Learn late Pillar: do not throw E on first sight—wait for the dash, Flash line, or wall-hug exit, then place it slightly ahead or beside that route so the knock-up and slow shove them back through you instead of out of the play
Fight on your W, not on the walk-in; Frozen Domain is the patch of ground where Trundle’s attack speed, sustain, and chase actually make the maul stick, so spending it just to arrive strips a lot of what makes his early skirmishes unfair
Subjugate usually wants the real body in front of you, and the reward for that won brawl is to bite the map where you stood—tower first, then the nearby camp line, then grubs or dragon—because Trundle’s standout recent edge is structure damage after contact, not raw early gank volume
In most fights, ult the first durable champion who lets you keep hitting for four full seconds. If a tank or bruiser is walking in first, that is usually your best target because the stat drain changes both health bars and gives you permission to stand your ground inside W. Do not hold it for a backliner you may never touch. If the enemy diver jumps your team, ulting that diver is often better than chasing past them. The only time to delay is when the front target is trivial and a more important bruiser is clearly about to enter the same fight a second later.
When an enemy unit dies near Trundle, he heals for a percent of its maximum Health.
Trundle bites his opponent, dealing damage, briefly slowing and sapping some of their Attack Damage.
Trundle turns target location into his domain, gaining Attack Speed, Move Speed, and increased healing from all sources while on it.
Trundle creates an ice pillar at target location, becoming impassable terrain and slowing all nearby enemy units.
Trundle immediately steals a percent of his target's Health, Armor and Magic Resistance. Over the next 4 seconds the amount of Health, Armor, and Magic Resistance stolen is doubled.