, as the slow effect will more often then not cause a

2) Keep track of enemy summoner spells and wards. If you are premade with an ally, and possibly using some online chat or other such application (Skype for example) then this gets so much easier. Your lane buddy sees his opponent Flash, or drop a ward, then he can just tell you asap so you don't waste your time sitting around in a warded bush, or you know you can gank a lane without Flash available. If you aren't in a premade and are just running some solo queues, then just do your best to communicate with your teams about wards and spells.
3) Be smart about picking a lane to gank. If your mid laner is pushed to the enemy's turret, and your mid laner wants you to come and gank, forget about it! Wasting time trying to gank a pushed lane is a classic noob mistake. If they rage and complain that you didn't gank, ignore them. They obviously have little common sense if they expect a gank from that. But if you see that the enemy has overextended and is pushed to your turret, then that is a great gank opportunity you should take advantage of.
4) You need to make sure that ganking a lane will be worth the time and effort you put into ganking it. In other words, you shouldn't gank unless you can get something out of it. For example, if you gank top, and they just walk away without dying or even burning any summoner spells, then that was nothing but a huge waste of time. However, if you gank and successfully kill them, or even burn their summoner spells, then it was not a waste of time.
5) Don't gank when your laner is low. If your top laner is really low on health, and requests a gank, they will more often then not end up getting killed by the enemy laner during the gank. Just tell them to go back and heal, and hold the lane for them until they return. This will give you a little more CS and experience while holding the lane. If the enemy top laner is still in the lane, don's shove it, just last hit like if you were the laner. If the enemy top laner left the lane, shove it to the enemy turret. This will cause the enemy laner to lose out on gold and experience while the tower kills minions.
6) Let your laner engage. This way, there is a better chance that your target will blow more cooldowns dueling with your ally, and then they won't have any way of dealing with you when you show up to gank. If they see you first, most likely they won't continue the fight, but immediately flee, and thus you loose a gank opportunity.





During a team fight, make sure that you use your ultimate,

If you need to escape a team fight, then drop




A key factor to winning games is punishing the enemy. Punishing is, well, pretty self-explanatory. The enemy team f**ks up? Punish them. Punishing the enemy team sets them back and moves your team ahead, which is really how the game is won. Its not about who had the most kills. Its about who messed up the least, who got more objectives, and overall who played better. If the enemy jungler gives up 5 kills in the first 10 minutes of the game, he can still come back and win the game for his team if you don't punish him for it.
If the enemy laner messes up and dies, then take his turret. Enemy jungler gets caught out and killed? Take his jungle. Set him back. Enemy team gets aced because their ADC was out of position? Punish them. Take some turrets. Take



- Jhoijhoi, for her Guide to Making a guide, and for use of her custom dividers
- Lugignaf for answering some questions I had with BBCoding (twice)
- Throatslasher for suggestions about the skill order
- Hawkken and his BBCode codex - how to super-design your guide
- Ireliavent for their allowing of me advertising their guide and of them advertising mine
- The_Nameless_Bard for telling me how to add pictures to my mastery chapter
- Everyone who upvoted or gave useful input (You guys rock!)
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