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Rumble Build Guide by Ohcmas

This build has been archived and is for historical display only.

PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.


Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Ohcmas

AP Rumble - Pyromaniac

Ohcmas Last updated on May 8, 2012
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AP Top

[VS]

AP Mid

Ability Sequence

1
3
5
7
9
Ability Key Q
4
12
13
14
15
Ability Key W
2
8
10
17
18
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 12

 
 
 
 
 
Durability
3/
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 7

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 11


Guide Top

Introduction... And a Drum Roll.

Odds are you're looking at this build because some Rumble you laned against pushed you off the map, or Rumble's free (never happens). Whatever the reason, here's my favorite and most skilled champion and how I play him.



Rumble is a high damage melee AP caster who excels in team fighting, chasing, and when properly played, getting multikills when outnumbered (And thus the solo top role).
He's a great champ to play, being very strong and very fun. I feel he's underplayed. Maybe it's because Rumble's team niche is often taken away by bruisers, tanks, and AP carries.

This build is mainly focused on how to play a full AP Rumble, how to hurt and not as much to live. So don't expect too much of Tanky Rumble or DPS Rumble. Tanky Rumble is great, but personally, I think he's not as fun, and there are many other guides up the list which explain it very well, probably better than I ever will. DPS Rumble isn't stupid but it's damn useless (however hillarious, like DPS Orianna or AD Janna).

One last thing I think is worth mentioning: first guide.


Guide Top

Awesomes and Not So Awesomes

PROS

  • AP Rumble does huge AOE damage
  • Easy chases, ganks, and escapes
  • Team fights become really one sided with a well placed The Equalizer
  • Low Cooldowns
  • INSANE Laning
  • Does everyone's job, should they fail (except support)
  • Few counters
  • Fuzzy Yordle

CONS

  • You hurt, I hurt.
  • Melee
  • Heat Resource may be hard to master
  • The few counters... (explained below)
  • Too many cons (yes.)


Guide Top

Masteries of Masters

In this guide, Runes come later because my guess is that if you're looking at this build, you're one of these people: You don't have runes, you don't have IP for new runes, you already have these runes and you're fine already at picking runes, or you're here to read a build because you have nothing better to do.

So here are the masteries.

12/7/11

Masteries
4/1
4/5
1/1
3/5
1/5
3/1
3/5
1/5
2/5
1/1
4/1
3/1
This is my standard mastery setup.

21/0/9

Masteries
4/1
4/5
1/1
3/5
4/1
4/
1/
1/5
2/5
1/1
4/1
1/1
The AP Carry masteries for Middle lane Rumble.

9/21/0

Masteries
1/5
3/1
4/5
1/1
3/5
3/1
3/5
2/5
3/1
3/1
3/1
1/
The Tanky AP Rumble Masteries.


Guide Top

Summoner Spells

RATING: EXCELLENT
Before it's nerf, this summoner spell was absolutely ABUSED. Flash is still a very good summoner spell capable of closing gaps and scaling walls, but mostly just for jumping the walls. Specifically, for Rumble, it's good for when you need that inch-long escape after being CC-ed without Mercury's Treads, proc-ing Rylai's Crystal Scepter for that pentakill, or landing that oveheat auto-attack from Junkyard Titan for that Level 3 First Blood (YES!).

RATING: GOOD
Ghost vs. Flash: A long debated dilemma. I used to run ghost every game and still will provided that I can trust my teammates (which usually, I can't find out by team selection). So now, I prefer picking Flash over Ghost because Ghost doesn't provide that surprise gap close or wall jump OR the desperate escape from heavy CC. However, it does have a significantly lower cooldown and gets you from A to B for a teamfight faster.

RATING: Mediocre
This spell is good but comes with a long cooldown. Teleport allows you to return to your Top or Middle lane quickly early game and helps you traverse the map for a teamfight in a matter of seconds. In laning phase, going back and Teleporting back in lane immediately gives you a health advantage (and mana for non-Rumbles) and item advantage, and your jungler doesn't even have to reveal himself (or herself..). If sight wards (as well as Vision Wards, Noxious Traps etc.) are positioned properly, you can also Teleport to those for effective ganks and saves.

RATING: EXCELLENT
Along with Flash, I think that Ignite is a must for most AP Casters, including Rumble. It's rather self explanatory: Ignite provides a significant amount of bonus damage to a single target, making it an extremely useful tool for finishing off a target or for desperate use in a one-on-one encounter. I find Ignite most useful early on, especially at Level 6, when I can use The Equalizer and Ignite together, almost guaranteeing first blood.
RATING: Bad
Promoted Minions do whatever you do worse.
RATING: Deferred
Generally avoided for non-support/tank.
RATING: Deffered
Simply obsolete with Rylai's Crystal Scepter
RATING: SINFUL
MANALESS? HELLO?


Guide Top

Items - Explanation and Alternatives

Here's a general map to follow:

SEQUENCE
ONE
These are your first three items regardless. Boots of Speed and Health Potion are just smart and safe to play with. Hextech Revolver is going to help you survive and maximize damage.

So why not Regrowth Pendant+ Health Potion or Cloth Armor+5 Health Potion? Because they don't build into anything. I guess you could hold onto them for a real long time and build them into Force of Nature or Randuin's Omen, but we'll leave that route for another Tanky Rumble guide. And it just takes away the great movement speed bonus from Boots of Speed

One additional possibility is to begin with Amplifying Tome+ Health Potion. However, this is very risky and will very likely get you killed by the enemy jungler.


Guide Top

Skill Sequence - Explanation and Alternatives

TESTING TESTING 123


Guide Top

Runes (Just Runes)

TESTING TESTING 123


Guide Top

Laning - Top and Middle

This is how to PLAY


Guide Top

Heads Up - Particular Champions

MORDEKAISER: SOMEONE FIGURE THIS OUT


Guide Top

Change Log - Log of Changes

'Tis empty!