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Rumble Build Guide by RTO

Top [11.15] RTO'S Challenger Rumble Top Lane

Top [11.15] RTO'S Challenger Rumble Top Lane

Updated on July 25, 2021
9.8
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League of Legends Build Guide Author RTO Build Guide By RTO 177 15 851,281 Views 4 Comments
177 15 851,281 Views 4 Comments League of Legends Build Guide Author RTO Rumble Build Guide By RTO Updated on July 25, 2021
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Runes: Primary

1 2
Sorcery
Arcane Comet
Nimbus Cloak
Celerity
Scorch

Domination
Taste of Blood
Ravenous Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Intro
RTO Here!
About Me

I am a Peak 578 LP Challenger, North American Top Laner and Streamer representing Team Radiance, whose mission is to promote positivity in League of Legends. My main is Renekton, but I play many other champions when I am target banned. I also have an incredible amount of top lane knowledge that I want to share with you guys.

Rumble has high, sustained damage, insane lane pressure and pushing power, along with strong teamfighting ability. He's easy to learn, with a high skill cap, and always has something new to learn.

If you like this guide, make sure to check out my even more in depth guides at my new website



Social Media

Summoner Spells
SUMMONER SPELLS


Flash is your engage summoner, your escape summoner, and all in between summoner. Take this every time. There is no reason to replace this summoner.

Ignite is when you feel like you want to be hyper aggressive during laning phase. It's damage got nerfed during 9.2, and it starts to fall off hard the later the game progresses, so generally Teleport is preferred.
Great vs healers such as Vladimir and Dr. Mundo.

Teleport is your primary summoner in place of Ignite, it allows top laners to have great map pressure, it's used for split pushing, turning team fights and returning quickly to lane early game.

Runes
SORCERY AND DOMINATION




PRIMARY CHOICES

The best choice of rune for damage output from Rumble is Arcane Comet. It synergizes very well with Electro-Harpoon, and offers more harass in laning phase, helping you to dominate early.

After casting your ultimate, you gain 100ms, decaying over 2.5s, and offers Ghost. Very good for Rumble as he lacks high mobility, helping him to position better in teamfights.

[Good synergy with Scrap Shield, due to it's 1s movement speed boost, and also helps with mobility throughout the game.

Scorch is very good for early game, laning harass, along with Arcane Comet. It helps you have that bit extra damage in lane, pushing out your opponent easier. Scorch falls off mid/late game.
Gathering Storm is an option for when games will go late, offering you extra AP to help you scale through the mid game and finish off games.

Rumble struggles with sustain in laning phase, so we take Taste of Blood to counter that, and take easier trades, along with not having to recall as often.
Synergizes well with Taste of Blood, offering us extra healing and increasing for every unique champiopn


The more AP you have, the more damage you do!

Your last rune is interchangeable depending on the enemy match up you're against. Are you vs more AP? Take magic resist. More physical? Take armor. Want / need more hp? Take HP!

Itemization
Itemization Choices

You'll want to make choices depending on the enemy team
and match up that you're against, whether you need more armor, or more magic resist



Boots


Core



Abilities
PASSIVE ABILITY
Junkyard Titan

Heat Rumble gains Heat each time he uses a basic ability (20 for Flamespitter, 20 for Scrap Shield, 10 for Electro-Harpoon) and loses 10 Heat per second after not using any abilities for 4 seconds.

DANGER ZONE: Rumble's basic abilities are enhanced when he is at/above 50 Heat .

OVERHEATING: At 100 Heat , Rumble becomes Overheated, and silences himself for 6 seconds. While silenced, his basic attacks deal 25 − 110 (based on level) (+ 30% AP) bonus magic damage each, while his Heat decays back to 0 over the duration.

Rumble can use summoner spells and/or active ability items while silenced.


Q
Flamespitter

Rumble activates his flamethrower for 3 seconds, granting 20 Heat and dealing magic damage every 0.25 seconds to all enemies in a cone in front of him. Deals reduced damage to minions.
Danger Zone: Flamespitter's damage is increased by 50%

Total Magic Damage: 175 / 210 / 245 / 280 / 315 (+ 110% AP)
Minion Damage Percentage: 60 / 65 / 70 / 75 / 80%
Total Enhanced Damage: 262.5 / 315 / 367.5 / 420 / 472.5 (+ 165% AP)

Rumble will instantly turn to face the cursor if he is not moving when Flamespitter is cast.
Flamespitter is not canceled by self-stasis effects ( Zhonya's Hourglass).


W
Scrap Shield

Rumble pulls up a shield for 1.5 seconds.
While shielding himself, Rumble gains bonus movement speed until the duration of the shield ends or the shield is broken.
Danger Zone: Scrap Shield's effects are increased by 50%.

Shield Strength: 80 / 110 / 140 / 170 / 200 (+ 50% AP)
Bonus Movement Speed: 20 / 25 / 30 / 35 / 40%
Enhanced Shield Strength: 120 / 165 / 210 / 255 / 300 (+ 75% AP)
Enhanced Movement Speed: 30 / 37.5 / 45 / 52.5 / 60%

Scrap Shield has no cast time and does not interrupt Rumble's previous orders (basic attack animation is canceled on-cast).



E
Electro Harpoon

PASSIVE: Rumble periodically stocks an Electro-Harpoon charge, up to a maximum of 2.

ACTIVE: Rumble shoots a harpoon, dealing magic damage to the first enemy hit and slowing them for 2 seconds. Hitting the same target with another harpoon enhances the slow (stacks additively).
Danger Zone: Electro-Harpoon's effects are increased by 50%.

Magic Damage: 60 / 85 / 110 / 135 / 160 (+ 40% AP)
Slow: 15 / 20 / 25 / 30 / 35%
Enhanced Magic Damage: 90 / 127.5 / 165 / 202.5 / 240 (+ 60% AP)
Enhanced Slow: 22.5 / 30 / 37.5 / 45 / 52.5%

Two consecutive Electro-Harpoon hits on the same target cannot reduce enemy movement speed below 110, reducing non-linearly when going below 220 (gets closer to 110 the stronger the slow, varying between 110 and 120 if the target didn't purchase Boots of Swiftness).
If Rumble casts Electro-Harpoon before Overheating, he may still use another charge within three seconds of the initial cast.



R
The Equalizer

Rumble deploys a barrage of rockets 1000 units down the target path, landing in a line over 1 second and lasting for 5 seconds.

Enemies within the line of rockets take magic damage every half-second and are slowed by 35%. After leaving the area the damage will linger for 1 second.
Magic Damage per Half Second: 70 / 105 / 140 (+ 17.5% AP)

Gameplay

EARLY GAME


During laning phase, you want to be farming as much as you possibly can, while denying your opponent CS, with Flamespitter. Rumble has a good laning phase, even from level 1 and you want to be utilizing this by being as aggressive as possible. Poke the enemy as much as you can when they go in for CS, then back off with your Scrap Shield, giving you a positive trade.

You want to push the lane under the enemies tower, as much as, and as quickly as possible. It makes it very hard for them to CS, and you will have insane first tower pressure. You will have to be wary of ganks from the river, as this puts you in a very vulnerable position, so make sure to use your wards as much as possible.

At level 6, Rumble is a very oppressive threat, you want to hard push the lane and take the first tower, or roam to help your midlane, playing around your ultimates cooldown as much as possible. If you've chosen to take Teleport, you can also teleport to a deep ward placed by your botlane, for a surprise gank and another easy tower push, or to take the drake.

Help out your jungler if he comes to take Rift Herald , and secure first blood tower for your team. At this point you can potentially invade the enemies jungle, taking away vital XP, gold and their blue buff, if you're on red side.


MID / LATE GAME


Outside of laning phase, you have the option to group with your team and take objectives, or split push. If your team has a strong team fight ( Rumble has a very strong team fight!), you can group with them, invading the enemy jungle, forcing fights over objectives, or pushing lanes.

The ideal times to split push are as follows -

If Baron Nashor is alive and your Teleport is available, you can split push bot lane.
If Baron Nashor is alive and your Teleport is down, you will be split pushing top lane.

If Baron Nashor is dead, and your Teleport is down, you will split push bot lane, especially if a dragon will be spawning.
If Baron Nashor is dead, and your Teleport is available, you can split push top lane.

You want to split push the lane opposite to the most important, neutral objective, if your Teleport is available. This way, you can take the majority of pressure off the objective, as the enemies will not be able to answer you solo, and they give up the objective to your team. If you know the enemies will be collapsing on you soon, you will want to spam ping your team to complete the objective as quickly as possible. If the enemies collapse on your team, you can Teleport to them to quickly reach the fight, or chunk down the enemies defenses.
Make sure you have good vision around you, so you can see enemies coming from fog of war, which you can either back off, or choose to take the fight, potentially securing a 1v2 with your insanely high sustained damage.

During teamfights, you want to throw down The Equalizer in the middle of the enemies, causing insane amounts of damage, along with burning your enemies with Demonic Embrace, and slowing them from escaping. Throw out your Electro-Harpoon's for extra slows, and follow up with Flamespitter for extra AoE damage and burns!

Rumble is pretty tanky overall, and can absorb a lot more damage than other AP champions, with his Scrap Shield, so make sure to keep that in mind. Be careful of overheating before a teamfight, as you'll be silenced for 6s, and you do not want to be stuck on the sidelines waiting for it to disappear, you cannot reduce the silence in any way, so by the time it's gone, the teamfight, and your team, may also be gone!

Be careful if the enemy team have a Lulu, she will Whimsy you, completely negating any of your damage and essentially rendering you useless. She is less of a threat if you have cast at least one or two of your abilities, and procced the burn of Demonic Embrace, dealing high amounts of damage, even while you're CC'd. The same goes for any very hard CC such as Morgana's Dark Binding or Malzahar's Nether Grasp.
Conclusion
I hope you have enjoyed and learnt enough from my Rumble guide, to melt your enemies, and conquer the game.

If you're interested in seeing more of Rumble, Renekton and myself, please follow my stream! I am streaming every day, and I engage with my chat consistently.

If you like this guide, make sure to check out my even more in depth guides at my new website
Update Log
  • 08/12/2019 - Published Guide.
  • 11/21/2019 - Updated for 9.23.
  • 11/23/2020 - Updated for preseason.
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League of Legends Build Guide Author RTO
RTO Rumble Guide
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[11.15] RTO'S Challenger Rumble Top Lane

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