Rumble Build Guide by Feeder

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League of Legends Build Guide Author Feeder

Get Ready To Rumble

Feeder Last updated on September 27, 2012
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by Vacuumen » September 18, 2012 11:14am | Report

VOTED -1

Not only were there a lot of spelling/grammatical mistakes your guide didn't go in-depth to anything.

Spend some time reviewing your guide and try and add some more.

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by Failtor » September 18, 2012 11:31am | Report

VOTED +1

I like da build

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by Feeder » September 18, 2012 11:49am | Report

Thx for the tip, I'll look over it soon ;)

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by That Trev Person » September 19, 2012 11:13am | Report

Your guide falls into a middle ground for me. I've been playing a lot of Rumble in the past two months, and your build has a couple problems. I'll refrain from voting, but it could become an upvote and your guide would improve if you consider these things.

    +The movement speed buff from
Scrap Shield is far from a reliable escape if the enemy has hard CC or just continuous slows. I'd consider running Flash for those instances where you're caught out in the lane ( Rumble has a tendency to push) and both the jungler and enemy top laner are chasing you down. Heal or Ignite could both be situational summoner spells based upon your opponent. However, to me Ignite has always been the superior option in that regard.

+If you still refuse to change to Flash, consider changing your quintessences to Greater Quintessence of Movement Speedes. These synergize well with the movement speed buff of Scrap Shield and allow Rumble to either chase more efficiently with Flamespitter, or kite better with Electro-Harpoons.

+Early game, Rumble has difficulty trading with most solo top champions. It isn't until level 5-6 that he can really outtrade them and go for the kill. Therefore, I generally take level 1 Electro-Harpoon for kiting and ranged farming, and then go on to max Flamespitter first.

+ Rumble's scaling with AD is terrible, making Hextech Gunblade a poor choice. Will of the Ancients gives 10 more AP, an aura giving your mid laner AP and Spell Vamp as well, and is cheaper overall.

+ Sunfire Cape is notorious for falling off late game. It really isn't efficient to buy it so late. Plus, characters that have spammable shields tend to benefit more from extra armor and magic resistance than health, since the shield is a source of "artificial health". I generally find the health from Rylai's Crystal Scepter to be enough throughout the majority of the game. Haunting Guise is actually really popular as well on Rumble because the majority of time you don't get magic pen boots, which Haunting Guise can provide along with Health and AP. Like Sunfire Cape it falls off, and should be replaced late in the game, but it scales better than Sunfire Cape, and is cheaper.

+Your guide is a little short and lacking in detail. Consider adding some of these sections to start: Laning Phase, Enemy Laners, Teamfights. These will make your guide much more useful who wants to know how to play Rumble and not just how to build him

+The Honor Guard mastery is terrible compared to other masteries. If you would like I can calculate it for you, but I don't have the time at the moment. Vigor greatly adds to lane sustain, since Rumble has none before Hextech Revolver. Additionally Indomitable can greatly reduce damage from minion aggro when you're harassing with Flamespitter and Electro-Harpoons.

+Make sure the reader is aware that Flamespitter does half damage to minions.

This is all just constructive criticism. I'm extremely thorough when it comes to reviewing guides, and I can assure you there are just as many good things about your guide as the bad ones listed here. I really hope to see your guide grow and improve. Good luck!


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by Hodgeybeatz » September 20, 2012 5:47pm | Report

I don't see the need of buying a Gunblade on Rumble. You don't benefit from the AD or lifesteal at all. Other than that, the build is fine.


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by Maore » September 21, 2012 2:34pm | Report

VOTED +1

<3 this build

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by Feeder » September 21, 2012 4:15pm | Report

Thx guys :D I really appreciate your help.

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by That Trev Person » September 25, 2012 4:27am | Report

VOTED +1

Good work on the changes, although I still believe Will of the Ancients to be better just cause the 10 AP is more beneficial overall than the AD, and the item itself is cheaper. Not only that, but your mid laner gets an aura for increased AP and spell vamp. Taking your team into consideration, Will of the Ancients is really a great choice.

Nevertheless, I like your changes and I hope your build continues to grow. Burn them to a crisp for me ;)


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by cyberfacada » September 27, 2012 6:43am | Report

VOTED +1

The build works well on him and the guide is also good


If you have time go see my guides and vote ^^.


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by fatman1337 » September 28, 2012 2:05am | Report

im sorry fortaking ure text but that was my first time making a guide and i dont rly know how to do so i just borrowed ure text



sorry bro

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