Trundle; Gameplay Update

Stacona··2 votes·511 views

Do not fret, I will not be suggesting anything too crazy and most of Trundle will be intact. Right now Trundle is pretty unique and trolly which is great, but he also feels like he is down a spell, so with some adjustments I will be moving segments of his W into E and R and grant a new W in its place; plus Trundle is suppose to have a magical ice club so I will add something to this, in a trolly way of course!


Ice Smash (W): Cooldown: 10 seconds; Cost: 50/55/60/65/70 Mana; Range: 600 units Trundle greatly enlarges his club for a powerful smash in the target direction to deal 80/130/180/230/280(+100%AD) physical damage to every enemy struck. Ice Smash may damage structures, but at half the damage.

If the tip of the enlarged club struck Pillar of Ice then Trundle swings himself around the pillar and return to his starting location taking any enemy units that he collides with directly to his starting location. If enemy units collide with the club rather than Trundle then they do not get taken away but take 80/130/180/230/280(+100%AD) physical damage instead (all enemies can only take damage one time per Ice Smash).

Pillar of Ice (E): Cooldown: 23/20/17/14/11 seconds; Cost: 60 Mana; Range: 1000 units Trundle summons an impassable pillar of ice at a target location for 6 seconds. Enemies caught in the center of the eruption are briefly knocked-back and enemies around the pillar are slowed by x/y/z/a/b%. The pillar of ice also freezes the terrain around it in a large area [1000 units radius] to grant Trundle 20/25/30/35/40% increased movement speed.

Subjugate (R): Cooldown: 80/70/60 seconds; Cost: 75 Mana; Range: 700 units Passive: Trundle gains 20/40/60% bonus attack speed.

Active: Trundle drains the life force out of an enemy champion, dealing 20/24/28%(+1% per 50AP) of his target's maximum health as magic damage and healing himself for the same amount, as well as stealing 40% of the target's armor and magic resist, and gains 20% increased healing and regeneration from all sources for himself.

Half of the stats are drained immediately and the other half over the next 4 seconds. The armor and magic resist modifier slowly decays for both Trundle and his target over 4 seconds after the drain completes.


The changes being a new W spell, the Frozen Domain being combined with his Pillar of Ice (only the movement speed portion), the rest of Frozen Domain adjusted in values and added to his ultimate both passively and actively (remember trundle is melee, so unlike a ranged champion Attack Speed is a very weak stat on most melees, which is why it can be a passive stat). W allows Trundle a tool to clear waves plus a potential added CC (would be hard to land) to make sense for a tank; plus a way to close the gap as a melee without giving him a mobility spell like a dash or jump by potentially bringing his prey to him to bash with his club.

Hope you appreciate the effort! ~ Stacona

5 Comments

TehNACHO1 votes

{quoted}

(remember trundle is melee, so unlike a ranged champion Attack Speed is a very weak stat on most melees, which is why it can be a passive stat).

What.

No, just no. The exact opposite in fact, hilariously enough.

LilxPaprika1 votes

The suggestion for his q sound more like an ultimate as far as significantly impacting the game.that's a lot of displacement. I like the idea of making him interact with his pillar. But a bit drastic

Stacona1 votes

i didnt suggest changes with passive or Q - they are the same; also is j4 E-Q an ultimate status? or singed's fling?

LilxPaprika1 votes

{quoted}

i didnt suggest changes with passive or Q - they are the same; also is j4 E-Q an ultimate status? or singed's fling?

Ya lol mb I only read first ability thought the first you'd cover was q. It is but a knock up. Your displacement could be more effective than an urgot ult for example.

On jarvan it involves two spells, yours would just be an auto attack and pillar?

The merging of the pillar and The current w ice field is interesting. Except I may not necessarily want the ice where I cc people. When running away for example. Your putting his escape and gap closer in one spell.

Stacona1 votes

also have to think of how hard it would be to land, even with ways to increase Trundle's model size, plus it is a travelling skill shot in the perimeter of a large circle so if you are the furthest point from trundle it is the easiest to avoid, but the most devastating if it does connect--- where as urgot is simply a point and click with suppression, reliability holds a lot more weight, even then even if it does not actually directly do anything using the combo as a zoning tool can be great for a peel in that regard for your backline as a tank---

less run away mobility escapes is a better thing for the game overall honestly, and not like he cannot use the movement speed to not run away still; basically there are is a lot more thought process and decision making between pillar on the enemy, pillar for the 2000 units movement speed, or pillar into this new W for a zoning tool or even potential devastating grab on the enemy team... and to make his ultimate more like an ultimate i just gave the other W effects added to it--- and an important note with the W idea is to give trundle a way to clear waves, it also adds to his scraping ability

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