Trundle
On average behind the lane opponent at 15 minutes (−649 gold).
- Win rate
- 42.3%
- ±19.0 · role avg 50.0%
- Tier
- C
- #52 of 76
- Pick rate
- 0.4%
- ban 0.6%
- Games
- 26
- ranked solo/duo
- Win rate
- vs expected
- CS at 10
- Solo kills
- First blood
Trundle top wins 42.3% of 26 ranked games in KR, rank 52 of 76 top champions (tier C). Most players finish Trinity Force first, at about 13:48.
What most Trundle players run
Trinity Force 13:53 · 62% · 16 games
Plated Steelcaps 14:42 · 46% of games
Ravenous Hydra 20:18 · 3 of 14 games
Hullbreaker 24:42 · 5 of 8 games Win rate by game length
Win rate by when the game ended. Faded: under 30 games. Icons: when each item is usually finished.Watch out for Olaf
Hard Points above or below what both champions' overall win rates predict. Every opponent, minute by minute →First dragon: 75% against 14%
Taking an objective goes with winning; it isn't the whole cause. First inhibitor is left out: it mostly means the game is already won.
More damage to towers, fewer control wards
What stands out (10% or more) against the average top laner. Blue: better for winning, red: worse.
About average: gold, kill participation, minions.
Item by item, with the clock
What players finish in each slot, and when. Pick items to follow a build: every column then shows only games that match your picks, and a picked item doesn't appear in another slot. Fewer games last long enough for items 5 and 6.
Most common full builds
Each row stops where games ended or the next item was too rare to list on its own. Boots (dashed ring) sit where they're usually bought.
Items 2–4 against each team
Against teams with mostly physical damage
Not enough games against this kind of team yet.
Against teams with mixed damage
Not enough games against this kind of team yet.
Against teams with magic heavy damage
Not enough games against this kind of team yet.
Against teams with no frontliner
Not enough games against this kind of team yet.
Against teams with one frontliner
Not enough games against this kind of team yet.
Against teams with two or more
Not enough games against this kind of team yet.
Against teams with little
Against teams with some
Not enough games against this kind of team yet.
Against teams with a lot
Not enough games against this kind of team yet.
Against teams with little
Not enough games against this kind of team yet.
Against teams with some
Not enough games against this kind of team yet.
Against teams with a lot
Not enough games against this kind of team yet.
Teams are grouped by their champions' usual damage, toughness, healing and crowd control, from all games.
Start, boots, spells, skills
Starting items
Boots
Summoner spells
Skills
Laid out like the game: the most picked rune in each row is in colour. Hover or tap a rune for its name, description and numbers.
Watch out for Olaf
No clearly easy lane yet
Behind at 15 against 1 of 1, still wins 0 of them
Fewer than 10 games (1)
Trundle does worse than expected here
Against Olaf, Trundle is behind on gold at 15 minutes in 73% of games, and still wins 0% of those. When ahead, Trundle wins 67%.
Enemies: nothing clear yet
Teammates that change Trundle's games
Dies more than most top laners
Before 14 minutes Trundle dies 3.8 times a game (average 2.5). 29% of those deaths involve the enemy jungler, against 40% for the average top laner. 60% are fair 1-v-1s.
Ganks and collapses both hit your half of top lane

Ganks: 46% in your half of top lane. Collapses: 45% in your half of top lane. 1-v-1s: 63% in your half of top lane.
Each square takes the colour of the most common kind of death there; brighter = more deaths. Red-side games are flipped, so the map always reads from the blue side.What kills Trundle
Ganks come at 3:00, 5:00 and 8:00–10:00
Ward the river before 3:00, 5:00 and 8:00.
Deaths involving the enemy jungler, per 100 games, by minute. Narrow bars: Trundle; wide light bars behind them: the average. Highlighted: the laning peaks.Wins fights in their half of top lane, loses them in your half of top lane
Where fights happen
Where fights happen

Before 14 minutes: 0.6 kills per death in their half of top lane against 0.3 in your half of top lane. Overall 0.5 kills per death.
From 14 to 25 minutes: 46 kills and 61 deaths.
After 25 minutes: 13 kills and 15 deaths.
Not enough games yet