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Trundle Build Guide by CherryHillEast

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League of Legends Build Guide Author CherryHillEast

[WIP] Universal Guide to Trundle

CherryHillEast Last updated on July 30, 2016
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Team 1

LeagueSpy Logo
Top Lane
Ranked #107 in
Top Lane
Win 47%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 12

Dangerous Game

Cunning: 0

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 18

Threats to Trundle with this build

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Threat Champion Notes
Aatrox Aatrox possess a stronger all-in simply due to his burst. That being said, if you are able to pillar cancel his dash followed by chomping him, you instantly win the trade for virtually no cost.
Akali Akali has a ludicrously weak time in lane, and it's very important you are able to capitalize on this advantage by forcing her to take damage or take a creep score deficit. Post level 6, trades are no longer winnable, but you should already have enough of a lead to where this is not a problem.
Alistar You can pillar cancel his knockback, and his entire rotation will be burst. If you are able to block away the one of two damaging abilities, you can immediately take the advantageous trade.
Diana Diana has a very bad time in lane until level 6, and you need to constantly harass her for her creep score so she takes a deficit in health or creep score. At level 6, her all in is a sudden increase in power, but will only be compounded if not fought back.
Galio Galio is only dangerous due to his surprise factor. As with most melee champions, you are able to bully him out. While Galio does have ranged abilities for wave clear, they have very large mana costs and cool downs, providing a strong opportunity to engage.
Hecarim Hecarim has a better one item power spike from trinity force, but bullying him can delay this to the point where he is useless. You can pillar cancel his dash.
Maokai Maokai is a pure tank, meaning longer length trades will be more meaningful due to his lack of damage.
Rek'Sai Rek'sai top is so bad.
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Trundle is an AD-bruiser, meaning that he uses a combination of physical damage and overall defense to function. Trundle's ability to engage and disengage as well as an above average range of auto attacks make his lane phase very dynamic. Trundle is able to bully out many melee champions yet due to his role in a team composition still manages to scale well into the late game. Trundle is able to do a variety of tasks, but functions best as a frontliner due to his ability to steal resistances, decrease an enemy's attack damage, and zone. That being said, his kit has synergy with split pushing, and if beneficial, can just as well do so. Trundle is not mechanically complex, and it's critical to hone ones play at the micro and macro level since mechanical advantages are virtually non existent on Trundle.

This guide is incomplete, but when finished, will not only how to utilize Trundle to his best, but also why each and every intricacy matters.

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Ranked Play

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Principles of Runes

It's universally agreed upon that runes are used to obtain an early game advantage that can snowball a lane, therefore, runes need to be taken to address the lane opponent. Taking runes for the purpose of becoming useful much later on is a questionable choice; items are not only more flexible to the situation, it's not advisable to potentially forfeit a potential lead. That being said, later game effective runes can be taken, but only under certain circumstances. Even then, certain runes are simply not viable. Only 9 of each minor rune category can be taken, and as a result, one has to get the most mileage of each category. While one can customize a rune page to have a larger emphasis on a certain play style or stat, some combinations can reach the same effect for less. The amount of stats a single rune gives can vary from Mark, to Seal, to Glyph. Obviously, the maximum amount is the best.

Basic Optimization

This section is aimed for a derivation of Trundle's parent rune page, the basic page which when going in blind, allows for the most effectiveness. Obviously in certain circumstances there are more optimal rune pages, but those are all modified versions of the one given below. More or less, this will just be showing how certain stats belong in different rune types. Due to different stats needed in different lanes, this will be segregated by lane type.

Top Lane

In Top lane, Trundle will be against a single opponent. To win lane Trundle will need to impose the threat of doing more damage and taking less damage. To maximize damage through runes, one has to note Trundles primary source(s) of damage, note its scaling, and dedicate runes to that particular stat. Trundle uses mainly attack damage due to his auto attacks, and Chomp. One may question why one opts for offense at all over purely defensive stats, and it's for that fact that Trundle is somewhat of a lane bully in the top lane, and increasing damage will increase this potency, and potentially snowball a lead so it will not be needed.

These give you +0.95 attack damage per rune.

These give you +0.28 attack damage per rune.

These give you +0.33 attack damage per rune.
Therefore to maximize the ratio of attack damage per rune, one should take attack damage marks.

Defensive stats are also necessary because taking pure offense is inefficient in terms of runes. Given a single rune type, it may be more optimal to invest in a different stat than another, as covered before. Increasing defense by a substantial amount versus increasing offense by a less than substantial amount favors the former because there is a greater stat to rune ratio.

There are two methods of damage reduction for each damage type. Increasing resistances or increasing health. The former decreases the damage dealt, while the latter makes it so more damage will be needed to accomplish the same percentage. The three stats are Health, Armor (for physical damage) and Magic Resistance (for magical damage).

These give you +3.47 health per rune.

These give you +2.67 health per rune.

These give you +8 health per rune.

Therefore to maximize the ratio of health per rune, one should take health seals.

These give you +0.91 armor per rune.

These give you +0.7 armor per rune.

These give you +1 armor per rune.

Therefore to maximize the ratio of armor per rune, one should take armor seals.

These give you +0.77 magic resist per rune.

These give you +1.34 magic resist per rune.

These give you +0.74 magic resist per rune.

Therefore to maximize the ratio of magic resistance per rune, one should take magic resist glyphs.

There is now a divergence in seal choice, since two different stats are optimal for seals. For one, it is not viable to find a balance between the two seal choices, and this goes for any stat; unless there is a very specific checkpoint one needs to hit, there is no reason not to put all resources into the desired stat. For this reason, Trundle will be compared with all health seals and all armor seals. The comparisons can be done at any level, and there are calculations to do so, there is little purpose to. At later levels, runes lose their impact as items provide larger amounts of stats. In fact, these calculations should be done in the interval before first or second back, as singular items already provide more, and the rational function nature of effective health make runes even less useful after even first back. Moreover, runes are taken for the early game.

Since it's uncommon to have much action at level 1, since most champions are unable to do anything significant with only a single ability, level 1 is not a good place to analyze. Level 2 and 3 are more viable intervals for this purpose. While Trundle often trades better level 3 against another, these are defensive runes which are being looked at; since many champions will like to trade level 2, this is the ideal level to look at.

Trundle at level 2 has base 685 health and 29.5 armor. 9 Health seals will give 72 health, and 9 armor seals will give 9 armor. With 9 armor seals equipped, Trundle will have a total of 29.5+9=38.5 armor. Damage reduction is calculated by:

1-100/(100+flat resistance), so Trundle will have a total of 1-100/(100+38.5)=27.80% damage reduction.

To find how much additional that is granted, we will subtract this from the amount of reduction Trundle would have had he not taken armor runes.

This is 1-100/(100+29.5)=22.78% damage reduction. Computing 27.80%-22.78% equates to 5.02%.

In order to break even with health runes, you'll have to take, before backing, the amount of health lost by not taking health runes divided by damage reduction, as that will be the point where enough damage has been dealt that the amount reduced is larger than the amount given by health seals.

This equation is derived from (damage)*(damage mitigation)=(health) and solving for damage.

This amount is 72/0.0502=1434.26 damage.

Now, taking 1434.26 damage is substantial, but this is raw damage, we will have to factor the actual amount damage being taken once more. We multiply by the damage multiplier from armor to get 1434.26*0.7220=1107.25 damage, which is bit more reasonable.

Can Trundle reasonably take that much damage in lane? Trundle through his passive already gets innate sustain as the minion wave pushes, and all of his starting items provide him with health. Furthermore, health regeneration also provides this. The only issue with taking armor seals is that if the champion does not do primarily physical damage, that the armor damage reduction will be a poor investment. That being said, in top lane, most champions deal primarily physical damage, making armor seals usually the better choice.

Quints are preference because the rest of the rune types have been dedicated to specific stats. Since top lane faces a single combatant, it's often better to examine the most important stat(s) in lane and pick from those. Trundle really only does use attack damage, armor, and magic resistance, and attack damage will always be useful, whereas the other two have match ups where they will not be, making it so attack damage quints are a more consistent option.


In the bottom lane, there will always be a ranged champion that specializes in doing damage at range. As a melee champion, Trundle will not be able to approach any of the opposing champions without taking full retaliation from two champions. Trundle support is not taken to deal damage, rather for his engage and disengage, peel, and front line with low income. While the poke can be out sustained through Trundle's entire kit, runes ought to be optimized for the sake of making lane phase more healthy.

The defense stats one needs to maximize are health, armor, and magic resist. The same arguments will be applied for magic resist glyphs, but the other three types will require a bit more in depth derivation.

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Pros / Cons

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Creeping / Jungling

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Team Work

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Skill Sequence

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Unique Skills

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[Unrelated] Random musings in League of Legends

    *It's almost always better to stack a resistance than health. Since every point of armor increases one's effective health by a percent of one's health, one can derive from the following formula
    Effective Health=base health*[1+(resistance/100)]
    that the optimal amount of health and resistance is where the amount of health is greater than the amount of resistance by exactly 100. This also explains why pure health and armor items are late game.

Twisted Fate's Loaded Dice should not attach the ideology of getting ahead of the lane opponent. Twisted Fate has one of the worst lane phases in the mid lane, and you take this passive so you can take a deficit in CS yet maintain equal gold. Often, this passive does generate enough gold to get a lead, but the passive's primary purpose is to act as compensation.

*You do not focus the carry. You deal damage to the most dangerous threat you can possibly get to while minimizing in danger. Assassins follow this rule; they will have an equal amount of danger for all targets so maximizing priority is often first.

* Face of the Mountain is a very bad item. An additional 10% of max health given to a target often does not do enough. If it made a difference, the target most likely would have survived anyways, and if the target dies it was a failure. The few times it would theortetically save someone is when somehow the amount of damage dealt to the target was between their current health and the sum of their current health with 10% of your's. Considering how that's a very thin line unless one stacks HP, which is very questionable.

*Support items don't even generate that much gold. 2 gold per 10 seconds equates to 12 gold a minute. It takes just over four minutes to generate enough gold for a potion. The same thing goes for bandit. However, supports only receive ambient gold, so you do have to take these in order not to fall behind even further.

*Smite for execution. The first camps provide useful passives to help clear, which means the longer one is able to have them, the better, since every camp past the first are more difficult.