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Rumble BURN,MISSILE=Profit
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Spells:
Ghost
Ignite
Ability Order
Junkyard Titan (PASSIVE)
Rumble Passive Ability
Intro
Hi this is my first guide And i just started playing rumble and iv have generally been playing fairly well with him so i decided to create a basic guide on how to play him and a OK item set up.
Flamespitter: Rumble torches the area in front of him with his flamethrower dealing damage to all units in a cone for several seconds. While in the “Danger Zone,” this spell deals additional damage.
Scrap Shield: Rumble creates a shield blocking incoming damage for several seconds and granting a short duration speed boost. While in the “Danger Zone,” the shield’s strength and speed boost increase.
Electro-Harpoon: Rumble launches a projectile that deals magic damage and applies a stackable slow on the target. A second shot can be fired for no additional cost within several seconds. While in the “Danger Zone,” the damage and slow percentage is increased.
The Equalizer (Ultimate): Rumble calls down a line of rockets over the target location. Enemies in the scorched area take damage over time and are slowed.
Junkyard Titan (Passive): Rumble’s abilities generate heat. When Rumble is above 50 heat, he is in the “Danger Zone,” causing all his basic spells to have additional effects. When Rumble reaches 100 heat he overheats, silencing himself and causing his physical attacks to deal additional magic damage. Rumble loses heat over time.
Scrap Shield: Rumble creates a shield blocking incoming damage for several seconds and granting a short duration speed boost. While in the “Danger Zone,” the shield’s strength and speed boost increase.
Electro-Harpoon: Rumble launches a projectile that deals magic damage and applies a stackable slow on the target. A second shot can be fired for no additional cost within several seconds. While in the “Danger Zone,” the damage and slow percentage is increased.
The Equalizer (Ultimate): Rumble calls down a line of rockets over the target location. Enemies in the scorched area take damage over time and are slowed.
Junkyard Titan (Passive): Rumble’s abilities generate heat. When Rumble is above 50 heat, he is in the “Danger Zone,” causing all his basic spells to have additional effects. When Rumble reaches 100 heat he overheats, silencing himself and causing his physical attacks to deal additional magic damage. Rumble loses heat over time.
Greater Mark of Insight - Magic Penetration is obviously the best choice here. Pretty much all of your damage is magic Nuff said.
Greater Seal of Evasion - I personally like this because on top of the dodge from masteries, it can be a decent amount also the increase in speed if you do dodge.
Greater Glyph of warding - I prefer warding over most other glyphs because early game when you are getting nuked by abbreviating brand and Annie's this will increase lane time and survivability.
Greater Quintessence of Fortitude - More health is always nice especially early game when you are bullying the opponents
Greater Seal of Evasion - I personally like this because on top of the dodge from masteries, it can be a decent amount also the increase in speed if you do dodge.
Greater Glyph of warding - I prefer warding over most other glyphs because early game when you are getting nuked by abbreviating brand and Annie's this will increase lane time and survivability.
Greater Quintessence of Fortitude - More health is always nice especially early game when you are bullying the opponents
These masteries seem to be the obvious choice for Rumble. You are a melee, so the defense makes it easier to stay in the fight. also the increased health, ability power, attack speed and dodge Combined with runes make you a lot tougher. Also the nine points in offense is for the 15% spell penetration and the spell cool down. Nuff Said
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