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Build Guide by Tackles

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.


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League of Legends Build Guide Author Tackles

Rumble: MECHA PUSH!

Tackles Last updated on April 27, 2011
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Ability Sequence

3
5
10
15
18
Ability Key Q
2
7
9
14
17
Ability Key W
1
4
8
12
13
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

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
3/
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

 
 
 
 
 
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 0


Guide Top

Introduction:

The build for Rumble is fairly simple; this build focuses on being able to stay in lane for the first 10 to 15 minutes. Details on how this build should preform are below.


Guide Top

Early Game Goals:

Rumble is a great pusher. His abilities are some of the best in game for harassing other players. Below I'll list the ways I've found to use his abilities which lead to strong lane pushing and awesome group fights.

Early Game:
Start with and . This is the best early harass ability Rumble has early game. With many teams trying to get an opening gank from the bushes it allows you to skill shot into the bushes before being in range for most attacks. If you hear it hit you can quickly follow with a second attack and retreat before they can respond. At level 2 pick up and use it every time it's off cool-down when closing in to fire ; keeping your shield up lets you take a hit without losing much/any of your own HP.

1st Recall: Your first recall should be when you have enough to purchase (listed by priority):
350g
1110g
435g

Goals by level 10:
Have the following items completed by level 10




These are your core items for this build; they're very affordable so they should come easy allowing you to push for your team. Any items after those depend upon the makeup of the team you are fighting. Stack HP and Armor/Magic Resist as needed depending upon your enemy team. Look for items with a split of either HP/AP + Armor/Magic Resist if you want to substitute any of the last two items. Once you've filled all other items slots with viable equipment sell your (the extra hp/5 is important until you're other slots are filled so don't sell it early for extra dps) and replace it with any item which increases your ability power. If you manage to save up enough for a you'll now be able to nuke with

Abilities:
When pushing a tower it's important to get yourself overheated as quick as possible to maximize your damage output through auto-attacking. If you can manage to keep yourself sitting at or above 50% just before you commit to pushing a lane in early game you'll increase your damage enough to scare of most other champions.

This ability is a frontal cone attack which deals decent AOE damage. The ticks are fast and the spread/distance of the ability allow for hitting targets still out of melee range. Be sure to remember to keep moving when in a fight. Always have this ability going when in a team fight. You can have this active and utilize all your other abilities at the same time (careful not to overheat unless you're sure you'll get a kill and survive).

Your shield is your best weapon to push; sure the shield adds nothing to your DPS but it allows you to ignore most first hits from enemy champions and even turrets. The speed boost will help you nab a quick kill by a turret early game and block around 1/2 the damage.

This is recommended for your first ability since having range is a must in most early games. It allows you to scout bushes for enemy champions without diving into a dangerous situation. It also forces enemy champions to keep moving in and out of the creep waves which slightly slows early game XP gains. If you use this right you should hit 6 while they're less than 1/2 way through level 5. An early advantage shouldn't be wasted.

There are many ways to use this Ultimate; the most important thing to do is get familiar with aiming the path. If you aim incorrectly you can potentially waste your ultimate. This can be shot over tree lines and behind turrets without moving. The range is simply amazing.
Ways to use:
Separating teams during a fight: Squishies won't want to pass through your ultimate. Early game it deals too much damage and slows them. If used correctly you can divide entire teams in half which allows for a few quick kills easily turning team fights in your teams favor.
Area control: You can force enemy champions to take the long way around objects or retreat.
Things remember: Most players strive to avoid damage from an ultimate, this means that you can help herd enemy champions with this ability. You can encourage them to advance when they would normally retreat or the opposite.


Guide Top

Pros / Cons

Pros:
High Survivability
Initiating fights is low risk with your group present
Able to tank a tower late game
Able to kill on tower early game
Decent DPS in group fights
Strong Pusher


Cons:
Hard to solo a tower with minions due to lack of auto-attack damage
Difficult to kill 1v1 against anyone stacking HP (Tanks)
Ultimate is not used for kills; use it to divide group fights or herd enemy champions