Build Guide by Yuroshima2d
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Not Updated For Current Season
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.
Introduction to Rumble, The Mechanized Menace
PLEASE READ ENTIRE GUIDE!
Hey there Mobafire, This is Yuroshima your favorite Yordle. I'm going to review the best ways to not only utilize rumbles ability's but also touch on some of his survivability and use of heat. This is my first guide so bare with me here, I hope you like it. And please by all means try this build and vote, It will make me a very happy panda.
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 protégés, 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
Pros / Cons
- One of the best farmers in lane
- Your lessens the effects of ranged DPS Short movement speed buff
- Can spam skills regularly, Over-heating quite often.
- Does not rely on mana.
- Very tank-ish thru out the game.
- Great burst damage and a wonderfully low cooldown on
- High initial and sustained damage, (Ideal for ganks and team fights)
- Over all great dps champion
- Cannot go full AP due to low defences
- Easy to overheat accidentally in team fights
- Not a great escape champ, but if you Utilize and you should be fine.
- can be confusing for the first game or 2.
For my Summoner spells, I have gone with
With a point in its specialization to decrease both magic and armor for a brief duration to increase your damage output. Secondly
Works great with or those pesky low health overstaying there welcome enemys.
Good choices: , , , and even in some cases
Bad choices: Everything else
You have many Options here for your runes, I choose to go with the typical Marks, for obvious reasons, Who doesn't like a little magic pen. You have some options with your Seals, I went with Greater Seal of Vitality to help survivability and overall leveling of Rumble. Other choices could be . Now I know you are all SICK of the damn magic penetration of caster eating your health with nukes. There for making my choice for my Glyphs and Quintessece's & This makes your tankish quality even better and i shoose per level to make end game team fights much easyer. (Early game Menace, Late game Survivor!)
The masterys are built 9/21/0. This is for a simple reason, Rumble can put out a-lot of damage and is a healthy champ as it is, adding a defensive masterys allows you to have better survivability, there for longer fights, more damage output, better stats overall, and more then obvious is the reason for cooldown reduction and magic pen. Also a point is in Exhast to lower enemy champions magic resistance and armor resistance (Which you need both) to increase your own damage output, Again i clarify "Not a great escape champ, but if you Utilize and you should be fine."
Alright ladies and Gents. This is were it gets Serious. Starting off in lane you are going to want to get , then when you return get and 3 . Lane carefully, Though you are a bully you should not be able to take a champ one on one till you have all 3 of your first ability's so you can overheat. Whes you return to base pick up . Enjoy the 15% cooldown, and make sure you make use of the timing for . Next build up a , this will help your melee damage and increase your cooldowns by another 10%, Is you best freind. Next on the list is then a , this will upgrade your Ability power making your a Nasty farming spell. Save up and get then Upgrade your items into a . Congrats now your & slow every hit =P. You need Survivability at this point, you have health but you still need some armor. Purchase a & a and With those powers combined you have a Increasing your Dps and your survivability, It has great synergy with . Now i might lose you here on this one but hear me out. Build a . Think about it for a second, Your a melee and a spell caster, using both Ab and Ad, and its every attack and spell cast that your rageblade stacks, (Ding) constant stacks. Your going to need a form of life steal to keep up in big team fights at this point, Make yourself a & a , and after those 2 are built make the , The active on this is a great slow and start to a fight, and both your spell cast and your melee will heal you, (Which at this point are highly stacked). The last item is really up to you, you can sell your and go for a for over kill, or go for for the Magic resist and Enemy champion magic resist deduction. Its up to you.
Flamespitter - Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased.
Rumble torches his opponents, dealing 40/65/90/115/140 (+0.5) magic damage in a cone each second for 3 seconds. This spell deals half damage to minions.
Danger Zone Bonus: Deals 30% bonus damage.
Scrap Shield - Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in Danger Zone, the shield strength and speed bonus is increased.
Rumble tosses up a shield for 2 seconds that absorbs 50/80/110/140/170 (+0.4) damage. Rumble also gains an additional 10/15/20/25/30% Movement Speed for 1 second.
Danger Zone Bonus: 30% increase to the Movement Speed bonus and shield health.
Electro Harpoon - Rumble launches a taser, electrocuting his target with magic damage and slowing their Movement Speed. A second shot can be fired within 3 seconds. While in Danger Zone the damage and slow percentage is increased.
Rumble shoots his opponent with up to 2 tasers, dealing 55/85/115/145/175 (+0.5) magic damage and applying a stacking slow of 15/20/25/30/35% for 3 seconds.
Danger Zone Bonus: Deals 30% additional damage and increased slow percentage.
After using this ability you may cast it a second time at no cost within 3 seconds.
The Equalizer - Rumble fires off a group of rockets, dealing magic damage in a line and creating a wall of flames that damage and slow enemies.
Rumble launches a line of rockets at the targeted area dealing 150/225/300 (+0.5) magic damage and leaving a burning trail for 5 seconds dealing 120/160/200 (+) magic damage per second and slowing opponents by 35/35/35% while inside the area of effect.
You can control the placement of this attack by clicking and dragging your mouse in a line.
Junkyard Titan - When Rumble reaches 50 Heat he is in the Danger Zone granting all his basic abilities bonus effects.
When Rumble reaches 100 Heat he starts Overheating gaining bonus magic damage on his basic attack and is unable to cast his spells for several seconds while he cools down.
There is not a game yet that i have had more then 5 deaths or less then 10 kills with this build, The
Is just so much attack speed and built damage and Ap, Such a wonderful addition to the items, and the life steal afterwards with the slow makes Rumble nearly inescapable.
All of these games ended in Surrender, Will make photo shots of scores for later
Summary to Rumbles Early game Menace, Late game Survivor!