Build Guide by Erfolg
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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.
Thanks for taking a look at my guide. I'll be updating this soon to include some screenshots and other added touches.
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.
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
I'll be listing trolls here as they post. Feel free to give them a -1 if you feel the need.
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.
Awesome early game harass
Shield and movespeed bonus
Prone to crowd control
Heat is hard to manage at times
Easily killed if not played correctly
Damage output is low extremely late game
Greater Mark of Magic Penetration
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.
I use a standard 9/21/0 mastery set for Rumble, taking just enough points in the offense tree for the 15% magic penetration in Archaic Knowledge . Defensive masteries are best for Rumble since they allow you to take damage in lane and in teamfights and not melt, while still doing tons of damage.
My spells of choice
Useful for catching up to fleeing/flashing champions. Also useful for escaping/kiting champions when you have low health.
For even more slow when chasing champions. Also as a melee champion damage killer.
May help you catch up to a fleeing opponent or flash away if you are getting focused.
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.
For Rylai's Crystal Scepter and Sunfire Cape I prioritize Giant's Belt. Some ask, why prioritize health over ability power? I like to prioritize the health items, expecially in the case of Rylai's Crystal Scepter because during lane harassing no matter what you will take some damage. Rumble's spells by themselves do a great deal of damage and for me at least, the extra health and intimidation from Giant's Belt seem to help me harass and whittle away at enemies in my lane better than an ability power item during the laning phase. In the case of Sunfire Cape prioritizing Giant's Belt will give you that little bit of extra health mid game during teamfights and ganks. Obviously though, if you have to recall and only have say 450 gold or so and none of your items for Rylai's Crystal Scepter go ahead and pick up the Amplifying Tome part of the pattern. In this case the benefit of spending the 435 gold is better than going back out without any extra item, but if possible, try to have enough gold to get your Giant's Belt when you recall. Another area to think about with itemization is whether you are getting focused by an enemy nuke or a global ultimate such as Karthus Requiem. In this case you should probably consider getting some counters to them such as Banshee's Veil or Force of Nature. Be smart and get some defense items if you're getting torn apart by a certain enemy. I put Void Staff at the end of the build. Usually enemies have a good bit of magic resist late game so getting a void staff is beneficial. If you see that the enemy team is not gearing to counter you with magic resist, go ahead and get another defensive item to counter them. If an enemy has Madred's Bloodrazon you should probably get a Force of Nature to o****eract the magic damage from it. If the enemy is a Kog'Maw you should get this item by the time he finishes his Madred's Bloodrazor.
Basic Rumble Play
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.
Overheating is a great ability for Rumble, but you have to use it correctly or you will overheat at the wrong time and not get the intended effect or may even die. You should not overheat until your target is at around a third health or less. You should always try to overheat with Flamespitter. This will give you 3 seconds of Flamespitter while you are auto attacking during your overheat for extra damage.
As with any champion, prioritize your ultimate over everything. After that your Flamespitter is your highest priority since it does the majority of your damage. At level two and three respectively be sure to get your Scrap Shield and Electro-Harpoon so you can keep yourself in the "Danger Zone" and have all of your utility. After your Flamespitter you should prioritize your Scrap Shield since it gives you a shield + speed boost. Level your Electro-Harpoon last since its main use is as a slow.
At the beginning of the game I choose to take Boots of Speed and 3 Health Potion. These will allow you to lane through the few characters that are able to poke you and will give you movespeed to be able to harass like a madman. Try to harass with Flamespitter and/or Electro-Harpoon every opportunity you have, but keep yourself from overheating unless you've driven off the enemy and want to get some creep kills. You may end up getting a kill or two if your lane partner is competent or sometimes even if you're in the solo lane/mid. If you don't already have a kill it's almost guaranteed that the enemy has used all of their health potions and/or recalled. However, if you end up getting an annoying enemy lane comp such as Sona and Singed and your lane partner is someone such as Lee Sin you may just have to play it a little safer and wait for them to make a mistake/wait for a gank opportunity. Remember it is always better to play safe and farm creeps early game than to take a death from overextending.
Once you get your ultimate you have one of the best tools currently in the game. There are many ways to use this, but while you're still in the laning phase you should get fairly close to your intended target(s), start the ult where they are currently standing, and point it backwards toward the standard route your enemy would take to escape. This will force them to do one of four things.
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.
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.
Our laning phase is over. This is the point where Rumble will either really shine or will fall dead in the mud. Once you have Rylai's Crystal Scepter and Sunfire Cape you should be able to take and dish out a ton of damage before you're close to going down, but you have to be smart about it. At this point don't waste your ultimate on one person. You should be able to easily take down any non-tank champion with your Flamespitter and overheated auto attacks alone. During teamfights your ultimate should never be used as an initiator. Save it until you see how the fight is going. There are three ways to use your ult in teamfights.
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.
Thank you for taking a look at my Rumble guide. As always all feedback, negative and positive is appreciated as long as it is constructive and relevant to the content of this guide. Please vote on the content of the guide, not on how well you like/hate Rumble.