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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Junkyard Titan (PASSIVE)
Rumble Passive Ability
Introduction
**DISCLAIMER**

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Hello everyone, CasterMaster here and welcome to my THIRD guide here at Mobafire. Before I get into details I would like to say that before you criticize my guide/build, that you at least try it out, Leaving comments here and telling me how I can improve without trying it out yourself is kind of a waste of time for both me and the reader (you). Anyways, this guide is going to be about




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(Credits to paddysmusic for this video, song by Two Steps from Hell, song called "Dragon Rider")



- You need a solo top champion: Ok, there are tons of those, what else?
- You want a tanky carrying champion on your team: Doing this will allow you to play 2 different styles especially if you have no clue what your teammates are picking (assuming it's ranked).
Rumble can be tanky and yet carry the team efficiently while absorbing damage like a boss.
- You want a champion that is strong in almost any team composition:
Rumble has 2 crowd controls; Both are slows.
- You want a champion who is extremely tanky, full of damage and hard to gank:
Rumble excels in damage capabilities and is very strong when it comes to being a tank as well. He's also very hard to gank due to
Scrap Shield's defense and movement speed duration buff.
- You want a fun champion to play: I think playing a yordle in a robot suit is AWESOME. He also takes quite a bit of skill but once mastered he's very stronk and it's not easy to ignore him in a team fight either.
So there you have it. A few reason's YOU would want to play


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Runes



Instead of limited to only one option, you COULD take

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Runes



These runes are probably the best choices for

Greater Seal of Vitality: Helps increase your survivability throughout the game (even team fights). Lately these seals are just dominant.


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Here are some possible glyph choices for








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Quints are very important, and your choice on these will definitely be a big impact in your game. Here are some choices:




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This is what I run on



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Your get-out-of-jail card. One of my favorite summoner spells of all time, I would take this on almost ANY champion except for some special circumstances. Anyway, here are the main purposes of
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Very strong and helps you out with your DoT by adding another DoT spell to your arsenal. It's just good when your jungler comes and you need some extra damage to finish off that enemy (or to increase your damage by procing
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If you aren't taking
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It's
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I do not like this skill on
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If you hate
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If your teammates want you to take this spell then take it. It has its good times (especially after the buff) and can come in handy in a team fight. Personally I think all teams should have at least one champion carrying
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TIER 1 ~ I decided to put 1 point to
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TIER 1 ~ I take 3 points in
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This works extremely well for

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Tips and Tricks:
In top lane, you can use
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When
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Rumble tosses up a shield for 2 seconds that absorbs 50/80/110/140/170 (+0.4) damage. Rumble also gains an additional 10/15/20/25/30% Movement Speed for 1 second. Danger Zone Bonus: 30% increase to the Movement Speed bonus and shield health. Your main defense skill. In danger zone the effects of ![]() |
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Tips and Tricks:
Using
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This skill is also pretty good for initiating and getting away. On a 6 second cool-down, in lane you can easily use
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Rumble shoots his opponent with up to 2 tasers, dealing 55/85/115/145/175 (+0.5) magic damage and applying a stacking slow of 15/20/25/30/35% for 3 seconds. Danger Zone Bonus: Deals 30% additional damage and increased slow percentage. I usually take 1 point to this skill early on and max it last. If you want more damage capabilities you could max this second over ![]() |
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Tips and Tricks:
If you overheat with
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Remember that you do not always need to fire the second shot. Grab some patience and if you don't need to use the second round, don't waste time firing it. Just concentrate on the battle because halts
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Tips and Tricks:
If you use smart-cast, you need to double tap the R button to aim and fire. This gets even trickier but will help you out with speed.
Take advantage of the range of this skill and try to catch as many enemies off-guard. Once that's done, it'll be very difficult for them to escape especially if the only way out is going through
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I max




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This will destroy your opposing team. Since you are a tank, it's no problem to walk into a 1v5 with your team behind you. If they waste important spells/CC on you, good, your team has less CC to care about. Once you use






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If the enemy top lane champion is physical damage based, then you can start with
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If you build this then you should probably save this item until you get
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If you're against a magical damage dealer on top lane, this is also viable. Turn this into
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Once you get this item you will generate quite a bit of gold per 10. It's quite unnoticeable but later on you'll need this item to purchase
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You could also get one of the above items. This will lead you into getting your
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This item makes you deal more damage and helps with lane sustain. Means you do not need to buy as many
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This item is very important in your build. It gives you additional tankiness of 500 health, a lot more damage capabilities, and slowing on 3 of your skills (mainly
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Gives more damage and magic resistance. While in a team fight since you are a tank, you will be in the center. Your magical damage champions on your team will deal more damage (including you) because of its passive aura that will reduce the enemy's magic resistance by double the amount of
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Just because you are a tank doesn't mean you won't have danger times. If you get low, activate this so that you don't die. Just cause you are a tank doesn't mean you HAVE to die in a team fight. Most tanks aren't supposed to die anyways to prove how tanky they are. This will also boost your damage output making you more dangerous yet less viable to focus.
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Another very useful item on a tank. This will make your enemies take damage over time and also increase your tankiness. A very stronk item on
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Item Sequence










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If the opponents have a lot of CC and magic damage, you can get this item. I usually don't get
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As a tank, I do believe this item is very strong. However, you are a tank and you're not supposed to be focused by the enemy team. If you think that it's possible that
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As a tank, this shouldn't be a primary item. If for some reason you're dieing a lot, then you could get this item. Otherwise I see no reason to get this as you should probably be the last one to die on your team as a tank.
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It's
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Gives you a LOT of magic resistance and hp regeneration. Also gives movement speed so it helps you with your initiation. A strong choice against a magic damage heavy team.
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Get this item and you become a carry. Enough said. If your team is tanky and not enough damage, then you can become a damage dealer. Watch your AP soar high into the skies and also watch as you melt to the enemy because you will get focused. Always possible however.
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I usually do not get this item, but it makes you tankier and it works. Usually powerful against champions that deal true damage (not % true damage). Always a viable option but I usually try to stay away from it if I can.
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This item is actually fascinating on
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It's a meh item for me. I like
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Normal tank items will work on

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Your best possible boots for
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This item gives you +500 health (that's quite a bit) and a fair amount of AP for damage. This will also help your initiation skills as you can now slow up to the entire enemy team with
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Alas, one of the most important items you will ever get. The active of
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This item gives you AP for damage, magic resistance against magical damage dealers (derp) and an aura that will reduce enemy magic resistance by 20. This will help your AP carry and also yourself to deal more damage to the enemies. I don't think I need to explain more but this will definitely help you and your team in disrupting your opponents.
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Gives you 100 AP (which will literally give you a lot of damage) and a fair amount of armor. It's also good to save yourself because just cause you're a tank doesn't mean that there won't be critical times when you get low. You can also use the active of
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It's relatively cheap and can combine well with
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Item Sequence










When I go top


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Here is a build that gives more damage. Main defense items are






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Item Sequence










I've tested this build myself and it wasn't bad at all. Decently it works alright and occasionally use it. It's a partial tank/damage build where I support mainly my AP champions. With tons of spell vamp, I can usually take

Focus on last-hitting with your auto attacks. Try not to spam your skills in lane but if you do, try not to overpush the minions. Use your skills whenver you can to harass as they don't cost anything. Make sure you always keep an eye on your heat gauge because if you get 100 heat at the wrong time (ex. when you are GANKED), then you basically screwed yourself over.
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Around level 6~11 (or when you go B), you should buy 1 or 2 Sight Wards so that you can monitor the bottom and tri-buush. This will give your team a lot more map control of the location, and also you will know when their jungler will gank you. Otherwise, you can follow the same steps as the early game. If you notice your opponent playing safely, you can attempt to harass them and deal a large amount of damage. You want them to be scared of you, not think you're some harmless tanky champion.
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So you want to try to outfarm your lane opponent, check how many more kills/CS you have then them. If you are behind, then they're out-laning you, and you want your jungler to gank for you. Request a gank and hopefully you will get a kill or assist. Remember that your skills don't cost anything, so DON'T HESITATE TO USE THEM . Late game is all about warding, you want to control Baron and Dragon, and you want to have a good lane sustain. If your turret has already been destroyed, be wary for ganks from other lanes, so read chat and see if they are M.I.A. You should also be watching the map, constantly aware of who can be seen on the field of justice. "Oh, I noticed that their entire team isn't on the minimap, I think they could be at dragon!" This is an example of what you should be doing (hopefully the jungler and the support are getting wards, but you should be as well!)
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Team Fights: There are a few things that you should be doing in a team fight.
- You should be initiating: As a tank, your primary goal is to initiate for your team. A good time to initiate is when the opposing team is short some members or when they aren't all grouped up. Then you can attempt to split the enemy team so that you're at an advantage.
- You should be focusing their carries: Try as hard as you can to reach the enemy carries. Who knows, you may even be able to force them out of the fight. Once you get on them, go full force and deal as much damage as possible. Let your carries finish them up and clean up the job.



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