Build Guide by sir bebis
| Health | 2468 |
| Health Regen | 74.6 |
| Mana | 0 |
| Mana Regen | 0 |
| Armor | 129 |
| Magic Resist | 165.56 |
| Dodge | 6.75 |
| Tenacity | 35 |
| Movement Speed | 415 |
| Gold Bonus | 0 |
| Attack Damage | 143.26 |
| Attack Speed | 0.847 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 310 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello guys! Well, if u use this guide you will see that your champion will be tanky as long he can kill easily any kind of champion!
The first build is a classic edition of AP caster with some speciallities for Rumble, and the second is a different edition where Rumble uses spell vamp and it works pretty good :)
If you are bored to read the whole description, just have on mind that you can replace Force Of Naturewith Sunfire Capeif needed.
Also an optional for Zhonyas Hourglass is the Rabadon's Deathcap
Rumble General Gameplay
Rumble is a melee AP caster, based on his abillity to combine toughness with high amounts of damage! He is pretty good on early game, because his cooldowns are really short and his damage great!
Heat
His skills deal a lot magic damage, but you have to be carefull because if you use them many times you can kill someone easilly, especially if your heat is between 50% - 100% ( because your passive
benefits your 3 first skills, by increasing their effects), however if u heat reaches 100% you will over heat, and that means that you will get silenced and your enemy may escapes.. (overheat grands some attack damage, but you should prefer access to your skills :P)
Important Charachteristics
STATISTICS
Abillity Power & Magic Penetration: Theese are the most important stats that Rumble needs, as a caster DPS
Attack Damage & Attack Speed: he needs some AD because if he gets overheat, its better to hit them in spite of running, also it helps on farming!
Health, Armor, Magic Resistance, Dodge Chance: You can call Rumble an off tank! He needs some resistances, because he doesnt have a real move to escape and he is being focused (due to his great damage, enemys h8 him :P) really often!
Spell Vamp: Its a strange way to play rumble, but trust me - it works perfect!! (its a great combinaton with your flamespitter)
IN GAME CHARACHTERISTICS
Farming (Last Hitting): He is an average farmer... he is not bad and not good! On 20 minutes you should have 60-80 minion kills, its not bad.. He doesnt need to farm so much, as long he can "farm" champions really easily :P!!
Killing: Well, Rumble has really good slows, so his CC is nice to deny possibillities of a succesfull escape of an opponent!
Weakness: His biggest problem is that he hasnt many things to get away in safety, and any Ranged DPS.. they deal many damage to him, before he can reach them, especially if his ultimate is on CD! so extra armor helps much!
Skill Usage
First of all, if u want to catch someone, i recommend to slow him with
(twice as long the second shoot doesn't grants you heat) and getting some speed with your
, so you will be able to near him, in range to use your
many times to kill him. (if u overheat just hit him, your simple hits are not so bad as long you have
ULTIMATE
Its good to use your ultimate
early, because "Danger Zone" from your passive doesn't benefits it! This skill can completely change a team fight.. You can deny the escape of an enemy who wants to run away, by damaging and slowing him. In addition you can stop enemys who entering the team fight, or just deal damage to all of your opponetnts, by placing your ulti on the correct point..Also you can surprise them, because the casting range is big enought to use it behind a wall!
Items
Well i start with
because health regen can make your stay at lane for a long time.. Afterwards i turn in in
. This item makes Rumble more tought againist magic damage, which is the biggest threat for him! If dont have problem with AP opponents, but with AD, despite of making Force Of Nature, make a
which is also usefull for rumble, he is a melee champion!
Crowd Control is always a big problem that champions deal with. Thats why
exists! Also some extra magic resist is never bad ;)
and
do damage as long an enemy stays within them, so a
can help prevent them from moving out of Rumble's AoE damage!
Well, i love
on Rumble because he is something like hybrid champion, because his simple hits play a really important role on his game. So this item makes theese hits strong with its AD (great combination with overheat) while it offers some AP!
If u want something alternative make
! Spell Vamp is always a helpfull stat on a champion like Rumble!
Otherwise make
to make your simple hits stronger (and some lifesteal is never bad)
An item that makes Rumble tanky and at the same time a really strong caster is the
. Also some extra armor never harmed anyone :P !! Someone who loves extremely high amounts of magic damage can buy a
If someone wants to be really tanky, a good choise is a
, because its always usefull on a teamfight!
At the end, the only thing u need for late game is some more magic penetration and AP :), so the best choise is a
, unless you follow a spell vamp build!
Masteries
I put 9 points on offence for some more Ap and magic penetration.
Also 21 points on defence make Rumble less fragile!
There is no reasong to put points on utility, so i leave it to 0
Summoner Spells
I dont reccomend to pick
without improove it on utility.. so i choose
which helps u run away or prevent your enemys by fleeing ;)!
makes your kill more sure when your enemy is trying to escape you! Anyways, some extra damage is never a bad thing!
Runes
I choose
Greater Marm Of Insight (Magic Penetration) because its the best rune that someone can choose for any AP(caster)
For seals i choose
Greater Seal Of Evasion (Dodge Chance) because in combination with the other resists it makes Rumble less squishy!
I also choose
Greater Glyph Of Warding (Magic Resist) for the same reason as upper :P
At the end i choose
Greater Quintessence of Fortitude(Health) in order to have some more HP at the early games, and generally some extra health is always good for any champion!
Summary
I suggest you never make anything for CoolDown Reduction to Rumble, because it will make you overheat all the time, while you will be able to use your skills every a few seconds.. and Rubmles cooldowns are really short, and they dont need to be reduced more! ( it will harm u) Also try not to recieve the blue buff
often!
I hope you enjoy playing with my build!! Thanks for using it :)!!
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