Rumble Build Guide by EventHorizon610

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.

League of Legends Build Guide Author EventHorizon610

The Equalizer- Solo Top Rumble

EventHorizon610 Last updated on November 11, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 9

Honor Guard

Defense: 21

Strength of Spirit

Utility: 0

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Bandle City has a brand new mechanic in town and things are about to heat up for an opponent willing to face Rumble at the top lane, 1v1. This guide will make you a mindless deathtrap with incredible sustain, if you think you can handle it.

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Let's Get Ready to Rumble!

Quite the unusual champion compared to the majority of his yordle counterparts, Rumble is not an AD Carry like Corki or a "support" champion like Teemo. No, Rumble can do something that many yordles only dream of doing. This yordle can solo top, better than most to be honest. This guide is going to discuss how to control your lane as a solo top player and exploit the advantages and difficulties in certain situations while playing as this glorious little furball driving a mecha. Have fun and enjoy the read!

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Rumble's Pros and Cons


+ Able to harass enemies in the top lane easily
+ Can sustain well in late game team fights
+ Tanky despite his AP caster nature
+ Builds well with heavy AP items
+ Very fun gameplay
+ Easy to stay in lane due to no reliance on mana
+ Long Range, low cool down Ultimate. (see Rumble's Skill Sequence)
+ The only yordle you have to look up to
+ Counters many solo top champions(i.e. Jax, Riven, Mordekaiser)


- Not a lot of damage early game
- Terrible Skins IMO
- has to really commit to properly turret dive
- silenced for 6 seconds when passive is activated (see Rumble's Skill Sequence)
- Frequent flier champions at top lane counter Rumble (i.e. Yorick, Irelia, Vladimir)

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Rumble's Masteries


Rumble requires dexterity and durability above all else when facing the rude champions that show up to top lane. He has high damage output once the game gets rolling, but off the get go he tends to struggle a bit more if he is bullied. The answer to this problem is bully right back. I choose 9-21-0 with Rumble to compensate for his semi-squishy nature. This gives him just enough to last a good while against most champions he will face in the top lane.

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Rumble's Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Rumble has very interesting abilities that interact very well with his passive ability, Junkyard Titan. His caster qualities meshed with his higher ad output once he has overheated allows this champ to mesh well with virtually any team you put him on making his spot on any team a well-earned position.

: Unlike most casting champions, Rumble does not use mana, nor does he use energy. Rumble uses a source known as heat to fuel his abilities, each ability gaining him 20 heat out of 100 total heat. Upon reaching 100 heat, Rumble's mecha overheats and silences you for 6 seconds, but increases overall physical damage output by a large margin. Always be careful when using abilities not to silence yourself when in trouble, as it will make you feel stupid when you are slain because you cannot use abilities. Also, notice the increased damage or ability output from your abilities once you have reached what is called the danger zone, or 50 heat. Knowing these increases can save your life or end an opponents life if you play your cards right.

: One of the most perturbing and spammable abilities in the game, Flamespitter allows for easy harassment versus many enemy champions throughout the duration of a game. Leveling it to five points first is always my course of action so that mid game team fights are easy to toss in your AoE damage with the rest of your teams nonsense. This ability also becomes vital when late game lane pushing and creep clearing.

: Increases mobility and can be spammed over great distances to close the gap a little quicker. This ability can also allow you to take that one extra turret shot, close the gap on an enemy you were chasing, or it can be used to quickly dodge some ability such as the dreaded Dark Binding.

: Gives Rumble some much needed range and serves similar to the scrap shield, as a gap closer. When coupled with your shield and your Greater Quintessence of Movement Speed, it is difficult to escape your wrath.

: Deals flat damage initially? Slows enemies who pass through it? Deals Damage over time as enemies pass through it after flat damage? All are true and yes the range on this ultimate ability is quite amazing. Rumble is often underestimated and therefore his ultimate is only that much more dangerous. You will be remembered by all who face you once they die because they passed through The Equalizer.

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Rumble's Rune Build


Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Cooldown Reduction

Greater Quintessence of Movement Speed

: More magic penetration on a great casting AP champion, a great choice for any caster every day of the week

: Arguably the best seal in the game, and by far the most used, these runes will give you more durability in the early game when you need it

: A new twist on the way I normally build Rumble, but seeing how mana really is not ever an issue, being able to spam your Q on a regular basis is not a bad thing and the cool down reduction these runes offer gives you an amazing edge.

: When battling for the top lane, survivability is everything and sometimes that means escaping from and oncoming bank. These Quints offer bonus movement speed to escape the majority of jungle surprises early game when you cannot afford to be killed for fear of losing your turret at the top lane.

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Rumble's Item Procession

The items required for most AP champions are different from the ones that Rumble uses to function because it seems that a lot of AP champions pick up Tear of the Goddess early on and later upgrade it into Archangel's Staff, but not Rumble. This item is mana based, q.e.d. Rumble has no mana therefore can focus on more important items like Hextech Revolver and Rylai's Crystal Scepter. No mana means abusing ability power the entire game.

Picking up boots and 3 pots is pretty much the standard for facing any champion at the top lane. Rumble is very reliant on picking up items to make certain that he can really shine in the later game. REMEMBER; Rumble does very little damage early on and will need some items before he is able to function properly in the game as a solo top champion.

By the end of the laning phase you should have maintained your position in the lane with ease and no returning to home base. your gold count will be a decent amount by this point but it is essential that you purchase Hextech Revolver before anything else. Basic boots even will suffice for the moment, but the Revolver has to happen quickly. Purchasing Giant's Belt soon after and finishing your boots is the best way to go. The belt offers additional health and makes it harder to pick on you while pushing your lane.

Use your knowledge of the game to decide what is necessary to survive as well as do significant damage in the next team fight. If you have no idea where their damage is coming from and it is not happening from one solid ability, it is a good idea to purchase Zhonya's Hourglass first. It provides some armor and ability power as well as a great active ability which could save your life. However, if the majority of the damage you are sure is coming from a source dealing magic damage, try to grab Abyssal Scepter early on before finishing Rylai's.

The rest is really trivial and can vary, because it is really a toss up what your role on the team will be. You are a versatile champ because you could easily build tanky items and still be very dangerous to the enemy team. Holding the TAB button allows you to see what your team and the enemy team has built in their item slots thus far. Use this to counter build the enemy team and adjust to where the most damage is coming from. Being aware of the enemy team can be the best thing you do all game, especially if you keep your team informed.

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Rumble's Summoner Spells

: This summoner spell is kinda a staple for Rumble because forcing your opponent to be slowed and potentially taking all of the damage from a full out Flamespitter os kind of amazing and can really force discouragement on your opponent.

: Flash is just a great all-around spell and it is always going to be my choice for my second slot.

For those who are new to Rumble and how he interacts with other champions, I would recommend taking Ghost, for more evasion early game, or Teleport if you think you will need to return home on a regular basis. Ignite is also viable and understandable for most champions.

Flash gives you the ability to do neat tricks and wall flashes and as I mentioned, exhaust can help secure that kill on top lane and help you gank other lanes once you have destroyed the opponents top lane tower.

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Rumble is an amazing champion and has yet to fail me in any match I have played as him. His real strength lies in the fact that not a lot of people know how to counter him aside from the "kill it before it makes babies" tactic. If nothing else, win or lose, Rumble is a real delight to play as and always brings joy to the game for me and anyone I play with. I have high hopes for my Rumble playing in the future and I hope to bring some competition to ranked gameplay as well. Have a great one everyone and let me know what you think of my guide and please let me know how you did in pvp from using this guide. I would love to hear more about my followers gameplays.