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.
When I first saw Rumble's sneak peak, right away I thought, "He is a yordle sporting a Mohawk, riding a giant mech, I must buy him." After buying Rumble I was happily surprised to learn that he was not only an awesome concept but also an amazing champion. The main focus of this build is cooldown reduction, survivability, with as much damage potential as possible.This is my first build so I hope that you find this guide helpful. Please tell me any suggestions you think might improve my build, rate it, and don't troll.
Pros and Cons
-No mana costs
-Usually focused in team fights
-Not toughest off-tank
-Has no hard cc
-Without care can overheat very fast
-Extremely vulnerable to CC
Runes and Masteries
Like my items, I have three criteria for masteries and runes: survivability, cool-down reduction, and AP. For masteries I choose the standard Rumble picks, going all the way down defense and putting the rest in offense.
For runes I pick flat health quintessences
and get MR seals, this handles defense.
Then I get cool-down reduction glyphs
and magic penetration marks for greater offensive power.
By no means are my runes and masteries unique, but I find that they work well with my build.
-Flamespitter Cool-down 5 seconds-
Rumble begins to torch the area in front of him with his flamethrower, dealing 40/65/90/115/140(+50% of ability power) magic damage per second to all units in front of him for 3 seconds.He can attack, move, and use other abilities while flamespitter is active.
(While in the "Danger Zone" this spell does 30% additional damage.)
My take: This move is Rumble bread and butter. Not only is it a great way to keep him in the danger zone, it is also an amazing farming ability. Keep in mind that when you are farming the flames will only go directly in front of you, therefore you should try to position yourself in a way that you will hit the full minion wave. By far however, the best use of this skill is denying minion kills to melee champions. I like to max this ability out first.
-Scrap Shield Cool-down 6 second-
Rumble creates a shield blocking 50/80/110/140/170(+40 of ability power) incoming damage for 2 seconds, in addition Rumble receives a 10/15/20/25/30% movement speed boost for 1 second.
(While in the "Danger Zone" the shield and and movement speed are increased by 30%)
My take: This skill makes Rumble very good against DOT early game. Later on it the spell helps with surviving teamfights, and in the event you are ganked, can help you escape. I often find myself taking advantage of its movement speed buff to get across the map faster. If you choose to do the same, make sure you keep activate flamespitter while moving to keep yourself in the "Danger Zone" increasing your movement speed.
-Electro Harpoon Cool-down 10 second-
Rumble shoots a taser that deals 55/85/115/145/175(+50% of ability power) magic damage, and applies a 15/20/25/30/35% slow on an enemy hit for 3 seconds. A second shot can be fired in the next three seconds for no additional cost. The two tasers can stack slows and the duration will be refreshed when hit a second time.
(While in the "Danger Zone" the damage and slow percentages are increased by 30%)
My take: This ability has two very nice uses. First, if you are getting beaten back during the laning phase you can fire off your harpoons and either hurt the enemy minions or champions themselves. Still this spell does not do much damage early game and the slow is minuscule, so I only put one point in it early on. The second and far more common use of the ability is chasing. The two slows stack very nicely, and with Rylai's Crystal Sceptar the slow will get very very annoying.
-The Equalizer Cool-down 90/75/60-
Rumble calls down a line of rockets over a target linear location, it uses click and drag targeting. The rocket barrage deals an initial 150/225/350(+50% of ability power)magic damage to all enemies hit on arrival, and also leaves a trail of destruction that slows for 35% and deals 120/160/200(+25% of ability power)magic damage per second to enemies in the area. This ability does not generate heat.
My take: This ability is amazingly glorious. It does so much damage throughout the game, and can be the deciding factor in team fights.Of course, that being said, the ability is rather situational and has different uses depending on where and when it is used. In the early game you should use it solely for hitting weakened enemies who are tower hugging. For maximum efficiency try to get it to hit the enemy champions and their approaching minion wave. Late game its role changing to incorporate three roles. Firstly, when your team's tank initiates(which if you are playing Rumble right should never be what you are doing) throw down your ult on top of the enemies blasting the tank, try to make it hit the enemy casters in particular. The next two depend on how well your team fight went. If it went well, then its time to block off the escape route of any enemy survivors(if your ult is on cool-down at the time, don't worry, just follow them and it should be up soon enough)the slow should land them in range of your harpoons and thus your flamethrower giving you a swift kill. If the team fight did not go well, than you should have shielded and/or ghosted out of there. This is usually enough to lose enemy champions but if you are being pursued by teemo, miss fortune, or if you have been slowed, then your best option will be to lay down a wall of flames behind you. All this without even creating heat.
The concept of overheating is fairly simple. Each of Rumble's abilities generates 20 heat,(excluding his ultimate)when he reaches 50 heat Rumble goes into the "Danger Zone" upgrading all his regular abilities. If Rumble reaches 100 heat he becomes silence, but at the same time gains 20 +(5 x level) + (.35% of ability power). The key to this passive is know when to be in the "Danger Zone", and when to overheat. In general you want to be in the "Danger Zone" at all times. This can be hard however, especially with Rumble's short cool-downs. I find if you are careful enough, you should never overheat during a team fight. On the off-chance that you do, don't panic, get out of the team fight as fast as you can and return to help as soon as your heat has reached 0. Sometimes, it is in your best interest to overheat, such as when you have just won a team fight. Just trigger a few abilities and start building your heat up to 50 again. To be clear on one thing: Never overheat on purpose. A silenced Rumble has a nasty habit of saying, "Hey, look over here! I am a silenced champion that will not have optimal damage when I can cast spells again!" Admittedly, the attack damage buff does boost your auto attack damage greatly, but it is not enough by far to warrant overheating. That being said, if you do overheat and are not in pressing danger, by all means use the attack buff. Just remember that it is a last resort.
-Rumble is very slow throughout the game, and yet at the same time to be effective he must be able to escape at any time. Boots of swiftness also allow him to zoom in and out of battles harassing enemy champions with his harpoons before finally committing to the fight.
-Elixir of Brilliance gives rumble an early edge by decreasing his cooldowns and adding a decent amount of AP to his attacks. If you have not farmed enough for it its okay; but if you have enough for it, get it. It helps more than you think.
-Rylai's Crystal Scepter is a must have for Rumble. With it, Rumble goes from an annoying slower, to a "holy **** Rumble is OP!" slower. It also gives him a decent amount of AP and health which adds nicely to your survivability.
-By the time you get spirit visage you should already have become the enemy teams secondary target right next to your team's caster/carry. You will need the extra MR to live through this, plus cooldown reduction will help your ult come up faster.
-I love this item. Not only does it give you a good deal of armor and AP, but its passive is also great. The passive has so many uses: You can activate it and wait when you are under attack and are waiting for your team to come help, or when you are tanking a turret, or even in 1v1 situations where you can activate your flamethrower then pop this bad boy.
-Magic penetration stacks well with your runes, and a little more AP and MR never hurt. As this point it is time to sell Doran's shield.
-This item will push your damage through the roof. Your flamethrower will be killing glass cannons left and right, plus your ult will now do around 2k in magic damage. That being said, you will probably never reach this item in a normal game.
-If you've managed to reach this far in a game then you should start to buy these regularly. Trust me, they give you a decent edge against anyone.
I hope this build has helped you. I am aware that this build could certainly be improved so if you have any suggestions for items please notify me in the comments below. Have fun, win some games!