Build Guide by Valossian
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.
This is my first build on Mobafire, but hopefully it'll still give you a few helpful pointers on how to play everyone's favourite furry rodent mechanic. I've been winning a lot of games lately and find that I do well even in the games I end up losing. There are probably alternate builds or masteries/runes you could use to do just as well, if not better, but I really like the amount of damage you can take/dish out from this build. Please let me know what you think, and if there's any changes you think I should make to this guide, let me know.
- can take a lot of damage, and deal a lot of damage in return
- has great abilities for chasing and escaping
- is very strong in teamfights and in 1v1
- is a Yordle, which is always a plus in my book
- has a wicked-looking pirate skin
- high-risk high-reward early game where you can get outharrased easily by skilled players until you level your E sufficiently
- has trouble against ranged heroes early-to-mid game as they can easily kite Rumble if they have enough damage as he's only got a weak-ish skillshot to retaliate. This shouldn't prove too much trouble later on, especially if you've been doing good, as a combination of all your skills and summoner spells can make short work of a cocky ranged champ
- a lot of players QQ about Rumble being OP due to underestimating him and/or not knowing how to counter him, so you kind of have to live in fear of Riot nerfing him into the ground as a result. IMHO, there are currently other champs much more in need of a nerf than Rumble...
The extra magic pen is primarily for your Flamespitter so it'll do even more damage early game.
The evasion runes help against auto-attack champs + more movement speed due to nimbleness.
The Magic resist is there so Rumble can take even more of a beating, good against harass-happy AP champs.
Ghost synergises insanely well with Rumble's semi-low CDR speed buff and ability to escape and chase. This spell has saved my *** so many times and gotten me a lot of kills on champs who thought they were going to successfully escape and live to fight another day.
Ignite is a great finisher and stacks really well with your damage-dealing abilities. Also invaluable in matches against Tryndamere, (just try and use endless rage now you sonnova*****) and champs with healing abilities like Soraka .
Other summoner spells you can use:
I see a lot of Rumbles using flash. To be honest, I find that it's not nearly as useful as ghost and a lot more unreliable, but it should still be a decent enough spell that can get you out of trouble when getting chased through the jungle, doing baron, etc. I still think you should definitely stick with ghost.
Should more or less be self-explanatory. AP, CDR and Magic penetration in the offense tree to give you more damage output, as well as improved ignite which'll give you a nice bit of extra AP early game between kills.
The points in the defense tree should give you some much needed tankiness as well as more dodge-chance which in turn'll give more movement speed because of nimbleness.
The single point in utility will be a nice little buff for your ghost summoner spell.
It's important that you start by leveling your Q, Flamespitter. It's great for farming, has surprisingly good damage and a short CD that can really catch squishies off-guard early game(I once got a doublekill on a laning Twitch and Taric two minutes in when they jumped our Shen and wasted their summoner spells, by popping ghost and ignite and using flamespitter 4 times. They didn't see that one coming). You can use it to lasthit, but you should probably avoid doing that if you're not aiming to push as other minions are sure to be caught in it as well.
You should be putting points into your W, Scrap Shield, as well as your E, Electro-Harpoon along the way too, as the speed buff and minor shield-boost is great for chasing, escaping and putting a small dampener on any damage you may take from harassment(champs relying on skillshots for harassment are going to have a hard time hitting you). This is why I like having Ghost instead of Flash, as I find that it synergises a lot better with your W.
When you start getting a few points in your Electro Harpoon you can harass squishies and annoy tougher champs. The damage from your E really isn't that worthy of note, but that still doesn't mean this is a skill you should ignore. When you're blasting away at enemy champs, everything counts. However, what really makes this skill shine is the stacking slow. After shooting your Electro-Harpoon once, you get an extra, free shot for the next three seconds; hitting a fleeing or exposed enemy champ with both shots can mean the difference between a kill and an angry summoner banging his head in frustration for letting someone get away.
Rumble's Ultimate is called The Equalizer, and is a series of rockets landing in a line on the ground dealing powerful AOE damage to those hit by it and those standing in it, in addition to slowing them by 35%. This ulti has great range and damage, is fantastic for both chasing, escaping, and molesting the other team in teamfights, but can be hard to aim due to its unconventional click'n'drag aiming method. It also synergises insanely well with Ignite. Using your ultimate along with your other abilities effectively almost always ensures a guaranteed kill on a single target, especially if there's someone there to help you. On multiple targets, it's great as long as you can aim it in such a fashion that it manages to hit all of them. The Equalizer's range and slow makes it good for chasing and finishing off fleeing targets from afar, as well as giving you the capability to slow entire teams chasing you. Always be prepared for the possibility of a kill whenever Rumble's ult is off CD.
Using your abilities generates a type of resource unike to Rumble, known as heat. This is due to Rumble's passive, Junkyard Titan. When the bar above Rumble's head is grey or empty, it means he's stable and does normal damage. When yellow, it means Rumble is in the danger zone and his skills do additional damage. When red, however, Rumble overheats, overheat which means he is silenced for 6 seconds and deals additional magic damage with his auto attack for the duration. The extra damage from being in the danger zone is nice, and easy to manage when farming, but don't spend too much time worrying about micromanaging your heat-gauge thinking "OMFG I HAVE TO STAY IN DANGER ZONE AT ALL TIMES TO MAXIMIZE MY DAMAGE OUTPUT LIKE A TRUE PRO, OH NO IF I'M NOT EFFECTIVE ENOUGH AT UTILIZING THE DAMAGE BOOST IT COULD MAKE OR BREAK MY EARLY GAME AND MY IMPACT ON TEAMFIGHTS OH****OH****OH**** WHATAMIGOINGTO I BETTER NOT SCREW UP!!!!111!!!!", as it's not really that big of a deal, and you'll get a feel for it eventually anyway. Just make sure you aren't too far in the danger zone at the wrong time so you don't silence yourself when trying to repell a gank.
It should be noted that Overheating can be used to your advantage. The extra damage from autoattacking can be used to finish of enemy champs if all of your abilities are on CD. Very useful in teamfights where you need to finish a champ quickly, but all your damage-dealing abilities are on cooldown and you just happen to be far into the danger zone. It can also be used to damage towers more quickly, but this is risky as you don't want to be caught on the enemy turret by a couple of revenge-hungry champs with your pants down and a 6 second silence hindering your from using your speed-buff and slow to escape.
Using your abilities together to maximize their effectiveness, deal more damage, chasing and escaping while managing your buildup of heat is key to playing Rumble successfully.
*When in the Danger Zone, Rumble's auto-attacks will proc the slow effect of Rylai's Crystal Scepter.
Items, when to get Mejai's
I always like to start off with Doran's Shield, especially if I'm grabbing the solo-lane. The extra armour, health and health regen really allows you to shrug off more early harassment and stay in your lane for that much longer.
You only want to get Mejai's Soulstealer if you've had a good start (ideally getting a kill or two, either from doing good in your lane, getting a successful gank from your jungler/other teammembers, or both, as I tend to do). If getting it, buy an Amplifying Tome and build it into a Mejai's after getting Boots of Speed, but before getting Mercury's Treads .
Sunfire Cape and FoN are both situational items, and the order in which you get them as well as possibly switching one of them for another item should depend entirely on what you're up against. If the enemy team has a lot of AP, for example, start with a FoN, and feel free to switch the Sunfire Cape for another item that gives MR, like Banshee's Veil (the passive on BV is great to have in almost any game IMO). Alternatively, if the enemy team has a lot of AD, get the Sunfire first, and drop the FoN for another item that gives armour (like Thornmail ).
After that I always like to finish off with a Rabadon's Deathcap, but the choice of what finishing item to pick is up to you, as there are other items that could work just as well. If you didn't get Mejai's Soulstealer, sell your Doran's Shield and buy a Void Staff, or an Abyssal Scepter . Again, these items are situational, but if you're doing so good you got this far with your item build in the first place, you usually have the liberty of choosing from a wide variety of items that'll all compliment your build well.
Summary, last notes about wards and smartcast
All in all, Rumble is a very powerful champion that a lot of people tend to underestimate. As long as you play a balanced mix of offensive and defensive strategy that play on his strengths, you can be a fantastic addition to any team.
As a conclusion to this guide, I'd like to state the importance of buying wards sight ward if you're doing good. Getting a bundle of five wards every now and then, and placing them down the water in the middle of the map (I prefer to place one at the baron, two in the bushes on mid, one on the dragon and one on the other team's blue-buff) can help your team extensively. I've had games where we've won because we've managed to gank the other team while doing baron or dragon at a crucial point. NEVER underestimate the power of wards. Be sure to buy vision wards and oracle elixirs if the enemy team has stealth-champs in their setup, or you suspect they might have a ward at an important position, like baron, in which case you should deploy a vision ward and destroy the other team's wards.
Personally, I find it to be almost imperative to use smartcast on your Electro-Harpoon . Trust me, hitting people will become much faster and easier, which is crucial when chasing or slowing those chasing you. Using smartcast on The Equalizer could also work well, but I haven't tested it yet. Give it a try!
Here's my match history with Rumble if the guide still hasn't got you convinced ;)
GL & HF!