Trundle Top Lane Kingdom
Best Overall Runes
Best Overall Build
Hey, I'm Lori, a gold player currently climbing up into Plat with this exact strategy, and a 70%+ WR. No think, it's time to troll!
Trundle's Laning is very strong, as he steals AD from the enemy, buffs himself, steals HP, Armor, Magic Resistance from any tanks, and has sustain worthy of a King.
Playing aggressively is the way to go, you can easily zone the enemy Top Laner from any minions while reliably farming yourself up. Trades will be in your favor at all times, your auto attack reset with Q + Grasp of the Undying deals unreasonable amounts of damage while slowing and your passive will heal you a lot for every minion you farm early game. If they choose to fight you, you defeat them and conquer the land. Freezing the waves so your enemy is not allowed to farm, is very important in order to really set up your kingdom. Once level 6, you will push in consistently instead, forcing the enemy Jungler to react to you, hoping for a good opportunity to steal their stats, kill them immediately, take their buffs, and win the 1v2.
The King will not leave his Kingdom until the important fights, for the Baron, or the third/fourth Dragon.
The general Rune Path to go:
Now let's move onto why. -Grasp of the Undying gives you the best trading option, it also opens up the way to the rest of the resolve tree. While Lethal Tempo seems incredibly good on Trundle, once out of Laning phase, you are barely able to use it effectively, and most of the time the extra tankiness will be what you need to succeed. -Demolish is a non-brainer, considering picks like Janna Top Lane. You will not follow the scum, instead, you will grow to an even mightier King, becoming unstoppable by invading their jungle and feasting on the weak. -Conditioning + Overgrowth are for your mid/late game scaling. You are indefinitely a monster within the Laning Phase - I've double killed the enemy top and jungle multiple times by now, so early game strength is not what Trundle needs - The tankiness will make you able to easily carry most teamfights later on, by being an incredible force in the front line, that the lower folk cannot ignore. -Tenacity over Bloodline (Lifesteal) and Alacrity (Attack speed). Again, we are looking towards the teamfights. You want to be as strong as possible later on, as a Trundle your main weakness is not getting to the high-priority targets. Tenacity will help a lot here. -Last Stand over Coup the Grace. Most of the time you will tank a lot, and with the slight Lifesteal in your build you will be able to heal up quite a bit with the last droplets of your life.
Teleport is incredibly important to keep your Kingdom safe at all times, and to later on be a thrilling split-pushing force...
For hard match-ups, where your opponent will not escape anyway, Ignite is much better.
For a team with a lot of ranged Champions that will try their best to kite you, Ghost might be the right choice.
- Summs Top Lane
The Skill Path depends on your Match-Up. Your Q will take away AD from your rival, if they scale on AD/use auto-attacks, it will weaken them severely. If you lane against someone who does not mind any AD loss, like a Heimerdinger, W will do a lot more for you, as it lets you auto attack more and get to your enemy faster.
- Against AD Champion
- Against AP Champ
Your E is simply a disruption tool with a huge cooldown, only ever use it to chase someone down, escape or disrupt a spell like Sion Q. Your Ult will be used for damage and healing in the early/mid game, so just use it on the target you are trying to kill. In the late game, you will use it on the target with the most HP, Armor and Magic Resistance on the enemy team, in order to steal their tankiness, making you an incredibly tanky monster, and the enemy nothing more than a scarecrow.
The Itemization is the hardest field to discuss. There are a lot of good/viable options on Trundle, and you have to really think about each buy - from the very first one - to truly wreck your opponent.
Doran's Shield: If you play against anything that will harass you a lot, whether it will be a Renekton with his stun or a Heimerdinger. You will shrug off their pathetic attempts to hurt the almighty King. Doran's Blade: If you play against anything that will fight you head on from the very beginning, like a Darius or a Gwen. Your club is the biggest, therefore you will eat their heads for supper.
Sheen: Every time. Sheen is one of the best items on Trundle, you need it ASAP. Plated Steelcaps: Against heavy auto attack match-ups. Mercury's Treads: Against heavy CC match-ups. Bramble Vest: Against heavy heal match-ups.
Divine Sunderer: Every time. Blade of the Ruined King: Every time, unless you really cannot get to the enemies at all (which is highly unlikely) Titanic Hydra: Every time.
There are a few options to finish up your build. Thornmail: If you already bought Bramble, here is the point where you should finish it. Spirit Visage: If the enemy has more than one strong AP damage dealer. Death's Dance: If the enemies have a lot of AD Burst. Sterak's Gage: Build it very late into the game, but it can be incredibly strong if you die too fast despite all your tankiness. Randuin's Omen: Against heavy crit/Auto attack teams. Gargoyle Stoneplate: If you are the only front-liner; your alliance will take care of the damage, while you become a wall for the kingdom.
- Options, Options.
Most Matchups are really easy to win with Trundle Top. There are extreme exceptions, though, that will be a thorn in your side. Every Matchup that was not mentioned here just follows the Game plan at the beginning.
"I'm not ugly, but they're about to be!"