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.
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
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.
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
The pillar is your make or break skill. This skill will often determine the outcome of a fight.
-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.
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!