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Your DPS Rumble Guide
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Spells:
Ghost
Exhaust
Ability Order
Junkyard Titan (PASSIVE)
Rumble Passive Ability
Introduction
I appreciate both positive and negative comments, but if you don't like my guide, please tell me why and I'll give you the reasoning behind my choice. I have spent a lot of time trying to make this guide as complete as possible to help people learn to play Rumble better. Please do not give me a downvote without at least giving the guide a try, because I guarantee that you'll love it once you've tried it.
Rumble's Bio
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 prot©g©s, 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
1: noothing - Voted -1 since he has his own Rumble guide.
2: Fuggernought - Voted -1 since he has his own Rumble guide.
3: Elchwurst - Voted -1 to help a friend.
4: Nacatl - Voted -1 since he has his own Rumble guide.
Magic penetration marks to counter enemy magic resist.
Greater Seal of Evasion
Dodge seals work well for Rumble since he is a close range fighter and is likely to be attacked by enemy melee. These also work well with Nimbleness for chasing/backing off.
Greater Glyph of Ability Power
My glyph of choice for Rumble. These will give you an extra bit of damage early game which should give you an extra kill or two early game depending on your lane comp.
Greater Glyph of Scaling Ability Power
An alternate glyph for Rumble. These glyphs give more ability power after level 6 than Greater Glyph of Ability Power and work best if you are sure you will be solo laning or if you go mid. It is up to the individual player as to which glyph he uses.
Greater Quintessence of Ability Power
These give an extra 15 ability power at the beginning of the game which is great for early game harass or even possibly getting you first blood. These could also be swapped for Greater Quintessence of Scaling Ability Power for the same reasons mentioned above for Greater Glyph of Scaling Ability Power.
Ghost
Useful for catching up to fleeing/flashing champions. Also useful for escaping/kiting champions when you have low health.
Exhaust
For even more slow when chasing champions. Also as a melee champion damage killer.
Alternate spells
Flash
May help you catch up to a fleeing opponent or flash away if you are getting focused.
Teleport
May allow you to get to the action faster or save a turret but I wouldn't prefer it over Ghost or Exhaust. On a good team you should have someone else with teleport to fulfill this role.
This is what makes Rumble so great. You want to keep yourself in the "Danger Zone" at all times if possible. This means you are constantly using abilities even if you don't need to. You should stay aware of your heat bar at all times and keep yourself from overheating unless you really want to. Rumble's Scrap Shield is a great way to keep some of your heat and get a movespeed bonus at the same time. Combined with Flamespitter you can keep rumble in the "Danger Zone" no matter where you are on the map, ready for anything that comes your way.
1. Run to the side of your ultimate, allowing you time to get to them and start attacking with Flamespitter, slowing them with Electro-Harpoon and Exhaust if needed.
2. Run toward you, out of your ultimate, allowing you to use your Flamespitter and Electro-Harpoon in the same way mentioned above.
3. Run backwards through your ultimate, having it deal damage to them while slowing them and allowing you to catch up to them and use your Flamespitter and Electro-Harpoon combo.
4. Flash to one side of your ultimate, in which case you can use Ghost and Scrap Shield to catch up to them and your Electro-Harpoon and/or Exhaust to slow them while using Flamespitter and auto attacks for damage.
Since even tanks probably won't have very much magic resist at this point, you can kill basically any champion in the game from full to dead in this way as long as you already have your Rylai's Crystal Scepter.
Note
Notice I chose Sorcerer's Shoes in my build order. This is for a team without heavy crowd control or heavy melee. Obviously this won't be the case for every single game you play so get the boots that fit the situation that you are in. You may also choose to get boots sooner than I choose to get them in this build order, especially for cc heavy teams. I find that the slow from Rylai's is more beneficial than the difference in movespeed between basic and upgraded boots the majority of the time.
1. We are winning. Enemy team is grouped up. Use your ult the same way you would in lane for the same reasons.
2. We are winning. Enemy team is spread out in lane. Use your ult perpendicular in lane, behind the retreating enemy so as many of their team are slowed as possible. Finish off with your teammates and Flamespitter.
3. We are losing. We need to leave now. Use your ult perpendicular in lane, in front of the advancing enemy so they are forced to run over it and are slowed, allowing your team to escape. If you begin to turn the teamfight and start winning, the ult may still slow them on the way back if it is still up. In this case, turn around and finish them off with your teammates.
If at all possible, try to be a champion the other team is ignoring at the start of a teamfight. If they blow everything on your tank they'll have nothing to use when you start doing massive AoE damage and slows and most importantly they won't be able to cc you, which is the biggest threat to you at this point.
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