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Rumble Build Guide by Galaxy High JVN

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 Galaxy High JVN

Rumble The EQUALIZER! [Season 5] (In-Depth) 5.9

Galaxy High JVN Last updated on July 22, 2015
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 23

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 7

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Rumble with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Teemo Can be tricky early game, he can avoid a lot of damage from your passive, but after level 6 he just can't keep up with your damage.
1
Akali Pretty easy. If she tries to trigger her marks just trade with her and win by a wide margin.
Guide Top

Introduction & Me

𝓦𝓔ℒ𝓒𝓞ℳ𝓔!

Hello and welcome to my Rumble guide! In this guide I will teach you all the things and tricks you need to know about Rumble. Enjoy!

I am currently diamond player on EUNE, my name is iRumble I main Rumble and I am currently in top 100 best Rumbles in the world.


Guide Top

Why Rumble?

Rumble can be one of defining champions in the game, has a great lane pressure and overall overpowered presence in fights.

Pros

+ Great early damage
+ Can pull out a double kill when ganked
+ Decisive ultimate in teamfights
+ Reasonable poke
+ SUPER GALAXY COMBAT BREAKER!
+ Tanky while dealing tons of damage
+ One of the best top lane AP champions
+ Can save baron/dragon fights single handed
Rumble has a very strong level 4 and can pull out a first blood early. If you get ganked at 6+ it can end up in double kill depending on how good you throw your ultimate. Danger zone deals MASSIVE damage.

Cons
- Laning against certain champions can be hard
- Farming is something you need to practice
- Bad ultimate can result in a lost teamfight
- Easily killed if focused unlike other top lane tanks
- Bad sustain (Especially late game. Recall after one action)
- Tristana doesn't love back.
Farming is very hard and needs a lot of practice. Overheat is something you must learn to control. If there are single target focus champions (e.g Vi, Warwick) you can be shut down even when fed.

ABILITIES


Passive - Junkyard Titan: Rumble's basic abilities generate 20 heat when used. 50-99 HEAT: Rumble's basic abilities temporarily have enhanced effects. 100 HEAT: Rumble's spells are disabled for 6 seconds, but his basic attacks deal an additional 20 + (5 × Rumble's level) (+ 25% AP) magic damage over the duration. Rumble's Heat resets to 0 after the effect ends.

Q - Flamespitter: Rumble activates his flamethrower for 3 seconds, dealing magic damage every 0.5 seconds to enemy units in a cone in front of him (half to minions and neutral monsters). Rumble can perform other actions while Flamespitter is active. Danger Zone: Flamespitter's damage is increased by 50%.

W - Scrap Shield: Rumble pulls up a shield, protecting him from damage for up to 2 seconds. In addition, he gains a quick burst of speed for 1 second. Danger Zone: Scrap Shield's effects are increased by 50%.

E - Electro-Harpoon: First Cast: Rumble shoots a taser that deals magic damage and applies a slow on the first enemy it hits for 3 seconds. A second shot can be fired for no additional cost within the next 3 seconds, even if Rumble overheats. Second Cast: Same effects as the first active. If both tasers hit the same target, the slow duration is refreshed and its movement speed reduction is doubled. Danger Zone: Electro-Harpoon's effects are increased by 50%.

R - The Equalizer: Rumble calls down a line of rockets over a 1000-length area, using a click and drag targeting system.

The rockets leave a trail of destruction for 5 seconds, dealing magic damage every second and slowing all enemies standing on the area by 35%.


Guide Top

Runes & Mastery


Cooldown Reduction runes are essential. More ultimates, more harass, easier heat management. The lack of magic resist is not a problem because W - Scrap shield will pretty much soak all magic damage poke. (Or if you are not sure how good your reflexes are against certain AP's, you can always use mastery compensation)

Up are full offensive masteries. You can use them and do good against squishy low danger champions as Gangplank, Yasuo, Akali.

This masteries, however, are compensating the lost magic resist in Runes if you don't feel safe enough.


Guide Top

Rumble Explained

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Abilities on Rumble are flexible, and quite favorable in some cases. I recommend maxing E before Q in certain situations when you are against some match ups like Darius.

SUMMONER SPELLS:

Rumble has no escapes, and also can be used as initiation follow-up. A Must Take.
If you are up against tank that you can't kill, take teleport. Gives you easy kills against on other lanes and you can access dragon fights easily.
If you are playing Rumble mid (it is good, trust me), it is a nice pick. also if you get a top laner which is countered by ignite (Dr. Mundo) or that you can get easy kill on (Teemo/Gangplank), then choose if you want to take risk. They will have advantage if they have teleport.
Not a bad pick as mid Rumble. Also can be useful if there is too much Crowd Control in enemy team. As top laner pick at your own risk.
Heal is good on all champions, but not as amazing on Rumble as on others.
Its a no no. You have a in-built barrier and it is just wasting your kill/presence potential.

SYNERGY

is one of the most important things when playing Rumble. Getting fed is good, but carrying is even better. Rumble exceeds in it if he has a good synergy/wombo combo. If you have a good combo don't waste your ultimate to kill AD carry. Its just not worth it. Here are some champions your duo partner can pick or that you can recommend someone in champion select:
Amumu's ultimate is one of the best combos you can get, also the longest.
You can also get a good combos from mid laner, example is Orianna. Potentially better combo than Amumu because it also moves them to one spot.
Same as Amumu, good ultimate, good follow up also.
Gnar or Sion are both example of a good top lane combos

Mid Rumble works!

Kalista or occasionally Varus are one of few AD carries that can be good for you.
You would need leona or somebody with harder crowd control to help fiddlesticks and you synergize nicely, but if done correctly, results are astonishing.
Braum or Leona, Braum is a little better because it slows them for a duration.

Item Sequence

Sorcerer's Shoes
1100

Liandry's Torment
3100

Zhonya's Hourglass
2900

Rylai's Crystal Scepter
2600

Rabadon's Deathcap
3800

Void Staff
2650

Boots are one of the most important items on Rumble, as you need to keep them in range of your flamespitter. Magic penetration helps a lot, although Ninja Tabis cant be bad in certain situations against heavy auto attack champions .

Liandry's Torment gives Rumble necessary magic penetration, reasonable amount of health and has a great passive that works with his kit. (For items passive look here: Liandry's Torment)

The most powerful item on Rumble. It just works so well with his kit. Flamespitter keeps damaging while you are in Zhonyas, using Ultimate, then Q, then Zhonya is going to deal a lot of damage without much of a counter-play.

SITUATIONAL/LATE GAME

Very useful on Rumble. Pick this if their team is mainly tanky/attack damage.

I recommend this item. It boosts Rumbles damage for a wide margin. Do not rush it before Zhonyas though.

Its synergy with Liandry's Torment is amazing. You slow more with your ultimate and NEARLY 100% with your harpoons, and also makes enemies easier to follow with flamespitter. Tankiness and tons of Ability Power. This is almost always part of your build.

You can always trade this item for Void Staff . Take it when their team is Ability Power mainly, rush Negatron Cloak and build it after Zhonya's Hourglass if you have struggle in lane vs Ability Power champion

Can be an useful item, but take only if you are crazy fed in lane and there are not much Crowd Control (stuns/silence mainly) in enemy team. Overall cocky item.

Its passive is kind of overpowered, but build path isn't the best. Same story about Luden's echo. Take it if you are confident.

If you are confident that you can reach 20 stacks, you can take it, because it starts to be amazing at 20 stacks.

Can be useful. Very underestimated item. You can try it against opponents without reliable escapes.

Same story as Lich Bane. Confidence and stuff.

Don't take it. Just don't. Its not necessarily bad, but all above mentioned items are better.

You take it if you are behind and their team is mainly AP. Which you never will be thanks to this guide :D (Same story with Randuins Omen vs AD )


Guide Top

Laning Phase CONTROL YOUR HEAT!


Rumble is pretty strong, but in order to get the maximum damage out of his kit, you need to learn how to use your heat bar effectively.
So as mentioned before, his passive gives his basic abilities (Q W E) bonus damage and utility when above 50 heat (50% Bonus Damage on Q - Flamespitter & E - Electro Harpoon, and 50% Bonus Shield + Movement Speed for W - Scrap Shield). The following is what you need to do to get the most out of Rumble:
REMEMBER that it is also good to overheat as it gives you massive damage on basic attacks. It is situational and the guide on when to do so is below.
1) If your opponent is pokey, keep your at 50+ with Flamespitter, if he is not safely use Scrap Shield as said below.
2) When you are laning, always try to stay at 50+ heat as it gives you the bonuses, with one trick. If you are laning with a pokey champion, use your W - Scrap Shield above 50 heat so you soak more damage. If you are against an extended trade champion, use your W at 30-35 heat as you will get 50-55 with W - Scrap Shield, then if you use E (slow harpoons) + Q (flames) combo, you will not overheat, and you will be able to use your combo at 50+ again in few seconds.
3) If you are above 50+ heat and about to all in, or forced to, first throw E then ultimate because it doesn't cost heat, and then Q - flamespitter to overheat. Continue with basic attacks as he/she runs or tries to hopelessly fight.
4) If you are caught overheated, then.. you are gonna die :D so don't let that happen.
5) Profit. (Don't forget to check now and then if you can profit on bottom lane also if you chose teleport)
Congratulations! You now know how to lane effectively as Rumble.


Guide Top

Farming and Mid Game

When you farm your goal is not to push too much. Do flamespitters backwards in order to keep heat and not push (or just use W if the opponent is not pokey). If you want you can farm as much as you can with E's, but if you do it, do not be aggressive too much. Go for a farm when you have W at lower heat to soak the poke. Never farm with ultimate. Use overheat to farm only when you are forced to do it under a turret.
Mid Game
You now have several items and nice damage. If the opponent is not tanky(Gangplank, Riven, Wukong, Yasuo) you can go ham if you hit two Electro Harpoons. If you do, ultimate, flamespitter and W Shield to follow up(it gives movement speed don't forget!). Easy kill. proceed to stomp them at teamfights where Rumble really shines.


Guide Top

Late Game SUPER GALAXY COMBAT BREAKER!


Late Game isn't really in Rumble's favor, but he still can be game changer. If you have a good combo or if you catch them good at dragon/baron with your ultimate, it can be game defining. You should have most of your items now. If you don't have a nice combo with anyone in team and it is all on you to carry, well, damn it :D, the best choice is to ultimate them all but mainly aim for AD carry and throw all on him, while Equalizer is eating the rest of the team. If your team can't follow up properly, it will end in a catastrophe. SO I recommend having at least one good combo champion.


Well that's it! Expect updates soon. Thank you for reading and don't forget to rate. This is my first guide ever.

HUGE thanks to JhoiJhoi for her awesome guide on making guides :D! Have a nice day and good luck on the Fields of Justice!