Place Pillar of Ice slightly ahead of the escape path or tight to a wall, and into dash champions use Q first so you can pillar the landing spot and drop W where the fight will actually continue, not where it started
Trundle side lane is often about keeping one important champion chained to the long wave rather than just racing towers, and recent comparison data shows his wins are less dependent on raw turret damage than nearby duelists like Jax, Fiora, Yorick, or Tryndamere
In teamfights, Subjugate the tank, diver, or bruiser who steps into you first, because Trundle becomes much stronger when he steals that body's stats and keeps the brawl attached instead of trying to force past it
Group when the fight is likely to start through a tank, diver, or bruiser you can actually drain, and when the terrain gives pillar real value instead of leaving everyone in open space. If the enemy comp is mostly ranged damage with no satisfying Subjugate target, keep the side wave working and make them answer you there. If their strongest frontliner is the one who has to walk in first, that is usually your signal to be present. A good Trundle group timer is not just objective spawn; it is the moment the enemy has to enter your range in a shape you can punish.
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.