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Learning Trundle...

Creator: JBuckowskiEsq October 6, 2011 4:32am
Nighthawk
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Permalink | Quote | PM | +Rep October 6, 2011 3:46pm | Report
Searz is on EU Duff :P

just saiyan

also someone tell me wtf metagolems are :c



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DuffTime
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Oh. Then Searz, I cannot show you l0l.

Meta golems, trinity force, warmogg's, atma's, Force of nature.
Searz
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DuffTime wrote:

No way dog. FH is an epic item on Trundle :)

The mana is almost wasted (I almost NEVER run out with utility masteries). The CDR is good, but not needed, same with the aura. And ofc HP>resistances
All in all, he just doesn't benefit from it that much.

Quoted:
The AD quints sound like they would help in terms of early jungle speed and a little bit to ganking power, but because I take AS reds, I would only be able to take two.

Oh no, that's why you should be running ArP marks and AD quints. 15ArP and ~7AD.

Quoted:
Basically to sum it up, it's a masteries and runes selection that allows for very fast, health happy clear times, at which point I go gank, and return to the jungle - Generally without basing.

So.. You're saying that you use them because they help with things Trundle just doesn't have problems with?
He doesn't have problems with HP, he doesn't have problems with clear time and he doesn't have problems with sustain >.>

I'd guess 21 utility has about as fast clear time as 14/13/3 with only a difference of ~50HP at the end of the jungle path. That is while having a ton of utility bonuses over 14/13/3. Faster leveling, longer buff duration, mobility, mana-reg (helps making blue buff less important) and CDR.

Give me your clear time and health on the standard route (blue->wolves->wraiths->red->golems).
Vamp Scepter start.
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I'll have to do it later on, haven't done it in a while since I'm always solo top these days.

But, I use the masteries and runes to make Trundle better at what he's already good at, so that I can heal in the jungle and gank CONSTANTLY, trade damage with my opponents, go back into the jungle, heal, rinse, and repeat.

It's horrifically annoying to get chunked for 1/4 or 1/3 or 1/2 of your HP every time the jungle so much as crosses by your lane. Summoners get blown. I make a big mess out of all the lanes very early.
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Sure, just tell me when you get it done.
Leash or no leash?


Lvl2 ganking is another reason to get Awareness . With it you get lvl2 on just the golems and can gank right after.


Reposting this just so I know you see it (I edited it in after forgetting it):
DuffTime wrote:

o_O His bite most certainly does scale with AS. The sustained effect combined with a little attack speed is great.

His ANIMATION doesn't scale :P
In the time the animation takes you could have landed 2-4 hits depending on the amount of attack speed you have.
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I believe his bite animation does go faster with attack speed. Either that or my mind plays tricks on me, but I'm almost certain of it.

It will be no leash.

I don't level 2 gank, Sometimes I do steal Wraiths at level one, take my wolves, and then blue buff after. It's easy enough to do, you don't need a leash on Trundle ^^

I don't lvl 2 gank when I'm on blue, it's only worth it on the purple team. You can easily kill the big wolf and then do blue buff after if you want to hit lvl 2 and immediately gank on the purple team.
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DuffTime wrote:

I believe his bite animation does go faster with attack speed. Either that or my mind plays tricks on me, but I'm almost certain of it.

Try getting to an attack speed of ~2.0 (a high number to make it easier to notice) or more, then use your bite while attacking something.
It's quite apparent that it doesn't :(
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Well, either way the bite itself not scaling with AS doesn't matter.

There's a lot of math to be done before I can say I agree with AD quints and the removal of the AS reds.
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Just try jungling with ArP marks+AD quints and compare the time to 15ArP+5%AS in runes.
I'm pretty sure AD quints will be 5-10sec faster on the standard path.
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Permalink | Quote | PM | +Rep October 6, 2011 4:54pm | Report
It's 10% AS from 6 AS reds :P

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