VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Trundle

the Troll King

Trundle is a durable champion who creates space through control, protection or a committed front line. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

TopMostly physical damageMelee attacks
Usual roleTop · Jungle
ClassFighter · Tank
DifficultyMedium · 5/10
Basic attacksMeleeMelee basic attacks · 175 range.
Damage profileMostly physical damageMost normal kit pressure is physical. Armour may help, but check whether attacks or abilities are the main source.
Reference patch16.20.1

Strengths and limits

What Trundle does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Combines damage and durability in committed skirmishes or extended exchanges.
  • Creates space through durability, control or a reliable front-line threat.

Limits to respect

  • Can be worn down or controlled before reaching the range where the kit is strongest.
  • Durability does not make an unsupported engage safe or guarantee enough damage to finish a target.
  • Basic attacks require close access, so enemy range, slows and displacement can deny a clean trade.

Riot ally tips

Use these while learning the champion
1

Trundle excels at fighting within his Frozen Domain. Try to draw enemies onto it.

2

Use Subjugate to soften a powerful enemy tank or to create a target for your team to focus fire.

3

Chomp is good for lowering the physical damage of enemies; try to focus it on enemy physical damage dealers.

Riot opponent tips

What an opponent is told to watch for
1

Trundle is very powerful at location-based combat. Try to draw him off of his Frozen Domain.

2

Make sure to get out of his Pillar of Ice as quickly as possible, as it significantly slows you down.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Trundle in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily physical pressure

Armour can reduce the broad physical profile. Separate basic attacks from physical abilities before relying on an item passive that only affects attacks.

Fight rhythm

Repeated access matters

The threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control before the repeated pattern settles in.

Range and access

Needs close access for basic attacks

Range, slows, displacement and terrain can deny the clean contact this champion wants. Plan the route in as carefully as the damage after arrival.

Typical team job

Create space and absorb attention

The kit is usually most valuable when it controls an entrance, protects a carry or begins a fight allies can actually reach. Durability does not make an isolated engage safe.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Trundle?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Plated Steelcaps usually fit better

Armour and attack reduction address repeated physical basic attacks. The passive does not reduce every physical ability.

Choose Mercury's Treads instead when magic damage or reducible crowd control across the full team matters more.
Repeated attacksReducible controlSlowsHealing or sustainHealth-scaling or true damage
PHYSICAL DEFENCE

Physical defence

Armour · health · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive is specific to attacks.

Match the item to attacks, critical strikes or ability burst rather than buying armour from the label alone.
REPEATED ATTACKS

Repeated attacks

Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit your champion.

Do not use this as an answer to physical spells that are not attacks.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
MEANINGFUL HEALING

Meaningful healing

Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds item can reduce healing.

Buy it only when healing is materially changing fights and your champion can apply it reliably.
HEALTH-SCALING OR TRUE DAMAGE

Health-scaling or true damage

Shields · sustain · positioning · exact resistance check

Raw health or one resistance may be incomplete against percent-health, missing-health or true-damage mechanics.

Read the current ability tooltip before choosing defence; these mechanics do not all use the same counter.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Trundle fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

MidUnestablished route

Historical reference. Recommendation review pending. Trundle is normally played Top or Jungle and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
BotUnestablished route

Historical reference. Recommendation review pending. Trundle is normally played Top or Jungle and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportUnestablished route

Historical reference. Recommendation review pending. Trundle is normally played Top or Jungle and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

Kit reference

Trundle abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

King's Tribute

What it doesWhen an enemy unit dies near Trundle, he heals for a percent of its maximum Health.

Practical readKing's Tribute is the always-on rule shaping Trundle's normal trading and fight pattern. Watch its in-game state before committing.

Maximum-health interaction

This effect references a maximum-health value. Check whether the current tooltip uses the caster's or the target's health before comparing damage or protection.

Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

Q
Q ability

Chomp

What it doesTrundle bites his opponent, dealing damage, briefly slowing and sapping some of their Attack Damage.

Practical readChomp contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown3.5 secCost20Listed range300 units
W
W ability

Frozen Domain

What it doesTrundle turns target location into his domain, gaining Attack Speed, Move Speed, and increased healing from all sources while on it.

Practical readFrozen Domain contributes protection or sustain and basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown18/17/16/15/14 secCost40Listed range750 units
Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

E
E ability

Pillar of Ice

What it doesTrundle creates an ice pillar at target location, becoming impassable terrain and slowing all nearby enemy units.

Practical readPillar of Ice contributes a slowing effect. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown21/19.5/18/16.5/15 secCost75Listed range1000 units
R
Ultimate

Subjugate

What it doesTrundle immediately steals a percent of his target's Health, Armor and Magic Resistance. Over the next 4 seconds the amount of Health, Armor, and Magic Resistance stolen is doubled.

Practical readSubjugate is part of Trundle's R pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown120/100/80 secCost100Listed range650 units

Levels 1–18

Trundle · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1650 Health340 Mana
Level 3812 Health406 Mana
Level 61,085 Health518 Mana
Level 111,615 Health735 Mana
Level 162,242 Health991 Mana
Level 182,520 Health1,105 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityChomp

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks3.5 sec
W
Basic abilityFrozen Domain

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 118 secRank 217 secRank 316 secRank 415 secRank 514 sec
E
Basic abilityPillar of Ice

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 121 secRank 219.5 secRank 318 secRank 416.5 secRank 515 sec
R
UltimateSubjugate

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1120 secRank 2100 secRank 380 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1650340 ManaChoose the first basic ability
2729372 ManaAdd another basic ability or rank
3812406 ManaAdd another basic ability or rank
4899442 ManaSpend one ability point
5990479 ManaSpend one ability point
61,085518 ManaFirst ultimate rank normally available
71,183558 ManaSpend one ability point
81,285600 ManaSpend one ability point
91,391643 ManaSpend one ability point
101,501688 ManaSpend one ability point
111,615735 ManaSecond ultimate rank normally available
121,733783 ManaSpend one ability point
131,855833 ManaSpend one ability point
141,980884 ManaSpend one ability point
152,109937 ManaSpend one ability point
162,242991 ManaFinal ultimate rank normally available
172,3791,047 ManaSpend one ability point
182,5201,105 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

Turn the profile into a pre-game plan

Choose a queue-aware build, compare a lane opponent, or return to the full champion library.

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