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Choose Champion Build:
-
Standard Jungle
-
Tank Jungle
-
Tank Top
-
Standard Top
Recommended Items
Spells:
Ghost
Smite
Items
Ability Order
King's Tribute (PASSIVE)
Trundle Passive Ability
Introduction ~ About the Author
I'm Gargopat, a league of legends player with a real knack for jungling (as you can tell by my profile, which contains all jungling guides). This is my first guide on MobaFire, and I wanted it to be on one of my Favorite champions,





Pros
|
+ Strong Early Game + Great Duelist + Terrific Sustain + Good Jungler / Counter-Jungler |
![]() ![]() ![]() ![]() ![]() ![]() |
Cons
|
- Sub-Par late game - Easily Kited and harassed - No Hard Crowd control - No AOE damage |
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JUNGLE RUNES
Precision
Fleet Footwork
Phase Rush
Greater Mark of Attack Damage: Some damage to start you off. Clears the camps faster and gives you a jump start if your AD. They help clearing the jungle faster then arpen marks, as jungle creeps have very little armor in the first place. However, they don't scale into late game as well as armor pen marks.
Greater Seal of Armor: Armor will prevent the camps from hitting to hard, and lets you survive poke in top lane. These are just the best available seals for almost any champion at the moment. If you are feeling brave, you can swap these out for
Greater Seal of Scaling Health, for some late-game tankiness.
Greater Glyph of Scaling Magic Resist: At level 9, these runes will have given you more MR then the flat counterparts. Simply the best you can go with, as they give 2x the amount of MR from the flat glyphs at max level. You won't be needing any level 1 magic resist, so scaling MR will be most beneficial to almost any jungler.
Greater Quintessence of Movement Speed: Lets you run around the jungle and in between lanes faster. If you take
Trinity Force, then you don't have to take these, as
Trinity Force provides Trundle with all the movement speed he really needs, but you can still take both to get as much chasing power as possible!
OTHER RUNE OPTIONS
Precision
Fleet Footwork
Phase Rush
greater mark of Armor penetration: Mainly for the top lane, it helps somewhat against the jungle camps, but not as much as the flat AD marks. These runes can negate the
Cloth Armor &
Health Potions x5 start. It doesn't offer as much damage in the early levels as flat AD marks, but come level 6-7, they will start to outperform flat AD marks.
Greater Glyph of Magic Resist: Flat MR glyphs will provide more defense against and ap-based poke champ, such as
Nidalee or
Teemo. These runes are only viable in a solo lane however, as Jungle Trundle doesn't need any early-game Magic Resist. If you are against an ad top with no magic damage, then scaling MR glyphs will serve you better.
Greater Quintessence of Attack Damage/ greater quintessence of armor penetration: Either of these will do, but I wouldn't double armor pen marks with armor pen quints. Flat AD quints are acceptable in any role
Trundle plays.
Greater Quintessence of Life Steal: If your new, and are just learning to jungle, you can use these quints for the extra survivability in the jungle, as the life steal will keep you sustained. The life steal will be improved with frozen kingdom, as explained in the abilities chapter.
Runes











OTHER RUNE OPTIONS
Runes




greater mark of Armor penetration: Mainly for the top lane, it helps somewhat against the jungle camps, but not as much as the flat AD marks. These runes can negate the








OFFENSIVE
-
Summoner's Wrath : This mastery improves
Ghost,
Ignite, and
Exhaust, 3 spells that
Trundle can make very good use of. You should always put a point into this, no matter what!!
-
Fury : A little bonus attack speed helps your jungling until you buy some attack speed items.
-
Butcher : Extra damage on jungle monsters and minions! Lets you farm more effectively.
-
Deadliness : Some scaling AD, mainly to help us get to the third row in the offense tree.
-
Weapon Expertise : Extra armor penetration is always a good choice, and gets more use than another point in
Fury .
DEFENSIVE
-
Summoner's Resolve : This grants 10 bonus gold every time you use
Smite. Very useful early game, but not so much late game. Still worth the point though! Don't put a point into it unless you are jungling, as it doesn't improve any of the spells you take when laning.
Perseverance: Taking this will grant extra health regeneration in between jungle camps. This amount can be increased with
Spirit Visage and while standing on frozen kingdom.
-
Durability : Some scaling health into late game helps
Trundle out a lot.
-
Tough Skin : Show those monsters whose boss.
-
Hardiness : Extra armor to reduce damage taken from monsters and champions.
-
Bladed Armor : A mini
Thornmail that only works on monsters.
-
Relentless : While
Tenacious reduces the duration of slows, stuns, etc.,
Relentless reduces the effectiveness of slows themselves, not the duration. Taking one or both of these masteries will improve your escapability by a huge amount, especially when combined with tenacity from an item.
-
Veteran's Scars : A free
Greater Quintessence of Health. You will really notice when you don't take this, as your jungling will be tougher thanks to less health. ALWAYS take a point in this mastery!
-
Tenacious : Extra tenacity on
Trundle makes slows, snares and other forms of crowd control a joke. Stacking with tenacity items will grant a total of 45% tenacity.
-
Legendary Armor : Increasing armor and magic resist bonuses from items and runes. This stacks well with
Defender , as well as
Hardiness and
Resistance . The 5% is so small though, it might not be worth putting points into this mastery instead of putting them into something else, like
Block or
Honor Guard , making this a situational mastery.
-
Honor Guard : Reduced damage? Whats not to love? It stacks with
Tough Skin ,
Unyielding and
Block , and if you picked up an early
Doran's Shield, you will be negating a TON of damage.
UTILITY
-
Summoner's Insight : Reducing the cooldown on
Flash is extremely useful, but if you aren't taking
Flash, then take this point and put it into
Wanderer .
-
Wanderer : One point just to get us into the second row of masteries. Two points if you're not taking
Flash.
-
Meditation : Extra mana regeneration helps us when we don't have the blue buff.
-
Mastermind : Greater cooldown on
Smite, and any other spell. Very useful, as
Trundle relies heavily on summoner spells.
-
Runic Affinity : Extra duration on neutral buffs from golems and lizards, very helpful early game, and if you manage to kill an enemy with any transferable buff.
Take 9-21-0 masteries when jungling. The important ones areTenacious and
Relentless . These 2 masteries will make
Trundle near-immune to all forms of CC when combined with an item that gives tenacity.
Legendary Armor will improve the effectiveness of any armor or tanky items you buy. When going top lane, I pick 21-9-0 masteries, picking up all of the armor pen masteries and
Havoc mastery, to increase my overall damage output. When playing as a tank, usually take the 0-21-9 mastery setup.

























I usually take








Take















Tips and Tricks
- This ability applies on-hit effects like the Elder Lizard Debuff and
Black Cleaver's armor reduction.
- This ability will be blocked by blinds like
Blinding Dart, and spell shields like
Spell Shield.
frozen kingdom Frozen Kingdom: Coats a large area with ice for 8 seconds. While




Tips and Tricks
- The healing effect while standing on this ability increases healing from
Health Potions, and stacks with
Spirit Visage's healing passive. It also increases base health regeneration.






Tips and Tricks
- If you watch the Trundle Champion spotlight (link is in the guide), around the 2:00 mark, you can see a proper use of
Pillar of Ice.
- Casting it underneath a channeling champion will interupt their channel, such as
Death Lotus or
Bountiful Harvest.
- It can block the travel of certain abilities, such as
Tristana's
Rocket Jump, stopping them in mid-air.




Tips and Tricks
- Be sure to target the tankiest member of their team!
- The AP scaling is very poor, so you won't get any use out of building AP on
Trundle.
Take
Chomp at level one, it's essential for Jungling, and max it first. It makes champion killing easier, and increases the amount of AD the victim will lose. Take a point in Frozen Kingdom at level 2, but max it third. Max
Pillar of Ice second, with your initial point at level 3. Maxing it second will improve the effectiveness of your ganks. It's great for ganking and team fights, splitting up enemies and slowing them. Take points in
Subjugate whenever possible. (6, 11, and 16).
Subjugate Is especially important, as it makes even the beefiest enemies melt while being affected.




Essentially the same, but maxing frozen kingdom second instead of
Pillar of Ice. This makes a skirmish in lane easier as you will hit harder, move faster and it will give you more sustain in lane. The points in
Chomp and
Subjugate stay the same.






- Grants Magic Resist
- Grants Tenacity
- Makes you run faster




- Grants tons of health
- Grants Cooldown Reduction
- Grants Tenacity




- Bonus magic damage for clearing camps quickly
- Life steal for sustain
- Free re-usable ward




- Tons of health
- More CC on every attack





- More armor and health
- Consistent magic damage every second





- Health and Damage
- Armor penetration
- Cooldown reduction







- Life steal gives more sustain
- Health % shred on every attack
- Active effect slows and steals 15% of max HP and heals for same amount










- Slows anyone who attacks you
- Active slows in an AOE
- Tons of health and armor




- Tons of magic resist
- Increased Healing from all sources for great sustain
- Very cheap (for now, edits coming in upcoming patch)






- Tons of armor
- Unique passive adds AOE slow and damage to basic attacks
- Cooldown reduction
- Solves all mana problems


- Grants stats that benefits Trundle's every need
- Tons of damage
Purchase order
When jungling, I would usually buy the









Follow this jungle order and success will follow:
Ancient Golem -> Wolves-> Wraiths -> Elder Lizard -> Golems -> Gank (At Level 3)
or
Ancient Golem (smiteless)-> Elder Lizard (
Smite)-> Gank ( you will be level 3)
When getting the blue golem, it is usually best to get a smitless leash, and then run straight to the red lizard camp, and smite that bad boy off. It will out you straight up to level 3, around the 3:00 mark. If you can't get a smiteless, then just smite it and go to the wolf camp.
Afterwards, pick up small golems, followed by wolves and wraiths as they respawn, and then give the mid player the Blue Buff once it respawns around the 7:00 mark( If they don't need it, take it for yourself). Be sure to take the Red Buff as often as possible to ensure it does not get stolen from you. Also be sure to get the dragon at earliest convenience, such as when bot can come assist you, like right after a gank on bot lane that resulted in a double kill for your team, or forced the enemy to both recall to their base. This will allows an uncontested dragon, even if they have wards. (You should be at least level 10). And if you can keep track of the enemy junglers movementsby warding key areas of their jungle, you can easily sneak into their jungle and steals camps and buffs. Using the
Wriggle's Lantern's free ward at the enemy blue around the 6:00 minute mark will show you when to get to the enemy blue buff and steal it with
Smite, or around the 7:00 minute mark for red buff. If the enemy jungler starts at red buff, then make it 6:00 for red buff, and 7:00 for blue buff.

Note that the camps are at a 5:00 respawn, so killing the camps at about 2:05-2:10 means they will respawn around 7:00. Make sure to place a ward there beforehand for stealing, but not to early, as wards only last 3:00 minutes.

Ganking:
Sometimes, all you have to do is poke your head out of a nearby bush, and they will sh*t themselves and
Flash away. When this happens, come back to that lane shortly for a gank. If they don't have
Flash ready and available, then they will not be able to escape your slows and
Pillar of Ice. If they have no escapes or
Flash, they are an extremely easy kill.
One thing too many people do is suddenly play aggressively when their jungler comes to their lane. They don't play passively enough, and end up giving away their teammates position. Make sure they let the enemy push their lane, as it is easier to gank a pushed lane. Also make sure they don't give away your position. Otherwise, you're gonna have a bad time ganking.
Ancient Golem -> Wolves-> Wraiths -> Elder Lizard -> Golems -> Gank (At Level 3)
or
Ancient Golem (smiteless)-> Elder Lizard (

When getting the blue golem, it is usually best to get a smitless leash, and then run straight to the red lizard camp, and smite that bad boy off. It will out you straight up to level 3, around the 3:00 mark. If you can't get a smiteless, then just smite it and go to the wolf camp.
Afterwards, pick up small golems, followed by wolves and wraiths as they respawn, and then give the mid player the Blue Buff once it respawns around the 7:00 mark( If they don't need it, take it for yourself). Be sure to take the Red Buff as often as possible to ensure it does not get stolen from you. Also be sure to get the dragon at earliest convenience, such as when bot can come assist you, like right after a gank on bot lane that resulted in a double kill for your team, or forced the enemy to both recall to their base. This will allows an uncontested dragon, even if they have wards. (You should be at least level 10). And if you can keep track of the enemy junglers movementsby warding key areas of their jungle, you can easily sneak into their jungle and steals camps and buffs. Using the



Note that the camps are at a 5:00 respawn, so killing the camps at about 2:05-2:10 means they will respawn around 7:00. Make sure to place a ward there beforehand for stealing, but not to early, as wards only last 3:00 minutes.

Ganking:
Sometimes, all you have to do is poke your head out of a nearby bush, and they will sh*t themselves and




One thing too many people do is suddenly play aggressively when their jungler comes to their lane. They don't play passively enough, and end up giving away their teammates position. Make sure they let the enemy push their lane, as it is easier to gank a pushed lane. Also make sure they don't give away your position. Otherwise, you're gonna have a bad time ganking.

Anivia: Her
Crystallize is like a wider version of
Pillar of Ice.
Pillar of Ice can also be cast to keep enemies on her
Glacial Storm's AOE for a longer duration.
Ashe: Passive slows on her basic attacks from
Frost Shot means you can keep up with an enemy and get the kill.
Elise: If she leads with her
Cocoon, it will set you up for an easy gank with
Pillar of Ice.
Fiddlesticks: Like
Anivia's ult,
Pillar of Ice can be used to keep enemies on
Crowstorm for the full duration.
Gangplank: Fighting an enemy on top of frozen kingdom, and underneath
Cannon Barrage will turn a battle in your favor, allowing you to kill, or escape a tough situation.
Janna: Be sure to cast frozen kingdom underneath her
Monsoon will get the most benefit from the heal. Her passive,
Tailwind grants
Trundle bonus movement speed, meaning you may not have to take movement speed Quints if you don't want to.
Jarvan IV: His
Cataclysm will prevent enemies from escaping, giving you enough time to kill them, or slow them if they try to escape.
Kog'Maw:
Pillar of Ice can prevent them from escaping his
Icathian Surprise.
Nocturne: While he is casting
Unspeakable Horror, you can use
Pillar of Ice to prevent them from getting out of range in time.
Ezreal,
Lux,
Draven: These three with a long-range skillshot ultimate can have an easier time landing them if you set them up with
Pillar of Ice.
Miss Fortune: Catching enemies with
Pillar of Ice underneath her
Bullet Time will WRECK the enemy team.
Nunu & Willump: Slowing a foe with
Chomp and
Pillar of Ice can give
Nunu & Willump enough time to get in range for
Ice Blast or
Absolute Zero.
Soraka: Her
Wish heal amount is increased while standing on frozen kingdom. While it may be hard to predict when she will cast it, good timing will allow you to heal a large chunk of health.
Taric:
Pillar of Ice keeps them in range of
Dazzle, and
Imbue heals more while standing on frozen kingdom.
Thresh: He has a ton of toys to keep and enemy close enough to kill or assist in a kill.
Zyra: Her
Grasping Roots make it easier for you to get in and have a successful gank.



Remember, it's okay if you die! You're not the AD or AP carry, so if you die softening up the enemy team enough so that your team wins, it's a success.
If the enemy team decides to retreat, then you can apply all your CC to stop them. Casting your






If you need to retreat, you can still use almost all of these tricks to stop them from catching and killing your team mates, mainly the carries. This is called peeling, and also applies to counter-initiating.
Trundle has the potential to heal incredible amounts of health from many sources. This healing can also increase his sustain in the solo lane or the jungle. My build has these sources:
-6% from
King's Tribute
-20% increased healing from all sources from
Spirit Visage
-20% increased healing from all sources from frozen kingdom
-15% lifesteal from
Blade of the Ruined King
-28% of targets maximum health from
Subjugate
-Optional
Greater Quintessence of Life Steal X 3.
With this sustain,
Trundle can stay in the jungle or solo lane much longer then you'd expect, and longer then many other laners or junglers. For example, in the top lane against someone like
Darius, you can easily win the sustain game. Darius can poke at you with
Decimate, but he has no sustain, so he won't be able to shrug off your trades as well as you can. For each time you nail a last hit on a minion, you will heal some health back. It works better on frozen kingdom, as do health potions. This will force him to play the sustain game as well, and therefore spend more money on health potions and health items.
-6% from

-20% increased healing from all sources from

-20% increased healing from all sources from frozen kingdom
-15% lifesteal from

-28% of targets maximum health from

-Optional

With this sustain,






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