Build Guide by Skrallz
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.
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.
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 didnÃ�Â¢Ã¯Â¿Â½Ã¯Â¿Â½t 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 HeimerdingerÃ�Â¢Ã¯Â¿Â½Ã¯Â¿Â½s esteemed proteges, but Rumble refused to go. He believed that Heimerdinger and his associates were Ã�Â¢Ã¯Â¿Â½Ã¯Â¿Â½sellouts,Ã�Â¢Ã¯Â¿Â½Ã¯Â¿Â½ 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 couldnÃ�Â¢Ã¯Â¿Â½Ã¯Â¿Â½t 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 Ã�Â¢Ã¯Â¿Â½Ã¯Â¿Â½enlightenedÃ�Â¢Ã¯Â¿Â½Ã¯Â¿Â½ yordles like Heimerdinger. The next morning he left Bandle City without a word, and wasnÃ�Â¢Ã¯Â¿Â½Ã¯Â¿Â½t 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, itÃ�Â¢Ã¯Â¿Â½Ã¯Â¿Â½s gonna take forever to scrape your face off my suit!" - Rumble
Pros / Cons
- Uses heat
- Can Harras/Kill very well before level 4.
- Is able to towerdive at very early levels
- Has some of the best chasing/escaping abilities.
- Very consistent slows with Q+E+R, if you have Rylai's.
- Tanky enough and Strong enough for teamfights, Like a mage tanky dps.
- Uses heat
- Not easy to aim your ultimate
- Very weak towards CC
- Has "long" cooldowns on W+E+R
- Main slow is a skill shot
Greater Mark of Insight
These runes are the best Mage runes for improved damage, many people have used math and it is now proven that this really is the best mage mark. So yeah, no other choice here.
Greater Seal of Evasion
Since Rumble doesn't use mana and this is a higher tier rune, this should be the only rune you should ever take, the mastery synergizes well with his movement so it's a really good plus for running away.
Greater Glyph of Focus
You could use any runes here(Mainly Magic Resist or Ability Power) glyphs are the most versatile runes in LoL, it is not really specified in anything, and all other runes are usually better.
Greater Quintessence of Insight
As i've said before for marks, if you are getting offensive quintessences, Magic Pen is the best rune for that. If your getting defensive runes, then I recommend getting the Quintessence of Fortitude.
These are the main summoner spells you should use, your shield is like a ghost, and you should only use flash. Ignite will just help you out if someone is 1v1 you are if you are just trying to kill a runner.
This is the only other viable summoner spell on Rumble.
Junkyard titan - Rumble's abilities don't cost anything but generate 20 heat. When Rumble reaches 50 heat, he is in the "Danger Zone", causing all his basic spells to have additional effects. When Rumble reaches 100 heat he overheats, silencing himself for 6 seconds to cooldown completely and causing his physical attacks to deal an additional 20 + (5 x level) + (0.35 per ability power) magic damage for the duration. While not overheated, after 4 seconds of not using his basic abilities he will start losing heat at a rate of 5 every half second, and 2.5 seconds later at a rate of 10 every half second. This passive is what makes Rumble a Mechanized Menace. This is what makes Rumble unique, if you understand Renekton's
Fury system, then heat will not be very hard for you to understand, on the other hand mastering when and when not to overheat will be something to master.
Flamespitter - Rumble begins torching 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 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.
This ability will be your bread and butter for killing people in 1v1 or Melee range. This skill is also your bread and butter for gaining heat.
Scrap Shield- 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’s strength and movement speed boost are increased by 30%.
This skill is your skill for early towerdiving, chasing, and especially running away
Electro-Harpoon - 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 the enemy hit for three seconds. A second shot can be fired for no additional cost within the next three seconds. 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%.
This skill is probably one of the most consistent skills for chasing/running, Riot thought well when they created the shield and this spell, the synergy with it is just amazing. This is what makes Rumble one of the best chasers/escapers.
Rumble calls down a line of rockets over the target linear location, it uses click and drag targeting. The rockets deal an initial 150 / 225 / 350 (+50% of ability power) magic damage to all enemies hit on arrival, and also leave a trail of destruction for 5 seconds that slows by 35% and deals 120 / 160 / 200 (+25% of ability power) magic damage per second to all enemies standing on the area.
This ability does not generate heat.
This is probably the hardest ult to get used to. This is also the first Vector aiming ability Riot has implemented so it is pretty ******* nice. Using this and your q makes the enemy take huge chunk of their health per second, this is what makes Rumble so viable in teamfights, if you pop this on everyon and you also have an AoE team, they will just all melt. Rylai's Synergizes with your ult really well, it will let people stay in any other AoE Ult, so it is a good additional slow to your Arsenal
[04/27/2011] Rumble - Tristy be Workin' : Creation
[04/28/2011] Guide Finished
[04/29/2011] Guide edited, and published
Soon to Come
Optional Items - So i've been trying to get this section down, and I think in about a week it is going to be ready. If you are wondering why I need this section, because builds are situational.
How to lane against - Will be completed once I can lane against more enemy champions
Keeping your heat at optimal levels - I have not exactly figured this out yet, i'll need to do . more theory crafting
Spell Ranges and Rotation - I will need to theory craft more, and take a few screen shots
OH AND ALSO MOAR COLOURS !
Important Patch Notes
Patch Notes v126.96.36.199 - Not important to list down, it is just his release