Rumble Build Guide by BallBreakimus

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.

League of Legends Build Guide Author BallBreakimus

Rumble and Roll

BallBreakimus Last updated on January 14, 2012
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

Guide Top


Hello esteemed readers to my third guide on this interesting cat called Rumble. He's really good during every phase of the game, and he's a dominant presence in any type of lane. SO, read on, and I hope you enjoy.

Also, I'd like to add: Thanks to Searz for the awesome guide format! You can find it here.

Guide Top

Change log

1-14-12 -- New Masteries and Runes again, due to them removing dodge.
9/29/11 -- Adjusted Masteries and Runes, because I really like Dodge.

Guide Top

Pros / Cons

Rumble is BULKY
The Danger Zone makes Abilities SUPER strong
Really strong cc with Electro-Harpoon
The Equalizer is OP
He's a very good chaser and he's hard to run from.
Great Solo Top or Babysitter.
CD champ (Great Sustain)

You silence yourself if not careful
Has a bit of a learning curve
Can be susceptible to harass

Guide Top


Rumble is a bulky caster, so we rune him as such.

Greater Mark of Insight
He's all magic damage, and that includes his extra melee damage when overheated. Get Pen.

Greater Seal of Resilience
Due to there no longer being dodge runes or mastery, I've acquiesced into getting the Flat Armor seals. They're very good for early bulkiness in lane, so feel free to trade with your opponent, just be smart. Also watch out so you don't engage on them when they have a few creep waves stacked on one another.
Greater Glyph of Shielding
You really won't need CdR or AP/lv here, so being more bulky serves. I get the Mr/Lv because they're only better throughout the game.

Greater Quintessence of Fortitude
Again, this is just to make your laning stronger. Extra health is strongest all around, I've found.

Ultimately, runes are preferential, if you want to rune differently, it's up to you. I find that these runes work the best though.

Guide Top



Due to the mastery change a few patches back, Rumble can now go mega-aggro and take the full offense tree without any real penalty. By all means, if you want, you can go full defense, but the NEW ap masteries kind of make Rumble into a flamy ball of death that says "HEY I'M RIGHT HERE, HEY, HEY, HEY, HEY!"

Up to you guys in any case.

Guide Top

Skill Sequence

Q > W > E > Q > Q > R > Q > E > Q > E > R > E > E > W > W > R > W > W

Flamespitter (Q) is your main source of Damage, So level it first.

Electro-Harpoon (E) is your cc and the spell that heals you most with spell vamp. max this second.

Scrap Shield (W) is good, but after first rank, it's utility goes down. Put a point in it at lv 2, and max last.

The Equalizer (R) is One of the strongest ults in the game. Practice practice practice getting it right. If it is, that's a teamfight won, and in the bag. Lvl whenever possible.

Added note -- The skills that you want to use most in the Danger Zone are Flamespitter and Electro-Harpoon. They add 30% damage, whereas the shield is move-speed. Be careful with your timing, or you'll silence yourself. Be Smart.

Guide Top

Summoner Spells

Flash is the strongest Summoner Spell. Use this to Chase or Retreat, position yourself, or to jump walls. Mastering the Use of Flash is the first step into higher level play.

A spell that I don't really suggest, but if you want, swap out ignite.

Ignite is used to secure kills and to kill healing on targets during teamfights.

I don't really suggest getting this spell, but if you're new to him, and you want more escapability, go for it. Replace Ignite.

I'll say it here, Summoners are all about preference, so just go with what you feel is comfortable for your play-style.

Guide Top

Starting Items

Boots of Speed
I go with boots of speed and Three health pots most games because it helps him get around lane to avoid harass, while also giving him an extra 600 effective health to harass. It's smart, and it's cost effective.


Health Potion
An extra 600 effective health is really strong. Go with it.

Doran's Shield
I almost NEVER start with this item, but if I know that I'm going to be in a really AD heavy 2v1, I'll spring for it. Only do this if you have to, or if you are really [repeat REALLY] uncomfortable with Rumble.

Guide Top

Core Items

Hextech Revolver
This is the item that brings about the bulk of your early game survivability. It makes you heal off of your abilities, and makes said abilities better. Great item.

Rylai's Crystal Scepter
Health, AP, and slow. What is there not to like? It makes you bulky, and it makes your slow grind your opponent to a screeching halt, and it makes walking through your ult absolutely punishing. Must-have on Rumble.

Abyssal Scepter
This item both makes you tankier and more damaging. The passive on it synergizes with your abilities beautifully too, if I do say so myself.

Guide Top

Preferred Items (after core)

Mercury's Treads
In a meta that thrives on CC abilities, these are a bit of a must.

Zhonya's Hourglass
Give's Rumble Everything He needs: AP, Bulkiness, and an Invuln. Really good Item all around, and with the semi-recent cost-reduction, it's even better.

Will of the Ancients
Finish this from your Revolver to increase spell vamp and to buff the rest of your team. 'Nuff said.

Guardian Angel
Having Two lives to ace their team is pretty advantageous, I'd say.

Guide Top

Other Viable Items

Rabadon's Deathcap
Completely Facerolling? Add to that. BOOSH!

Force of Nature
They majorly AP? This will show them what's up, while giving you move speed and a lot of health regen.

Sorcerer's Shoes
IF their team has little to no CC (Fat Chance) feel free to get the extra spell pen. It's not a bad choice, and they cost a bit less, freeing up some early-game gold.

Sunfire Cape
More Health, More Bulk. Generally build this when you need a bit more survivability against a heavily AD/Burst team. (Lee Sin for example)

Guide Top

Early Game

Rumble is a Bully.
During this phase, your job is to farm, and harass the guy you're facing.
If you have a jungler, protect him/her. At the onset of the game, you're going to want to start charging flamespitter to the damger zone, for the lv 1 fight, if it happens. To do this, just spam the **** out of it until you go to lane. Careful not to silence yourself.

When you're farming (ideally in a solo v. solo top) what you're going to want to do to harass is hit them with an E, then W ans Q to them and finish with the second E if you can. IT puts a lot of damage on your opponent without hurting you too much.

If when you get your ult they're around half health, go for the kill. Be aggressive. Rumble is a beast. Make your opponent feel the pain.

Also, I hope I don't have to remind anyone to buy wards to stay safe. Just Checking. Moving on.

Guide Top

Mid Game

At this point, You should have Hextec, Boots and Giants belt.
Ideally, you've gotten a kill or two and have almost killed their turret.
IF not that far in, keep farming. I can't tell you how many times I've seen players fall farther and farther behind because they don't farm. Ask your jungler for ganks and then push turret.

After turret is down, (or if you just get a chance) GANK. If you can land an E on the champ you're ganking, they're going to have to burn their flash/ghost or die.
Once you hit your E, get that ulti down on the path that they are going to be running. From there, W+Q to close and hit your second E. IF they aren't dead, there was some sort of divine intervention.

Guide Top

Late Game

Team Fights. This is When Rumble Really gets to throw his weight around. By now, you should be bulky from items. This bulkiness will allow you to engage if your tank is being a biggity *****. I wouldn't suggest doing it without warning your team though, because while strong, Rumble CANNOT take on the team.

Essentially what you want to do is try to catch someone with E. IF that doesn't work, Get your team to engage off of your Ulti. Try to fight in places that are narrow, so the spend as much time slowed and damaged off of ult. After using E initially, Don't use it anymore. In fights, the only spells you really want to spam are Q and W for damage and Shield. If you are spamming all three, you'll silence yourself really fast and then all you have for 6 seconds is Auto Attacks. That's not good.

Remember to Proc Zonya's Hourglass infights after a flamespitter. You're invincible and they're taking a bunch of damage.

Guide Top

Tips and Tricks

Generally, you want to have your Heat meter between 40-60. The most effective order for the use of Rumble's abilities is to W-Q-E. The shield will get you to The Danger Zone, and your other abilities do max Damage.

IF you happen to silence yourself while fighting, and you're healthy enough, Don't run. Just hit them. You do a LOT more damage when like that, and when it's over, just spam spells again. Be careful though, ONLY if you are Healthy Enough.

Farm Farm Farm and Ward Ward Ward. Doing both of these things well will lead you to dominating your lane, and will help your team to advantages throughout the game.

Guide Top


So, I hope that this will give a bit of insight into the beast that is Rumble, The Mechanized Menace. If there are any comments or questions, feel free to post below. I check my builds pretty regularly.

Play him smart, and you'll never lose.