Trundle

Trundle Top Build 16.11

Trundle Top build in patch 16.11 has a 22.7% win rate over 22 games. This setup focuses on boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. they are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster.

Trundle Roles
Patch: 16.11
22 Matches
Win Rate: 22.73% / Pick Rate: 7.12%
Doran's Blade
Health Potion
Ravenous Hydra
Boots
Ravenous Hydra
Refillable Potion
Vampiric Scepter
Recurve Bow
Flash
Teleport

Trundle Build Guide & Strategy (Patch 16.11)

About Trundle

Trundle is a bruiser who wins by stealing stats, breaking frontlines apart with Pillar of Ice, and overpowering targets in extended melee fights where his sustained damage and durability can take over. He is especially oppressive into champions who need to stand their ground, but he is much easier to kite when his approach is obvious or his pillar fails to trap the right target.

Trundle Build Strategy & Items

Boots support a tempo-oriented style where movement matters as much as raw stats, letting you weave in and out of trades, dodge skillshots, and reach waves or skirmishes sooner. They fit gameplans built around cleaner rotations, safer lane resets, and better control over distance in fights. This item supports continuous fighting patterns where staying in range and attacking over and over creates pressure that ramps quickly. It fits marksmen, duelists, and on-hit users who want better damage in longer trades, faster objective hitting, and smoother wave interaction. This item supports a lane plan built around attrition, where you can take smaller losses and heal them back through minions or extended trades. It fits marksmen and some fighters who prefer steady pressure, safer side-laning, and better recovery after skirmishes. Boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. They are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster. Recurve Bow is an attack speed component with added on-hit damage, built for champions who deal damage through repeated attacks instead of single large strikes. It is mainly used to sharpen sustained DPS and push on-hit or attack-speed item paths forward. Vampiric Scepter is an attack damage and lifesteal component focused on sustaining through repeated basic attacks. It is mainly for AD champions who want to recover health while farming, trading, or staying on the map longer between recalls. Doran's Blade is an aggressive starter that combines early damage with a small durability cushion and lane sustain. It is mainly for champions who want their first levels to feel stronger in trades, farming, and all-in setup. Health Potion is a consumable sustain tool used to recover health over time during lane or after small fights. It is mainly for extending early map presence without needing an immediate recall.

Trundle Key Strengths

Their value shows up everywhere because early movement speed changes how quickly you can reposition, chase, retreat, and respond to map plays. Boots also make trading more reliable for champions that need better angles, tighter spacing, or faster entry into range. Recurve Bow is valuable because it combines faster attacks with extra payoff on each hit, giving more tangible DPS than attack speed alone. It is especially strong on champions whose kits reward repeated procs, making it a meaningful bridge into stronger on-hit spikes later. Vampiric Scepter is appealing because it combines offensive progress with self-sustain, letting auto-attack champions maintain health without fully giving up damage. It is especially useful in lanes where constant chip damage would otherwise force awkward recalls and lost tempo. Doran's Blade is valuable because it gives a rounded early stat package instead of committing purely to offense or defense. That mix makes it easier to last-hit under pressure, trade back with confidence, and keep pushing lane presence without feeling too fragile. Health Potion is valuable because it turns gold into reliable early endurance, which matters most when the first few waves decide pressure and recall timing. It also works across many matchups, making it one of the simplest ways to stay active after a rough exchange. Tunneler is valuable because health is broadly useful, and this component helps melee champions hit sturdier breakpoints before a full item is complete. It also smooths recalls for bruiser builds, since buying it keeps your pathing practical while still improving real fight durability. Refillable Potion is valuable because it stretches gold across multiple uses, making it one of the cleanest sustain investments for slower openings. It also rewards disciplined recall patterns, since every trip back restores its usefulness without needing another purchase. Control Ward is powerful because it changes what both teams are allowed to do around fog of war, often deciding whether a pick, dragon setup, or lane trap is even possible. It also creates lasting value well beyond its cost when placed in positions that survive and continue denying enemy vision. Plated Steelcaps are strong because they answer one of the most common and persistent damage patterns in the game: sustained physical chip from attacks. They are especially useful into double-AD pressure, ranged harass lanes, or late-game carries that would otherwise shred you through repeated autos. Winged Moonplate is useful because movement speed on a durable champion changes how easily they can threaten, peel, and arrive first to important terrain. It also makes defensive build paths feel more practical in mid game, since you get immediate map value instead of only a static survivability bump. Ravenous Hydra is valuable because it turns ordinary farming and trading into much stronger map pressure, especially for champions that want to shove first and move. It is especially good on picks that remain in combat long enough to use both the extra area damage and the sustain, making duels and messy skirmishes much easier to control. Trinity Force is valuable because it gives a very complete offensive feel to champions that can use all parts of it, making movement, trading cadence, and sustained threat all improve at once. It is especially strong on spellblade users that want every small opening to become meaningful damage without giving up side-lane tempo. Blade of The Ruined King is especially good at turning attack uptime into real damage against sturdier enemies, which helps auto-attack champions remain relevant once health bars start getting bigger. It also feels excellent on duelists that want both stronger target sticking and a more punishing long-trade profile without abandoning carry potential. Hullbreaker is valuable because it makes lane pressure more than just farming alone; it turns that time into a real threat against structures and defensive responses. It is especially strong on duel-capable melee champions that can hold a side wave and punish any slow reaction, since the item amplifies both the strategic pull they create and the damage that follows. Death's Dance is valuable because it gives bruisers more room to stay active after diving into dangerous range, which is often the difference between a successful skirmish and dying before the second rotation. It is especially strong on reset-oriented fighters and sustained melee carries, since staying alive slightly longer often lets them completely swing the fight.

Best Trundle Runes & Spells

Lethal Tempo is built to overwhelm fights through sustained attacking rather than front-loaded burst. Its purpose is to turn continued uptime on a target into rapidly escalating DPS and stronger pressure the longer the exchange lasts. Last Stand is a combat rune that increases a champion's damage as their own health gets lower. It is mainly chosen by fighters and other close-range champions that expect to keep dealing damage deep into dangerous trades instead of backing off the moment they are threatened. Demolish is a structure pressure rune that turns time near enemy turrets into meaningful objective damage. Its main purpose is to reward lane control, roam timing, and side-lane pressure by helping champions cash in on windows where the turret is left exposed. Bone Plating is an anti-burst lane rune that reduces the damage from an opponent's immediate follow-up after first contact. Its purpose is to make short, explosive trades less punishing by weakening the part of the combo that usually does the real damage. Legend: Alacrity is a scaling attack-speed rune made to sharpen auto-based gameplay as stacks accumulate. Its main purpose is to increase how quickly a champion can deliver repeated hits, making sustained DPS and trigger-based attack patterns feel smoother and more threatening. Triumph is a takedown rune that rewards successful fights with a burst of recovery and extra payoff at the moment an enemy falls. Its main purpose is to keep momentum alive after the first kill so a champion can survive the aftermath and continue pushing the skirmish. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Teleport is a map-wide tempo spell built to convert wave states and timing windows into presence somewhere else on the map. It is mainly used to protect lane economy, answer side pressure, and arrive at fights or objectives without giving up too much structure or farm. Ignite is an offensive finishing spell that adds immediate kill pressure and punishes healing during an all-in. It is mainly chosen to turn close trades lethal and to force respect from opponents who survive on narrow health margins.

How to Play Trundle (Early, Mid & Late Game)

Trundle Laning Phase (Early Game)

In the early game as Trundle in the Top lane, prioritize consistent farming and map awareness. Aim to secure your Ravenous Hydra as quickly as possible to establish a lane advantage and create opening opportunities.

Trundle Mid Game Strategy

During the mid game, utilize your 1 item power spikes to control lane transitions and objective contested zones. As Top Trundle, your roaming potential and skirmishing power are at their peak.

Trundle Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Trundle, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Trundle Mechanics & Gameplay Tips

Good Trundle players place Pillar of Ice to interrupt movement and cut escape lines rather than simply slowing from max range, and they choose when to bite with Chomp based on the enemy's return damage window. Strong Trundle timing also shows in Subjugate usage, because stealing durability from the correct frontliner or diver often decides whether he becomes unkillable in the middle of the fight or gets peeled off without impact.

Trundle Top Build (Patch 16.11) - Best Runes & Items | LoL Quick