Build Guide by MisterChris

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League of Legends Build Guide Author MisterChris

A balanced Rumble - what you need to know!

MisterChris Last updated on April 30, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 21

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 0

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Rumble, the Mechanized Menace - LORE

Even amongst yordles, Rumble was always the runt of the litter. As such, he was used to being bullied. In order to survive, he had to be scrappier and more resourceful than his peers. He developed a quick temper and a reputation for getting even, no matter who crossed him. This made him something of a loner, but he didn����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t mind. He liked to tinker, preferring the company of gadgets, and he could usually be found rummaging through the junkyard. He showed great potential as a mechanic. His teachers recommended him for enrollment at the Yordle Academy of Science and Progress in Piltover, where he may very well have become one of Heimerdinger����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s esteemed proteges, but Rumble refused to go. He believed that Heimerdinger and his associates were ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½sellouts,����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ trading superior yordle technology to humans for nothing more than a pat on the head while yordles remained the butt of their jokes.

When a group of human graduates from the Yordle Academy sailed to Bandle City to visit the place where their mentor was born and raised, Rumble couldn����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t resist the temptation to see them face-to-face (so to speak). He only intended to get a good look at the humans, but four hours and several choice words later, he returned home bruised and bloodied with an earful about how he was an embarrassment to ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½enlightened����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ yordles like Heimerdinger. The next morning he left Bandle City without a word, and wasn����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t seen again for months. When he returned, he was at the helm of a clanking, mechanized monstrosity. He marched it to the center of town amidst dumbfounded onlookers and there announced that he would join the League of Legends to show the world what yordle-tech was really capable of, without hiding behind a foreign banner.

Guide Top


Hello Mobafire! This is my take on Rumble, the Mechanized menace. I know for many players it is very easily to write up a few words and post it online assuming you know every tactic to a character (I did this with Teemo). So I wanted to change this, while the site has been suitably flooded with Rumble guides, I wanted to supply a detailed build to rumble, his abilities, your role and other usual segments of information. Time has been spent testing this guide, playing the character and adjusting to the new system that is ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½heat����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½.

I would greatly appreciate your feedback and your comments as this benefits each other (the players of LoL). If you do feel you need to press that forbidden down vote button, please leave a comment and I will answer your concern(s) as soon as I can.

This guide will be constantly maintained and updated with any patches that may affect the items, spells, masteries, runes or Rumble in order to maintain its relevance.

In the wise words of James Dewar ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½Minds are like parachutes. They only function when they are open����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½.

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AS: Attack speed
AP: Ability power
HRGN: health regen
MR: Magic resistance
CD: Cooldown
LH: Last-hit(ting)

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Pros and Cons

Great pusher
Three possible slows
Good movement speed
No mana-like resource system
Best hero animations
Is not a tank, cannot run into fights head first
Is often focussed on currently do to relative newness
No true escaping move
Range dps will prove to be a problem

NOTE: Players who believe Rumble has no weakness and is classified as ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½OP����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ should be ignored and classified as trolls.

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About Rumble

Despite what some people may say, Rumble is a very interesting and unique champion in comparison to some of the current heroes. His passive Junkyard Titan introduces a new resource system that is heat, this opens endless possibly and problems if not timed correctly.

Heat and its mechanics will be discussed later in the guide.

It is important to know that Rumble is, what some people may consider a true ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½tanky DPS����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½. You cannot go all out MR, armour or HRGN as you are giving up on a sh*t load of damage. In contrast, if you decided to go all-out damage you will go down in only a few hits.

So how do you balance this? You need to choose your items and fights accordingly. NEVER enter a teamfight first, this is the tanks job NOT YOURS, you will merely be a feed to the jaws of heroes like or .

Escaping? While Rumble does have his it isn����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t as effective as some other escaping abilities like or . It could be compared to Caitlyn����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s , an escaping move in its own right, just not a very good one.

So what can Rumble do? He is a great chaser, especially through the jungle with he aid of . Additionally, Rumble����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s ganking potential is impressive, your ultimate is great for leading enemies, slowing enemies as they run and huge damage all for a very short CD.

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Rumble����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s masteries are what I would call ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½typical����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ for an AP hero. It should be self-explanatory, points taken in offense are to increase his overall magic damage output while defence masteries are about increasing his survivability (as stated, it can be pretty low). [CENTER][img][/img][/CENTER] [CENTER][color=blue][b]Offensive[/b][/color][/CENTER] [color=blue]Arch Mage����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s Savvy[/color] ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ 3 Points ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ Increasing his AP by 1.60 per level More ability power results in more damage, pretty basic stuff. [color=blue]Deadliness[/color] ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ 1 Point ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ Increases character����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s critical strike chance by 0.66% You need to spend 1 point in offense to access the next tier, the two other options are spells you won����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t be using. [CENTER][b][color=red]Defensive[/color][/b][/CENTER] [color=red]Resistance[/color] ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ 3 Points ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ Increases MR by 6 You need to stay alive in order to cause some damage, ranged caters are going to be the biggest thorn in your side as Rumble. [color=red]Hardiness[/color] ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ 3 Points ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ Increases armour by 6 Once again, keeps you alive longer which you want to aim for, plus, it is better than investing in 2 less damage from creeps. [color=red]Hardened skin [/color]����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ 2 points ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ Blocks 1.5 phsyical damage (Refer to above) [color=red]Evasion[/color] ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ 4 points ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ Increases doge chance by 4% As a melee mage you will be getting into the grill of a lot of melee fighters [color=red]Nimbleness[/color] ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ 1 Point ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ Increases movement speed by 10% after dodging an attack Always a good mastery during the laning phase, never underestimate a speed increase. [color=red]Veteran Scars[/color] ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ 4 Points ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ Increases health by 48 (Refer to past points) [color=red]Ardor[/color] ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ 3 Points ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ Increases AP and AS by 4% Extra damage is always a good thing, and the attack speed will help you still maintain some decent damage when you overheat (trust me, this will happen). [color=red]Tenacity[/color] ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ 1 Point ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ Decrease all damage dealt by 4% You would be surprised what 4% can really do...

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An extra 78 health will give you great survivability to your already dominating early game. I sometimes decide to use for extra damage but the overall trend is towards extra health. If you are saving up for the IP to afford the , is a good supplement.

Nine of these, 0.95 magic pen per rune: 8.55 magic penetration. You need this rune, this is not even debatable. Rumble����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s abilities����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ all are AP based you would need to be pretty ballsy to choose another option like armour pen.

Your standard armour runes, in total you receive 12.69 armour. I have seen a few builds select health runes but I don����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t recommend this as armour offers you so much more in terms of defence.

I love these runes, more than I love AP, with an additional 24.3 MR by level 18 those horrible casters won����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t be hurting quite so much. Overall I prefer per-level runes as the ending amount is greater and casters like and are hard hitters at late game.

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Junkyard Titan

What makes Rumble so unique is his resource system. However with a new mechanic comes new challenges and as a Rumble player you need to adapt to this. As stated in the pros and cons, heat can be a double edged sword, providing you with a decent buff however the constant threat of a silence.

So what is this skill?

Junkyard Titan

Rumble's abilities don't cost anything but generate 20 heat. When Rumble reaches 50 heat, he is in the "Danger Zone", causing all his basic spells to have additional effects. When Rumble reaches 100 heat he overheats, silencing himself for 6 seconds to cooldown completely and causing his physical attacks to deal an additional 20 + (5 x level) + (0.35 per ability power) magic damage for the duration. While not overheated, after 4 seconds of not using his basic abilities he will start losing heat at a rate of 5 every half second, and 2.5 seconds later at a rate of 10 every half second.

You generate 20 heat each ability used, you have three abilities = 60 Heat in one rotation, however you want to play conservatively while out of combat. Why? So if you are ganked you have enough spare heat to escape using your shield.

During the laning phase you should only be using two moves: and . These are your farming tools, and should be used carefully when the enemy goes mia. Abilities like should only be used during team fights and ganks. While this abilities doesn����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t generate heat you CANNOT use it while silenced - remember that.

Learning to manage your heat gauge will take practise and precision, take your time, learn from your mistakes and ALWAYS have an eye on that guage.

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Skill sequence


Rumble begins torching the area in front of him with his flamethrower, dealing 40 / 65 / 90 / 115 / 140 (+50% of ability power) magic damage per second to all units in a cone in front of him for 3 seconds. He can move, attack and use other abilities while the flamethrower is on.

DANGER ZONE BONUS: deals 30% additional damage.

This is your key farming ability and you should put a point into this at level 1. While this will decimate creeps in the lane, it will make last-hitting a more difficult task due to the constant damage. For a majority of the game you will have this ability active. Additionally, always monitor the heat gauge and then decide whether or not to activate your .

Scrap Shield

Rumble creates a shield blocking 50 / 80 / 110 / 140 / 170 (+40% of ability power) incoming damage for 2 seconds, in addition Rumble receives a 10 / 15 / 20 / 25 / 30% movement speed boost for 1 second.

DANGER ZONE BONUS: the shield����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s strength and movement speed boost are increased by 30%.

I hear people calling this an escaping ability, while it sometimes is, generally it isn����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t. With only an one second activation, escapes are going to be a tricky task, this ability should be used in conjunction with or .

While it isn����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t the strongest escaping mechanism in the game, it is an amazing laning tool and so it should be maxed out second. While laning you will be constantly harassed by ranged champions, with this ability you can take a few hits and get out of the danger zone (pun intended) without risking giving a kill to the enemy team.


Rumble shoots a taser that deals 55 / 85 / 115 / 145 / 175 (+50% of ability power) magic damage and applies a 15 / 20 / 25 / 30 / 35% slow on the enemy hit for three seconds. A second shot can be fired for no additional cost within the next three seconds. The slows from these two tasers can stack with themselves and the duration will be refreshed with the second hit.

DANGER ZONE BONUS: the damage and slow percentage are increased by 30%.

Your primary CC spell, and it is a good one, you have the ability to slow two targets or heavily slow a single enemy (a possible 70% slow). Then why would I prioritize this after my shield? As mentioned rumble has some trouble staying alive in some situations and survivability ALWAYS takes priority over damage. I have tested maxing this ability first to assist in LH creeps but it was not worth the 10 second cool down early game.

The Equalizer

Rumble calls down a line of rockets over the target linear location, it uses click and drag targeting. The rockets deal an initial 150 / 225 / 350 (+50% of ability power) magic damage to all enemies hit on arrival, and also leave a trail of destruction for 5 seconds that slows by 35% and deals 120 / 160 / 200 (+25% of ability power) magic damage per second to all enemies standing on the area.

DANGER ZONE BONUS: No bonus given

A less than 60 second cool down on a slow that causes ridiculous amounts of damage if landed correctly (breathes) and then covers an area causing even more damage... OMFGBBQFTW? I love this ultimate, the CC ability, the slow and the damage it can create. In saying this, it can be tricky to land due to the targeting system and the thin line that it covers.

This ability can be used for ganks, clearing creeps (if you get desperate) and keeping enemies at bay away from your tower, really there is so much to say about this ability. What does need to be covered is the timing and placement of the ultimate which is crucial in most team fights. I will be posting a picture guide on how you should be placing in a few weeks below.

Ability order

(Left to right)

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Item sequence

It is important to note with Rumble that you should build tanky items before you build your damage.

Doran����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s shield

This gives you everything you need to start a match, the armour, HRGN and health all increase your laning time. At the current time I wouldn����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t choose boots as a starting item (which seems to be popular with pots) as you will be missing out on survivability.

Mercury����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s treads

Your first recall should be to get your , this is a great item which deals with Rumble����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s two main weaknesses: casters and CC����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s. I experimented with Ionian Boots of Lucidity however Rumble ends up once again lacking the survivability required.

Force of Nature

Really to boost up your defences within fights, the health regen is amazing on Rumble as well as the movement speed buff. I build this second to assist in early game fights, I have found that without the Force of Nature that you can struggle in team fights both early and late game.

Rylai����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s Crystal Scepter

This item is great on Rumble, and in some matches you might not even get to building it! The additional health, AP and slow are all great on this little guy, especially with your .

Void Staff

70 additional AP as well as the magic pen compliment the entire build. This is when we start to build the offensive side of Rumble, we have our defences so now we need to hit them were it hurts! If we were to continue building a tanky Tumble we would find a significant loss in damage and a tank that cannot really tank, leave the tanking to or who are designed for this purpose.

Rabadon's Deathcap

A standard item on any caster, the 150 AP will once again allow you to hit them hard, top it off with 30% additional AP and you have one Yordle that can obliterate an Ashe.

Guardian Angel

The final item for Rumble, guardian angel will allow you to battle comfortably late game (this is where rumble seems to fall behind a tad unless fed). By now you should be able to play as an off-tank and dive towers with relative ease.

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Results wall

Note: matches with low kills and assist are a result of a early surrender.

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Final Words

Thank you for reading my interpretation on Rumble. As stated, please leave a comment if you are going to down vote. More updates are planned for the build like the laning phase, good partners partners and how to counter certain champions. This information will come once experience with Rumble has increased further.

Rumble is a great champion that is currently, the most enjoyable champion in the league (in my eyes). His abilities, animations and even walk are all full of enjoyment.

I would recommended buying rumble if you want a fresh, new way of playing LoL and if you are still hesitant then simply wait for a free week!

Thanks for reading!