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Recommended Items
Runes: default
+8 Ability Haste
+2% Movement Speed
+10% Tenacity/Slow Resist
Spells:
Flash
Ignite
Items
Ability Order rush pillar
King's Tribute (PASSIVE)
Trundle Passive Ability
Threats & Synergies
Morgana
morgana black shield stops pillar slow, bind is a huge threat in general
Jhin
jhin is a strong pick for trundle because
1) trundle is strongest in smaller skirmishes with his pillar, jhin gets 4 shots then leaves
2) the pillar knock up also proc's jhin stun + the slow makes it easy to land root.
might be trundle's best lane
Jhin
jhin is a strong pick for trundle because 1) trundle is strongest in smaller skirmishes with his pillar, jhin gets 4 shots then leaves 2) the pillar knock up also proc's jhin stun + the slow makes it easy to land root. might be trundle's best lane
Champion Build Guide
what the hecc does support trundle even do? many of my lane mates have asked me that and i always respond with "muted !"
in all seriousness, trundle support is great at 2 things:
1) throwing a pillar on the enemy team that has a 46% slow (for reference, exhaust has a 40% slow) and a knock up
2) trundle is a very tanky champion, with lots of lane sustain due to his passive, and team fight sustain when you ult an enemy during a fight and use your frozen domain, which speeds you up and increases heals.
armed with these two strengths, how do you fulfill your role as a support?
There are 2 important parts to trundle's pillar - timing and placement
when would you pillar?
1) when trying to force a fight and you see the enemy in pillar range and can be knockback into your team
2) during a teamfight and you want to split the enemy team (hitting a pillar in the jungle can seal the fight in your favor)
3) when you see someone out of position and think you can kill someone with your teammate
4) when ganking
5) peeling (important) if your teammate is getting dived by an enemy, you can pillar inbetween the enemy and your teammate
pillar placement
you almost always want to hit the enemy with the pillar, otherwise you get no slow/knockup value (your slows lets teammates heal with your runes)
1) the most ideal pillar is dead center, knocking up the the enemy into your side, forcing them to either flash away or die
2) pillar the enemy next to a wall will force them to walk all the way from the wall side to the other end
3) right next to the enemy, forcing them to back off
4) peeling for your teammate, the pillar will usually slow an enemy enough for you to get away
5) in contested areas of the map eg tri-bush, dragon pit exit, any tight corners to block movement
there any many more times and places to use the pillar! you are rushing ability haste so feel free to spam it :D
1) are you running towards the enemy and trying to get in pillar range? (chasing)
2) are you running away from the enemy? (fleeing)
3) have you just ulted?
4) are you in danger of dying and think you can survive with a potion + minion sustain?
5) do you want to bluff the enemy into thinking your jungler is nearby?
throw down the frozen domain!
depending on the situation and how you feel, throw the frozen domain forward to chase, or backwards to run.
cool tip time!!
if you are being seiged at your tower (which happens often) and you want to bluff, use your frozen domain aggressively and run towards them with a pillar in tow. watch them scurry for nothing!

the other time to use it (without the auto-attack reset) is if your teammate has a skill shot up and you want to help them hit it (chomp slows for 75% briefly)
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