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TRUNDLE BUILD GUIDE: Jungle Trundle - Not troll chief, troll king. King! by Swedish

by Swedish (last updated over a year ago)

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9
Greater Mark of Attack Speed(15.3% attack speed)
9
Greater Seal of Armor(9 armor)
9
Greater Glyph of Scaling Magic Resist(27 Magic resistance at champion level 18)
3
Greater Quintessence of Attack Speed(13.5% attack speed)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
21
9
0
mastery 1 1/1
mastery 2 4/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 0/2
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
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 Domain
EPillar of Ice
RSubjugate
View Skill Order Details

Introduction

Trundle is a simple yet fun and dynamic melee bruiser and offtank champion that excels at controlling the terrain of a battlefield and neutralizing enemy tanks by stealing their stats. He is one of the games strongest duelists, with the ability to steal AD as well as health and resistances from his targets. As of the Cinderhulk jungler addition and the resurgence of tank junglers in season 5, he has become quite a bit stronger than he was when early pressure-centric junglers were dominant. A good Trundle player will take over the game by either diving the enemy squishies with massive and stolen steroids, or peel for his own squishies by critically weakening those who try to dive them.



Trundle's Base Stats:
Health = 616 – 2248
Health Regen per 5 = 9.4 – 23.9
Mana = 282 – 1047
Mana Regen per 5 = 7.5 – 17.7
Attack Range = 125 (Melee)
Attack Damage = 60 – 111 (+ 20 / 25 / 30 / 35 / 40 with Q)
Attack Speed = 0.67 (+0% – 49.3%) (+20 / 35 / 50 / 65 / 80% with W)
Armor = 27.5 – 73.4
Magic Resistance = 32.1 – 53.4
Base Movement Speed = 350

Pros:
  • Good sustain in the jungle
  • Solid first jungle clear (time spent and health upon backing)
  • Incredibly good in duels and skirmishes
  • Very strong counter to health and resistance stacking tanks
  • Few damaging items required to deal considerable damage
  • Very good objective control; kills Dragon, Baron, and Buffs quickly
  • Strong ganks throughout every stage of the game
  • Steroids
  • Very easy to play

Cons:
  • Struggles when behind
  • Very easy to kite
  • Very easy to peel off of carries
  • Very immoble, even with frozen domain

Runes

Marks:
1.7 Attack Speed x 9 = 15.3% Attack Speed
On a champion like Trundle where most of your damage comes from your autoattacks, attack speed runes are a must when you jungle. Compared to AD marks, these leave you with significantly more health after your first clear and make you as strong as you can be in skirmishes and duels. Your Q already gives you a sizeable attack damage buff that makes the attack speed from runes even better. You could argue that Trundle does already get a large attack speed buff from his W, but the attack speed that you get from that isn't very significant until you get 3+ points into the ability (which you're maxing second) and there's simply nothing better than a full attack speed page to supplement your early game, which is exactly what you need.

Seals:
1 Armor x 9 = 9 Armor
Armor seals are really the only viable seals for jungle champions, since all of the jungle camps deal only physical damage these will be the most efficient runes to take and leave you as healthy as you can be while you're powerfarming. You can't substitute these for health runes or any other runes, you just need the defense these gives you early game if you don't want to get torn apart by the jungle.

Glyphs:
3 Magic Resistance at level 18 x 9 = 27 MR at level 18
These are the only runes that I'd consider interchangeable on Trundle, and the alternatives are flat magic resistance, cooldown reduction, and scaling cooldown reduction. I prefer scaling magic resist over all of those because lategame they make a huge difference and as a jungler you're not going to be up against a whole lot of magic damage UNTIL these runes eclipse flat mr glyphs in value and efficiency.

Quintessences:
4.5 Attack Speed x 3 = 13.5 Attack Speed
Attack Speed quints give you so much value that it's ridiculous, these will make you clear your jungle so much faster and lose so much less health while doing so. Compared to the 2 attack damage per quint that AD quints give you, it's not even debatable which rune is superior. Coupled with your attack speed marks, these allow you to permanently have your Q attack damage buff on while you're clearing a camp, giving you a head and shoulders advantage over the other jungler.

Masteries

mastery 1 1/1
mastery 2 4/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 0/2
mastery 3 0/2
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
Offense Tree:
1 Point in Double-Edged Sword:
Double-Edged Sword is an extremely efficient mastery for melee champions. It provides you with a 2% damage increase, something almost as strong as the tier 6 mastery Havoc, at the cost of receiving 1% increased damage. Super worth it, you should always take this mastery.
4 Points in Fury:
5% attack speed is more than a full quintessence gives you, and attack speed is definitely something that you want on Trundle. This does everything from helping you clear your jungle faster to clubbing people to death faster (and something often overlooked--it helps you apply red buff more often and it hastens your auto-Q combo).
3 Points in Brute Force:
10 attack damage at level 18 is nothing to scoff at; it's a long sword (360 gold) worth of damage at level 18 and you can't really take anything else anyway. Always take Brute Force, it's a 'core' mastery that can't be substituted and is needed to go further down the tree.
1 Point in Martial Mastery:
4 flat attack damage is going to be something that you're constantly reaping the benefits of, every single autoattack and every single Q is going to be supplemented by this. Similarly to Brute Force, you can't substitute this and need it to go further down the tree.
3 Points in Executioner:
Executioner is one of the best masteries of any of the three trees, as it gives you a 5% increase in damage to anyone under half health. It's head and shoulders above a whole lot of other masteries in terms of value, and is something that you're always going to want to take.
1 Point in Spell Weaving:
I like to take a point in spell weaving and NOT in blade weaving, simply because blade weaving won't apply when you cast your Q, making the only applicator of the mastery your ultimate, which is obviously not always going to be casted in fights. Spell weaving however, will give you a noticeable increase in damage to your ultimate. This is because you're basically always autoattacking, making the 3% damage increase very easily attainable.
1 Point in Dangerous Game:
Dangerous Game is really strong on all champions, and it has crazy good synergy with your passive, your W's healing increase, and the Spirit Visage that you're gonna buy most of the time. It's too good to pass up.
3 Points in Warlord:
Warlord isn't the most valuable mastery that you can have on Trundle, even with the synergy it has with your Q's AD steroid, but there isn't really anything else better than it which will allow you to move further down the tree. You won't be building that much attack damage on Trundle, but it will supplement the AD that you do build.
3 Points in Devastating Strikes:
Trundle does a lot of magic damage with his ultimate and Devastating Strikes increases that noticeably, it helps make your ultimate more effective against tanks who have a lot of MR. And of course, the armor penetration is vital and great on this champion, that goes without saying.
1 Point in Havoc:
A 3% damage increase is incredibly good, you don't need me to tell you this. This master is an auto include in every 21 offense page.


Defense Tree:
2 Points in Block:
Block helps you in earlygame fights quite a lot and it has great synergy with Unyielding. Definitely an auto include in the defense tree.
2 Points in Tough Skin:
Tough Skin is something that every single jungle champion should take, reducing the damage you take by jungle monsters substantially especially at level 1 and 2. Absolutely unsubstitutable with anything else, don't even think about taking Recovery or Enchanted Armor.
1 Point in Unyielding:
Another mastery that's more efficient for melee champions like Trundle, Unyielding makes a difference early game when you're ganking or skirmishing. Nothing else compares with the 9 points you have to spend here.
3 Points in Veteran's Scars:
36 health is so much at level 1 and 2, it's basically a full autoattack of a large monster where every auto counts. It also has a small, but noteworthy synergy with Juggernaut and the Cinderhulk enchantment.
1 Point in Juggernaut:
Massively synergizing with Cinderhulk, Juggernaut gives you a ton of health and it's a must take for the defense tree.

Summoner Sets

Smite & Flash
You're going to want to take Smite and Flash in all of your games on jungle Trundle.

Smite is something that you need in order to jungle, and it goes without saying that there's no substitute for it unless you're literally not going to be jungling. You need this in order to buy hunter's machete, and you need it to survive the jungle... you don't need me to tell you this.

Flash is the preferred second summoner spell, there really isn't anything better than it as far as mobility goes. One could make an argument for summoner Ghost over Flash but Ghost isn't nearly as good at securing kills and surviving as Flash is. Especially in the early game, nothing compares to the mobility and power in combat that Flash gives.

Item Builds

Starting Build(s)
Default Starting Build
2
Start with a Hunter's Machete every game with two health pots and the warding totem. You need this to survive your jungle and it builds into your jungle item, Stalker's Blade.
Final Build(s)
Standard Final Items
To begin, this is not the end-all be-all build for Trundle, only a build that generally works well in most situations. You need to itemize depending on the enemy team; don't build MR when there's no magic damage threat on the other team and don't build a ton of armor if most of the damage you're going to take is not physical.

The item that you always need to rush before itemizing is your jungling item, Stalker's Blade, and the Cinderhulk enchantment. This is the only absolute staple that you should always rush no matter what.

After you've completed your Cinderhulk enchanted Stalker's Blade, you should generally build a damage item in the form of a Bilgewater Cutlass. This gives you a good amount of damage, a slow for even stronger ganks, and greatly improved sustain in the jungle. Although it builds directly into Blade of the Ruined King, you shouldn't finish that immediately most of the time in favor of more useful utility items like upgraded boots or a resist stat (armor or magic resistance) to supplement all of the health from your jungle item.
Unless you have exactly 1800 gold upon backing that upgrades your cutlass into BotRK, you should hold off until you make yourself a bit more durable - Trundle has a lot of base damage, with his Q and W steroids as well as his ultimate which make an immediate upgrade to BotRK suboptimal.

Ninja Tabi should be your boots of choice when the enemy team has lots of autoattack based physical damage dealers -- or a strong ADC. Contrary to popular belief, you don't always need tenacity in your build, and going Merc Treads against a team with little CC or CC that isn't affected by tenacity is really inefficient. However...

Mercury's Treads are a great item on tanks and fighters like Trundle, and you need to know when it's optimal to build them. Keep in mind, it is acceptable to build Merc Treads against an all AD team, provided that there's CC that tenacity reduces on that team. However, most of the time, the enemy team will have a source of magic damage and that should factor into your decision on building these or not. Remember: knock-ups and knock-backs are NOT reduced in duration by tenacity and you should never build these to counter a team with abilities that do just that - it also doesn't reduce the duration of Suppression, aka Warwick, Malzahar, Urgot, etc.

Randuin's Omen or Spirit Visage should generally be your next item purchase once you've finished your jungle item, BotRK, and tier 2 boots. Spirit Visage should take priority most of the time, because it's giving you more stats and value in general, unless the enemy team has very little magic damage and a lot of autoattack or physical damage based champions.

Thornmail is usually what you'll want to get as a 6th item, because it makes it so much harder for the enemy ADC to kill you. However, if you think that you'll be fine without it, you can opt for a situational item.
Build Order
2 4

Situational Items

Banshee's Veil
Banshees is an excellent item against teams with lots of catch, a good to buy against champions like Vi, Ashe, Leblanc, Thresh, Blitzcrank, Leona, and many more. This item also gives you some nice health and magic resist, as well as an often overlooked health regen passive. Usually Spirit Visage should take priority over this as a magic resistance item, but if you think you need the spellshield, Banshee's isn't a bad buy.
Hexdrinker
You should only build Hexdrinker early on as a substitute for cutlass, (still including BotRK in your final build) when you're facing a ton of magic damage that you need to combat with this item. If the enemy team has an AP top, mid, and jungle, it's optimal to go Cinderhulk -> Hexdrinker -> Mercury's Treads as a core build, with Spirit Visage or BotRK next depending on how strong you are.
Stalker's Blade Enchantment - Devour
Devourer can be really good on Trundle, but most of the time it takes way too long to be useful, and it promotes a playstyle (constantly farming the jungle without interacting with your lanes) that you shouldn't have when you play Trundle. I wouldn't recommend it unless you've tried Cinderhulk many times without success and want to see if playing Trundle in a different way fits your playstyle better. When this enchantment gets going, it really gets going, though.
Warmog's Armor
Warmog's is what I'd consider a luxury item that should only be purchased if you're far ahead and you're facing a Goldilocks situation: the enemy team doesn't have too much physical damage, nor too much magic damage but a mixture between the two. If the damage you're facing is more one dimensional than this item is almost never as good as Spirit Visage or Randuin's.
Zeke's Herald
Zeke's Herald can be extremely good but only if you have the right team to utilize it. Only if you have autoattack based physical damage melee carries on your team should you buy this item. Jax, Tryndamere, Fiora, or Master Yi can greatly benefit from the aura that this item gives, so if you have those champions on your team (or multiple ADC's) this isn't a bad buy.

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 Domain
EPillar of Ice
RSubjugate
Always max Q first, it scales the best out of all your abilities and you'll be using it more often than any other skill. Leveling this up gives you base damage, an increased AD scaling, AND an increased AD steal from the bite itself on a mana cost that does not increase.

Max W second, it's not hard to see that you only need one point in Pillar of Ice for most of the game. Leveling up your W gives you increased movement speed and increased attack speed with no scaling mana cost. Despite this, it's not good enough to take priority over Q and you should only have the ability maxed by level 13.

Max E last, the only thing you're getting is a decreased cooldown and an increased slow, which doesn't make it as good as W for a second-max ability. Once you have this ability at max rank with some cooldown reduction though, it's super useful and can be cast multiple times in a teamfight

Take a point in your ultimate at levels 6, 11, and 16, as the cooldown greatly decreases as well as the damage greatly increasing. You should take a point in R at these levels on most other champions, too.

Skills

King's Tribute
King's Tribute:
Trundle's passive is one of the most overlooked and underappreciated passives in the game, and it does so much for him in every stage of the game, be it early, mid or late. Every time an enemy (or neutral) unit dies within 1400 range of you, you instantly heal for a percentage of that unit's maximum health. Basically what this means is that during the early game, you can sustain in the jungle well before you build a cutlass, and in a teamfight you're going to be healing for ridiculous amounts of health with your W's increased healing plus your spirit visage.

Pros:
  • Instant and relevant heal
  • Enormous range of effect (1400 units)
  • Scales with level from 2% at level 1 all the way to 6% at level 15
  • Helps you sustain in the jungle
  • Big heals when Dragon, Baron, or an enemy champion dies

Cons:
  • Doesn't really help you in combat at all
  • Although I would consider the scaling of its effectiveness a good thing, at level one you're only getting a 2% heal and it's not until level 15 that you're getting the full extent of the healing
  • Only applies to enemy and neutral units, not friendlies
Chomp
Chomp
Chomp is Trundle's bread and butter ability, something that you're going to be using many times throughout the course of a game. It's an autoattack reset that deals bonus damage and slows, buffs you, AND debuffs your target. For an ability that's on a 4 second cooldown, that is an insane amount of value especially once you have your cutlass or BotRK. This ability makes it extremely hard for enemy junglers to duel you, and is very good in skirmishes as well as lategame when you use it on an ADC.
Pros:
  • Extremely useful slow
  • Deals relevant bonus damage on your autoattack that scales up in base damage and in max AD ratio
  • AD steroid that synergizes with your W's attack speed buff (and vastly improves the value of your attack speed runes and masteries)
  • Steals a relevant amount of AD from your opponent
  • Autoattack reset
  • Mana cost doesn't scale up

Cons:
  • Target only loses half of the AD that you steal, meaning if it's max rank and you get 40 AD, they're only losing 20 AD.
  • Have to be in autoattack range to use it (though that is one of the downsides of Trundle as a champion; he can be kited very easily)
  • Spamming it WILL oom you if you while you powerfarm the jungle
  • Slow only lasts for 0.1 seconds . . .
Frozen Domain
Frozen Domain
Trundle's Frozen Domain ability has quite a few different uses. It's puts out terrain with a radius of 1000 units and while you're in it, you're buffed significantly. Attack Speed, Movement Speed, and increased healing and regeneration are the benefits you'll enjoy from this ability, and it has so much synergy with your kit and the items that you build. You can use it to escape sticky situations, to engage on the enemy team by getting into pillar range quicker, or to simply farm faster and heal more from it. It's also useful after you recall to speed you up while you make your way out of your base.
Pros:
  • Buffed healing and regeneration passive that affects everything from your passive, your lifesteal, and your ultimate
  • Stacks with Spirit Visage to further increase healing
  • Huge attack speed steroid
  • Huge movement steroid
  • Can be used to engage/disengage

Cons:
  • Long cooldown (15 seconds at all ranks)
  • Steroids aren't too significant until you get several points into the ability
  • Useless if you have to step out of it during a fight (which happens quite often)
Pillar of Ice
Pillar of Ice
This is probably one of the most fun abilities in the game to use, and one of the most annoying to play against in the entire game. Pillar of Ice instantly makes an impassable tower of ice that blocks all enemy movement and cancels all enemy channels while sustaining a devastating slow. Similarly to your W, you can use this ability offensively or defensively, and as you rank it up it becomes increasingly harder for your opponents to play around it because the slow scales as well as the cooldown on the ability itself
Pros:
  • Interrupts channels (Karthus ultimate, Katarina ultimate, Shen ultimate)
  • Slow scales up to 45% at max rank
  • Cooldown is drastically reduced with levels (with 40% cdr and rank 5, the cooldown of this ability is 6.6 seconds [and the pillar itself lasts for 6 seconds] )
  • You can literally trap people in certain scenarios
  • Cuts off choke points at Baron and Dragon
  • Incredibly good ganking tool
  • Can be used offensively and defensively

Cons:
  • You must max this ability last, meaning it's going to have a long cooldown and a smaller slow for most of the game
  • Deals no damage
  • Often bypassed by gapclosers and Flash
Subjugate
Subjugate
Trundle's ultimate is one of the best in the game right now, and it's not hard to see why: this ability absolutely KILLS tanks. Even if your target has a lot of magic resistance, you're still going to drain a ton of health and deal a lot of damage to them while shredding their resistances and hyperbuffing yourself in the process. Overall, you'll be buffed and they'll be debuffed for 8 seconds, as you steal half of the resists and health immediately and gain the other half over four seconds. Once those 4 seconds are over you'll slowly lose the buff for 4 seconds after that, but throughout that window it makes it so much easier for your team to kill an enemy tank, and so much harder for the enemy team to kill you. And that's just if you ult a tank -- you can still use this on squishies to deal more damage and make them melt like butter if you have your BotRK completed. This is a gamechanging ability and it's not hard to use at all, making Trundle a menace once he hits level 6.

Pros:
  • Makes teamfights way easier for your team by allowing your carries to kill enemy tanks faster
  • Makes you almost impossible to 1v1 in any scenario
  • Health steal synergizes with your W's increased healing as well as Spirit Visage
  • Can be used defensively in certain scenarios
  • Short cooldown for how good the ability is

Cons:
  • Resistance steal decays after the first 4 seconds
  • Doesn't deal a whole lot of damage
  • Resistance steal isn't super effective against squishy targets often
  • DOESN'T SLOW OR CC IN ANY WAY

Champion Matchups

Amumu
Difficulty
Favors You
Amumu poses no real counterjungle threat to you, but it can be really hard to deal with him if the game goes late. Even if you're able to weaken amumu by stealing his health and resistances, he is a much stronger teamfighter than you and you need to understand that if the game goes late. Try to shaft his initiate with your pillar, by directly using it while he's in bandage toss flight. It can be hard to pull of but if you do it you might save your team from a teamfight loss. It's often easy to see when Amumu is looking to initiate, because he'll just randomly start walking towards your team and make it obvious that he's looking to fight. Cut him off with a pillar if you see him doing that. Don't be afraid to counterjungle him, he will never, ever be able to fight you 1v1.
Elise
Difficulty
Favors Enemy
Though Elise has fallen out of the meta, she's still one of the strongest skirmishing and dueling champions in the game, and it can be particularly difficult to fight her before you're able to build MR. Your AD steal doesn't really hurt her the same way it hurts other junglers, and she has a powerful stun to lock you down with. Build Merc Treads if you can against Elise, they're super effective against her.
Evelynn
Difficulty
Favors You
Evelynn isn't a great champion at all right now, and she's another jungler that will never be able to 1v1 you. You have WAY better base stats than she does, and you can literally just walk into the jungle and E her and she'll have to flash. Make sure you buy a pink ward and replace it if it gets destroyed. You should still absolutely by green wards too, but you need to place them in different locations than where you'd usually put them. Against Evelynn, you're going to want to ward directly on her jungle camps, so that you can see where she is while she's in combat and her passive is disabled. Try to countergank her, it's really hard for her to play around your pillar and you can win almost any 2v2 against her with one of your teammates.
Fiddlesticks
Difficulty
Favors You
I would say this is a Trundle favored matchup, mostly because it allows you to buy Spirit Visage with impunity and you can cancel his drain + ult channel with your pillar. You do need to respect his damage until you have a lot of MR, Fiddlesticks as a champion does way more damage than you do and in an area of affect. Try to buy a lot of wards when playing against Fiddle, he is one of the most useless champions in the game if you know where he is at all times.
Fizz
Difficulty
Favors Enemy
Fizz jungle can be really hard to deal with but this matchup can go either way. Don't try to fight him if he lands his shark on you, the damage increase that he gets from it is too strong for you to deal with most of the time. Pay attention to his build to see if he's going full AD, AP, or offtank and build accordingly.
Gragas
Difficulty
Favors Enemy
Gragas is one of the game's top junglers at the moment, and for good reason. His sustain in the jungle is insane, his skirmishing is incredibly good and his objective control is top tier. Don't try to fight him unless you're ahead of him -- he has a powerful stun-knockback and damage reduction on top of his high base damages. You won't get wrecked in a duel with him, but he can snowball really hard for a champion that doesn't build damage and you don't want that to happen.
Hecarim
Difficulty
Favors You
Hecarim jungle isn't that great this season, and you shouldn't be too concerned if the enemy team has him. His first jungle clear is abysmal and his optimal build path is too expensive for a jungler. Before, Elder Lizard was all he needed to shine, but that item is long gone and he isn't great anymore. He's still a strong duelist, and you should be wary of him especially post level 6, but you have a big advantage with your Q taking away his much needed AD in a fight.
Jarvaniv
Difficulty
Favors You
Jarvan is one of the most snowball-y champions in the game, and you really don't want to let him get that snowball started. You probably won't be able to fight this guy unless he's already used his E and Q, and even then he's really strong. Ward everywhere and make sure to countergank when he inevitably tries to gank a lane.
Leesin
Difficulty
Favors You
Though Lee gets really bruised up while jungling this season, it doesn't mean that he's still one of the best duelists and gankers in the game. You shouldn't try to fight him most of the time. He has too much damage built into his kit that far surpasses yours - even with your Q AD steal. Lee is also insanely good at countering you lategame. He usually won't go full tank, making your ultimate less effective, and he can kick you out of teamfights preventing you from doing anything. Make sure to ward and spam ping when you see him on the map to alert your teammates of where he is.
Masteryi
Difficulty
Favors You
Master Yi's ultimate does remove all slows, but it doesn't remove your AD steal making it hard for him to duel you if you're even on gold with him. Look to buy Ninja Tabi if the enemy has a Master Yi, as it will help you against both him and the enemy ADC. Yi is going to look to farm the jungle and not gank until level 6, so you should try to pressure your lanes as much as possible before that time comes. Also, you can cancel his meditate with a well placed pillar, so always be quick to do that in an engagement with this champion.
Nautilus
Difficulty
Favors You
Nautilus jungle is pretty strong, but he still struggles in skirmishes pre 6 and you can definitely take advantage of that. Even though he has a ton of crowd control in his kit, you can still ruin his day by taking his shield down. Prioritize taking his shield down when he has it on, because once the shield goes away, his W's bonus damage no longer applies and he becomes an insanely low damage champion. It's also really easy to shaft his Q with your pillar, so be on top of your game to watch out for it.
Nidalee
Difficulty
Favors Enemy
Nidalee jungle can be really hard to deal with because, for one, she can snowball a lot harder than you can, taking down targets from 100 to 0 in a matter of seconds which is something that you can't do. She also has burst which Trundle is weak against compounded with her incredible mobility. Before level 4 however, you should have the advantage in skirmishes so take advantage of that. She also is very item dependent so make sure you tab to see how well she's doing often.
Nocturne
Difficulty
Favors Enemy
A good Nocturne player is an absolute terror, because it's really hard for your laners to play around his ultimate. With most ult-centered junglers, they have a weakness pre-6 that you can take advantage of, but with Nocturne, he can just fear you if you try to fight him, and he has steroids of his own. So buckle down and ward deep, and make your best effort to countergank him.
Nunu
Difficulty
Favors Enemy
Nunu is the worst jungle matchup that Trundle has. His objective control is UNRIVALED and he can literally walk all over your jungle and take your buffs and monsters. He can do dragon ridiculously early, and his attack speed slows absolutely wreck you. The most you can do to counteract Nunu is to communicate to your teammates, asking them to ward the entrances to your jungle at level 1, and SPAM PING FOR ASSISTANCE if you see him walk in. Although losing buffs and big creatures in the jungle doesn't negatively affect you as it did in previous seasons, it still sets you behind, and if you're behind Nunu he can control dragon and win the game through that. The one small thing that you do have going for you in this matchup is that you can shaft his ultimate channel with your pillar. Other than that, this is a terror matchup and if you're in draft pick never choose Trundle if the enemy team has a Nunu.
Pantheon
Difficulty
Favors Enemy
Pantheon is another strong duelist and ganker similar to Nocturne, and he is definitely a worthy opponent that can give you a hard time. With his autoattack blocking passive and his point and click stun, it can be really hard to fight him or skirmish against him. If you have some armor, however, you can swing this matchup in your favor. Make sure to ward deep to counteract his pseudoglobal ultimate.
Rammus
Difficulty
Favors Enemy
Rammus is a hard matchup for Trundle because he gets so much armor that you can't damage him - and that armor gives him damage as well. Rammus' early game isn't that strong and his first jungle clear is really slow, so take advantage of that. Make sure to pillar him if he's' powerballing towards one of your teammates.
Reksai
Difficulty
Favors Enemy
Rek'Sai is one of the games top junglers at the moment, if not THE top jungler. She has so many things going for her: Unparalleled mobility and caused farm speed, top tier skirmishing and ganking power, hard cc, true damage, and poke. Despite all of this, you CAN fight Rek'Sai 1v1 if you're on even level and gold with her.
Sejuani
Difficulty
Favors You
Despite Sejuani's good mobility and fantastic teamfight control, her jungle speed is actually really slow. Her ganks are okay pre level six, but not as destructive as other junglers. She probably won't counterjungle you. Be careful of her teamfight control, and look to buy a Banshee's Veil or QSS in the lategame.
Shaco
Difficulty
Favors Enemy
Shaco is THE counterjungler. He can easily walk into your jungle, take everything away from you and escape. Make sure you check both your buffs before you start on your first one. Keep a pink ward in the river to counteract his stealth and make your best attempt to countergank him. Ask your laners to ward outside of the buff that you're not starting at to see him coming if he tries to invade you.
Skarner
Difficulty
Favors You
Skarner is a shell of the champion he once was, and with a slow jungle clear speed, you can actually do some counterjungling yourself here. He brings no gank potential or pressure pre level six, and even post level six he usually has to use flash in order to get his ultimate off. He's also a great target to ult because he's gonna get really tanky. Not only this, but you can pillar him off when he tries to go for an ult on one of your teammates, totally shafting the entire purpose of his champion.
Udyr
Difficulty
Favors You
Udyr players often just sit in the jungle for the better half of the game powerfarming, so that gives you an advantage when it comes to ganking and objective control. Despite this, Udyr is a strong champion and jungler early on, and you have to give him respect especially if he's going tiger.
Vi
Difficulty
Favors You
Vi outpressures you and also has a faster jungle clear speed than you. That and strong objective control. Try to ward for your team as much as you can, and warn your laners of her incoming ganks especially when she's level six. Make your best effort to countergank, but be wary of her once she's level 6. If she gets it off in a skirmish, chances are you're not going to win it.
Volibear
Difficulty
Favors You
Voliber's jungle clear is abysmally slow and you'll often be higher level with more cs than him. It shouldn't be too hard for you to countergank him. Once he uses his flip ability, he's used all of his hard CC. He does become quite tanky late in the game though and he does quite a bit of damage without having damage items. Be careful of his bite as well as the damage from his ultimate's shockwaves.
Warwick
Difficulty
Favors You
Warwick is one of the easiest jungle matchups that you have, he is totally useless in every way until level 6. Take advantage of this to snowball your lanes without the risk of being counterganked.
Wukong
Difficulty
Favors Enemy
I'd say Wukong has the edge in this matchup because he's a lot more useful in teamfights than you are, and he does a lot more damage than you do most of time time. Make sure that you don't waste anything (especially your ultimate) on his clone and try to countergank him so that him and his lanes don't snowball.
Xinzhao
Difficulty
Favors You
Xin Zhao brings extremely aggressive ganks early on and high pressure to the table. You do outscale him, but he is a menace early on especially with red buff. Be careful when you do your second buff, as it's not uncommon for a Xin player to sit at it, wait for you to come, and kill you. Once you have some armor, this matchup shouldn't be a problem for you. Randuin's Omen is super good against a team with Xin on it.
Zac
Difficulty
Favors Enemy
Zac is a tricky champion to play against, mostly because it's really hard to see where he's coming from and his long ranged jump makes it really hard to ward against him. He also has a lot of crowd control so it can be hard to play around him in teamfights. Standard stuff here, try to pillar him away from your team especially during his ult and play smart when you don't know where he is.

Early Game

Your first jungle route depends on which team you're on. Not always, but most of the time it's optimal to start on the side of the jungle that your bot lane is starting at, so if you're on blue side start at Krugs, and if you're on red side start at Gromp. This is because you will always get a much better pull (help on the first monster) with your bottom lane than with your top laner. It's also really awkward for your toplaner to help you particularly if you start at blue buff on blue side.

Immediately smite the first monster that you're doing, be it the gromp or the big krug, and try to kill it as fast as your possible. Always pay attention to your Q cooldown and try to auto-Q as much as you can, what this means is you wait until your autoattack is complete before you cast Q to kill the monster faster. After you do the first monster, go to the closest buff monster, be it blue or red, and kill it with your new smite buff. After you do your first buff, head to the scuttle crab in the river and kill that. This will not only give good early vision to your laners, but it will give you some time for your health to regenerate before you do your next camp. After the scuttle crab, go to Razorbeaks or Wolves depending on what side you're on. Back immediately after that. You should have enough gold for your jungle item and a few health potions, so pick that up and head to either Krugs or Wight on the opposite side of the jungle that you started on, smiting it. After that you should do your second buff, when you're done with that you have a lot of options. You can continue to farm the jungle, you can invade the enemy jungler, or you can look to gank a lane. In the loading screen you should think about what lanes you'll be able to gank, what escape mechanisms the enemy champions have, how well your laners can follow up if you do gank, etc. Also keep in mind that it's a lot easier to gank when you have red buff, so always watch to see when that expires.

These are the routes you should take most of the time, keep in mind that you recall after point #4 on each route.

Blue Side


Red Side


The most important part about the early game is making sure that 1. you secure both of your buffs and 2. making sure that your lanes don't fall behind. Always be looking at the map to see where the enemy jungler shows up, and if you can, stop farming the jungle immediately and try to countergank them.

Mid Game

Mid game you should focus on vision control through green and pink wards, getting your core items, controlling dragon, and if possible, snowballing your lanes. Always buy a pink ward or multiple green wards when you shop, it makes it so much easier to win games when you have vision. It is really easy for Trundle to solo dragon at all stages of the game, and it's not a bad idea to buy a pink ward and solo dragon yourself. Make sure that you're not at too much of a risk of getting collapsed upon by the enemy laners, and that it's possible for your laners to help you if need be. It becomes a lot easier to secure dragon if the enemy team has a champion dead or just recently based, so if you get a successful gank off, immediately look to dragon especially if you got a kill bot lane.

It's important to know when it's optimal to recall and when it's a waste of time to recall. There are two scenarios and two scenarios only that merit pressing the B key: either you're too low to continue jungling or you're at risk of dying in your own jungle to someone invading you, OR if you have a good gold value to shop on. Always pay attention to the amount of gold you have and think about what you can buy with it. After you shop, navigate to the next item you're going to get and keep it's cost in mind for the next time that you shop. Efficiency of recalls when you're jungling are really really important and backing when it's not optimal can cost you.

Late Game

The most important part about the lategame is making sure that you don't get caught. Why, you might ask, is it more important to not get caught lategame than any other part of the game? Because the later the game goes, the higher the death timers are, meaning the enemy team can take more objectives and get more done in the lategame if you get caught than any other part of the game. A lot of people (as you probably have experienced) don't take into consideration this crucial aspect of the game, and cost their team many games as a result. Don't surround yourself in fog of war. This is a pretty good general rule of thumb that's usually pretty easy to follow, and it gives you a much higher chance of winning the game.

You should generally play around objectives like Dragon and Baron during lategame, but like I said, there is a higher priority on picks in the lategame so if you think you can catch someone out with your E, spam ping them, and go for it.

Teamfights

In teamfights, you need to make the choice between peeling for your carries by smashing whoever tries to kill them, or diving the enemy carries to divert the attention of the enemy frontline. This decision is something that changes game to game and has many nuances. In general, if you're really far ahead (fed) and you have more items and/or are a higher level than a lot of the enemy team, Trundle is really effective at zerging the enemy carries with BotRK, W, and your pillar. If you're not so far ahead however, and/or it's lategame and there's a bigger priority to protect your own ADC, you should protect them and attack whoever they're attacking. Separating an assassin or dive champion from your carry with your pillar is pretty easy to do and is extremely effective. The decision that you make of whether to peel or to dive can and will decide the outcome of most of your teamfights, so make sure you analyze the game by looking at the scoreboard for a while before teamfighting.

Another important decision that you have to make in teamfights is who to cast your ultimate on. More often than not, it's correct and most effective to ult the enemy tank, or the tankiest member of the enemy team, so that you can soften them up for your carries and give you the highest benefit from the resistance and HP steal that your ult gives you. You shouldn't always ult the enemy tank, as sometimes you need the damage from your ultimate to weaken and kill an enemy carry, but I'd say in most situations you should look to ult the tankiest member of the enemy team.

Try to position your W in a way that you can actually be in its radius when you're fighting. This shouldn't be too hard to do as it's a huge AOE but sometimes the placement can escape you and you won't get any of the benefits from it in a crucial part of the fight.

Conclusion


To conclude, Trundle is one of the strongest yet one of the most undervalued junglers in the game, and with a kit that takes only a few games to learn, it won't be long before you're constantly taking over games and smashing your way out of your current division. Just remember to always adapt your build according to what your team needs and what type of team your opponents have.

Comments

July 31, 2015 - 07:12 AM #1

upto I saw the check that said $9083 , I didnt believe ...that...my mom in-law realie making money part-time on their apple laptop. . there friend brother haz done this 4 less than seventeen months and a short time ago cleared the morgage on there mini mansion and bought a new Maserati . visit this website

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July 19, 2015 - 12:20 PM #2

This is the best guide www.youtube.com/watch?v=nWxDqOR2gZY

May 22, 2015 - 04:34 AM #3

@WilLPowUR Sounds good but I disagree on the runes. In my experience any other page makes me have a significantly weaker 1st clear.

May 14, 2015 - 05:04 PM #4

so my main account is a diamond 1 97 lp and i main trundle, i am gonna say 99 percent of this is true, but the ¨Standard¨ base build path is a bit different, there are a couple better items, i've experimented with a lot if items and instead of randuins (unless its vital for the team) get a frozen mallet, its a better solo queue item, also a frozen heart is better than a thornmail. plus you have too much attack speed in your runes

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