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Ahri Statistics for Ahri

Author's performance with Ahri compared to the ranked average.

Author
Nightsprol
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  • Author Champion Statistics
  • Guide Details

Summoner Spells

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Notes:

If you are new to Trundle, jump to the section "Who is Trundle?"
If you're wondering why I choose to play him as a support, jump to the section "Why Play Support Trundle?"
Lastly, if you want general tips on how to use Pillar of Ice, jump to the section "Using Pillar Effectively."

Recommended

3.png4.png - I prefer this setup personally because it allows you to make much bigger plays early with Flash while still improving your peel even further late game with Exhaust. You will learn later on in the guide that your number one goal as Trundle, and really the only reason you would pick him as support, is for his amazing peel. This spells allow him to catch people out while still protecting his carry.

Primary Spells

4.png - Allows you to escape situations you wouldn't escape otherwise, catch people with surprise pillars from a long distance, and get off that one last slow with Chomp (Q) to secure the kill. If you aren't comfortable on Trundle, I would take this so you can get out of sticky situations.

6.png - Much better late game on Trundle (in any role) as it allows you to keep beating people with Chomp and synergizes incredibly well with his slows on Chomp and Pillar (E) and the speedup on Frozen Domain (W). It also improves his peeling late game by allowing you to stick to whatever bruiser is trying to kill your carry. I would not recommend this unless you have experience placing his pillars, as you will need good ones to stay alive in the early game without Flash. Also, you should take Exhaust if you run Ghost as they both work together well and allow you to continuously slow the enemy.

Secondary Spells

3.png - The most standard spell on a support due to the damage debuff it provides on enemy carries and the slow that can sometimes secure kills, this spell works really well on support Trundle because your main goal is to be an annoying slow and debuff bot. Chomp reduces the target's attack damage and slows them, and Subjugate (R) steals their resistances. Exhaust on top of all that makes them deal next to no damage and take much higher damage than they'd expect.

14.png - Good if you're against a sustain lane or if you know that your matchup will be incredibly easy to go aggressive in (if you're against a Sona or Soraka, for instance). It helps your early game since you lack damage in the first few levels, but only take it if you're with a strong early game ADC (attack damage carry) such as Graves.

7.png - I personally don't like taking heal on any support because I find it boring, and I think Exhaust is a better spell both offensively and defensively (especially late game), but it's certainly an alternative. You can pull off some pretty good low health baits with it. If you take this spell, then skill up Frozen Domain at level three or four in order to improve the heal.
Read Author Notes

Runes

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Recommended

I like taking armor Quints, Marks, and Seals with magic resist Glyphs to help him past his first few levels. It prevents early game harass from forcing you out of lane too easily, and if you find yourself taking much damage you can simply sit in the bush for a little bit until your passive heals you back up enough for you to go in again. Early game you'll be focusing on buying health and cooldown reduction, so Ruby Sightstone and Kindlegem are your priorities, which makes the resistances worth even more.

Armor Mark.png Armor Seal.png Magic Resist Glyph.png Armor Quint.png
Armor, Armor, Magic Resist, Armor

Alternatives

You could also run armor penetration or attack damage Marks or Quints to improve the damage of Chomp (Q). I'd swap out the marks for one of them and leave the armor Quints so you don't lose too many resistances if you want to improve your early damage. Armor penetration is arguably better than attack damage because Chomp gives you attack damage and both the enemy bot laners are likely to run armor Seals.

Armor%20Mark.png             Armor%20Mark.png
Armor Penetration, Attack Damage

You could also switch out the Quints with movement speed or flat health, but those both have their strengths and weaknesses. Movement speed helps you the entire game and improves your peeling with Chomp, but later on you will have Frozen Domain (W)'s movement speed boost anyway. Flat health improves the strength of your passive in the first couple levels before you buy, but Trundle wants to stack health items anyway, so they lose their effectiveness pretty quickly.

Movespeed%20+%20HP%20Quint.png        Movespeed%20+%20HP%20Quint.png
Movement Speed, Flat Health
Read Author Notes

Masteries

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1/1
0/4
0/4
0/2
0/4
0/4
0/1
0/3
0/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Offense: 1
0/1
0/3
4/4
0/2
3/3
3/3
0/1
2/2
2/2
1/1
1/1
1/1
3/3
3/3
1/1
3/3
0/1
1/1
1/1
Defense: 29
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1
Utility: 0

Explanation

Offense -
  • The one point in improved Exhaust gives you more debuff power, which is Trundle's strength, and it works well in his kit. If you don't run Exhaust, don't take it, since improved Ignite isn't great on him and it obviously doesn't benefit Heal at all. 

Defense 
  • The points in Durability give him health per level, which is one of his most desired stats and helps him scale better into the late game. Taking it also allows you to put a point in Veteran's Scars which is a very valuable mastery because of how many resistances you should have between runes and masteries.
  • Hardiness and Resistance both are pretty self explanatory, especially considering how much you invest in resistances in runes already.
  • Unyielding and Block both are incredibly strong masteries, especially in the laning phase on a support such as Trundle that wants to avoid as much damage as possible. They stack up pretty quickly with all your resistances and health.
  • Relentless and Tenacious both make it more difficult to kite you, which is a huge weakness Trundle has as a support. They make it possible for him to bypass those weaknesses and still reach his target to use Chomp (Q).
  • Safeguard is actually a very important one point mastery as it makes tower dives much safer, as generally you should be tanking them even if your jungler is diving as well.
  • Juggernaut improves his health late game pretty significantly, making it a must on Trundle whether you're support or in any other role.
  • Defender and Legendary Armor both work incredibly well with your runes and the previous masteries, making him even tankier.
  • Reinforced Armor is similar to Unyielding and Block, but is based off a percent amount, making it a very strong late game point. It's also useful against carries like Draven early game.
  • Lastly, Honor Guard on top of all that makes him take very little damage, allowing him to shrug any off and heal it back up with his passive and ultimate.

Alternatives

If you're still reading after all of that, other routes you can take are options such as 9/21/0, 0/9/21, or 21/9/0, though the last one is very gimmicky. The first boosts your damage slightly, but forces you to lose quite a few of the useful damage reduction masteries in the defense tree. The second one is good for the cooldown reduction, extra starting goldbiscuit, and ward in the utility tree, but doesn't really provide enough useful stats for Trundle and makes you even less tanky than the first choice, making it not the best option. Like I said, the last option could work but is very risky as you will take a ton of damage early game in lane.

9/21/0

  • The only reason you would take this is to get some bonus damage and cooldown reduction (getting Sorcery, Deadliness, and Weapon Expertise) while still remaining pretty tanky. It's one of the better alternatives, and is great against other melee supports and/or short ranged carries.

0/13/17

  • This gets you relatively tanky while still picking up some nice utility. However, Trundle doesn't really need the mana, the cooldown reduction is too far into the tree, and the movement speed isn't that strong. The only benefit from going this route is it allows you to start with bonus gold and gold per ten, and gives you more sustain and sight through Biscuit and Explorer Ward.

0/9/21

  • I actually prefer this over the previous one even though you're less tanky. The few points you don't have in the defense tree doesn't make a huge difference in the long run, but being able to get cooldown reduction, movement speed, and the other benefits mentioned in the previous paragraph makes it worth it. Also, even though you won't be able to use Pickpocket that frequently, it still helps and it only costs one point. If you're going to go that deep into the utility tree, you might as well take it.

21/9/0

  • This is an extremely high risk, medium reward setup. You can get poked down easily if you take this setup, and your all-in is only slightly better. I'd rather go into the defense tree or utility tree and adjust my runes for more damage (taking armor penetration marks or something).

9/0/21

  • Honestly, one of the worst alternative setups. You're getting tons of cooldown (both in the offense and defense tree), as well as starting gold, gold per ten, Bicuit, Explorer Ward, and some damage, but if you ever go in to use Chomp (Q) on the enemy carry or support, you're most likely going to die.
Read Author Notes

Abilities

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Slot 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
 
Passive
Q
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
W
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
E
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
R
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
NOTE: Jump down to the section titled "Who is Trundle?" if you have no idea how his spells all work.

Explanation

3Pillar_of_Ice.jpg 1Chomp.jpg
Levels 1 and 2

Taking Pillar (E) at level one allows your team to invade or prevent invades due to the zone control it gives and the catch potential it has. Lots of people don't realize that it gives a large amount of vision in the area as well, and if placed in a bush the enemy team can't see it but it can still slow them outside (similar to Nunu ult sort of). Take Chomp (Q) second so you can begin catching people out in lane with Pillar and trading with the enemy lane.

3Pillar_of_Ice.jpg
1. Pillar

Maxing Pillar first reduces the cooldown significantly and also improves the slow. This is very important as a good pillar can save an ally, force an enemy to use Flash, or allow your team to pick up an easy kill. Having it on a short cooldown makes you much stronger and opens up many more windows to engage.

1Chomp.jpg
2. Chomp

I max Chomp second because it increases the amount of damage it steals from the target and the overall damage of the spell (sadly the slow's duration does not scale up with levels, though).

2Frozen_Domain.jpg
3. Frozen Domain

I don't take Frozen Domain (W) until both Pillar and Chomp are maxed because it simply doesn't provide enough utility for support Trundle. It's similar to Blitzcrank's Overdrive (W) that gives attack speed and movement speed, but doesn't actually benefit the carry.

4Subjugate.jpg
4. Subjugate

Obviously you should put points in Subjugate (R) at levels six, eleven, and sixteen. It works as yet another debuff that makes you significantly stronger.

Alternatives

1Chomp.jpg 3Pillar_of_Ice.jpg
Levels 1 and 2

In terms of level one, you can take Chomp to give your jungler a strong leash or if the enemy team has a melee support and a carry with poor kiting or an escape that they would not have at level one. You should then get Pillar second.

1Chomp.jpg
1. Chomp

You can max Chomp first if you are against a melee support such as Taric, Leona, or Blitzcrank, since they will be in melee range frequently and will likely engage on you. However, since Pillar will be on a significantly longer cooldown, you should save it for when the enemy lane engages or when your jungler comes for a gank.

2Frozen_Domain.jpg
Point in Frozen Domain

If you're finding yourself unable to catch up to the enemy carry or support to use Chomp, you can also put a point in Frozen Domain for the movement speed. It's also good to grab if you need to push a tower quickly, but other than that it's a very situational spell for support Trundle (though incredibly strong on him in other roles).
Read Author Notes

Items

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Start With
Core
Situational

Item and Stat Goals

The two most important stats for support Trundle are health and cooldown reduction. You want to prioritize items that make you tanky and reduce the cooldown of your spells (Pillar in particular), as well as buff your team. This makes items such as Locket of the Iron SolariZeke's Herald, and Iceborn Gauntlets incredibly good on him.

Early Game

1006_32.png 2003_32.png 2044_32.png - Starting Rejuvenation Bead allows you to get your passive gold ticking sooner by building Philosopher's Stone in the first or second time back to base.

2003_32.png 2004_32.png 2043_32.png 2044_32.png - However, starting all consumables and wards is more beneficial for your team as a whole. You can place one or two wards early to protect from invades and to keep an eye on the jungler during his first clear, and it allows you to buy a pink ward or two.

First Few Times Back

1054_32.png 3047_32.png - If you're really struggling in lane, you can buy a Doran's Shield and/or Ninja Tabi, which will both greatly reduce the amount of damage you take from the enemy ADC. The both work incredibly well with Trundle's runes and masteries, making him nearly unkillable. Only buy those if you're taking heavy damage, though. Otherwise...

2049_32.png 3096_32.pngIf you have the gold, try to get an early Sightstone and then a Philosopher's Stone, and afterwards build a Kindlegem as soon as possible. Sightstone is the most efficient gold per ten item currently (while it doesn't GIVE gold per ten, it provides free wards, making it more effective than other support items by far), and Trundle really benefits from the health it gives. All of the stats on the items work extremely well on Trundle, but the most important ones that you should focus on are health and cooldown reduction.

1028_32.png 2043_32.png - Basically every item you get on Trundle builds out of Ruby Chrystal, so buy those with vision (pink) wards whenever you can afford them.

3111_32.png 3117_32.png 3047_32.png - Early Mercury's Treads are great since you should be tanking and the tenacity really helps him out. Boots of Mobility and Ninja Tabi are also good on him.

3158_32.png - Ionian Boots of Lucidity should only be picked up if you're having trouble buying cooldown reduction early on, but if you get them, sell them later in favor of one of the others.

Mid Game

2045_32.png 3096_32.png - By now you should have Ruby Sightstone completed and your Philosopher's Stone should have been ticking for a while.

3190_32.png 3050_32.png - You want to build Locket of the Iron Solari first with your Kindlegem, and afterwards buy another Kindlegem for Zeke's Herald, which benefits both you and your carry significantly. From there the choices depend on the other team's composition.

3265_32.png 3272_32.png 3266_32.png - For boot enchantments, I'd recommend Homeguard, especially if you're behind. If you opted for Boots of Mobility, the Furor enchantment goes really well with them and is a viable option. Captain boots are also an option if you have been forced into the initiate role for your team.

Late Game

3025_32.png 3143_32.png - If the opposing team has a large amount of physical damage, you should buy Iceborn Gauntlet and Randuin's Omen. The first gives armor, cooldown reduction, damage, and a slow, while the second gives health, armor, and the passive and active slows. All of them benefit Trundle greatly and improve his peeling power.

3022_32.png 3107_32.png - However, if the enemy team has more magic damage than physical, Frozen Mallet and Runic Bulwark are the best options. Mallet gives health, a little bit of damage, and constant slows on each auto attack, and Bulwark gives you health and your entire team magic resist and armor.

3025_32.png3107_32.png - If they have mixed damage, you can opt for Iceborn Gauntlet and Runic Bulwark. This provides you with the utility of Gauntlet and the defensive aura from Bulwark. While this means you won't have a strong health item, these will benefit your team the most in this situation. You will still have health from four out of six of your items, and stacked onto your resistances and your ultimate, that's still nothing to laugh at.

Situational

3069_32.png - Shurelya's Reverie is good if your team lacks a strong initiate, but it's hard to justify selling one of the other items in favor of it. You'll probably just end up selling your Philosopher's Stone to get one of the previously mentioned items instead of building it into Reverie.

3083_32.png - Warmogs is a great item on Trundle, but not really necessary on support Trundle since you should not be the sole tank for the team. If your team needs a tank, however, buy it in place of either Gauntlet or Bulwark and have someone else build Bulwark if your team still needs it as well. Or have someone buy Ruby Sightstone.

3154_32.png - Wriggle's Lantern is a very situational item, but great on Trundle. If your team wants to do sneaky fast Barons, this item allows you to do it very quickly because of the attack speed from Frozen Domain (W) and the auto attack reset you get from Chomp (Q). The lifesteal also makes it easier for you to tank it if you have to for your team.

3153_32.png - Blade of the Ruined King is only included in this guide because of how amazing it is on Trundle with Subjugate (R). It allows you to be a damage threat in team fights if you need someone to zone out the enemy attack damage carry instead of peeling for yours. As a support you generally wouldn't want this item, but if your team has strong peel already and lacks someone to dive the enemy carry, it's not a bad pickup.
Read Author Notes

Matchups

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7
5 months ago
Not sure if trolling, or good guide
2
5 months ago
Really nice guide. You explain well why you think Trundle could support, and you managed to convince me to try it. I love Trundle but there are indeed better junglers currently. For sure, there are better supports as well but since it's a really uncommon pick, you have the surprise on your side. :)
I tried with a friend who played Twitch, against Varus and Nami. We won our lane easily and manage to destroy the tower within 10 minutes. For sure the matchup was favorable (Varus has no escape), but that can probably work against others. And we had a lot of fun, which is the most important in a game. :)
1
5 months ago
Thanks! Hopefully more people will realize how much fun he is as a support and that he's actually viable in the role.
1
4 months ago
Awesome guide, just played a support trundle game with a win.
1
4 months ago
Thanks for giving it a shot! He's one of my favorite champions, but he just can't fill the jungler or top lane role well enough. This helps him get past his weaknesses and also makes sure he's always where he needs to be -- with his ADC.
1
3 months ago
I love this dude. I wrote a Ziggs support guide and got a good response from it. Its always good to try something new. I was thinking about "Hey, I bet Trundle would be a good support" and BAM, you proved it to me . Great guide!
0
3 months ago
Glad you enjoyed it! I'll have to check out your guide. I love unique supports, especially if you can use a champion that people have little knowledge for, which gives you an advantage.
1
3 months ago
Nice guide. I love non-traditional supports and I may try this while he is on rotation this week. Just curious, why don't you consider a sightstone essential, and why no Emblem of Valor? Phage and Kindlegem are good items on Trundle, but my theorycraft is the other two would offer much more early game utility for your carry.
0
3 months ago
Whoops, you're right. I wrote this shortly after the new items came out, and I wasn't sure of the strength of Sightstone at the time; I'll have to add that to essential. Emblem of Valor is a great item, but I've found that early on it's better to focus on flat health over regen or resistances (because of the runes/masteries). Aegis is definitely a great item to work towards on Trundle, but I don't think it's absolutely necessary in every game. Thanks for reading and commenting; I hope you enjoy playing him as a support!
1
3 months ago
rly nice guide :D just one thing : pls more matchups z.B:tristana
0
3 months ago
My bad, I never noticed that I missed her in the matchups section and you're the only person to mention it! I'll add that ASAP.
1
3 months ago
Nice guide. I read it during the free week of Trundle. I won nearly all my game with an impressive score on assists. (without all your armor runes, 'cause I can't buy them, but still tanky enough).

Great tank in late game I fund it kinda lack in damage, that's the only cons.
0
3 months ago
You could get a little more damage (and I hope you would get some if you're not supporting), but late game your job is simply to get as much utility as possible and protect your ADC with it.

I prefer the flat resistances in the runes because it helps you survive the first few levels in the laning phase, and also scales incredibly well when you start stacking health items. You could definitely replace the armor quints with health or movespeed. If I replaced the armor marks with anything it would be armor penetration, which would help with both his early and late game damage significantly.

Thanks for reading and commenting on my guide, I'm happy it worked for you!
1
3 months ago
The part where you go in-depth about your items you describe a Sightstone as a gold per 10 item, which is false.

"Sightstone is the most efficient gold per ten item currently, and Trundle really benefits from the health it gives."

I'm also curious which enchantment you would take on your boots?
0
3 months ago
It's not a gold per ten item in the exact same way you consider Philo or Lucky Pick, but what I mean by that is it's the most cost effective support item. Sightstone gives you 4 "free" wards (2 at a time, though) and Ruby Sightstone gives 5 (3 at a time). It pays for itself very quickly and remains relevant throughout the entire game.

I'd also forgotten about boot enchantments. I'd say you'd almost always get Homeguard, especially if you're getting pushed into your base. However, Captain boots could work as well as Alacrity. They're all rather situational. Don't bother with Distortion or Furor.

Thanks for taking the time to read and comment!
1
3 months ago
One of the best suport guides of non-normal suports out there. Great job. I'm a fan of this not ranked material suports as they always surprise a lot the opponent. Will try this one for sure.
Very nice.
1
3 weeks ago
I had to log in - I usually never post or anything, but I had to after I read this guide.
All I have to say is -

Support Trundle.
G.
G.

+1
0
3 weeks ago
I appreciate you taking your time to comment! Let me know how it goes for you. :D
0
3 weeks ago
I've been playing him a bunch, but I keep running into a problem.

It seems everytime I play him - people use this excuse 'Oh you're the troll though? So I can troll, too!"

And then they buy 100 wards, or a bunch of random things.
(Has happened last 4 ranked games I've played)

Support Trundle works very well, but this is just getting annoying...
I know this isn't your fault at all, but just the Bronze Elo I suppose.
0
3 weeks ago
While I do think he's viable in ranked, I don't think it'd be smart to play him in solo queue unless he gains popularity in the role. People will assume you're trolling because they've never seen it and because, well, you're playing the troll.

It's much better in blind pick / draft normals / ranked 5s, because your team will be on the same page (hopefully).