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General Information
TitleThe Troll King
Release DateDecember 1, 2010
Cost3150 BE 790 RP

616 (+ 96)

6 (+ 0.75)

281 (+ 45)

7.5 (+ 0.6)


68 (+ 3)

0.67 (+ 2.9%)


37 (+ 2.7)

32.1 (+ 1.25)

Trundle is a champion in League of Legends.


For outdated and now non-canon lore entries, click here.
  • Biography
Trundle is a hulking and devious troll with a particularly vicious streak, and there is nothing he cannot bludgeon into submission—not even the Freljord itself. Fiercely territorial, he chases down anyone foolish enough to enter his domain. Then, his massive club of True Ice at the ready, he chills his enemies to the bone and impales them with jagged, frozen pillars, laughing as they bleed out onto the tundra.

Trolls are, for the most part, hulking and brutish creatures, found in many of Runeterra’s least hospitable environments. Though not invulnerable, they are blessed with a hardy constitution and the ability to heal more quickly than other mortal races—especially the feeble humans. This means they can endure extremes of climate and scarce resources merely by out-surviving their rivals, and this is the most likely reason some of the largest known tribes still call the mountains of the Freljord home.

Trundle was whelped in a filthy cave, along with a brood of fifteen brothers and sisters. Times were particularly hard, so that only seven of them grew strong enough to join the ranks of their chieftain’s warband… and only three remained after their first winter of raiding.

As the warband feasted, the chieftain spoke of his intention to circle back and raid the same lands again. All would fear them. It would get easier every time.

Frowning, Trundle stood up, and said this plan was no good. The people they had crushed had nothing left for the tribe to take—they should return next winter when the granaries were full again, and the livestock grown big enough to make more than a single mouthful.

Many of the other trolls did not like this at all. They ground their teeth and thumped the sides of their heads, trying to comprehend what Trundle was suggesting. Was he a coward? Had the cold got into his brain and turned it to slush? The chieftain beat Trundle with a rock, and threw him away down the mountainside. Fools had no place in his warband.

Trundle wandered far, for he knew he would not be welcome anywhere nearby. He avoided other troll tribes scattered across the tundra, and was careful to keep his distance from the feral yetis that roamed the highlands. By night, he gazed up at the stars and remembered all the stories he had been told as a pup—legends of Grubgrack the Wise, and other ancient troll kings, who followed the old gods and were gifted powerful weapons as symbols of their right to rule the world.

Eventually, Trundle came to a great crack in the ground. While he was glad to be out of the wind, he soon found himself lost in a maze of twisted, howling canyons that seemed to sink deeper beneath the Freljord than the mountains rose above it.

And at the very bottom of that abyss, he met the Ice Witch.

She waited for him on a shimmering, frozen lake, surrounded by little human warriors skinned in furs and metal. Trundle was not daunted by any of this; but the Ice Witch wanted to know how he had found his way here, into the very heart of her domain, and how he was able to walk upon her lake.

Trundle looked down. The ice beneath his feet was darker than the night sky, far overhead. It made his brain want to squirm around inside his skull.

The Ice Witch told him he was special—something called “Iceborn”, which meant he should stay there with her. But Trundle did not want this, and told her how he had been cast out by the chieftain, and that he wanted to find a great weapon and become a troll king like Grubgrack and all the others. To his surprise, the Ice Witch agreed, and handed him a mighty club of ice called Boneshiver. With this, he could become king of all trolls, and form a great alliance with her human tribe.

He eagerly agreed, and began the long journey home.

When Trundle arrived, the chieftain laughed in his face… until Trundle bashed him over the head with Boneshiver. In an instant, the old troll was frozen solid by the club’s icy magic, and a second blow shattered his body into tiny pieces.

Awed by Trundle’s newfound strength, the rest of the warband listened to his tale of the Ice Witch, and the alliance she had promised. Trundle was smart. Trundle had been chosen to wield great power. Trundle would be their king.

And with Trundle leading the charge, the time of the trolls is surely coming.

"Outsmart anyone you can't beat, and beat anyone you can't outsmart."



King's Tribute.png King's Tribute [Passive]
Range: 1400

Innate: When an enemy unit dies near Trundle, he heals for a percent of its maximum Health.
Heal: [+2 - 7% enemy’s max]
Chomp.png Chomp [Q]
Cost: 30 Mana Cooldown: 4 s Range: 300

Active: Trundle lunges at his opponent with his next basic attack, dealing physical damage and slowing his target by 75% for 0.1 second.

This attack increases Trundle's Attack Damage for 5 seconds, with his opponent losing half of this amount.

Base Damage: 20 / 40 / 60 / 80 / 100 (+110 / 120 / 130 / 140 / 150% total)
Bonus Attack Damage: 20 / 25 / 30 / 35 / 40
Frozen Domain.png Frozen Domain [W]
Cost: 40 Mana Cooldown: 15 / 14 / 13 / 12 / 11 s Range: 900 Area of Effect: 1,000

Active: Trundle coats target location with ice for 8 seconds, gaining Movement Speed, Attack Speed and 25% increased healing and regeneration from all sources. Movement Speed: 20 / 28 / 36 / 44 / 52%
Attack Speed: 20 / 40 / 60 / 80 / 100%
Pillar of Ice.png Pillar of Ice [E]
Cost: 75 Mana Cooldown: 24 / 22 / 20 / 18 / 16 s Range: 1,000 Area of Effect: 125

Active: Trundle creates an icy pillar at target location for 6 seconds, becoming impassable terrain and slowing all nearby enemy units. Slow: 20 / 30 / 40 / 50 / 60%
Subjugate.png Subjugate [R]
Cost: 100 Mana Cooldown: 120 / 100 / 80 s Range: 700

Active: Trundle drains an enemy champion's maximum Health as Magic Damage and 40% of their Armor and Magic Resist, half immediately and half over 4 seconds. The Armor and Magic Resist is returned 4 seconds after the drain ends. Magic Damage Health Drain: [20 / 27.5 / 35% (+2% per 100) target's max]

Patch History[edit]

Patch 10.14

W bonus attack speed decreased early.

This treacherous troll has been on a particularly savage streak as he continues to tear through professional play. We’re reverting the patch 9.6 buff in the hopes that this will ice down his early game clear speed and dueling prowess.

Frozen Domain.png W - Frozen Domain

BONUS ATTACK SPEED : [30/47.5/65/82.5/100%]

Patch 10.12
Base health, mana, and mana regen rounded. W bonus movement speed decreased.

Though we took some power out of his Subjugation, Trundle is still the top troll in competitive play. We’re aiming at reducing his safe escapes from sticky situations by toning down his early mobility. Also rounding some base stats out because those decimals are as ugly as he is.

Base Stats

HEALTH : [616.28] 616
MANA : [281.6] 281
MANA REGEN : [7.508] 7.5

Frozen Domain.png W - Frozen Domain

BONUS MOVEMENT SPEED : [30/35/40/45/50%]

Patch 10.9
R cooldown increased.

Trundle's been clobbering all his opponents, regardless of health or risk, especially in pro play. We're reigning in his ability to make others more vulnerable so he has to fight fairly more often.

Subjugate.png R - Subjugate

COOLDOWN : [100/80/60]

Patch 10.2 W movement speed increased. E slow increased.

Trundle has been suffering all around, but especially when allies have to rely on him for ganks.

Frozen Domain.png W - Frozen Domain

MOVEMENT SPEED : [20/25/30/35/40%]

Pillar of Ice.png E - Pillar of Ice

SLOW : [15/25/35/45/55%]

Patch 9.8
Q bonus damage increased late. R cooldown decreased.

More chomping! More subjugation!

Chomp.png Q - Chomp

BONUS DAMAGE : [20/35/50/65/80]

Subjugate.png R - Subjugate

COOLDOWN : [110/90/70]
100/80/60 seconds

Patch 9.6
W attack speed increased.

Helping out Trundle's early game laning and jungling.

Frozen Domain.png W - Frozen Domain

BONUS ATTACK SPEED : [20/40/60/80/100%]

Patch 9.4
W cost decreased; attack speed increased.

We're helping Trundle cast W more liberally in lane and increasing his late game threat when opponents are in his domain

Frozen Domain.png W - Frozen Domain

COST : [60] 40 mana
BONUS ATTACK SPEED : [20/35/50/65/80%]

Q damage increased.

Previous nerfs took too big a bite out of the Troll King's strength so we're returning some of the dueling prowess we removed earlier in the season. Chomp chomp.

Chomp.png Q - Chomp

BASE DAMAGE : [20/30/40/50/60]
RATIO : [0/0.1/0.2/0.3/0.4]
0.1/0.2/0.3/0.4/0.5 total attack damage

E cooldown increased. E slow decreased at early ranks, increased at later ranks.

Tuning down the frequency and potency of Trundle's crowd control to reduce the troll king's effectiveness at setting up ganks and favorable fights, particularly in competitive play.

Pillar of Ice.png E - Pillar of Ice

COOLDOWN : [22/20/18/16/14]
24/22/20/18/16 seconds
SLOW PERCENT : [30/35/40/45/50%]

Q base damage decreased at later ranks. Q damage ratio increased at later ranks. Q attack damage sap duration decreased.

Trundle's dueling potential is too high, even if he isn't building damage.

Chomp.png Q - Chomp

BASE DAMAGE : [20/40/60/80/100]
DAMAGE RATIO : [1.0/1.05/1.1/1.15/1.2]
1.0/1.1/1.2/1.3/1.4 total attack damage


BASE ARMOR : [27.54] 37

Q can damage turrets. W healing and regeneration amp increased and applies more quickly.

For a champion who excels at split-pushing and dueling his laner, Trundle’s Chomp not applying to turrets is just unintuitive. We’re adding that interaction back in, and taking the time to clean up the way Chomp works.

Chomp.png Q - Chomp

JAWS OF STEEL : Trundle can once again Chomp turrets
ORTHODONTIC SURGERY The attack following Chomp now has more consistent timing and scales better with attack speed.

Frozen Domain.png W - Frozen Domain

BUGFIX : Was already giving 25% increased lifesteal. We’re “fixing” the bug by bringing other sources of healing/regen up to the same level.

E cooldown decreased at early ranks, increased at late ranks.

Trundle forces his opponents between a rock and a hard place with Pillar of Ice, softly restricting their movement. But as Trundle nears max cooldown reduction, Pillar of Ice turns from a temporary disruption to a nearly-100%-uptime wall, forcing opponents between a rock wall and - well, another rock wall. Creating temporary terrain to obstruct his opponents is fine, but Trundle’s opponents should get some breathing room in between Pillars.

Pillar of Ice.png E - Pillar of Ice

COOLDOWN : [23/20/17/14/11 seconds] 22/20/18/16/14 seconds

Health regen down.

Trundle’s stat-sapping abilities make him very hard to fight 1-on-1. In most top lane metas, he is kept at bay by his weakness against poke and short trades. However, our recent efforts to knock down systemic sustain (like Grasp of the Undying) have made Trundle’s passive sustain stand out even more. High base health regeneration on top of his passive prevents most top laners from forcing him out of lane before his ultimate is back up again. We dig the uniqueness of his passive, but there’s no need for him to have so much additional extra health regeneration on top of that.



Q no longer works on towers. Pillar's cost up. R's cooldown and cost increased.

What a difference 50 attack range makes. Every year there's a champion that perfectly benefits from most of the season's changes, and in 2016 (with better itemization and a higher importance on skirmishing), it's Trundle. We're taxing the troll's mana pool to curb some of that non-stop aggression. Quick call out on that Q nerf: with turrets being weaker this season we felt this was a good middle-ground instead of outright dulling those teeth.

Chomp.png Q - Chomp

broken teeth No longer affects turrets

Pillar of Ice.png E - Pillar of Ice

COST : [60 mana] 75 mana
pillarvision : Fixed a bug where Trundle's Pillar was granting too much vision for the duration

Subjugate.png R - Subjugate

COOLDOWN : [80/70/60 seconds] 110/90/70 seconds
COST : [75 mana] 100 mana

 Attack Range Changes
A few champions are getting increased range. Except Nunu and Tahm Kench. You know what you did.

With preseason being the time to dig deep and reevaluate assumptions, we finally started looking at attack ranges as a stat for tuning rather than just something we did simply because characters have polearms. This is only a first pass as we start to think of melee attack ranges as in 'tiers', first of 125 and 175, but possibly even up to 225! This means a few bonuses to range for some champions that have trouble movin' around in combat or just needed the love. We'll be back relatively soon for a follow-up, but at least now Trundle won't look so goofy as he punches you with his enormous iceclub.

ATTACK RANGE : [150] 175
ATTACK RANGE : [200] 175

  • Trundle
ATTACK RANGE : [125] 175
ATTACK RANGE : [125] 175

R steals more health.

"Trundle's gone from one of our more untouched champions to a regular in the patch notes, so let's talk about that for a sec. Trundle's a champion that's both simplistic and satisfying - you hulk out, bash things with your club and block entrances with your pillar (freezing the ground around it to boot). It's a pretty sweet deal. So why the changes?
Simply put, Trundle's highly dependent on his opposing composition; moreso than most fighters in the league. While your Olaf's and Shyvana's would prefer your opponents not have many ways to escape their head-bashing antics, Trundle also demands his opponents have stats worth stealing. Chomping Malzahar's a lot less valuable than biting an AD-focused champion like Riven, and subjugating a team full of assassins and mages is far less exciting than a Nunu or Nasus with lots of health and resistances.
So what does this mean for Trundle? As with patch 5.9's changes to Frozen Pillar, we're leaning towards making it so when his abilities are good, they're really good. Subjugating a Cinderhulk user was always good - but boosting his royal ransacking should cement Trundle as the super-effective anti-tank he was always born to be. Hail to the King."
  • Subjugate.png R - Subjugate
    • HEALTH DRAIN : 20/24/28% 20/27.5/35%

Pillar's slow is stronger and knocks units further away.

"For a fighter so hyped as the ultimate Tank-Buster, Trundle's been pretty underwhelming in the age of Cinderhulk. Much of this isn't even due to his stat-stealing nature - his presence in fights simply isn't there when compared to his peers. To power-up the truly unique clubbing experience Trundle provides, we're giving him some oomph on his most iconic spell so he can put any lopsided skirmishes (or mispositioned marksmen) on ice."
  • Pillar of Ice.png E - Pillar of Ice
    • SLOW : 25/30/35/40/45% 30/35/40/45/50%
    • KNOCKBACK DISTANCE : 150 225


Passive range upped to match experience range. W's healing amp is now the same at all ranks, and R's been slightly buffed due to a bugfix.

"What's a Tank to a King? While most of these changes are focused on bugfixes and feel improvements, we felt it wouldn't be fair to address such a large number of tanks and tank-enablers without mentioning their natural predator. Focusing on sustain and regen should let Trundle keep pace with his opponents, biding his time before he goes all-out clubbing and takes their hard-earned stats. "
  • King's Tribute.png Passive - King's Tribute
    • RANGE : 1000 1400
  • Frozen Domain.png W - Frozen Domain
    • HEALING AMPLIFICATION : 8/11/14/17/20% 20% at all ranks
  • Subjugate.png R - Subjugate
    • BUGFIX : Fixed a bug that caused Subjugate to only steal 36% of the target's Armor and Magic Resistance instead of 40%


  • Pillar of Filth
    • Fixed a bug where Pillar of Filth could stop uninterruptible movement abilities such as
      's Unstoppable Force


  • Base Movement Speed increased by 25.


  • Rabid Bite mana cost decreased to 30 from 40
  • Contaminate's cast animation no longer locks Trundle out of using other abilities


  • As of the Volibear patch, Contaminate's CC reduction applies to Silences and Blinds


  • Contaminate now additionally reduce silences and blinds, but no longer allow them to walk through persistent slowing fields such as Kog'Maw's Void Ooze when stacked with other disable duration reductions (ie: Tenacity)


  • Fixed a bug where Rabid Bite was not blocked by Spell Shield, Shroud of Darkness, or Banshee's Veil


  • Fixed a bug where the particle for Pillar of Filth could queue up in the fog of war


  • Fixed a bug where Rabid Bite could be dodged




  • 2015

Additional Content[edit]

Champion Information[edit]

Related Lore[edit]

Journal of Justice



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