Build Guide by cadence4disaster
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.
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.
V 1.0.4 -- Updated Recent Games scores
V 1.0.3 -- Noticed I was starting to get Guardian Angel a lot earlier due to people noticing and focusing me quicker. Moved to the 4th focused item.
V 1.0.2 -- Changed the Skill Sequence to add in Electro-Harpoon ranks earlier. Tested it out and felt it was a better set up. Also added recent scores.
V 1.0.1 -- Fixed a few grammatical errors and typos
V 1.0.0 -- Welcome to my Rumble Guide!!
Hello, and welcome to my guide for Rumble, our newest and most interesting champion, IMO. He's a very AP based Melee Mage that I've built to survive and withstand quite a bit of dmg, but still have the ability to put on the hurt. This build will give ~3200 HP when Leviathan is fully loaded (meaning about 4k HP if you include the 15% dmg reduction). He can be a very important asset to the team with an abundance of AoE dmg on top of slows with a quick getaway, as you're sure to have quite a few fists shaking at you in the chat room.
Please rate/comment to help me make this a better guide for you.
9x Greater Mark of Magic Penetration is the best choice of Red Runes to put here. They add in some much needed Magic Penetration (MPen) as Rumble is pretty much ALL Magic dmg. A smart team and tank will start throwing on some Magic Resist (MR) to start countering you, lessening your dmg output and thus, making you a much less effective fire rodent as your Flamespitter is undoubtedly your most potent and important skill.
9x Greater Seal of Evasion works well in the Yellow slots, adding in to your survivability and, in retrospect, speed via Nimbleness in your Defensive tree. This can be vital in escaping, adding an extra 5% boost on top of your Scrap Shield, making you very hard to chase down and kill without blowing their own cooldowns (CDs). A viable alternative to this would be straight Greater Seal of Vitality which would give you a more constant health buffer instead.
9x Greater Glyph of Scaling Ability Power adds a lot into your AP in late game. Rumble is very Gear and Rune dependent and needs as much AP as he can get to keep pressure on the opposing team. An extra 30.54 AP can only help this cause. A viable alternative would be some MR runes, but I don't feel as though they could be as effective since you could just as easily swap out your boots in-game if it were entirely necessary.
Masteries and Summoner Spells
I won't spend too much time on Mastery choices, as I believe they are pretty self-explanatory. Everything in the Defensive tree is to give Rumble a fighting chance at survival, as being a Mage class makes him very, very squishy and being in Melee combat, this needs to be dealt with. With defensive masteries, I can 1v1 and have 2/3v1 coming out the victor quite a few times. Straight AP Rumbles fall over when faced with a Defensively built Rumble.
Top Summoner Choices:
Exhaust is a fantastic choice for this build. The Cripple talent makes it g-g-g-godlike, since it also lowers the MR of that target with the double benefit of reduced Armour for if you happen to, or intentionally, Overheat. Ghost is also a good choice, as it helps to close the gap if you are pursuing/turret diving a target, or running away. Just make sure you switch a talent into increased Crit if you use this Alternative. Teleport also works nicely to get around the map and scare off another lane.
Ignite is a phenomenal second choice against all those who use Noob Heal, fighting off ganks, or for finishing off that last bit of health of that annoying Tryndamere that just popped Endless Rage. You could also use Fortify, Cleanse, or Heal here, but I feel as though Ignite is the only true choice. Cleanse would be the only other spell I would personally choose.
Rumble's lovely little passive. Stay above 50 Heat (all your skills produce 20 Heat on use) and you are in the Danger Zone, increasing your skills' effectiveness by 30% (excluding your ult). Go over 100, and you will Overheat, Silencing yourself. However, this is not entirely bad as you also are granted AP into your Melee swings, making them put on quite a bit of hurt. I intentionally Overheat when attacking Turrets/Inhibitors as it also deals the additional dmg to them. Othewise, I'd caution Overheating on other champions unless they are at low health.
Your bread and butter attack. This, coupled with the Rylai's Crystal Scepter will keep your opponents close to you and is your best skill in team battles while also putting out TONS of dmg. Over 3 seconds, you will pump out ~1000 dmg on top of Meleeing and using your Harpoon.
Your saving grace ability. With enough ability power, you can easily cancel out attacks and outlive other heroes. I also use this to turret dive early game and make it out alive. Yes, it's that powerful. Late game, you can take up to 2 - 3 hits from a turret.
Electro-Harpoon is particularly nasty. Not only will it slow your opponent by 35% at max level, but you can also fire it at NO COST a second time within 3 seconds, ignoring the CD and dealing twice the damage, or slowing 2 pursuers/victims.
Your ultimate, and it earns its keep. Send this in the direction of a fleeing attacker and watch them burn as they try to run through it at 35% less speed. Or initiate an attack with some extra burn dmg while you and your team pop in behind your Flamespitter. Just make sure you're facing the way you want the attack to travel!! Also, remember that it does land OUTSIDE the radius. Throw your target on the edge of that big blue circle and watch the attack travel behind the turret, killing those who think they're safe.
Now to satisfy your curiosity for my item build. This is where you're going to get all of your AP and HP. The Ruby Crystal gives you an extra 180 HP to start off with, which is great for being in the thick of battle early on with Minions and being harassed. It'll also allow you to stay in Lane longer, building up more gold and XP while everyone else has to port out from being pounded on with your Flamespitter
Next, I pop in the Amplifying Tome for some extra AP and setting the base for the Crystal Scepter. Opposing champions will start burning quite a bit hotter early game, forcing them to stay away from your already annoying farming expedition. You should also have enough to grab your level 1 Boots.
Next stop is your Leviathan armour. The Leviathan armour goes well here, offering 820 HP at max stacks as well as 15% dmg reduction. This is much better than MR or Armour items you can get, as it negates ALL dmg and is the perfect cure-all. This will be your best survival tool combined with your Scrap Shield.
Hopefully you also have enough to pop on your Giant's Belt while you're buying your Leviathan armour. If not, I try to hold off until I can get both at the same time, as it's a significant Health boost. If not, then now is the time to decide whether you need the Mercury's Treads or Sorcerer's Shoes. Obviously your want the MR boots if the other team is reliant on Magic Dmg. However, you need to finish off Rylai's Crystal Scepter as soon as you possibly can around this time.
Mid game is important. Now is where people are going to start realizing that you need to die. Guardian Angel will help you now and in late game when your 20 stacks truly matter. Lost stacks at this point in the game will be very difficult to gain back, and that 15% reduction is KILLER to lose. As soonas you pop back up, pop your Scrap Shield to help your getaway or finish off another confused Champ who didn't pay attention to you not dying.
Hopefully you've fed up a bit on minions and Champ kills for Gold and Leviathan stacks so you can start on your Needlessly Large Rod for a significant AP boost and your base for your Rabadon's Deathcap. 155 AP + 30% = ~205 AP by itself. That's 102.5 extra dmg/sec onto your Flamespitter and 204 dmg added to your Harpoon (2 strikes) AND 60 dmg reduction to your Scrap Shield.
The Abyssal Scepter is an addition to your game that has an easily fitting counterpart. Because you're in the heat of battle, I feel the Abyssal Scepter is the best choice. In team fights, the rest of the team with have less MR while you're near. This is a great asset to the rest of your team who is pounding them down while you burn and slow them down. OR you can be selfish and pop in a Void Staff which only benefits you. However, it being a team game and your abilities only giving 50% AP bonus max, I opt to pick up the Scepter as it has more of a benefit for everyone.
This build will make you not only hard to kill, but it will make you a death machine once you master it.
Rumble may not be classified as a Carry, but you can certainly make him one. Focus on staying alive and chipping away at the enemies' health, blast your Ult and Harpoon, and sprint in. You should be right behind your Tank and only slightly behind your Melee with Flamespitter blazing, and hook-shotting anything in your path, keeping them in range of your team's attacks.
Please Rate and Comment. If you rate down, please explain why. I can't make this guide any better without constructive criticism.