Rumble Build Guide by Subzero9998
Not Updated For Current Season
Not Updated For Current Season
So... Rumble, eh? The first Yordle that isn't extremely tiny and would stand against Cho'Gath like a man. Overall, Rumble is a mage that prefers to be in melee range due to the close proximity of his Flamespitter and if he chooses to overheat. Rumble utilizes a few key elements to provide him with maximum potential his resource pool, being heat and synerging it with his passive, junkyard titan. His passive causes you to deal extra damage with his abilities while above 50 heat and you to overheat upon reaching 100 heat, dealing bonus magic damage on each auto-attack but silencing yourself until your heat reaches zero. Heat is generated by using abilities, generating 20 per cast. Heat reduces over time by 10 each half second or so while no abilities are active. Therefore, the goal is to keep yourself above 50 heat without maxing yourself until the last second.
Rumble's first ability is Flamespitter which is somewhat similar to Corki's Gatling Gun. You press the "Q" key to activate it and it burns enemies in a cone in front of you for 3 seconds.
Rumble's second ability is Scrap Shield which is a shield that lasts about 5 seconds and gives you a slight movement speed bonus. It's not the biggest shield but it helps control your heat and doesn't hurt to have.
Rumble's third ability is Electro-Harpoon which fires a harpoon forward as a skillshot nuke dealing damage and slowing the enemy, after casting this spell, you have the option to cast it again for about 3 seconds either slowing 2 enemies or slowing 1 for twice the slow.
Rumble's ultimate ability causes him to rain missles in a line from the sky, it damages and slows enemies that walk through it as well as enemies that are standing in it when it drops. It is pretty hard to aim so make sure to aim carefully.
I choose to use standard magic penetration runes for marks because they are generally the most effective and give you a strong early game
Greater Seal of Regeneration
I choose flat health regeneration seals because I love the fact that even without an ability, you are able to stay in lane almost forever with these.
Greater Glyph of Vigor
These are the best glyphs in my opinion just because they let you spam a bit faster and get that heat up after an overheat, in addition since you don't have limits of mana you can spam flame spitter on minions all day long.
The masteries are extremely straight forward, grabbing an extremely defensive build to capitalize on how tanky Rumble is. It is optional to take the masteries in Cleanse, Fortify or Exhaust if you choose to take those spells. Some vital masteries though are the extra Magic penetration on Offense and the extra Ability Power in defense. Though definitely stay away from Strength of Spirit, the health regen would have been nice but unfortunately 0 mana means health regen.
So, this is where it gets interesting. I almost always start with a Doran's Shield
because the ring just doesn't give you enough mana(Archangel's is the way to go xD) and the shield helps you to be a little more agressive early game, it is possible to start with an amplifying tome and a health pot but I prefer the health and regen from the shield. The tome does go into the Rylai's though so keep that in mind.
After that, I have to pick my boots, if they've got a heavy magic resist team, then I'll go for some Sorcerer's Shoes . If they've got a team of 5 stuns/fears/taunts, then I'll grab some Mercury treads to maximize my time doing damage . And if they don't have either of those, I generally get Ionian Boots of Lucidity
After that I like to go into a Rylai's Crystal Scepter to add to your bulk and give you dat slow and some nice AP on the side. This is one of Rumble's most important items due to the fact that he needs all of the stats
After the Rylai's, I like to analyze the team to determine my first tanky item. First I decide if I'm dying enough to need to build tanky. If the answer is no, I generally get a Mejai's Soulstealer . If I'm dying enough and their team is heavy into the AP side, or have a very fed/farmed mage (eg. Brand), I'll get a Force of Nature If they are full of squishy ranged physical (eg. Twitch), I'll grab a Thornmail And if they've got lots of physical melee damage (eg. Master Yi), I'll get a sunfire cape.
Next I get some AP to deal some serious damage, if they've got a tanky DPS that is giving you and your team serious trouble, grab a Void Staff first . Or if you just feel like wrecking some face overall, grab a Rabadon's .
To finish it off, I either end with an extra Rabadon's . or a Warmog's depending on how my deaths are looking.
Flash is probably the best summoner spell on Rumble because it allows you to get into a good position for your ultimate or a couple harpoons. Even helpful for escaping through walls or to a tower.
Ghost is probably the second best for the same reasons above. You also always feel great after escaping with 1 health after a ghost or chasing someone down with it.
Ignite is good for almost all DPS's as it adds some more damage to your burst and helps catching stragglers. Also extremely good for getting self-healing champs like Dr. Mundo or Warwick.
Exhaust is in my opinion not the most helpful due to your 4 slows, your ultimate, your harpoon, your other harpoon and Rylai's Crystal Scepter. Though it can be helpful for 1v1ing melee champions or mitigating damage in a teamfight.
The general use of your spells in order depends on how powerful your enemies are and your current level of heat. What you want to try for is to get your flamespitter out at over 50 heat, or your shield at over 50 heat, depending on how the fight is going, you may want to overheat yourself to do that finishing damage. In 1v1s I try to overheat myself with my shield so that I have it up. But Rumble is a very situational character.
Just a couple games I had with rumble on the day of release, sorry if this guide was sort of slapped together. I never spent too long on it and will probably fix it up in the future.