Lets talk Trundle for a moment

Zyorhist··1 votes·879 views

I'm writing this post because Trundle is one of my favorite champions. He hasn't always been, but has become one. I love the Freljord changes they made to him and his kit is absolutely a blast to play. That being said I wonder if his power is allocated well. I know he is very balanced and I honestly think he is in a good spot, but when I play him I can't help but feel that is power should be allocated slightly differently.
For those who don't know Trundle's kit please check it out. There are a lot of little things about his kit that seem relatively old. There are a lot of little things that give him a power spike that many people don't know about him. These things I think could be more obvious or be re-allocated somewhere else in his kit.
For starters his passive, Kings Tribute. This passive is really great and allows Trundle a lot of sustain. The majority of players know what this does and how it works. It isn't something that is hidden , though it has no animation. Not much else to be said here. Secondly his q, Chomp. Most players know that this is an auto attack ability that causes extra damage. Some players even know about the slow, though I find many do not. The main part that people don't know is that it increases his AD for a duration, AND reduces the opponents AD by half the gained amount for the duration. Though this is simply something people should educate themselves on, there should be some kind of indicator on what is happening.
Third his w, Frozen Domain. This ability creates a zone that increases his attack speed and move speed. This most people know, but the hidden thing here is that it ALSO increases his healing from all sources while in the domain. Again more something people need to educate themselves on but still lacking an indicator. Fourth his e, Pillar of Ice. This is a pretty straight forward ability, it creates a pillar of terrain with a slow zone around it. Pretty easy to deal with and has clear animations.
Last his R, Subjugate. This ability, though semi-clearly animated, is still pretty easy to overlook. It siphons health AND armor AND mr from the opponent. Most people know about the health, and a lot still know about the resistances drain. Again a mere education issue.
As I said before he is balanced and in good shape, but feels off and has a bit of hidden power. I am wondering if some of this power could be changed up a little and put in other areas. I will put my thoughts below on where the power should be moved to and from but I would greatly like input from the community and thoughts on what happens.

Proposed changes. Passive, can be left untouched. Q, This ability should remain semi-intact, but I feel as though it shouldn't provide the slow, and the power from the slow should be moved. The increased AD should be adjusted to scale with something, say a small % of his AD or a % of his opponents AD instead of being a flat amount. Keep in mind this should be a very small scaling due to the fact that he is not only gaining power, but he is stealing it from enemies. W, this ability should also remain mostly intact. I feel though, that it should NOT provide the increased healing, instead the healing should be moved. Leave it with the increased Attack Speed and Move Speed, but slightly increase their ratios. E, This ability should be more of his bread and butter, this is the ability that should allow trundle to be a play maker and should have more utility. The slow that was ripped from his q should be added to this, and the area should be slightly increased. Maybe add an interaction where the pillar is a little bigger if cast inside his W. The slow zone should be increased in size and should leave the person with a slight slow after they move out of the field.
R, This ability could remain more intact, but should be more obvious. Give him some Ice Armor that builds up around his body, change the siphon color from green to something more readable. I know his model size already increases, but show more clearly where it is coming from not necessarily where it went to. Maybe give the target an indicator similar to exhaust or something to show that they have been weakened. This will also create counter play because if the team sees that he ulted a Malphite he will be very tanky, whereas if he ulted an ezreal he is gaining nearly nothing from it.

I know some of these changes can be seen as buffs, but realistically there shouldn't be a need for a buff or nerf on him, he is very well fit right now. I also don't think the changes are NEEDED, but they would feel much better in regards to his play. It also opens him up a slight bit more to counter play and actual play. Please leave in your feedback, but be informative about it. Don't just leave me a comment saying "you're stupid" as that doesn't create intelligent discussion.

8 Comments

just a memory2 votes

Your proposals are unwittingly bad for Trundle's viability. Namely his Q needs to retain its slow or his opponents could simply walk away, which was a huge problem with old Trundle.

Zyorhist1 votes

are there any other changes to my idea. I can see what you are trying to go for and would like to see what else you think

Dr FreakinSmarts1 votes

Trundle originally had no Q slow, but he had the problem where after using a Q the animation would take long enough to where he was losing distance between the target and him. So a small buff was made. It could be made so that there was no stopping of trundle's animation while Q'ing, but it would be a nerf if anything at this point.

just a memory1 votes

To reiterate, his Q needs to retain its slow or his opponents could simply walk away, which was a huge problem with old Trundle.

Trundle is a Drain-Tank. His increased healing on W allowing him to have moments of increased survivability and to preform as a Drain-Tank.

His Pillar could possible use some more buffs or other kit interactions, but otherwise is a functional skill.

For the most part, what you seem to want is more visible particle effects for Trundle's spells, which I am fine with, but your other suggestions would destroy his ability to properly stay on someone and autoattack.

Very Hard Engage1 votes

i like trundle too, my biggest issue with him is pathing/AA range, trundle loves to go all the way around because hes just out of range....

Zyorhist1 votes

I believe I know what you are talking about, mostly while he is ulted and has a larger model. He likes to run around a minion to get into range when he looks as though he is in range...

Dr FreakinSmarts1 votes

No offense but I cant agree with any of your changes lol.

Innate should be the one that changes. There should be a greater heal or some other steriod when killing or assisting. Yes, it's strong passive, but it's a useless passive if big nothing is dying around you at all stages of the game. Q needs slow. It's a fix from old Trundle and I think it's welcome in his current kit. W's passive regeneration is FREAKiNG AMaZING. It's kind of ridiculous right now since its 20% at level 1. That's a Spirit Visage right there... E I kind of like what you're getting at with synchronzing Frozen Domain, it's kind of big as it is. creating a bigger pillar will completely close off jungle entrances and increasing the low will have jungle fights become increasingly one sided. R

Zyorhist1 votes

I appreciate your feedback, and in regards to your comments on w I completely agree that it has amazing healing bonuses. I just think that it is a powerful effect that can be used in something else in his kit.

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