Trundle is a champion in League of Legends played in the Top lane, classified as a Juggernaut (Fighter / Tank). He uses Mana (340 – 1224.93 at max level) and deals Physical damage. Trundle was released on December 1, 2010, and was last updated in patch V26.03. Store price: 1575 Blue Essence / 790 RP.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 18) |
| HP | 650 | 2813.15 |
| Mana (MP) | 340 | 1224.93 |
| Attack Damage (AD) | 68 | 156.49 |
| Armor (AR) | 37 | 125.49 |
| Magic Resist (MR) | 32 | 72.31 |
| Movement Speed (MS) | 350 | 350 (fixed) |
| Attack Range | 175 (Melee) | 175 (fixed) |
| Base AS | 0.67 | — |
| Bonus AS | 0 – 57.03% | — |
| Crit. DMG | 200% | 200% |
💡 Key Stat Note: Trundle has one of the highest base AD values at level 18 (156.49) among top lane fighters, combined with strong base armor scaling. His 350 base MS is also above average — and Frozen Domain’s 52% bonus movement speed stacks on top. Once Trundle is in range with W active, almost no top laner can run from the sustained DPS he outputs.
👑 Passive: King’s Tribute
INNATE: Whenever a nearby enemy dies, Trundle heals himself for 1.8% – 5.94% of their maximum health (based on level). Effect radius: 1400 units
💡 Passive Scaling Value: King’s Tribute scales with the dying enemy’s max health, not Trundle’s. This means it heals more from tanky enemies and minion waves than from squishy targets. In a full minion wave clear (6 melee + 3 caster = 9 units), Trundle passively heals from every death within 1400 range. At level 18 near a dying tank (4000+ HP), this passive heals for 200+ HP from a single death. In extended skirmishes near minion waves, King’s Tribute alone provides sustain that makes Trundle functionally unkillable for melee opponents who can’t burst through his HP faster than he regen-fills it.
🪓 Q: Chomp
| Parameter | Value |
| Cost | 20 Mana |
| Cooldown | 3.5 seconds |
| Cast Time | None |
| Bonus Physical Damage | 10 / 30 / 50 / 70 / 90 (+ 15 / 25 / 35 / 45 / 55% AD) |
| Slow | 75% for 0.1 seconds |
| Trundle Bonus AD Gained | 20 / 25 / 30 / 35 / 40 |
| Target AD Reduction | 10 / 12.5 / 15 / 17.5 / 20 |
| AD Steal Duration | 5 seconds |
| Reset | Resets Trundle’s basic attack timer |
ACTIVE: Trundle empowers his next basic attack within 7 seconds to have an uncancellable windup, gain +25 bonus range, deal bonus physical damage, and slow the target by 75% for 0.1 seconds
After using the empowered attack, Trundle gains bonus attack damage for 5 seconds and reduces the target’s bonus attack damage by half that amount for the same duration. Chomp resets Trundle’s basic attack timer.
💡 The AD Theft — Why This Ability is Broken in Duels: At rank 5, Chomp grants Trundle +40 bonus AD while reducing the enemy’s bonus AD by 20 simultaneously. With a 3.5-second cooldown, this can be stacked multiple times in a sustained fight. Against an AD top laner with 200 bonus AD, Chomp reduces their damage output by 10% per application while Trundle simultaneously hits harder. The 75% slow for 0.1 seconds sounds negligible but it’s a micro-interrupt that briefly freezes movement — enough to prevent Flash-reaction to a Chomp landing and to ensure follow-up autos connect without kiting.
❄️ W: Frozen Domain
| Parameter | Value |
| Cost | 40 Mana |
| Cooldown | 18 / 17 / 16 / 15 / 14 seconds |
| Cast Time | None |
| Target Range | 750 |
| Effect Radius | 775 |
| Duration | 8 seconds |
| Bonus Attack Speed (in area) | 30 / 45 / 60 / 75 / 90% |
| Bonus Movement Speed (in area) | 20 / 28 / 36 / 44 / 52% |
| Healing Amplification (in area) | +25% increased healing from all sources |
ACTIVE: Trundle coats the target location in ice for 8 seconds. While he is within the area, he gains bonus attack speed, bonus movement speed, and 25% increased healing from all sources
💡 Frozen Domain Deployment Strategy: The 25% healing amplification is the most underrated component of W. It amplifies King’s Tribute passive healing, Subjugate R self-heal, item healing (Sterak’s, Ravenous Hydra), and rune healing (Conqueror, Grasp) simultaneously — all multiplied by 25% while inside the zone. Place Frozen Domain under yourself at the start of every trade, not after taking damage. The zone is stationary — position it where you expect the fight to remain. With 90% attack speed and 52% movement speed at max rank, any opponent inside the zone with Trundle is already losing the DPS race.
🧊 E: Pillar of Ice
| Parameter | Value |
| Cost | 75 Mana |
| Cooldown | 21 / 19.5 / 18 / 16.5 / 15 seconds |
| Cast Time | 0.25 seconds |
| Target Range | 1000 |
| Effect Radius | 360 (outer) / 225 (inner collision) |
| Pillar Radius | 150 |
| Duration | 6 seconds |
| Slow | 34 / 38 / 42 / 46 / 50% |
ACTIVE: Trundle erects a pillar of ice at the target location for 6 seconds, which knocks back units hit to 225 units from its center. The pillar acts as terrain and slows nearby enemies by 34–50%
💡 Pillar Placement — Terrain Creation: Pillar of Ice is deceptively powerful because it creates actual terrain. The pillar blocks pathing — dashes that require open terrain cannot pass through it. This means: (1) place it behind a fleeing enemy to cut off their escape route; (2) place it between the enemy and their own team to isolate them; (3) place it on the side of a fight to funnel the enemy into Trundle’s Frozen Domain zone. The knockback on placement also disrupts any ability that requires standing still (Nasus Q, Veigar cage exits). The 50% slow at max rank in a 360-radius means the entire fight area becomes a slow field around the impassable terrain.
💀 R: Subjugate
| Parameter | Value |
| Cost | 100 Mana |
| Cooldown | 120 / 100 / 80 seconds |
| Cast Time | 0.25 seconds |
| Target Range | 650 |
| Total Magic Damage | 20 / 25 / 30% (+ 2% per 100 AP) of target’s max health |
| Total Self-Heal | 20 / 25 / 30% (+ 2% per 100 AP) of target’s max health |
| Initial Damage/Heal (on-cast) | 10 / 12.5 / 15% (+ 1% per 100 AP) of target’s max HP |
| Armor Drain | 40% of target’s current armor → stolen by Trundle |
| MR Drain | 40% of target’s current MR → stolen by Trundle |
| Drain Duration | 4 seconds (half applied on-cast, half over 4s) |
| Resistance Linger | 4 seconds after drain ends |
| Size Change | Trundle +18%, Target -9.9% |
ACTIVE: Trundle drains the life force out of the target enemy champion, dealing magic damage and healing himself for the same amount. He also reduces 40% of their current armor and magic resistance, while gaining the same amount reduced as bonus armor and bonus magic resistance for himself. Trundle also increases in size by 18% while reducing the target’s size by 9.9%. The size changes apply over 2.25 seconds.
Half of the drain’s total damage, healing, and resistance reduction is applied on-cast. The other half is applied every second over the next 4 seconds. The resistance reductions linger for 4 seconds after the drain ends.
💡 Subjugate Against Tanks — The Math: This is why Trundle is the hardest tank counter in the game. A tank with 300 armor and 3000 HP loses 120 armor instantly — going from 300 to 180 armor — while Trundle gains that 120 armor on top of his own. The net armor difference swings by 240 armor points in a single R cast. Combined with the 30% max HP damage + healing, a Trundle who Rs a full tank simultaneously gains their defensive stats, heals from their HP pool, and reduces their ability to trade back — all in one button press. A tank building more armor literally makes Subjugate heal Trundle for more and give him more armor. The more tank stats they stack, the harder he beats them.
🎯 Strategies and Gameplay Tips
Early Game (Levels 1–6)
- Chomp Spam Trading: With a 3.5-second cooldown and only 20 mana cost, Chomp is effectively spammable. Every 3–4 seconds, a Chomp hit reduces the enemy’s bonus AD by 15–20 while Trundle gains AD. In extended melee trades, stack 3–4 Chomps and the enemy top laner is dealing significantly reduced damage while Trundle is at maximum bonus AD. This is why Trundle dominates most melee matchups.
- Frozen Domain Under Yourself: Place W at your own feet before every trade, not mid-fight. The 775-radius means it covers the entire immediate fight space. 90% attack speed bonus combined with Chomp’s attack timer reset means Trundle’s DPS inside his own domain is approximately double what it is outside. Every second the enemy spends inside the zone is a second they’re losing the damage race.
- King’s Tribute Lane Sustain: Remain within 1400 range of minion deaths throughout the laning phase. Every minion wave that dies near Trundle heals him passively — combined with the 25% healing amplification from Frozen Domain, his sustain in extended laning is extremely difficult for melee opponents to outlast without burning summoner spells.
Mid Game (Levels 7–13)
- Pillar Isolation: When ganking or engaging, place Pillar of Ice behind the enemy’s escape route before committing to the fight. The terrain creation blocks their Flash-out direction and the 50% slow makes staying outside Frozen Domain range nearly impossible. Enemy who is caught between Trundle’s zone and an impassable pillar has no functional counterplay.
- Subjugate on Tanky Targets: By mid game, enemy tanks start completing their first HP and armor items. This is when R becomes increasingly impactful. R on a champion with 200+ armor and 3000+ HP heals Trundle for 750+ HP (25% of 3000) and strips 80+ armor — creating a swing of 160+ armor points between the two champions. Time R when the tank is trying to absorb your team’s damage during a fight.
- Split Push Dominance: Trundle’s sustain from King’s Tribute + W healing amplification + Frozen Domain attack speed makes him an elite split pusher. His Chomp’s turret-interaction (attack timer reset) accelerates structure damage significantly. Place W before taking turret shots — the healing amplification reduces turret chip damage to negligible levels with proper HP items.
Late Game (Level 14+)
- Subjugate Priority Target: In late game teamfights, always open with R on the tankiest enemy champion — not the squishiest. A Subjugate on Malphite, Leona, or Maokai simultaneously: deals 30% of their massive HP as damage, heals Trundle for 30% of their HP, and steals 40% of their massive armor/MR. This swing in resistances makes Trundle borderline unkillable for the remaining 8 seconds of the drain.
- The Unstoppable Fight: Late game Trundle inside Frozen Domain with Subjugate active is one of the hardest sustained 1v1 DPS scenarios in the game. 90% attack speed + Chomp reset + stolen resistances + 25% healing amplification + King’s Tribute from nearby deaths = an opponent who is simultaneously getting hit harder, healing less effectively, and dealing less damage back. There is no realistic fight-through window once Trundle is fully online here.
- Pillar Zone Control: During objective fights, place Pillar of Ice at the Drake or Baron pit entrance to deny approach angles to the objective area. The terrain creation plus 50% slow effectively shuts off one entire approach vector — forcing the enemy to either break through slowed or route around. With Frozen Domain covering the other approach, the objective zone becomes Trundle’s domain in the most literal sense.
❌ Common Mistakes and How to Avoid Them
- Using R on Squishy Targets: Subjugate on a squishy mage with 1800 HP and 50 armor gives Trundle 750 HP damage/heal and 20 armor. Subjugate on a tank with 4000 HP and 300 armor gives 1200 HP damage/heal and 120 armor. Always R the tankiest enemy. The ability literally scales on how much armor and HP they’ve invested into — punish stat-heavy builds relentlessly.
- Placing W After the Trade Starts: Frozen Domain placed reactively mid-trade means Trundle spent the first seconds of the fight outside his own buffs. W must be placed before engaging, at the location where the fight will happen. Pre-placement at the enemy’s feet (if they’re not moving) or at your own feet (if you’re closing the gap) maximizes the buff duration overlap with the actual combat window.
- Ignoring Pillar Placement Angles: Throwing Pillar randomly at the fight location without considering escape routes and terrain usage wastes it. The pillar blocks pathing — use it behind retreating enemies to trap them, or beside the fight to funnel opponents into your zone. A pillar thrown in front of an enemy they can simply walk around is a wasted cooldown.
- Not Spamming Chomp: At 20 mana and 3.5-second cooldown, Chomp should be used on virtually every auto attack in trades. Not using Q means forfeiting the AD steal mechanic entirely — the cumulative AD swing after 3–4 Chomps is 30–40 bonus AD for Trundle plus 15–20 AD reduction on the target. That’s a 50–60 AD swing from just pressing Q repeatedly.
- Underestimating Passive Healing: Players often retreat when taking chip damage during laning, ignoring that King’s Tribute passively heals Trundle from every minion death within 1400 range. Stay near dying minion waves — the passive healing in a full wave clear at level 12+ recovers substantial HP between engages without using any abilities or items.
⚙️ Recommended Build and Itemization
Core Items
- Sunfire Aegis: AoE burn that activates during Frozen Domain extended fights. The proximity damage stacks over time inside the ice zone, synergizing perfectly with Trundle’s sustained melee combat style. Also provides health and armor that amplifies Subjugate’s max HP scaling.
- Sterak’s Gage: Bonus HP + a shield that activates when burst damage threatens. The base AD scaling from Sterak’s amplifies Chomp’s AD-based bonus damage directly. The shield activating inside Frozen Domain gets the 25% healing amplification applied to the shield value — a subtle but impactful interaction.
- Titanic Hydra: HP scaling into Chomp bonus physical damage. The Crescent active resets with attack timer manipulation and pairs with Chomp’s attack timer reset for double-hit windows. Also provides the wave clear Trundle needs to maintain split push pressure without sacrificing fight stats.
Situational Items
- Thornmail: Against heavy AD and healing-dependent champions. Grievous Wounds on Trundle’s auto attacks (combined with Chomp’s frequency) applies healing reduction to every AD carry or life-steal based fighter Trundle is fighting.
- Warmog’s Armor: Maximum health stacking for Subjugate’s max HP scaling. More HP means more heal per R cast on tanky targets and larger King’s Tribute healing from high-HP dying units. The passive HP regen between fights makes Trundle near-impossible to poke down.
- Dead Man’s Plate: Movement speed stacking into a charge that deals bonus damage on the first hit (synergy with Chomp’s reset for immediate activation). Provides armor for Subjugate tanking and the move speed helps Trundle close gaps before Frozen Domain expires.
⚔️ Counter Picks & Matchups
✅ Trundle Counters
1. Malphite
The quintessential Subjugate target. Malphite’s entire kit is built around stacking armor — his Granite Shield passive, his Q slow, his entire playstyle centers on being an immovable tank. Trundle’s R steals 40% of Malphite’s massive armor pool, healing Trundle for 30% of his enormous HP while leaving Malphite with reduced resistances and missing nearly a third of his health. The Unstoppable Force ultimate cannot prevent Subjugate from being cast mid-engage.
2. Garen
Garen’s trading pattern relies on Judgment spin damage and Decisive Strike silence — both of which are physical damage output that Chomp’s AD reduction directly counters. Each Chomp reduces Garen’s Judgment effectiveness by reducing his bonus AD. Trundle’s sustained healing from King’s Tribute near lane minions outlasts Garen’s sustain from Perseverance passive, and Frozen Domain movement speed prevents Garen from creating the Decisive Strike approach distance.
3. Sion
Sion’s primary strength is HP stacking — a Sion with 5000 HP makes Subjugate heal Trundle for 1500 HP and steal Sion’s armor simultaneously. Soul Furnace shield generation is countered by Chomp’s sustained damage breaking the shield rapidly. Sion cannot kite Trundle in Frozen Domain, and his Roar of the Slayer poke is absorbed by Trundle’s passive sustain from minion wave deaths.
❌ Trundle is Countered By
1. Fiora
Fiora’s Riposte parries Chomp’s empowered attack, nullifying the entire AD steal mechanic and countering with a stun on Trundle. Her Vitals deal percent max HP true damage, bypassing Trundle’s armor entirely. Grand Challenge’s healing field during Fiora’s ultimate keeps her HP topped during the sustained fight that Trundle wants. She genuinely cannot be sustained-out by King’s Tribute when her own kit generates equivalent or superior healing through Vitals.
2. Vayne
Silver Bolts true damage at 10% max HP per 3rd hit directly punishes Trundle’s HP stacking. The more health Trundle builds, the more each Silver Bolt tick deals in true damage. Condemn can knock Trundle into his own Pillar for a stun, and Tumble gives Vayne enough mobility to avoid Frozen Domain positioning entirely. Building pure tank stats is actively counterproductive against Vayne.
3. Camille
Camille’s Hookshot and Hextech Ultimatum cage prevent Trundle from using Pillar placement as an escape tool. Her Precision Protocol true damage on second activation bypasses Trundle’s armor regardless of how much he steals via Subjugate. Adaptive Defenses passive scales her own resistances dynamically, reducing the effective swing value of Chomp’s AD theft against her specifically.
FAQ
Q: Does Subjugate scale better as the game goes longer?
A: Yes, dramatically. At 20 minutes a tank might have 2500 HP and 150 armor — Subjugate heals for 625 HP and steals 60 armor. At 40 minutes the same tank might have 5000 HP and 350 armor — Subjugate heals for 1500 HP and steals 140 armor. The ability’s value literally multiplies as the game progresses and tanks invest in more stats. Late-game Subjugate on a fully-built Malphite or Ornn is one of the most impactful single-button presses in the entire game.
Q: How does the 25% healing amplification in Frozen Domain work?
A: While Trundle is physically inside the Frozen Domain area, all healing he receives is increased by 25%. This applies to: King’s Tribute passive heals, Subjugate self-heal, item healing effects (Ravenous Hydra, Sterak’s Gage shield-to-HP conversion), and rune healing (Grasp of the Undying, Conqueror healing). The 25% is multiplicative with other healing amplifiers. Always fight inside your W to maximize every healing source simultaneously.
Q: Can Trundle’s Pillar of Ice block dashes?
A: The pillar is classified as terrain, which means dashes that require open terrain (ground-targeted dashes) cannot pass through it. However, dashes that follow a target or travel through units (Yasuo’s Sweeping Blade, Ezreal’s Arcane Shift) can pass through terrain. Use the pillar to block predictable movement paths and Flash-out directions, not as a counter to all dash abilities.
Q: Does Chomp’s attack timer reset interact with other on-hit effects?
A: Yes — Chomp resets Trundle’s basic attack timer immediately, meaning the empowered Chomp hit and a follow-up normal auto can fire in extremely rapid succession without the standard attack animation delay. This is how Trundle achieves the Chomp → immediate follow-up auto → Chomp again pattern within a 3.5-second window. With Titanic Hydra, the Crescent active can be triggered in the same window for three high-damage hits in approximately 1 second of trade time.
Q: Is Trundle viable in Jungle?
A: Yes — Trundle Jungle is a legitimate and often strong option. King’s Tribute heals from jungle camp deaths within 1400 range, accelerating his clear sustain significantly. Frozen Domain provides attack speed inside camps for faster kill times. His gank pattern with Pillar of Ice (place behind the laner to cut off escape, walk up with W active) is highly effective. He’s particularly dominant as a counter-jungle pick who can fight the enemy jungler at any stage due to his Subjugate + Chomp AD theft durability.