See Trundle's counters
Patch 26.18jungle

Trundle Jungle Build & Guide — Patch 26.18

Trundle

Tactical Dashboard

Difficulty
Damage
PHYSICAL
Class
Fighter / Skirmisher
Patch
26.18

Core Abilities

King's Tribute
When any enemy unit dies near Trundle, he heals for a percent of its maximum Health. In the jungle this means every camp clear refills his HP for free — the strongest built-in jungle sustain in the game.
Chomp
Chomp
Empowered next basic attack that bites for bonus damage, briefly slows the target, and steals some of their Attack Damage onto Trundle. On camps it refunds the cooldown faster — your main clear speed tool.
Frozen Domain
Frozen Domain
Place an ice patch on the ground. While standing on it, Trundle gains Attack Speed, Move Speed, and increased healing from every source. Cast it on every camp and before every gank arrival.
Pillar of Ice
Pillar of Ice
Conjures a solid ice pillar at target location for a few seconds: it blocks pathing as if it were a wall, and slows every nearby enemy. Use it to cut off lane retreats and seal off jungle paths during invades.
Subjugate
Subjugate
Channels on an enemy champion and steals a percent of their Health, Armor and Magic Resist over 4 seconds. The single most powerful 1v1 tool in the jungle — flips any duel against tanks, bruisers, or split-pushers in your favour.

Skill Order

1
Q
2
W
3
E
4
Q
5
Q
6
R
7
Q
8
W
9
Q
10
W
11
R
12
W
13
W
14
E
15
E
16
R
17
E
18
E

Primary Combo

WQAAER

Core Items

Gustwalker Hatchling
Plated Steelcaps
Stridebreaker
Sundered Sky
Sterak's Gage

Situational Items

Mercury's Treads
Mercury's Treads
vs heavy magic damage or chained CC (Lissandra, Amumu, Maokai). Tenacity (stat that shortens CC on you) keeps Trundle on the carry.
Death's Dance
Death's Dance
vs heavy AD assassin/skirmisher comps (Zed, Kha'Zix, Talon, Master Yi). Spreads burst into a 3s bleed, cleansed on takedown.
Spirit Visage
Spirit Visage
vs heavy AP team (Karthus, Brand, Lillia). MR plus a healing-amp passive that boosts every heal: King's Tribute, W, Sundered Sky.
Serpent's Fang
Serpent's Fang
vs shielding supports (Lulu, Karma, Janna). Cuts incoming shield value by 50%, so the R-drained carry can't be Lulu-W'd to invulnerable.
Dead Man's Plate
Dead Man's Plate
when chasing kiters (Ezreal, Kaisa). Stacks Move Speed out of combat and slows the first target hit, closing the gap Trundle's kit lacks.

Runes

Primary · Precision
Conqueror
KeystoneConqueror
Triumph
Triumph
Legend: Bloodline
Legend: Bloodline
Last Stand
Last Stand
Secondary · Resolve
Bone Plating
Bone Plating
Unflinching
Unflinching
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Precision: Conqueror ramps bonus AD over 5s, matching the R-drain channel duration. Triumph restores 5% missing HP plus 2.5% max HP on takedown, Bloodline stacks lifesteal, Last Stand adds damage below 60% HP — Trundle's out-healing zone.

Why secondary

Resolve: Bone Plating absorbs the next 3 hits after taking damage — critical when invaded before W stacks. Unflinching gives 10 armor and magic resist while you are CC'd and for 2s after, keeping Smite-fights winnable post chain-CC.

When to switch secondary

Vs heavy AP teams (Brand jungle, Lillia, Karthus), swap Resolve to Sorcery with Manaflow Band (sustain for Chomp spam) and Transcendence (ability haste so Pillar of Ice and Frozen Domain come back faster between camps and ganks).

Win Condition

Out-clear the enemy jungler with King's Tribute and W sustain, force 1v1 duels at level 6, and drain enemy stats with R on every contested objective (Scuttle, Drake, Baron).

Weakness

No reliable hard CC and no gap-closer in the base kit. Early invaders with mobility (Lee Sin, Vi) chase him off camps pre-6; long-range AP (Karthus, Lillia) pokes him out of the jungle.

Overview

Trundle is a skirmisher (a mobile melee fighter built for 1v1 duels) who turns the jungle into a sustain engine. His passive King's Tribute heals him for a percent of every dying enemy's HP — minions, monsters, champions — so a full clear refills his health bar twice. Chomp (Q) is an empowered auto-attack that bites, slows, and steals Attack Damage for a few seconds; against camps the cooldown refunds faster. Subjugate (R) drains a flat percent of an enemy champion's HP, Armor and Magic Resist for 4 seconds — the strongest single-target duelling tool in the jungle.

Game plan: full clear with Q + W sustain, contest Scuttle (the river crab that grants vision when killed) at level 3, gank around level 4-5 with E behind the target to cut retreats. From level 6, every Drake, Rift Herald, or Baron skirmish runs through R: the more HP-stacked the enemy front line, the harder Trundle hits.

Recommended Build

Starting items: Gustwalker Hatchling Gustwalker Hatchling (450g) + 1 Health Potion Health Potion (50g). That is the full 500 gold you start with; the Refillable Potion Refillable Potion is a first-back purchase, not a start. Gustwalker Hatchling is the jungle starter — damages monsters fast and, once fully grown, gives you Move Speed when you enter a brush, more after you kill a large monster. King's Tribute already gives strong sustain, so one potion is enough.

Core items (in order):

  1. Gustwalker Hatchling Gustwalker Hatchling — pet companion (auto-evolves around minute 3-4 once you have cleared enough camps). The AD-skirmisher pet adds out-of-combat sprint, useful for chasing ganks across the map. Gustwalker is the skirmisher companion: Move Speed after hitting a camp, refreshed on takedowns. Covers Trundle's biggest weakness — base movement speed during ganks. Pick this over Scorchclaw (AP) and Mosstomper (tank) because Trundle wins by walking onto the carry, not by tanking turret shots.
  2. Plated Steelcaps Plated Steelcaps — default boots vs basic-attack damage. Reduces that damage in extended trades (back-and-forth exchanges of damage in a fight). Swap to Mercury's Treads Mercury's Treads vs 3+ AP or heavy CC chains.
  3. Stridebreaker Stridebreaker — first big spike. Active is a short dash that slows in a cone — the gap-closer (tool to close distance fast) Trundle's kit lacks. AD, HP, ability haste (stat that lowers cooldowns) line up with Chomp + E spam.
  4. Sundered Sky Sundered Sky — every fight, the first auto on a champion crits (160% damage, cut from 175% in patch 26.01) and heals you for 4% of your missing HP plus 90% of your base attack damage (that is the melee value; ranged champions get half of it). The crit triggers off Chomp's empowered auto, so the heal lands on demand the moment a duel starts.
  5. Sterak's Gage Sterak's Gage — HP plus a lifeline shield: when HP drops below ~30%, an automatic shield triggers for ~3s. That window is when you need extra time to land Subjugate.

Situational items:

  • Mercury's Treads Mercury's Treads — swap from Plated Steelcaps Plated Steelcaps vs heavy magic damage or chained CC (stuns, roots, knockbacks). Tenacity (stat that shortens CC duration) keeps Trundle walking through chain-CC on the carry.
  • Death's Dance Death's Dance — vs heavy AD assassin or skirmisher comps (Zed, Kha'Zix, Talon, Master Yi). Turns burst (high damage in 1-2 seconds) into a slow bleed (damage spread over the next seconds). On kill the bleed cleanses — survive an assassin's burst window long enough for R to drain back.
  • Spirit Visage Spirit Visage — vs heavy AP (Ability Power, the stat behind magic damage) teams (Karthus, Brand, Lillia). MR plus a healing-amp passive that boosts every heal: King's Tribute, Frozen Domain bonus, Sundered Sky, R lifesteal.
  • Serpent's Fang Serpent's Fang — vs shield-stacking comps (Lulu, Karma, Janna). Cuts incoming shield value by 50%, so the carry Trundle R-drains doesn't get Lulu-W'd into a wall of barriers mid-channel.
  • Dead Man's Plate Dead Man's Plate — when chasing kiters (Ezreal, Kaisa). Stacks Move Speed out of combat and slows the first target hit, closing the gap.

Boots: Plated Steelcaps Plated Steelcaps is the default. Switch to Mercury's Treads Mercury's Treads vs three or more CC sources or heavy magic damage.

Skill order: Max Q first (main damage and clear speed — every Chomp on a camp refunds half its cooldown). Max W second (duration, attack speed, healing amp all scale). Max E last (cooldown drops slightly, pillar size and slow barely scale). Take R at levels 6, 11, 16.

Runes: Primary Precision with Conqueror (the keystone — stacks bonus AD up to 12 stacks). Pair with Triumph, Legend: Bloodline, Last Stand. Secondary Resolve with Bone Plating and Unflinching. Shards: Adaptive Force + Adaptive Force + Health Scaling.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Trundle beats

  • HP-stacking tank jungler who wins through raw stats

    Sejuani's Fury of the North passive shield and Winter's Wrath W AOE damage scale with her stacked Armor and HP. Subjugate R steals her Armor, MR and HP percentage for 4 seconds, hollowing her out on engage.

    Sejuani
  • HP-stacking tank jungler who wins through raw stats

    Maokai's Sap Magic passive regen and Twisted Advance W root chain depend on stacked HP and MR resistances. Subjugate R steals the percentages mid-engage, Chomp Q steals his AD on every trade.

    Maokai
  • HP-stacking tank jungler who wins through raw stats

    Zac's Cell Division passive revives him at 12% HP, but with stolen Armor and MR from Subjugate R he dies before the revive procs through Trundle's chomp damage. Pillar of Ice E blocks Elastic Slingshot E re-engage.

    Zac
  • Self-healing duelist who relies on sustain

    Mundo's Maximum Dosage R regen refills the exact HP pool the Subjugate R drain takes, neutralizing his win condition entirely. Goes Where He Pleases passive shrugs off slows but not the percent stat drain, Infected Bonesaw Q chip cannot match Chomp Q's AD-steal output.

    Dr Mundo
  • Self-healing duelist who relies on sustain

    Yi's Meditate W channel heal gets interrupted by Pillar of Ice E blocking his Alpha Strike Q re-engage path. Subjugate R steals the Armor that Wuju Style E true damage cannot regenerate, Highlander R move speed cannot pass through the Pillar wall.

    Master Yi

Champions that beat Trundle

  • Early-game invader who snowballs pre-6

    Lee Sin's Sonic Wave / Resonating Strike Q does true damage that ignores stolen Subjugate R resistances, and Safeguard / Iron Will W dash plus lifesteal wins 1v1s pre-6 before R comes online.

    Lee Sin
  • Early-game invader who snowballs pre-6

    Vi's Vault Breaker Q charge stuns through Pillar of Ice E terrain block, and Denting Blows W shreds Armor on every third hit — breaking the tank scaling before Subjugate R is online.

    Vi
  • Faster clearer who out-paces objective timers

    Nunu's Consume Q instakills low-HP camps and refunds Smite damage on jungle monsters, out-clearing Trundle by 20-30 seconds per rotation. Biggest Snowball Ever! W roams faster than Frozen Domain W speed, Snowball Barrage E zones him off camps.

    Nunu Willump
  • Faster clearer who out-paces objective timers

    Udyr's Wilding Claw Q triple-hit chains attack-speed burst on every camp and Blazing Stampede E grants move speed for permanent rotation. He out-clears Trundle by 20-30 seconds per rotation, Iron Mantle W shield mitigates Chomp Q AD-steal.

    Udyr
  • Long-range AP jungler who pokes from outside range

    Karthus's Lay Waste Q is a 1000-range nuke outside Chomp Q's 300 range — Pillar of Ice E does nothing because Karthus never enters its area. Defile E channel chips camp clear pace, Wall of Pain W slows his approach to Subjugate R range.

    Karthus

Key matchups

  • Lee Sin / Elise: Early invade junglers. Place vision wards (the trinket every champion gets at game start, reveals a small area for ~90s) on raptors and red buff. Avoid 1v1s pre-6 — without W maxed and Chomp's AD-steal stacked, Trundle loses these duels. After 6, R-drain their stats and Trundle wins every rematch.
  • Master Yi / Karthus: Scaling junglers who outscale you after minute 25. Force objectives (Drake, Rift Herald, Baron) before minute 20. Use R every time it's up: a held R is wasted gold compared to a teamfight every 90s.
  • Sejuani / Maokai: Tank junglers with their own AOE engage. Trundle wins 1v1s with R (the drain hollows their tank build) but loses team fights if they land R on his carry first. Hold your R for after they commit their CC chain.
  • Kha'Zix / Rengar: Assassins who jump back lines. Pillar of Ice (E) can block their leap if dropped on their landing spot — practice the timing on Rengar's Thrill of the Hunt (R). Once they're stuck on the wrong side of the pillar, walk in with Chomp and finish with R.
  • Hecarim / Volibear: Mirror skirmishers but with faster clears and more single-target damage early. Don't try to outclear them; play around lane prio (the lane pushing toward the enemy, so the laner can leave) and gank with R whenever it's up.

Power spikes & win conditions

  • Level 3: First full clear done, King's Tribute has healed Trundle to near full. Q + W + E all unlocked — first gank threat. Walk in with W under your feet for speed and attack speed, Chomp the target, and drop E behind them to seal the retreat.
  • Level 6: First Subjugate. Trundle's single biggest power swing. Find a fight within 30s of hitting 6 — gank a lane that lost prio, contest Scuttle, or set up the first Drake. Trundle 1v1s the enemy jungler from this point until at least minute 18.
  • Stridebreaker Stridebreaker completion (~ minute 11-13): Active dash + slow gives Trundle the gap-closer his kit lacks. Force side-lane skirmishes and roam (leave the jungle path to help a lane) for picks (kills on out-of-position enemies). This is when Trundle snowballs (small early lead growing into a much bigger one).
  • 3-item spike (~ minute 22-26): Stridebreaker + Sundered Sky + Sterak's online. R cooldown is at 80s rank 3, so Trundle teamfights twice between Baron timers (every Baron has a 5-minute respawn). Peak window — force every objective.

Common mistakes

  • Holding R for the perfect fight. Subjugate has 120s cooldown at rank 1 and 80s at rank 3. Holding it for an "ideal" 5v5 means missing 2-3 Scuttle skirmishes and 1 Drake fight where R would have won the duel. Use it every time the enemy jungler shows up — the worst R is the one never pressed.
  • Pressing R on the tank when the carry is the real threat. Subjugate is single-target and channels for 4s. Dropping it on Sejuani when their Caitlyn is 3-shotting your team wastes the only stat-drain tool you have. Save R for the highest-AD or highest-armor champion.
  • Casting R into Fiora or Olaf cooldowns. Fiora's Riposte (W) and Olaf's Ragnarok (R) both cancel or ignore Subjugate — Fiora parries the channel, Olaf becomes CC-immune (cannot be stunned, slowed, or drained mid-cast). Confirm their cooldowns are down first.
  • Skipping Frozen Domain (W) on jungle camps. New players forget to drop W and just Chomp the camp. The bonus attack speed cuts clear time by 25-30% and the heal amp doubles King's Tribute's effective value. Drop W at the start of every camp.
  • Pillar of Ice (E) on top of the target instead of behind. E blocks pathing as a wall. Drop it behind the enemy as they retreat from a gank — they have to walk around, losing 1-2 seconds while Chomp and autos chunk them. Pillar on their feet just slows them while they keep moving toward their tower.

Advanced tip

Practice the Pillar-cancel on dashes: Pillar of Ice (E) summons instantly, blocking pathing for ~2 seconds. If you predict an enemy dash — Lee Sin's Safeguard (W), Rengar's Bola Strike (E) hop, Kha'Zix's Leap (E), Master Yi's Alpha Strike (Q) — drop E on the destination the frame before they cast. The dash interrupts as if it hit a wall, leaving the enemy stuck mid-animation with their gap-closer on cooldown. From there, walk in with W for speed, Chomp for the AD-steal, and press R the moment Conqueror stacks max. That single cancel turns a 5-second skirmish into a 2-second kill — and dash-rich enemies that should counter Trundle become his easiest duels once the timing is muscle memory.

Past patches

No previous versions available.

Related jungle guides