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Rumble Build Guide by CasterMaster

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Not Updated For Current Season

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League of Legends Build Guide Author CasterMaster

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CasterMaster Last updated on March 11, 2012
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Initiate/TankyAP

Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
10
12
14
Ability Key W
4
13
15
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: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

**DISCLAIMER**

The cheat sheet above is NOT accurate as there are just too many ways to build Rumble and each game has a different outcome. For full details, read the whole guide (especially the item section for those who QQ at build =P)

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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 Rumble and maybe a bit of Mordekaiser because these 2 champions are both alike. Anything you build on Rumble will also work for Mordekaiser. So without further ado, open your eyes and step into the world of DEVASTATING DESTRUCTION!

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Rumble is a "Morph Caster" (or more commonly known as AP Tank) but he's special in a different way. Like Mordekaiser even though they aren't item reliant, they can deal unsuspected amounts of damage with only very few AP items. They make excellent tanks and are really hard to bring down so you will not be focused. However, leaving you alive is a threat as well as you have a large amount of Damage-over-time that can dispel trouble to the enemy team. He's fun to play, hard to kill, hard to fight, hard to lane against, hard to gank, and he's your #1 yordle in a steel titan =)

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Listen to this while reading my guide, you'll wake up
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(Credits to paddysmusic for this video, song by Two Steps from Hell, song called "Dragon Rider")


Guide Top

LOG

February, 27, 2012 / Guide released on MobaFire
February, 28, 2012 / Major re-vamp to guide
March, 5, 2012 / Fixed cheat sheet, updated


Guide Top

So Why Rumble?

Rumble/ Mordekaiser are of their own kind as I like to call them the "Morph Casters". They don't have any many costs so are limited to cool-downs. They deal tons of damage and can be classified as a tank when built like one. Anyways, this is a guide for Rumble so let's get on about him.

  • 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 Rumble. Personally, I think he's just one one of my best champions to play and definitely great to use as a tanky carry or even just a straight up tank/carry. Either way, he's surely deadly.


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Before Game: Runes

Before you get into game, you should give Rumble a decent rune page. Here are some of the MORE viable choices for him.

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MARKS

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Runes

Greater Mark of Magic Penetration
9

Greater Mark of Armor
9

Instead of limited to only one option, you COULD take Greater Mark of Armor instead. However, they aren't tier 1 and don't give you as much of good stats. Overall, it's still a viable choice. Magic pen is just basic logic and always good as you're part caster part tank anyways.

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SEALS

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Runes

Greater Seal of Armor
9

Greater Seal of Scaling Health
9

Greater Seal of Scaling Ability Power
9

These runes are probably the best choices for Rumble.

Greater Seal of Vitality: Helps increase your survivability throughout the game (even team fights). Lately these seals are just dominant.
Greater Seal of Armor: Gives +13 armor, pretty useful against tanky DPS champions in top lane.
Greater Seal of Scaling Ability Power: If you don't need the armor and you want more damage, this is another possible option.


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GLYPHS

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Runes

Greater Glyph of Magic Resist
9

Greater Glyph of Scaling Magic Resist
9

Greater Glyph of Scaling Ability Power
9

Here are some possible glyph choices for Rumble. There may be others but these are most recommended

Greater Glyph of Magic Resist: Flat Mres for early game sustain. Take these if you do not have Greater Glyph of Scaling Magic Resist
Greater Glyph of Scaling Ability Power: AP per level. You will continually get stronger as you level. These runes will already surpass Greater Glyph of Ability Power at level 6, so take these as a priority.
Greater Glyph of Scaling Magic Resist: Alas, these are my favorite for Rumble. Late game increased mres makes you tanker and harder to kill. These are as good as Greater Glyph of Scaling Ability Power.

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QUINTS

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Runes

Greater Quintessence of Health
3

Greater Quintessence of Ability Power
3

Greater Quintessence of Movement Speed
3

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

Greater Quintessence of Health: For early game health and survival against lane opponent and ganks. Continually becomes less noticeable later on in the game. If you want to build more health by items then consider greater quintessence of endurance.
Greater Quintessence of Ability Power: These runes will give you a lot more damage to your lane opponent early game. Late game becomes very unnoticable.
Greater Quintessence of Movement Speed: More movement speed. These runes are fantastic on Rumble and makes up the fact that your imitation level is not great. Pick up more movement speed to start that team fight you want to!

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Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Movement Speed
3

This is what I run on Rumble. Anything similar can also work. You could also be very creative and think about other types of combinations. You have an advantage if you have more then 4 rune pages, so try different runes and see their usefulness. this set=up will also work for Mordekaiser but I stick to Rumble with this.


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Before Game: Summoner Spells

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MOST RECOMMENDED SUMMONER SPELLS

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Flash
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 Flash:
  • To escape the clutches of enemies and to avoid death
  • To chase enemies / Initiate a team fight
I mean I probably don't need to go over this skill anyways. You should know how to use it, and if you don't, read the above. It's mostly common sense but try not overestimate yourself just because Flash is up.

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Ignite
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 Summoner's Wrath . Works jsut fine). Either way, it's a good summoner spell but you do NOT always need to take it.

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Teleport
If you aren't taking Ignite and you love traveling across locations, you could also take this skill. You're a solo top champion and the best summoner spell for that situation is Teleport. Personal preference, I just like a bit more damage for when my jungler comes for a gank. If you know you'll be a primary target and the enemy team wants to shut you down, then by all means, you should take this spell.

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SUITABLE SUMMONER SPELLS

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Cleanse
It's Quicksilver Sash as an item, but this spell also reduces the effects of the next incoming CC by a portion. If the enemy has tons of CC that prevents you from using your skills, you could take this skill (or just buy Quicksilver Sash). I highly doubt you'll be hit with a lot of CC since you shouldn't be a major target by the enemy team (you should be a tank).

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Exhaust
I do not like this skill on Rumble. It adds crowd control and I only recommend this skill if you're a beginner Rumble OR the enemy team has a lot of physical damage. This way you can shut down one of those physical damage dealers and they'll be less of a threat to you. Besides we're getting Randuin's Omen swhich is like an AoE Exhaust itself. However, it's always an option and if you want to take it, no one is stopping you (not that it's bad, just not so recommended).

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Ghost
If you hate Flash because you either don't like it or you've had enough with Wall Flashing, then you could also take this spell over Flash. Personally, Flash DOES take a higher skill level to perfect, but sometimes you just want to move really fast. Of course, always an option, and I'm not limiting you or anything. Scrap Shield already gives movement speed and IMO, I do not need a movement boosting spell. Always suitable however.

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Heal
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 Heal. Basically, you aren't a priority for this skill, but if your team doesn't have one, this is always suitable.


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Before Game: Masteries

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MY OFFENSIVE MASTERY TREE
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space TIER 1 ~ I decided to put 1 point to Summoner's Wrath as I am taking Ignite for my masteries. Upon using Ignite I will gain +5 ap, which is better then 4 points to Mental Force altogether. If you are not taking a summoner spell that will benefit from Summoner's Wrath , don't take Summoner's Wrath . I put 3 points to Mental Force to advance to the next tier.
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TIER 2 ~ I take Sorcery for cool-down reduction and to advance to the next tier.
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TIER 3 ~ After tier 2 I take Arcane Knowledge for tier 3. This puts me at 9 points for my offense masteries. Because Rumble is tanky I do not need to go any further with my offense masteries and focus more on the defense tree.

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MY DEFENSE MASTERY TREE
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TIER 1 ~ I take 3 points in Hardiness and 1 point to Resistance or vice versa depending on your lane opponent's damage type.
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TIER 2 ~ Take Durability for more health/tankyness and Vigor to upgrade your lane sustain as it's one of your cons.
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TIER 3 ~ Put one point to Veteran's Scars and take Indomitable to reduce some incoming damage. You could also take Evasion instead depending on the enemy team.
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TIER 4 ~ Put 3 points to Initiator because as a tank, you want to be the first to engage for your team.
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TIER 5 AND 6 ~ Go with 3 points in Honor Guard and 1 point to Juggernaut which makes you the tank you and your team want you to be.
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This works extremely well for Rumble. There are other options as well and they will also work. This is just my opinion and I feel this is really strong, so naturally, I would take this 9/21/0 setup.


Guide Top

Before Game: Skills Summary

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Junkyard Titan: Every spell Rumble casts gives him Heat. When he reaches 50% Heat he reaches Danger Zone, granting all his basic abilities bonus effects. When he reaches 100% heat, he starts Overheating, granting his basic attacks bonus damage, but making him unable to cast spells for a few seconds. This passive requires some time to master. You always want to make sure you know what your heat level is at because if it goes too high, you'll overheat and become silenced for a full 3 seconds. However this makes your auto attacks deal a lot more damage, so sometimes you may actually want to overheat (highly don't think you would need to). You may also want to plan your skill set beforehand, so that the skills you want to have danger zone in can be available.

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Flamespitter: Rumble torches his opponents, dealing 30/60/90/120/150 (+0.45) magic damage in a cone each second for 3 seconds. This spell deals half damage to minions. Danger Zone Bonus: Deals 30% bonus damage.It's your main damage spell. When in the danger zone it'll deal 30% increased damage. Usually this is the spell you want to use in the danger zone, but it depends on the situation. As your main damage source, I max this skill out immediately.

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Tips and Tricks:
In top lane, you can use Flamespitter in the bush against enemy champions to make them take damage while not seeing you nor the fire. This is a good harassment method.
When Rylai's Crystal Scepter is complete, Flamespitter will be very deadly as it'll also slow all enemies in front of you. Basically you have the potential to slow the ENTIRE enemy team.

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Scrap Shield: 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 Scrap Shield are increased by 30%. I max this second to increase the damage absorption and movement speed. Good for escapes when you aren't tanky especially in the early stages of the game.

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Tips and Tricks:
Using Scrap Shield while in the danger zone poweres up your tankyness and movement speed. Very useful for getting away/taking damage.
This skill is also pretty good for initiating and getting away. On a 6 second cool-down, in lane you can easily use Flamespitter beforehand and Scrap Shield out to nullify the minion damage.

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Electro Harpoon: 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 Scrap Shield. Leveling it up gives you more damage and more slow. It DOES matter which you max first, but the cool-downs will always be the same no matter what level. If you have a strong ganker you may want to take this skill earlier.

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Tips and Tricks:
If you overheat with Electro-Harpoon, the second shot can still be fired. In that case, if you are going to overheat, overheat with Electro-Harpoon and all skills on cool-down.
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 Rumble for about 0.5 seconds.

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The Equalizer:
Rumble launches a line of rockets at the targeted area dealing 150/225/300 (+0.5) magic damage and leaving a burning trail for 5 seconds dealing 100/140/180 (+0.2) magic damage per second and slowing opponents by 35% while inside the area of effect.
This is the first skill to use the "click-and-drag" skill shot. It takes time to master but it's really not that difficult. This game-changing ultimate is EXTREMELY deadly and if you can catch your entire enemy team with this skill you're at a massive advantage.

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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 The Equalizer.


Guide Top

In Game: Skill Sequence and Skill Combinations

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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I max Flamespitter right away as its my main damage source. It's also very good for farming minions, pushing a lane if needed and harassing the enemy champion. I max Scrap Shield second to help with my poor lane sustain and take damage. It's also good for escaping ganks from you enemy jungler. If you have a strong jungler and/or a weak enemy jungler, you may want to max Electro-Harpoon second instead, but on the safe and certain side I max it last. Take The Equalizer at level 6, 11, and 16 (derp).

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Here are some skill combos you can pull off with Rumble:

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For Maximum Damage Combo:
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Scrap Shield--> The Equalizer --> Electro-Harpoon --> Flamespitter --> Insert Ignite here

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Use Scrap Shield to initiate and add 20 heat. The Equalizer will not add heat so use that second. I use Electro-Harpoon followed immediately by Flamespitter so that I get 60 heat and Flamespitter will deal additional 30% increased damage. Finish off your enemy with Ignite and GG, free kill ftw!

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Initiate that team fight! Combo:

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Scrap Shield --> The Equalizer --> Randuin's Omen --> Rest of your team follows up

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 The Equalizer the enemies will have a hard time escaping. Follow up with that AoE Exhaust ( Randuin's Omen's active) on the enemy team to cripple their movement and attack speeds. At this point the rest of your team comes to destroy the crippled team at ease.

Rumble is very tanky and it doesn't matter if you die as long as your team gets more kills. Your job is to disrupt the enemy team by doing the opposite of what your support should do. Instead of helping your team, you blow up the enemy team and help your carries get kills and get fed. As a tank, your job is to use your skills to maximum capacity. You are not a major damage source so you will not be focused. Also you're the tank, so you serve to initiate the fight. Choose when to do so!


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In Game: Items

We're playing Rumble as a tank. He's strong as a tank because he does not need items to deal a lot of damage and is very flexible with item choices. Naturally you can build your standard tank items but some are just better for Rumble. We'll go over this now:

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STARTING ITEMS

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This start-up will work for any champion. Naturally helps you dodge skill shots and quickly escape a gank. Very useful to start with.
sight ward
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If the enemy top lane champion is physical damage based, then you can start with Cloth Armor. Depending on their harass level, get that many health potions. May also want to buy a sight ward in case for early level ganks.

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If you build this then you should probably save this item until you get Force of Nature if you ever plan on it. Otherwise, this item is going to be quite useless as philosopher's stone isn't the best choice for Rumble.
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If you're against a magical damage dealer on top lane, this is also viable. Turn this into Mercury's Treads later on.

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EARLY GAME ITEMS

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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 Randuin's Omen which is very important to your build. So why not get it earlier to start generating some extra gold to out-farm your lane opponent?
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Another possible option, to give you the bonus movement speed, magic resistance and tenacity.
OR
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You could also get one of the above items. This will lead you into getting your Rylai's Crystal Scepter earlier. Depends on your choice.
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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 health potions while you can Flamespitter away at minions to get back to full health. A very good choice, and is especially good against heavhy harass champions.

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MID~LATE GAME ITEMS

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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 Flamespitter which has the potential to slow the entire enemy team.)
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One of your most important items. As a tank it's necessary to get armor and health but with this item, it makes DPS champions cry. You can walk into a team fight, activate this skill and the enemy will be crippled. Your team will thank you, and you will be appreciated.
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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 Dread. Very useful
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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 Rumble as he is always in the center of the fight.
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MY COMPLETE BUILD
Item Sequence











Rylai's Crystal Scepter
2600

Randuin's Omen
2900

Abyssal Scepter
2750

Zhonya's Hourglass
2900

Sunfire Cape
2900
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SITUATIONAL ITEMS

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Banshee's Veil
If the opponents have a lot of CC and magic damage, you can get this item. I usually don't get Banshee's Veil as since I'm the tank I'm not supposed to get focused down. However, it's always a viable item (even if the mana is completely useless). Otherwise it's just better to get Force of Nature or Abyssal Scepter.

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Thornmail
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 Randuin's Omen isn't giving you enough armor, then you can get this. It's like saying the enemy team has a Tryndamere, Master Yi and a Xin Zhao at the same time. WTF????

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Guardian Angel
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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Quicksilver Sash
It's Cleanse as an item, enough said. Get this if you're constantly getting hit by powerful crowd controls (ex. if the opposing team hits you with some stuns that makes you unable to use your skills to initiate]] that are going to hunt you until you are dead). If it's not a lot of CC, you can just get Banshee's Veil, but just another option.

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Force of Nature
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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Rabadon's Deathcap
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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Warmog's Armor
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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Hextech Gunblade
This item is actually fascinating on Rumble. I love getting this item and after the Will of the Ancients nerf, this item becomes dominant. He benefits from all the stats and the active is extremely strong as well. It helps your damage and sustain as well, so this item is really good. I get this item if the enemy team has low CC that can be used against me. However, you can always get this item.

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Will of the Ancients
It's a meh item for me. I like Hextech Gunblade better especially after the Will of the Ancients nerf. Oh well, get this only if none or your team has it and/or your AP carry is owning the **** out of them (or other way around) =D


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BROKEN DOWN OPTIONS/CHOICES:

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Damage: , , , , , , ,

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Health: , , , ,

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Armor: , , , ,

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Magic Resistance: , , , , ,

Normal tank items will work on Rumble, just some work better than others. If you have any other suggestions try and prove me wrong and I may add it in this guide.


Guide Top

Item Choice Explanation

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MY BUILD'S ITEM EXPLANTION

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Mercury's Treads
Your best possible boots for Rumble. They give you magic resistance but the important part is that it gives you tenacity. This means that combined with Juggernaut , the strength of CCs hit on you will be reduce by quite a lot. As you need to be in the fight to be able to use your skills and items, this is the most viable choice for him. If the enemy team has low CC and magical damage, you could replace these for Sorcerer's Shoes.

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Rylai's Crystal Scepter
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 Flamespitter. Rumble also doesn't need mana (derp) so you wouldn't need Rod of Ages. Just stick to Rylai's Crystal Scepter and you'll be happy.

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Randuin's Omen
Alas, one of the most important items you will ever get. The active of Randuin's Omen is essentially an AoE Exhaust on your enemies team. Also because you're building a lot of armor and magic resistance, the duration of this debuff will increase dramatically. It's like Lee Sin's Cripple on the entire enemy team with this single item. This basically shuts down the enemies physical damage dealers (such as the AD carry). A definite must not only for you, but also for your team and I don't see anything wrong with getting this item at all.

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Abyssal Scepter
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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Zhonya's Hourglass
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 Zhonya's Hourglass while you're still using Flamespitter which means you can deal free damage to the enemies while being untargetable. Just a fascinating item and I think it's really important on Rumble especially when the time gets tough.

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Sunfire Cape
It's relatively cheap and can combine well with Flamespitter and Ignite for overall DoT. The health it gives isn't shabby at all and combined with Rylai's Crystal Scepter gives you near 1000 additional health. Don't forget that it gives you some armor as well, thus making you deal slightly more damage but making you a lot more tankier. Definitely a strong choice and I don't see why you wouldn't take this item.


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Sample Builds

Because there are many ways to build Rumble (note that I myself almost NEVER have the same build in any game) there are many possibilities to how you can build him. Here are some:

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Tanky Initiator
Item Sequence











Rylai's Crystal Scepter
2600

Randuin's Omen
2900

Zhonya's Hourglass
2900

Abyssal Scepter
2750

Sunfire Cape
2900

When I go top Rumble I want to build tanky for my team. I can also get a good damage amount here (I usually trade a defense item for Rabadon's Deathcap but that's optional). I can initiate a team fight and completely wreck the enemy team while my own team is behind me getting ready to destroy the targets needed.


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Damage/Tanky
Item Sequence











Rylai's Crystal Scepter
2600

Hextech Gunblade
3400

Abyssal Scepter
2750

Rabadon's Deathcap
3800

Guardian Angel
2400

Here is a build that gives more damage. Main defense items are Guardian Angel, Abyssal Scepter, Rylai's Crystal Scepter and Hextech Gunblade. I often run this build more because I usually have another tank on the team, but this is really a good choice. Mainly use this for single target, and possible to trade out Hextech Gunblade for Will of the Ancients if no one else on your team has one. It'll benefit your team a bit more. MUCH more damage is offered here though, so you may get focused. I only run damage builds if I have another tank/initiator on my team. This is one of them.

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A DIFFERENT APPROACH
Item Sequence











Rylai's Crystal Scepter
2600

Hextech Gunblade
3400

Zhonya's Hourglass
2900

Will of the Ancients
2300

Guardian Angel
2400

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 Rabadon's Deathcap over a defense item, but I tend to get a lot more squishy. Personal preference


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Laning and Team Fights

Early Game:
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. Rumble is also really good at zoning the enemy and 1v1ing them as well. Just make sure Scrap Shield is around so that you can escape when the time gets tough.

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Mid Game:
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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Late Game:
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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Conclusion

As a former Rumble player, I love to experiment new things so if you want to leave some suggestions go ahead. I love feedback and want to hear people's opinions so bring that up as well. Overall I just want everyone who reads this guide to become a better Rumble player. Remember, To be humble, you must Rumble =) (sorry terrible pun) Remember to check out my other guides! =)!

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Special thanks to:

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jhoijhoi, for your great "Making a Guide" Guide that helped me get this thing completed =D
Moonedge, for support and encouragement
Searzocom, for support and inviting me to join the Mobafire community
Albableat, for the awesome intro and outro banners =)