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Rumble Build Guide by ShadowReign757

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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 ShadowReign757

Rumble: Only Cute On The Outside

ShadowReign757 Last updated on August 3, 2011
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Team 1

[VS]

Team 2

Ability Sequence

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

 
 
 
 
 
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 0

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

Defense: 21

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


Guide Top

Introduction

Hey everybody, ShadowReign757 here to bring you another guide. This time around, I'm taking a crack at Rumble, The Mechanized Menace. This champion is extremely unique. Between being a tanky melee caster and being the only champion to use the "Heat" resource, Rumble is a whole new world for those who haven't played him.

So sit back, relax, grab some popcorn, and read on as I take you through the mind of Rumble.

Special thanks goes to Searz. I didn't use his entire guide format, but I used a lot of it. Nonetheless, thanks a lot!


Guide Top

Background History

Even amongst yordles, Rumble was always the runt of the litter. As such, he was used to being bullied. In order to survive, he had to be scrappier and more resourceful than his peers. He developed a quick temper and a reputation for getting even, no matter who crossed him. This made him something of a loner, but he didn't mind. He liked to tinker, preferring the company of gadgets, and he could usually be found rummaging through the junkyard. He showed great potential as a mechanic. His teachers recommended him for enrollment at the Yordle Academy of Science and Progress in Piltover, where he may very well have become one of Heimerdinger's esteemed proteges, but Rumble refused to go. He believed that Heimerdinger and his associates were ''sellouts,'' trading superior yordle technology to humans for nothing more than a pat on the head while yordles remained the butt of their jokes. When a group of human graduates from the Yordle Academy sailed to Bandle City to visit the place where their mentor was born and raised, Rumble couldn't resist the temptation to see them face-to-face (so to speak). He only intended to get a good look at the humans, but four hours and several choice words later, he returned home bruised and bloodied with an earful about how he was an embarrassment to ''enlightened'' yordles like Heimerdinger. The next morning he left Bandle City without a word, and wasn't seen again for months. When he returned, he was at the helm of a clanking, mechanized monstrosity. He marched it to the center of town amidst dumbfounded onlookers and there announced that he would join the League of Legends to show the world what yordle-tech was really capable of, without hiding behind a foreign banner.

''Ugh, it's gonna take forever to scrape your face off my suit!'' - Rumble


Guide Top

Abilities



Junkyard Titan

(Innate): When Rumble reaches 100 heat he overheats, silencing himself for 6 seconds to cooldown completely and causing his basic attacks to deal an additional 20 + (5 x level) + (0.35 per ability power) magic damage for the duration.




Flamespitter

(Active): Rumble begins torching the area in front of him with his flamethrower dealing damage to all units (deals half damage to minions) in a cone in front of him for 3 seconds. He can move, attack and use other abilities while the flamethrower is on.
While in the "Danger Zone", this spell deals 30% additional damage.

Cooldown: 6 seconds

Range: 600

Magic Damage Per Second: 30 / 60 / 90 / 120 / 150 (+0.45 per ability power)




Scrap Shield

(Active): Rumble creates a shield blocking incoming damage for 2 seconds, in addition Rumble receives a movement speed boost for 1 second.
While in the "Danger Zone", the shield’s strength and movement speed boost are increased by 30%.

Cooldown: 6 seconds

Shield Strength: 50 / 80 / 110 / 140 / 170 (+0.4 per ability power)

Movement Speed: 10 / 15 / 20 / 25 / 30 %




Electro-Harpoon

(Active): Rumble shoots a taser that deals magic damage and applies a slow on the enemy hit for three seconds. A second shot can be fired for no additional cost within the next three seconds, even if Rumble overheats. The slows from these two tasers can stack with themselves and the duration will be refreshed with the second hit.
While in the "Danger Zone", the damage and slow percentage are increased by 30%.

Cooldown: 10 seconds

Range: 1000

Magic Damage: 55 / 85 / 115 / 145 / 175 (+0.5 per ability power)

Slow: 15 / 20 / 25 / 30 / 35 %




The Equalizer

(Active): Rumble calls down a line of rockets over the target linear location, using a click and drag targeting system. The rockets deal initial magic damage to all enemies hit on arrival, and also leave a trail of destruction for 5 seconds that slows by 35% and deals magic damage to all enemies standing on the area.

Range: 1700

Wall length: 1000 (estimate)

Cooldown: 105 / 90 / 75 seconds

Initial Magic Damage: 150 / 225 / 300 (+0.5 per ability power)

Area Magic Damage Per Second: 100 / 140 / 180 (+0.2 per ability power)


Guide Top

Masteries

I follow a 0/21/9 mastery build simply because Rumble benefits greatly from the defense tree, but doesn't get too much from the utility tree.

Defense Tree



Tier 1


Resistance 3/3: Some extra MR is great
Hardiness 2/3: More armor helps against AD

Tier 2


Evasion 4/4: Goes with the runes and the Nimbleness mastery.

Tier 3


Nimbleness 1/1: Goes good with the dodge mastery.
Harden Skin 3/3: Helps us be bulky to be a good off-tank in team fights.

Tier 4


Veteran's Scars 4/4: More health. Need I say more?

Tier 5


Ardor 3/3: Bonus AP is always great.

Tier 6


Tenacity 1/1: Reduced damage. Always welcome on a tanky Rumble.


Utility Tree



Tier 1


Good Hands 2/3: Less down time is always great
Perserverence 1/3: At least one point is good to have. Especially since I get Force of Nature.
Haste 1/1: Run even faster with Ghost. Nice to have.

Tier 2


Awareness 4/4: Level up even faster. You want your ult ASAP.

Tier 3


Utility Mastery 1/2: Increased blue buff duration is a must for low cooldowns.


You should also note that sometimes a 9/21/0 mastery setup could be a better option for certain players. Just because this is what I have doesn't mean you can't mix it up a bit.


Guide Top

Runes

My Choices




Greater Mark of Potency: Some early AP so that we can start with Doran's Shield and still do some decent damage.

Greater Seal of Resilience: Some armor to help stop carries from completely owning you.

Greater Glyph of Focus: Rumble and CDR go hand-in-hand.

Greater Quintessence of Potency: An AP bonus for extra early damage.

Alternatives



Greater Mark of Insight: This is for if you feel like you are going to need some early magic penetration.

Greater Seal of evasion: Some extra dodge if you feel that you need it.

Greater Seal of Focus: These are for if you feel like you need some extra CDR to stay in the Danger Zone.

Greater Quintessence of Fortitude: Helps out with your laning phase and goes nicely with the Veteran's Scars mastery.


Guide Top

Summoner Spells


Ghost
Goes well with Scrap Shield for clean getaways and great chasing.


Exhaust
Helps keep people in range of Flamespitter and goes well with the slow from Electro-Harpoon.

Cleanse
Just in case you get into a sticky situation. Never fails to satisfy


Teleport
Rumble is an amazing pusher and farmer, so this helps him excel at just that.


Guide Top

Skilling Sequence

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



OR



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




The first path is the one I generally use. It offers early damage and farming from Flamespitter and then brings in defense from Scrap Shield. It gives a better laning phase overall, but gives up the decent harassing capabilities of Electro-Harpoon. But that isn't THAT big of a waste in my opinion.

The second path is the aggressive path. I use this when I'm dominating the lane phase. This path offers better ganking from the slow that you get off of Electro-Harpoon and still has great AoE damage and farming from Flamespitter. This path requires a good aim with Electro-Harpoon and some general cockiness. Giving up that early defense isn't always the best idea in the world.

Regardless of which path you use you generally always want Flamespitter maxed first. The AoE damage and farming is too good to pass up. And as always we will be taking our ultimate at levels 6, 11, and 16.


Guide Top

Possible Builds


Recommended build 1 sequence.


These are a couple builds that I have used before.

Build 1 is a standard tanky AP Rumble build. Offering some good armor, magic resist, and AP, this build brings plenty of success.

Build 2 is a pure mage build. Going straight up AP and never looking back. This build can net quick kills, but you become pretty squishy, so watch yourself in teamfights. This build requires careful gameplay to be successful.

Build 3 is a CDR build. Bringing in 40% CDR as well as a nice chunk of AP to go with it. This build is for those that love being in the danger zone. But, the only defense is from Frozen Heart, leaving you very open to mages. A mage heavy team can defeat this build easily.

Build 4 is a silly build. Just something that I've been stuck using a few times. It's a tank Rumble build. It offers both armor and magic resist in heavy quantities, but lacks the great AoE damage that Rumble excels at. Only use this if you're all locked in with no tank.


Guide Top

Starting Items


Doran's Shield
This item is never a bad choice for a starting item because it offers some good early HP as well as enough armor and health regen to stay in a lane long enough to get some massive farm.


Regrowth Pendant
This item doesn't offer health or armor like Doran's Shield, but it gives plenty of regen and helps if you want a faster Force of Nature. Grab this and one Health Potion and you're good to go.

Amplifying Tome
Starting with this item gives a nice early damage boost and helps to build Rylai's Crystal Scepter faster. Grab one Health Potion to go with it.


Boots of Speed
Starting with this helps with some early speed problems that you may have, and it's nice to be able to rush Mercury's Treads if you have to. Take two Health Potion with it.


Guide Top

Core Items


Rylai's Crystal Scepter
This item is a must-have on Rumble. It makes his Flamespitter a great AoE slow, makes his Electro-Harpoon even harder to escape, and makes The Equalizer the ultimate ganking tool. Take all that and add on the fact that it gives him more AP and health. Yeah, it's amazing.


Mercury's Treads
These are all around good on Rumble. As a tanky mage he really needs the tenacity to live longer in team fights and ganks. The magic resist is just a big cherry on top. Basically a must on Rumble.

Rabadon's Deathcap
This item gives extremely high amounts of AP. It's a mages best friend when it comes to killing power. Once you get this item your power will increase by a lot, making you a huge threat. You're gonna end up getting this pretty much every game.


Void Staff
Another standard AP item. Since my rune setup doesn't offer magic penetration, this item is to compensate. Making 40% of their magic resistance useless is always a good thing. Not to mention the sexy amount of AP that it gives. Another item that will usually find it's way into your inventory.


Guide Top

Preferred Items


Force of Nature
An amazing defense item against other mages. Plus, the passive movement speed and health regen are perfect for Rumble. The only reason this isn't core is because defense items are extremely situational.


Guardian Angel
This item is great for some extra defense. It's also amazing in teamfights. You can be a team's primary initiator and not go full tank, but not worry too much about dying. This item is very good on Rumble.

Zhonya's Hourglass
A great item on Rumble for extra AP and defense. Giving the second highest amount of flat AP in the game, this item will work good most of the time. The passive is also pretty good. Being able to ult then use Flamespitter and pop Zhonya's is awesome.


Will of the Ancients
This item is good for the fact that it can save your life. Being able to heal while fighting is always a good thing, especially on someone like Rumble who has massive sustained damage.Not to mention the fact that the aura is great for your team as well as you.


Guide Top

Other Viable Items


Frozen Heart
This definitely isn't the best item on Rumble, but it's good for AD heavy teams and gives a huge boost to your overall CDR. The only issue I see is that it gives a wasted stat.


Morello's Evil Tome
AP and CDR are the two main reasons that this is viable on rumble. However, the mana regen is wasted. However, the AP and CDR provide some decent compensation, so it's still viable.

Sunfire Cape
This item is completely viable on Rumble due to him being melee. I, personally, am just not a huge fan of it. HOWEVER, it will still work, I just find that the bonus health and regen from the Rylai's/FoN combo is enough and that enough armor is gained from GA to keep us alive.


Abyssal Scepter
This item is good for giving your other AP some support, as well as the MR and AP gained from it. I am just a fan of Void Staff. This isn't a bad choice.


Guide Top

Laning Phase

Rumble has a fairly balanced lane phase. He doesn't have too much trouble getting last hits and he can harass fairly well. Rumble is made for solo top. He needs the farm and thanks to his unique skills, your junglers ganks will be successful most of the time. Speaking of farming, the only thing I can tell you is that Flamespitter is your best friend. This ability has great AoE damage and will farm extremely well late game. That and the damage on it is amazing, hence why this ability is #1 priority for being leveled.

Rumble really shines at level 6. Ganking with your jungler is a breeze with his ultimate. Especially if said jungler happens to be Nunu. Purposely overheating yourself for last hitting is something that I would recommend AS LONG AS YOU KNOW YOU WON'T NEED ABILITIES. Any competent player laning against a low level Rumble knows that the time to strike is when he is overheated. Just watch your back for ganks and harassment from the enemy, and overheating won't be much of a worry.

The next thing that I'd like to mention is going 2v1. Rumble can handle this with some careful play and plenty of ganks from the jungler. In this situation, hugging your tower may be your best shot unless they refuse to harass. You will have to watch CS pass you by, but it's definitely not worth a death. Save the overheating for when you're in the safety of your tower. You may come out of the lane phase with less CS than you hoped for, but you'll manage.


Guide Top

The Danger Zone

The Danger Zone what makes Rumble so scary, but at the same time, it can ruin players new to Rumble. Danger Zone management is CRITICAL to your performance. You want to constantly be at about 50-60 heat. 70 and higher puts you at a large risk of overheating, only giving room for one spell cast before you have to let yourself cool down a bit. Staying outside the Danger Zone really gimps your damage. Now, I'm not saying you're completely useless unless you stay in the Danger Zone, you're just not as big of a threat as you could be.

The reason that the Danger Zone can ruin new Rumble players is the fact that most people want to rush into a fight and spam everything they have every time they can. That's not a bad thing on most champions, but on Rumble that just isn't the case. You can only cast 5 abilities before you overheat, and have to wait 4 seconds before your heat starts going down.

Once you start gaining a decent amount of AP, overheating isn't the burden that it used to be. In fact, overheating is a great way to handle 1v1 fights. By this I mean you can cast all 4 abilities and then have time for 1 more (Preferably Flamespitter) until you overheat. Once you overheat, just hit them with your second harpoon and start bashing them. Once you cool down you can use what you need to in order to finish them off.


Guide Top

Teamfights

Teamfights time is Rumble time. He has amazing AoE AND simgle target damage. Of course you are always going to want to focus carries first, tanks last. Flamespitter and The Equalizer offer a ton of AoE damage that will definitely put the hurt on anyone foolish enough to stand in them. After that it's no challenge to use Scrap Shield to get yourself to their carry and use Electro-Harpoon to overheat yourself and kick the **** out of them.

You definitely need to watch out for silences and CC. Rumble is very vulnerable to CC, hence the Merc Treads. Silences ruin your combo and can put you at risk of leaving the danger zone. Getting focused isn't a huge problem, as Rumble is naturally a very tanky character..

Should you be stuck playing tank Rumble, you will need to play him like you would play Mordekaiser. Take advantage of Rylai's for super CC and then just run in and raise hell while being hard to kill. Initiate by dropping The Equalizer in the best position that you can find (Preferably right on them or to cut off an escape path) and the just run in and CC like hell.


Guide Top

Tips and Tricks

It's important to keep a close eye on your heat gauge whenever casting, with the exception of The Equalizer. All of Rumble's abilities are stronger from 50% heat to 100% heat, but overheating will silence you.

Spam Flamespitter at the beginning of the game to get in the danger zone, increasing your damage.

The bonus damage on Junkyard Titan can be just enough for the kill, but be careful, because if you were relying on one of his standard abilities to help you pick up the kill, the silence due to overheating can end up denying you a kill.

Consider leveling Scrap Shield for a low cooldown mobility boost, and an effective clutch shield.

Electro-Harpoon and The Equalizer help to keep foes within range of your Flamespitter.

The Equalizer receives no benefit from being cast above 50% heat, so it can be wise to cast early so that you don't risk being overheated when you really need The Equalizer.

Proper placement of The Equalizer can completely change a teamfight. Depending on where it is placed, Rumble can punish enemies attempting to enter a teamfight, damage most enemies already within the teamfight or cut off the escape route of enemies wishing to exit the teamfight.

When casting The Equalizer, note that the point from which the cursor is dragged will become one end of the trail.

The Equalizer has a very large casting radius. Rumble can often surprise enemies by casting it from behind a wall.

Scrap Shield and Electro-Harpoon both have utility for chasing/escaping.

The bonus damage from Junkyard Titan has a 0.35 ability power ratio per attack. If you find yourself relying on Junkyard Titan for damage output, building lots of ability power with some attack speed (like you might find on Malady) will augment your damage output while giving you ability power and magic resistance reduction for your abilities.

Scrap Shield increases your effective health (and scales with ability power) so buying items that increase your resistances (and ability power) like Abyssal Scepter and Zhonya's Hourglass can improve its effectiveness.

Rumble is one of the few "mage" type units whose standard attack is a melee range attack which will put him in harms way very often. Buying items that increase health like Haunting Guise and Rylai's Crystal Scepter or increase resistances like Abyssal Scepter and Zhonya's Hourglass can be very helpful.

Since The Equalizer and Flamespitter do damage the longer an enemy stays within them, a Rylai's Crystal Scepter can help prevent foes from moving out of Rumble's damaging AoE.

Spell Vamp items like Hextech Revolver and Will of the Ancients help Rumble stay in lane longer, alternatively health regeneration items like Force of Nature also help him.

Rumble is one of the few champions able to indefinitely keep stacks on Guinsoo's Rageblade outside of battle at no real cost. The item offers a significant offensive boost to Rumble, particularly while using Junkyard Titan.


Guide Top

Jungling?!

Yeah, he can jungle.

I'm not entirely sure if he still can after his nerfs. I would try but I don't have the runes. If someone wants to try it for me then report back, that'd be great.




Runes:
Armor Red
Armor Yellow
Ability Power Blue
Ability Power Quints

Masteries:
1/21/8

Skill Order:
QWQW


Guide Top

Closing Statements

Thanks a lot for taking the time to read my guide to this point. I hope you enjoyed it. If you have any suggestions please let me know, I'm open to anything.

I appreciate any and all criticism and I sincerely hope that you all enjoyed my guide!

Check out my other guides as well!

Garen Guide

Nunu Guide

Warwick Guide

Master Yi Guide