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.
Meet Rumble, the Mechanized Menace. His desire to see you burned, speared, crushed, stomped, blown up, or otherwise grievously injured, has him pushing his war machine way beyond what would be considered safe operating procedure, even if he might blow a gasket. But don’t call him short. That’ll really grind his gears.
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.
-Strong early game
-If not fed can still make a comeback
-Can be a bit tricky to play when timing heat usage
-Not much els
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.
This item build is very flexible as you can switch whether or not you want to get the hourglass or the abyssal scepter this is depending on if the enemy team is very magic heavy or attack damage heavy another option would be to switch out death cap with sunfire cape.
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
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
Ignite: can be very handy when combined with a good ult placement, incinerate, this can drop enemy's very fast.
Ghost: self explanatory used for chasing and escapes.
Reference, skill sequence
This is a good base to watch some gameplay and get an idea of skill sequence.