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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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0/1
0/4
0/4
0/1
0/1
0/3
0/3
0/1
0/1
0/1
0/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1
Offense: 0
2/2
0/2
2/2
0/2
1/1
3/3
0/1
1/1
1/1
3/3
2/3
3/3
1/1
1/1
0/1
1/1
0/4
0/1
1/1
Defense: 22
1/1
3/3
0/3
0/1
3/3
0/1
1/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1
Utility: 8

Explanation

Defense - 
  • 20px-Block_mastery_s4.png 20px-Unyielding_mastery_s4.png Block & Unyielding: There are basic beginner points for the defense tree that help reduce harass during the laning phase and stack well with resistances and health.
  • 20px-Enchanted_Armor_mastery_s4.png Enchanted Armor: Trundle benefits from this greatly as it enhances the amount of resistances he gains from whoever he uses his ultimate on.
  • 20px-Veteran_Scars_mastery_s4.png 20px-Juggernaut_mastery_s4.png Veteran Scars & Juggernaut: Health is pretty easily the most important stat on Trundle. The only other stat that comes close is cooldown reduction.
  • 20px-Oppression_mastery_s4.png Oppression: This is more of a throwaway point than anything else. It's decent for one point though, especially since you will frequently force enemies into fights with Pillar of Ice (E), and they often have no choice but to fight from inside the slow. Why not remove the point in order to have 21 in defense? Support Trundle does not benefit from going a full 9 points into either the offense or utility tree, so there's no reason in doing so.
  • 20px-Hardiness_mastery_s4.png 20px-Reinforced_Armor_mastery_s4.png Hardiness & Reinforced Armor: This stacks well with Block and Unyielding and help you survive the first few levels. Reinforced Armor is also helpful lategame against AD carries.
  • 20px-Resistance_mastery_s4.png Resistance: Some magic resist is better than none. Putting two points here helps against poke from enemy supports, and if you're against a Corki or Varus it's definitely not bad to have.
  • 20px-Perseverance_mastery_s4.png 20px-Second_Wind_mastery_s4.png Perseverance & Second Wind: These points are amazing. Not quite as good on support Trundle because you normally won't get an item like Blade of the Ruined King (though you can get Spirit Visage), it's still amazing for only four points. It makes his resistances more valuable and it works well with his passive and Frozen Domain (W).
  • 20px-Swiftness_mastery_s4.png Swiftness: This helps prevent Trundle from being kited, though normally that's not an issue late game when you're peeling. This is more for the early game when you're laning and trying to use Chomp (Q) on the enemy AD carry or support.
  • 20px-Legendary_Guardian_mastery_s4.png Tenacious: Now you can face tank Ashe arrows, Varus ultimates, etc, and not have to worry about it.
Utility -
  • 20px-Phasewalker_mastery_s4.png Phasewalker: In terms of throwaway points, this is normally better than Scout. Those times when you recall with your AD carry, but just slightly after, could get you caught out and killed.
  • 20px-Fleet_of_Foot_mastery_s4.png Fleet of Foot: Simply helps you to avoid getting kited.
  • 20px-Summoner%27s_Insight_mastery_s4.png Summoner's Insight: Having reduced cooldowns on your spells is extremely helpful, especially for exhaust or ignite. The difference between winning or losing a fight often comes down to summoner's spells, and if the enemy support does not have this mastery then you can take advantage of it.
  • 20px-Alchemist_mastery_s4.png Alchemist: This makes health potions slightly more efficient.
NoteHonestly, Trundle does not benefit much from the first several points in either the offense or utility trees. However, the defense tree does not really warrant having more than 21-24 points in it, and Trundle does gain a little at least in the utility tree. Why not get the five percent cooldown reduction in the offense tree? With the item reworks in season four, it's extremely easy for Trundle to hit maximum cooldown reduction just by getting a couple items.

If you want a slightly more offensive setup, you could go 9/21/0, but it does not make much of a difference in strength.
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
Co