Trundle·Top Guide
Win rate | 50.4% |
Pick rate | 1.5% |
Ban rate | 0.4% |
Matches | 25 506- |
Really good objective control which can allow him to stop relying on his team and get his team ahead on his own terms. He can take early dragons with ease, without getting too low.
His Ultimate R allows him to gain an immense amount of dueling potential which can allow him to go for high priority targets with ease, and then get out without dying.
His E can allow him to both set-up as well as follow up on ganks with ease. This is extremely advantageous when he has a Support who has a lot of crowd control in their kit.
Extremely reliant on teammates to pull off successful ganks which may sometimes force him to power farm and be ineffective during the early game.
Although his Ultimate R can allow him to steal stats, he is still weak without items and can be shut down early on if the enemy Jungler or laner manages to kill him once or twice.
He can be easily kited by ranged carries once his W has been used up. This either forces him to back off or die, if Trundle happens to overextend without any followup from his team.
0 - 15 min
Your goal in the early game is to play safe, pick up gold and XP and avoid dying to the enemy laner. You are rather weak in the early game and need time to come online.
Once you have quite a few levels under your belt, you should look for short favourable trades. As you’re not strong in the early game, you may wish to wait for the enemy to waste an ability before playing aggressive.
Keep the minion wave closer to your side of the map in the early game. This will ensure safety and reduce your chances of dying in lane.
15 - 25 min
Split push during the mid-game and try to secure side objectives. Avoid grouping if possible.
Use your strong duelling potential in the mid-game to fight and duel anyone who tries to stop you from split pushing.
Although you’re a really strong split pusher in the mid-game, be prepared to group with your team and fight 5v5. You should usually start grouping when there are no nearby objectives to take.
25+ min
Peel for your carries in late game team fights to increase the chances of your team winning the fight. If they die at the beginning, you will not be able to win the fight alone.
Stick with your team in the late game. Do not split up or walk away from them otherwise the enemy may try to pick you off or initiate a 4v5 fight when you’re away from your team.
Focus the nearest enemy champion to your carries and work as a team to take down the enemy one by one. If you focus the backline alone, you may be an easy target for the enemy and may die quickly. By focusing on the nearest champion, you will survive for longer and keep your carries alive.
Level six is a decent power spike for Trundle as he can now take duels and them easily. It will also let him affect team fights massively.
He isn't powerful during the early game, so he should aim at taking short burst trades when possible and retreat quickly using his W and E.
The first component will allow him to survive fights and dish out a lot of damage during duels. He should be able to take frequent fights now.
Another point in his Ultimate R will bolster his overall power during duels. It will also let him have a massive presence during team fights.
He should have his core items by now. This means that he will be tanky and will deal a lot of damage to his enemies. This should be amplified with his Ultimate R.
His first ability will be maxed out at level 9. This will give a significant boost to his skirmishing potential during this phase of the game.
Trundle is quite decent during the late game as he will have his items and be highly tanky. His damage output should be pretty high as well.
A fully maxed out Ultimate R will allow Trundle to take over fights way easily. He can quickly become tankier or deal more damage depending on which enemy he uses the Ultimate R on.
Trundle is perfect during team fights. It will allow him to quickly blow up squishy enemies and slow their escape/advances. His W and E should help his team and him a lot.