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TRUNDLE BUILD GUIDE: [S3] Trundle, your favorite jungle Troll. by Atmoic Robo

by Atmoic Robo (last updated over a year ago)

412,886 Views 5 Comments
8
Greater Mark of Armor Penetration(+10.24 armor penetration)
1
Greater Mark of Attack Damage(+0.95 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 2/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
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mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
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mastery 3 mastery 3 0/3
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mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
King's Tribute
QChomp
WFrozen Kingdom
EPillar of Ice
RSubjugate
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 2/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
King's Tribute
QChomp
WFrozen Kingdom
EPillar of Ice
RSubjugate

Champion Matchups

Introduction

Trundle is a champ you do not often see. But the truth is that trundle is a champ that will catch any mainstay champ by surprise.


Trundle in the jungle is a pure force to be reckoned with. He is a beast in the jungle. He can gank. He can duel, he can dive, he can carry, and he can escape. Simply put Trundle is very much the diamond in the rough. And the honest truth is that he can very much save your ass as well as your teams.

So hear you go. My season 3 Trundle guide for all you aspiring Trolls.

Masteries

The masteries are very simple 9/21/0.

Now I do want to note that I chose CDR over attack speed. The reason is that you will get a lot more usage out of that extra CDR rather then the AS buff. The thinking behind this is that the more times you can chomp, drop corrupted ground, and toss up pillars and use your ult, the more effective you will be. Also the CDR will mesh in nicely with the CDR of and . Meaning your bite is going to be dropping like crazy.

A tanking Trundle is a much more scarier prospect then a glass cannon trundle. With those two items, you will see both your Armor and MR jumping into the 200 range. Then include your ult being dropped on the enemy tank you now become a main tank yourself.

And I mean that in the sense that you are a TANK. You will be dealing damage consistently at a high pace that will see the enemy champs caught off guard and running for their lives. AND you will be stopping damage like crazy.

Runes

The runes are pretty self explanatory. The overall goal here is is to buff Armor, AD and MR. The AD feeds right into your bite.

The armor and MR runes will buff your tank ability further. Basically maximizing each of your main areas.

However a good choice would also be armor pen runes, as they will give you a little extra hurt against high armor champs.

I have found now that a great option is 8 Armor Pen runes, doing so means you will do true damage to most non-big monsters in the monster camps, and it will give you tat extra little oomph in those early fights.

Summoner Spells



Explanation:


Simply put is a must for your jungle needs.

Now is my personal choice, but an argument can be made for because it will stack nicely with your for a massive boost in speed for a short distance.

If your going to Top lane is your best choice. Along with

Edit:
After lots of experimentation I have found that that is the better choice then flash for most games.

It lets you engage at a much faster rate, it gives you a longer chase duration, and the fact that if you stack it with your , you will catch any champ. Not only that but it will help you cover more ground faster if you need to be assisting a champ in top lane and you find yourself way out of the way.

If you do take ghost drop the 1 point into the mastery as well to get the 35% movement speed buff.

Skills

Passive: Decompose

Explanation:


Trundles passive is something that makes him one of the safest junglers out there. Also, combine this with and you will easily heal up in lane or in jungle by just clearing a few waves or camps. Trundles passive works on any nearby enemy champ/minion/monster deaths. This + will let you heal up to full hp from near zero just by farming off the monster camps. Also you will heal your self for a great amount whenever an enemy champ dies. Meaning if you can survive through 1 enemy champ death, your team will more then likely win the team fight.

At lvl 18 that means you will heal for 26% of the TOTAL HP of any deaths of nearby champs or monsters/minions.

A little math time
If an enemy champ has 2000 hp. That means if they die near you, they will give you a 520hp bonus.

Scales

4000 hp = 1040 hp
3000 hp = 780 hp
2000 hp = 520 hp
1000 hp = 260 hp

Special Tip: If your in a team figiht, and you find yourself about to die, drop you on a minion. You will get a burst of hp that may very well save your life. Just remember, slightly wounded cannon minion > melee miinion > mage minion.


Q: Rabid Bite

Explanation:

Trundles Bite is huge. It is his go to damage output. Your goal with this is 2 fold. The first is to drop the AD on their heaviest AD hitter (usually their ADC) and to also buff your AD. It can not be underestimated just how powerful this move becomes late game. Early game you are spamming it on your camps/waves and any champ that gets close to you. This single move right here will be the cause of you winning a lot of your duels as enemy champs that want to melee you will quickly find their damage output drastically reduced.

Max this by 9.

W: Contaminate

Explanation:

This is your steroid. Drop it to help move from camp to camp, to clear waves/camps faster. To chase, and to make your self one feisty troll. If you are in a team fight make sure you have this down as you will be able to maneuver to where you want to be quickly. The other huge blessing from this is the CC reduction. You will be able to get out of a hairy situation quickly, kite enemy champs, and otherwise troll to your hearts content. Again make sure you drop this before you dive into a fight, as you will most likely get CC'ed first. Combine this with and it will be very rare for you to be caught.

Max this 2nd


E: Pillar of Filth

Explanation:

The pillar is your make or break skill. This skill will often determine the outcome of a fight.
Placement:
-Initiation - Your goal is to drop this behind enemy lines. If you can use terrain to wall off 2 parts of their movement, then excellent! Otherwise your goal is to push forward their ADC/Supports into fighting range. Otherwise use it to split and divide an enemy team.

-Team fights: During the fight, aim to try to pin enemy champs to your melee champs, or to terrain to hinder movement. Remember that not only is it impassible terrain, but also it provides a slow. So if you drop it right into the center of their team, their mobility will drop to ~nill~. Also if an enemy is on top of your ranged APC/ADC. Dropping this in between them will save your casters/ranged lives. It will peel the enemy champ off of them and give them room to recover and breathe.

-Chases: Try to set up the block with terrain like towers or walls. Otherwise save it until you can drop it right in their path and you get to laugh as they face check a brand new wall.

-Ganking: DO NOT INITIATE THIS FOR A GANK! The reason behind this is simple. You dont want to scare them off. Instead, drop then charge in Bite and Auto attack, then as they turn to run, drop that shit! If you can get them to pop ghost/flash then drop this and watch them flounder as they try to run.


-Vision: If you unsure of what might be waiting in that bush or around that corner or in an enemy jungle's camps, drop a pillar in it and find out what it is!

-Tower killing: A great tactic when you burning a tower down will be to clear the minion wave. Start AA the tower (make sure you the cannon minion or a melee minion for the extra AD. Then as you are smacking that tower, drop a pillar the instant you see the first minion of the new wave come. The reason for this is two-fold. First if placed correctly the new wave has to go around the top or the bottom of the Pillar and get slowed in the process. And 2nd it will give you vision for that approaching enemy champ.

-Tower Diving: Place this in such a way as the enemy champ is on the side closest to you. The pillar is touching the tower AND the nearby wall, and boom, free dive kill. Otherwise use the pillar to trap them and make it more difficult for them to escape. NOTE: Using a pillar under an enemy tower WILL MAKE IT TARGET YOU. So be mindful of how you play your dive.

Special Note: if you see a , save this until she Ult's. When she does IMMEDIATELY drop it right on top of her. It will stop her Ult. in its tracks. And win you that fight as she is now completely vulnerable.

R: Agony

Explanation:


This bad boy right here is what turns you into a ganking, tanking, dueling machine. This will enable you to win most duels, and to also neutralize their tanks early on. The reason being comes from the fact that you steal their HP, MR, and Armor. All the things a tank needs to be a tank. However if you drop it on a squishy, then watch them go from squishy to jello!

Combine this with your and you will have free AD, MR, HP, and Armor, while your target lacks a significant chunk of theirs.

Of special note: This skill will sometimes kill off a low HP fleeing champ. So if their really low, and you have it up, feel free to drop it on them and watch them die!


Item Builds

The items you chose for Trundle are absolutely vital

Rush this, it gives you everything you need and will let you farm with out stopping.

get these bad boys next. CC reduction and MR. If you have the spare gold I always buy to give me the extra boost to speed. This enchant has almost become a must buy for me, as with you will have speeds surpassing 500+ movement speed. Enough to catch a ghosting/Ulting Yi =).

Always get this 3rd. It turns your heals up a notch, gives MR to shut down their casters, and gives you CDR to let you spam your move faster

Armor, CDR, and Debuff for nearby champs. After you finish this item, your bite will be dropping every 3-4 seconds and you have mana for days. this + spirit will turn you into one hell of a tank.


Special Note: These 2 items together will put you in the perfect tanking position + it and your +4% CDR skill + the items +35% CDR will have you sitting at 39% CDR. The current CAP for CDR is at 40%. Which means if you keep snagging the enemy blue your CDR will be sitting at the peak. This translates in game to have a 3 second CD on your bite. About 10 sec CD on your Pillar, ~8 sec CD on your corrupted ground, and around ~30 sec on your Ult.

Special Note 2:
Getting + is also important for the fact that they synergies very nicely. The wriggles gives you your offensive stats, plus armor, while Spirit Visage gives you important defensive stats.
The other reason is the healing factor. With Visage you gain a +20% to healing effects, which means any damage you inflict with wriggles on you will be even better due to the life steal.

Scale
Basic Damage Wriggles + Spirit visage
300 Damage = 30 hp = 36 hp / hit
200 Damage = 24 hp = 24 hp / hit
100 Damage = 10 hp = 11 hp / hit



^^All of the above are a must have. These are the items that will win you the game.
------------------------------------------------------------------------------------------------------
Items from here down are considered optional depending on your games circumstances. Build to counter their fed champs!


I usually build this 3rd because of the boost to bite and the lifesteal and the active and passive. This combined with the above selection will make it almost impossible for enemies to kill you 1v1 or 1v2. It will take the entire team co-ordination to catch and kill you by this point


Scale
Basic Damage Wriggles+Hydra + Spirit visage (final total/ hit)
300 Damage = 60 hp = 72 hp / hit
200 Damage = 48 hp = 57.6 hp / hit
100 Damage = 20 hp = 24 hp / hit

Now factor in that you are now doing aoe damage each time you hit.
This will be 60% - 20% of your normal damage. Which means:

AOE Healing:
300 Basic Damage = 180 - 60 aoe damage = 43 - 14.4 hp/hit for every enemy in the AOE!.

This provides everything a Trundle needs and its proc will make your damage skyrocket.

or . Because you will need the Armor pen sooner or later.


Early Game

Ok my fellow Jungle Troll here is your best route!

Blue camp
Pop potion at beginning.
Hit lvl 2.

Wolves
Save potion

Wraiths
Pop potion after big wraith is killed.

Red Camp
Pop potion prior to fight.
Hit lvl 3

Now you have a choice. You can either Gank, Shop, or Farm.
If you need to Gank, go to where it is needed. Target the less mobile champ first if it is a dual lane, otherwise ping and communicate with your team. If nothing else try to get the enemy champ to burn their summoner spells.

If you go to Shop then you will buy first! This will let you clear faster and save a lot of HP plus it gives you AD for your bite and Armor for Ganks.

If you chose to Shop: Then know you will be a little behind now in farm. If you spot a Gank hurry to it and succeed otherwise play it safe and return to farming. A trundle needs to finish his core by minute 20.

If you chose to continue Farming. Go back to wraiths and then wolves.

I can not stress enough how important farm is for trundle.

You goal is this. 100 CS before the 20 minute mark.

When in doubt, back off from a fight if you are low health. Its better to be alive then dead.

Mid Game

Mid game: 20 minute mark - 30 minute mark.

You are now roaming, team fighting and stealing the enemy jungle when able.

Strive to out CS your enemy jungle. That is your goal!

For ganks, you need to aim to have around 2 - 3 kills by this point.

When you hit the 20 minute mark you need to have:
.

If you don't, consider yourself behind and in need of lots of farming. Strive to hit this goal!



Mid Game Goals:
2 - 3 Kills
100 CS
0 - 1 Deaths

Late Game

Late Game: 30 min +

Goals:
5 Kills

0 - 4 deaths

10+ assists

140+ CS

At this point you should be close to ending the game. You should have built , and otherwise be rolling the enemy team.

Continue to team fight and snag baron and drag when you can.

Team Fights

Ok here is the standard opener for my team fights.

Throw down

Drop behind enemy range/caster ADC/APC.

Drop on enemy tank.

Use and AA until your focus is dead.

Remember carries die first! Then Support, then tanks.

Chase down any runners.

It is vital that you latch on to their carries like a bad tick. Your goal is to force them to either focus you or zone them out completely. Remember, you are their to first DEBUFF their ADC and Tank. then to zone out enemy champs. You will deal damage, but nothing like your ADC OR APC.

Jungling

The jungle route is fairly simple.

Ask for help! > Blue Camp > Wolves > Wraiths > Red (Gank/shop/farm) > Golems > Wraiths > Wolves > Gank or invade enemy jungle.

If you have an enemy jungler. Make sure you guard against invades. Play it safe. Keep an eye where they gank from. If you get the chance, drop your wriggles ward in their jungle while they are away.

If NO enemy jungler. Clear out your jungle then head to theirs after you gank. Keep stealing their buffs as long as they let you go unpunished.

Note: Make sure you give MID lane your blue bluff when it spawns back after you kill it the first time. Remember, a happy team, is a good team. They will thank you for thinking of them first


Blue camp
Pop potion at beginning.
Hit lvl 2.

Wolves
Save potion

Wraiths
Pop potion after big wraith is killed.

Red Camp
Pop potion prior to fight.
Hit lvl 3

Now you have a choice. You can either Gank, Shop, or Farm.
If you need to Gank, go to where it is needed. Target the less mobile champ first if it is a dual lane, otherwise ping and communicate with your team. If nothing else try to get the enemy champ to burn their summoner spells.

If you go to Shop then you will buy first! This will let you clear faster and save a lot of HP plus it gives you AD for your bite and Armor for Ganks.

If you chose to Shop: Then know you will be a little behind now in farm. If you spot a Gank hurry to it and succeed otherwise play it safe and return to farming. A trundle needs to finish his core by minute 20.

If you chose to continue Farming. Go back to wraiths and then wolves.

I can not stress enough how important farm is for trundle.

You goal is this. 100 CS before the 20 minute mark.

Smite Table: (Memorize this if possible) when in doubt, start at 490 then add 30 for each lvl)
Table of damage per level
Level Total Damage
1 490
2 520
3 550
4 580
5 610
6 640
7 670
8 700
9 730
10 760
11 790
12 820
13 850
14 880
15 910
16 940
17 970
18 1000

Important information on stat caps and towers (thanks/credit to LoL forums)

All information pulled from here:
http://na.leagueoflegends.com/board/showthread.php?t=3287

Tower damage, Keep this in mind when you Tower Dive:
85 damage (starts at 85% standard)
95 damage (increased by 10%)
105 damage (increased by 10%)
115 damage (increased by 10%)
125 damage (increased by 10%)
135 damage (increased by 10%)
145 damage (increased by 10%)
155 damage (increased by 10%)
155 damage (damage is maxed)


When the tower switches targets between champions, the damage will decrease to 125% standard if it is above that. Using the previous example:

85 damage (starts at 85% standard)
95 damage (increased by 10%)
105 damage (increased by 10%)
115 damage (increased by 10%)
125 damage (increased by 10%)
135 damage (increased by 10%)
145 damage (increased by 10%)

*Tower switches to Champion B*

125 damage (reduced to 125% standard)
135 damage (increased by 10%)
145 damage (increased by 10%)
155 damage (damage is maxed)

Cool Down Reduction Cap:
40%

Attack Speed Cap:
2.5

Life steal cap:
100%+ (Is affected by Armor!)

Armor/Magic pen:
Armor/MR Reduction
Flat/Linear Armor/MR Penetration
% Based Armor/MR Penetration

How Armor/MR works:
Every 1 armor means the damage it takes to kill you is extended by 1% of your hitpoints. At 100 armor, it takes 100% more damage to kill you, ie it requires double damage, ie you're taking half-damage. At 300 armor you're taking 25% damage, etc.

Magic resistance works in the exact same fashion, except it does so against spells only. There is no overlap between armor and magic resistance at all. (Ex. Having 500 Armor would have no impact on spells, having 500 Magic Resistance would have no impact on physical attacks)

Final Comments

Now You know the secret of building a truly scary Trundle in season 3. If you have any comments feel free to let me know down below. This is my first guide so please feel free to offer insight or advice.

Cheers!

Comments

January 2, 2013 - 02:29 PM #1

Noticed some stuff:



-Spirit Visage doesn't increase Trundle's passive healing from 6% to 26%, it increases the 6% by 20%, meaning that 6% goes up to 7,2%.



-Madred's Razor doesn't give AD.



-There is no cap on lifesteal and even if there were, a cap of 100% would be pretty irrelevant because you'd need 5 fully stacked Bloodthirsters to get anywhere close to such a cap.

January 2, 2013 - 07:43 AM #2

Maybe start with wolves first? You should be able to clear wolves just fine with a little dps from mid and top and still be at blue when it spawns.

December 24, 2012 - 05:34 PM #3

really good guide. hope it gets approved. Just one thing: u might want to build phage early on and then upgrade to mallet later. Trinity is just too expensive.

December 24, 2012 - 07:07 AM #4

thank you!

December 23, 2012 - 09:30 PM #5

Awesome! I really like this guide!

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