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Rumble Build Guide by Xelikari

Middle [14.5] Through the Fire & the Flames v4.0.0 - BOOKMARK ME FOR UPDATES

Middle [14.5] Through the Fire & the Flames v4.0.0 - BOOKMARK ME FOR UPDATES

Updated on March 12, 2024
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League of Legends Build Guide Author Xelikari Build Guide By Xelikari 334 19 976,138 Views 37 Comments
334 19 976,138 Views 37 Comments
League of Legends Build Guide Author Xelikari Rumble Build Guide By Xelikari Updated on March 12, 2024
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Runes: Standard Page

1 2 3
Sorcery
Arcane Comet
Nimbus Cloak
Transcendence
Scorch

Resolve
Bone Plating
Overgrowth
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2 3 4 5
Win Lane
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None
About the Author
Hi, I'm Nahde, a Diamond+ Rumble player in seasons 5, 6, 7, and 13 across multiple accounts; I've played since Season 3 Zac release and I have also coached for 3.5 years and was a player and coach in the High School Starleague where we went 7-3 W/L. I fell in love with this champion in Season 5 after spending several seasons anywhere from very low bronze to mid gold

I played about 30 normal games on Rumble and jumped straight into ranked and was diamond within two months with a 70% winrate on Talon and Rumble, and again in Season 6 on Twisted Fate, Viktor, Rumble, Kennen, Ezreal, and Gangplank. I previously had a featured guide with 350k+ views up on Lolking but since that site has gone down, I've reuploaded it here and have been continuously updating it ever since. The top portion of the guide goes over everything you need if you found this guide in your loading screen, but for those of you who want to really master this champion-- the rest of this guide is for you.



State of Rumble - S2024 Patch 14.2
Rumble has been stupidly broken for the longest time, in patch 14.2 he was nerfed for 10 damage and 2% shred on his E; this means every Q cast lost 15 damage and our primary target has 2-5 MR more than they would have if hit by both E's. Riot then buffed his E AP Ratio by 10% that same day. As a result of these changes, Rumble's lane phase is just barely weaker than before the patch, but overall he is buffed.

I think currently Rumble can be played anywhere, the Support items seem not to lend themselves to him super well anymore, but I think he can still be played as the +Mana Regen isn't budgeted super highly on those items; FPX Life even played Rumble Support in late 2023, even chinese pro's read my guide :) We lost a lot of health from AP items in S2024 so I've opted for Overgrowth in the Resolve tree for our secondary most of the time to bring our health pool back up-- I also think the new Riftmaker makes tank builds really interesting as Omnivamp is no longer reduced by AoE. Of course, Stormsurge and other AP items like the new Shadowflame are really strong, so I think these more standard builds will still pull ahead but a tankier build is more viable than ever.

Anyway, I've spent way too much time playing WoW Season of Discovery so I'll need some time to figure out how strong Rumble is in 2024 but just going off of my initial thoughts, he's likely still strong and won't have any issues; Itemization will change and I'll be continuously updating the guide with builds and my thoughts so be sure to keep checking back-- thank you!
View Changelog & Version History
Summoner Spells

SUMMONER SPELLS
-
FLASH: is your survival, aggression, repositioning, and playmaking spell. You will take this in every game no exceptions.
IGNITE: is our 'default' combat summoner, it provides kill pressure and spot heal-cut for champs like Dr. Mundo or Vladimir.
TELEPORT: is strong when we are scaling for mid-game and/or killing our opponent will be very difficult. It's mostly taken top lane, but could see use in mid. I strongly recommend Ignite if our jungler has strong ganks and CC, or we can roam; otherwise CS becomes very important.
EXHAUST: is strong vs champions like Master Yi, Tryndamere, or Yasuo. Rumble falls over to these champs so slamming Exhaust on them in fights works really well.
GHOST: is the default bot lane summoner. Our only problem bot is actually getting on top of our laners, if you can do that you absolutely molly *** them. I'm testing scenarios where you use Ghost to run down targets in teamfights you need to stick to, but that's rare and only if your comp is very bad
SMITE: if you're jungle, you don't have a choice. Take Scorchclaw Pup, Mosstomper Seedling could be good as it gives Liandry's Torment and/or Riftmaker time to stack.

The remaining Summoner Spells aren't worth taking at any point ever.
Runes
This page aims to give most combat stats possible which is what Rumble really wants.
  • You could swap Scorch to Gathering Storm if you're playing for mid-late game and you won't get good use out of Scorch in lane, or just prefer the 24 AP at 20 minutes.
  • Transcendence is nice because it helps us hit the 50 Ability Haste breakpoint that puts our abilities on a 4s CD (matches Overheat) but Absolute Focus feels really bad to give up usually.

Secondary Pages
You could swap Arcane Comet to Phase Rush in extremely niche circumstances where you understand exactly when and why it's useful.




This is the page to take if teamfights are going to last a long time. Really powerful with Liandry's Torment and Riftmaker, allowing you to heal and do even more damage.
  • Overheal is not an option because it's way too hard to stack as a melee before a fight and rarely if ever proves useful.
  • Swap Bone Plating to Second Wind if you think you're really gonna get beaten down in lane, but I would caution that this situation, at least for me, is fairly rare.
Secondary Pages




This is a riskier page that does the same thing as the first one except we generate more gold against easy matchups. The extra gold generated will accelerate our game state and along with Future's Market, help us get items faster. I"m still testing this, but after the repeated nerfs-- the damage sucks compared to everything else.
  • Ultimate Hunter can be swapped for any of the other hunter runes, Treasure Hunter is really strong with this page (and in general) but might feel bad for a bit if you're top lane. However, it can help you catch up or further snowball off of one teamfight.

Secondary Pages
You can take any of the "Hunter" runes, but Ultimate Hunter helps us get more gold and drop Equalizers around the map like a ****ing dump truck.




This page is best when you have a strong 2v2/3v3 but you don't have a lot of kill potential in a neutral lane state; it excels when your jungler has CC because it allows you to burst your laner and you don't 'lose' damage by not continually proccing Arcane Comet. You also deal good damage in roams or vs squishy/ranged targets.

Secondary Pages
  • Sorcery can be taken if you don't need the survivability for lane, taking Absolute Focus and Gathering Storm for better burst and scaling later, but if you're playing for early game burst, the additional stats from the Resolve tree make more sense.



Rune Shards
Almost all builds will take double Adaptive Force, more AP = more damage. The one exception is when you're vs a lot of tanks and will be auto attacking a lot later, then you could take Attack Speed in slot 1 to capitalize on the % health damage on Junkyard Titan. You could also take it jungle, that's just preference.
The third slot is usually a choice between Flat Health for a stronger early game or Scaling Health if we won't have too much trouble. Tenacity & Slow Resist could be taken if you really think you'll need it and don't want to sacrifice Sorcerer's Shoes for Mercury's Treads. I don't think there's ever a situation where we go Movement Speed.
Itemization

HEXTECH ROCKETBELT
VS

LIANDRY'S TORMENT
Hextech Rocketbelt Hands down this item is worse than Liandry's, it will never do as much damage even in the best case scenarios. However, the one thing it has going for it is that it allows us to gap-close and make plays we otherwise couldn't. It is pretty close in damage to Liandry's early on, but it's real value is closing the gap against champions that would otherwise be really difficult for us to get to, allowing us to win some lanes we traditionally can't. Liandry's Torment is absolutely our best item, it gets very minorly outdamaged by Shadowflame as a first item but Liandry's gives us better poke, waveclear, and health to survive fights, so generally it's our best item, we can then follow it up with Shadowflame for maximum damage.



Liandry's Torment

Shadowflame

Rabadon's Deathcap
These are your typical core items, giving you tons of power and all the stats that Rumble wants early on. These three items give you the most damage out of any of your other options. Don't be afraid to deviate from this when the game calls for it-- if you're playing against Sion, Galio, and Swain, buying a Rabadon's Deathcap and trying to just burn through those champions isn't going to do you much good. This is just your the baseline that you should aim for, but after Liandry's Torment, buy for the game and situation.



Boot Options

Offensive Options


Defensive Options



Liandry's Torment is an item made for Rumble, it gives us all the stats we care about. It helps us survive, gives us ramping damage, makes our poke hit harder, and helps us deal with beefy champions in lane. It's really good in skirmishes and is only outdamaged by Shadowflame as a first item. Both Blasting Wand and Haunting Guise are nice recipe items, but you'll generally want Haunting Guise first. You want to have this item before teamfights.

Shadowflame this item is a stupidly good, it causes Liandry's Torment passive to crit, all of your abilities to crit, gives us MPen, and deals more damage than any other item against tanks and squishy targets (In 1v1). This + Liandry's Torment are our two biggest damage items, so in games where it's possible to do so, pick this up first or second.

Rabadon's Deathcap is just our `multiplier` item, it's the item we get when we want the BIG damage. You should try to get this third, but only if you don't need something else to survive, some games you absolutely need Zhonya's Hourglass or Void Staff in order to function-- remember, you're not dealing damage if you're dead or if the enemy just has 8 billion Magic Resist.


VOID STAFF
VS

CRYPTBLOOM
Void Staff is obviously the higher damage of the two items, albeit 150g more expensive and giving 10% more Magic Penetration and 10 more AP than the alternative. However, it's worth asking which item will create more value? Think about your games and how teamfights will go; do you really need to nuke someone like Smolder or is the enemy really AoE heavy and you'll get immense value from a 5-man Cryptbloom heal? Cryptbloom is likely our default option as we can purchase it sooner and it's heal is most often going to be very effective. The heal we get from the Cryptbloom passive will, in nearly all situations, outheal the damage we would have done with 10% more pen and 10 AP. Rumble is not a very 'assassin'-like champion, so the amount of times a teamfight hinges on "Can we burst X" is a lot less likely to happen for us.

Riftmaker's biggest downfall is that it's not Liandry's Torment. I think this item has some interesting applications in games where teamfights will last a long time and we can take Conqueror and Gathering Storm and look to scale with Liandry's Torment + Riftmaker into tankier items like Abyssal Mask and Randuin's Omen. This item is really nice, most often we just run into an issue of "I want more damage" so we opt for things like Shadowflame instead.

Hextech Rocketbelt is slightly behind Liandry's Torment in terms of raw 1v1 damage, it definitely gets outdamaged in teamfights. It's much cheaper than Liandry's Torment though, so it's worth looking into for games where you really need to gap-close or the utility from Hextech Rocketbelt allows you to do things you normally can't. Hextech Rocketbelt does not proc Sudden Impact but it can act as an auto attack reset.

Stormsurge is an awful item after the repeated nerfs. It's one of the lowest damage first items for us because the values on the item just suck. Movement Speed is a stat that has the potential to be the best stat in the game, scaling with a players skill level, but this is definitely not an item you want to build early, if at all. Think of your items in terms of the power in their slot, there's just too many items that do more or are more effective than the current Patch 14.5 iteration of Stormsurge and the item is hilariously over-bought.

Morellonomicon is an awful item, if you are the only person on your team that can effectively use heal-cut items, you should look to sit on Oblivion Orb and do not complete the item. You pay 1,400g for 60 AP and 15 Ability Haste, this means you can effectively "complete the item" by just building into whatever other items you want instead of wasting gold buying Morellonomicon.

Cosmic Drive is just a lot weaker than other items we could get, it grants you a stupid amount of movement speed and is really good for champions that want to suffocate the enemy with movespeed and ability spam, Rumble isn't really like that. I list it here because there might be very very niche situations where the item becomes good, so keep it in mind but just know you could play 500 games and probably never build it.

Horizon Focus is mostly an enchanter item, or an item for mages that want to spam abilities. However, Rumble is a weird champion and this item actually fits kinda nicely as a 4th or 5th item. We really like Ability Haste until we hit 50 so we have a 4s CD on Q, W, & E, and the % damage modifier makes all of our high base damage abilities really slap, it's also incredibly easy for us to proc and has nice component items. This can be a good item to build when your core items are complete and you just need more raw damage. It can also be effective when you're trying to pick someone in the jungle since it sends out AoE vision.

Rylai's Crystal Scepter is also a really rare item, I build this incredibly rarely against entire teams of champions like Dr. Mundo, Shyvana, Skarner, etc. It's most often used defensively where you need to peel your backline from "Bruizer Zerg" champions who try to run at you with very few gap closers. You'd build this third and only if your backline is strong or scaling heavily, otherwise you're peeling just to lose slower.

Zhonya's Hourglass does what it always does, you can cast Flamespitter during it and can help you survive in teamfights if there's big abilities you need to dodge. This can be built second or third and should not be skipped if you think you need it, being greedy could lose you games.

Banshee's Veil has gold efficiency issues, a lot of the time it's going to be best to just sit on Verdant Barrier to get the spellshield passive and some Magic Resist for 1800g. This runs into the same problems as Morellonomicon where you "complete the item" by just building other things.

Anathema's Chains is a massively sleeper OP item, it grants you tons of survivability and should be built after your core items if the enemy team has a single DPS threat. If your enemy is playing protect the Kog'Maw or their entire team is feeding and you're only worried about Draven because nobody else deals damage, this item reduces their damage to you by 30% which is INSANE.

Abyssal Mask is really undervalued, it's incredibly strong when you both need MR and have multiple sources of Magic Damage on your team that can benefit from you having it. I like to pair this with Overgrowth in our Resolve tree when I know I'll be building it so I'll be tanky while also dealing damage, since MPen is a massively strong stat for us. This usually gets built third or fourth as you need 1366 bonus health to reach the cap.

Randuin's Omen is the anti-crit marksmen item. You reduce an absolutely absurd amount of damage with this and if you're against multiple crit abusers, slam this item 4th-6th and you'll survive a lot longer in fights.

Boots of Swiftness can be really powerful in the right situations, getting them early in lane makes you impossible to deal with and can be really good versus champions like Illaoi or Darius where they just want to run at you and beat you down, this helps you harass and butter them up for an all-in.

Plated Steelcaps are incredibly powerful, make sure if you're versus lots of auto-attackers that you but this item. It feels bad to lose out on Magic Penetration, but if these let you survive long enough to cast 1-2 more spells, you've effectively done more damage than Sorcerer's Shoes would help you do. Make sure you check the wiki to see what else they can block.

Mercury's Treads are probably what I build the least, but in games where you absolutely need them to do anything in teamfights against things like Annie or Kennen, you should pick them up. They can also be really good as an early lane purchase against those champions to make sure you can continue your snowball.
Abilities
Passive
Junkyard Titan
Rumble gains 20 heat ( 10 for Electro-Harpoon) every time he uses a basic ability and loses 10 heat per second after 4 seconds of not using abilities.

DANGER ZONE: When Flamespitter, Scrap Shield, or Electro-Harpoon are cast at 50 heat or above, they are enhanced.

OVERHEAT: At 150 Heat, Rumble is silenced for 4 seconds and gains 50-130% bonus attack speed (about 3.5% per level 1-9, and 6% per level 9-18) and each auto deals 5 - 40 (based on level) (+ 25% AP) (+ 6% of the targets maximum health) bonus magic damage.

Additional Knowledge

Q
Flamespitter
Flamespitter is active for 3 seconds, dealing damage every 0.25 seconds. This grants 20 heat. When cast in the Danger Zone, damage is increased by 50%.

Cooldown: 10/9/8/7/6 Seconds || Range: 600
Damage every 0.25 Seconds: 10.4 / 11.7 / 12.9 / 14.2 / 15.4 -- (+9.17% AP Per Tick)
Total Damage: 125 / 140 / 155 / 170 / 185 (+ 110% AP) (+6-10% Max HP per rank)
Minion Damage: 55 / 60 / 65 / 70 / 75%

[Danger Zone] Damage every 0.25 Seconds: 15.6 / 17.5 / 19.4 / 21.2 / 23.1 -- (+12.5% AP Per Tick)
[Danger Zone] Total Damage: 187.5 / 210 / 232.5 / 255 / 277.5 (+ 165% AP)

Additional Knowledge

W
Scrap Shield
Scrap Shield shields you for 1.5 seconds, gaining movement speed for ~1 second (sometimes 1.3 seconds due to server ticks). This generates 20 heat. When cast in the Danger Zone, effects are increased by 50%.

Cooldown: 6 Seconds
Shield Strength: 25 / 55 / 85 / 115 / 145 (+25% AP) (+4% Max HP)
Movement Speed: 10 / 15 / 20 / 25 / 30%

[Danger Zone] Shield Strength: 37.5 / 82.5 / 127.5 / 172.5 / 217.5 (+37.5% AP) (+6% Max HP)
[Danger Zone] Movement Speed: 15 / 22.5 / 30 / 37.5 / 45%%

Additional Knowledge

E
Electro-Harpoon
Electro-Harpoon stores two charges and reduces the Magic Resistance of the target for 4 seconds, slowing them for 2 seconds. Each cast generates 10 heat.

Recharge Time: 6 Seconds || Range: 850 || Speed: 2000
Damage: 60 / 85 / 110 / 135 / 160 (+50% AP) (x2 if you land both)
MR Reduction: 10/12/14/16/18% (x2 if you land both)
Slow: 15 / 20 / 25 / 30 / 35% (x2 if you land both)

[Danger Zone] Damage: 90 / 127.5 / 165 / 202.5 / 240 (+75% AP) (x2 if you land both)
[Danger Zone] MR Reduction: 15/18/21/24/27 (x2 if you land both)
[Danger Zone] Slow: 22.5 / 30 / 37.5 / 45 / 52.5% (x2 if you land both)

Additional Knowledge

R
The Equalizer
The Equalizer missiles take 1 second to land and remain for 5s, dealing damage every .5 seconds and slowing by 35%. This ability generates 0 heat but will pause your heat decay for two seconds. When someone leaves The Equalizer, the damage lingers for 1s (two ticks).

Cooldown: 100/85/70 Seconds
Magic Damage Per Half-Second: 70 / 105 / 140 (+17.5% AP per tick)
Minimum Magic Damage: 140 / 210 / 280 (+35% AP)
Maximum Magic Damage: 700 / 1050 / 1400 (+175% AP)

Additional Knowledge
Matchups
Olaf is really difficult to lane against. Keep your distance early and dodge Undertow, getting caught with these in the middle of the lane is a death sentence. Olaf is really easy to gank, so call your jungler whenever possible. You can only kill him with Ignite, don't get overconfident and try to solo him; killing him through Berserker Rage and Tough It Out is really difficult. Unflinching can be useful since you'll have almost 100% uptime vs Olaf.
How to Understand Macro

Early Game

Early Game
Rumble excels at early invades and counter-invades at level 1 using Flamespitter, but generally has a very weak level 1-2 and you should look to stay as safe as possible, fishing for poke and safely CSing with Electro-Harpoon or Flamespitter, it's okay to lose out on some creeps to stay healthy for levels 3-4 when you get really strong.

Mid Game

Mid Game
Rumble's play pattern is generally the same, butter people up with Flamespitter and Electro-Harpoon's until they're in range to kill. You should save Flash to use for kills when it will also earn you an objective or something other than a kill due to how valuable Flash is.

Late Game

Late Game
Late game gets awkward, Rumble lacks a lot of tools to really keep a hold on the game like we get from minutes ~5-25. It's important to correctly identify your wincon for teamfights. Do you need to protect your backline? Do you need to try and assassinate someone? Think about how your team needs to play a fight in order to win and do your best to execute that.

General Macro Plan
Before the Game
Which side Scuttle Crab is Jungle playing for? What path is Jungle taking? Call summoner spell timers, laners should set lane up for that side - if lane cannot get prio for crab contest notify the Jungler early so they can adjust pathing if required.

Identify what both comps want to do
Does either team fight better in choke points? Does either team prefer fighting front-to-back? What about 1-3-1 split pushes? Flanks?
Determine who has level 1 prio
Decide and communicate how to invade or if you should 5-point-defense.
Figure out your game plan
Are you going to try and farm to scale? Do you want to look for early skirmishes because you have a strong mid/jungle duo? Are you only going to be fighting on certain powerspikes?


In-Game
Recalling = What do you gain from recall? What is the map state? Your base vs enemy base? Do you want to extend laning phase?

Where is the Enemy Jungler Starting?
How should you manage your wave and ward because of it? How does the enemy jungler gank? You can usually tell where he started by checking who got to lane late.
If there's something to contest, start with lane prio and move into river/jg for vision
If waves get cleared at the same time, both teams can move. If no prio, you get collapsed on and ff objective.
Laning
Communicate the state of your lane to the jungler, slowpush and low hp enemy = can we dive? Ask for help if you need to crash a wave to bounce it back or recall. For jungle to help a vulnerable lane (weaker matchup), ideally get mid prio and move through river into the lane; avoid being collapsed on. If the weaker matchup is mid, support moves with Jungle after reset. You cannot just gank lanes that are weak without planning.
Macro Continued
If your team is making a play botside, respect that they can crossmap. Make mental notes of who's doing what, (I.E. "I see my jung is bot, mid is walking into river." etc.) Always take into account enemies tps/globals/prio in lanes before committing to fights. Position yourself while laning to the side your jungler is on, ward the side your jungler is not on (usually). Deep ward lanes if waves are slowpushing to you, cover yourself from lane ganks (bot lane mainly).


Mid-Game
Whoever can get and hold mid prio goes mid, this is usually the ADC but Rumble does it really well. Support will roam and whoever can hold prio goes mid; Jungler can hover mid and sidelaner or look to take objectives after getting mid prio. If you have a weak/tank top that doesn't win, they look to collect waves/camps and team plays on opposite side of map. If they have a dive comp that can take mid prio, secure sides with vision and use pressure generated to roam between the lanes so sidelaner can reach mid in time if needed, jungler must play closer to mid lane also. If both solo lanes lose side matchups, look to overload and send both solo laners to one lane to create a 2v1 scenario.

Objectives
Plan ahead of time, call for resets ~1m before spawn time. Discuss if you will turn and fight or not.
Baron & Dragon
Supports should not be hitting the objective, look to zone/flank to allow for a turn if comp allows. After successful obj fight the play is over, take the lead and use it. Aim for collective recalls/safe farming of neutral camps/crashing waves and then get back on the map at the same time to keep up tempo. If the enemy team has prio and you have no vision control for objectives or lower numbers, push mid and push out sidewaves then base. You get tempo adv. Gold adv. And they cannot shove you in with baron minions etc.
If You are Behind as a Team
Mid prio + vision control so you can make picks, when you get a pick, don’t look to push it blindly, play smart and capitalize by getting prio in lanes with number advantage and set up deeper vision, can’t afford to take risks. Invest in ward trinkets and pinks to provide defensive vision control, you can use blue trinkets 2-3 times between obj spawns, place in defensive spots. Vision line in front, pinks behind so you can adequately defend them.
If You are Ahead as a Team
Mid prio + vision control on the side of the map you are playing to + re-establish mid prio so you can push safely as a team NOBODY should be left alone mid to maintain prio. Look to defend vision if they contest, invest in sweepers and pinks to deny vision control. Slow down the pace of the game, choke the enemy, you don't need to get more ahead but you must not fall behind.

Every move you make in the game should have a reason. Whenever you can get prio, don’t waste it, stack the wave and crash it, if opposition cannot move - get vision, move to drake/herald/mid or recall and get back on the map before enemy laner can respond. Use every lead you get.
Notes on Magic Penetration
Applied First
Magic Resistance Reduction, Flat.
Applied Second
Magic Resistance Reduction, Percentage.
Applied Third
Magic Penetration, Percentage.
Applied Fourth
Magic Penetration, Flat


Additional Knowledge
Additional Mechanics

Tethering
What is Tethering?

Heat Management
How to Manage Heat

Additional Mechanics
Level Up My Gameplay
Bot Lane Rumble
I think bot lane Rumble has a lot of benefits. Not only does it allow you to shut down the enemy bot if you play well, but you have twice as much gold to earn from kills :) You can also impact the map a lot more. Having a support shores up Rumbles only real weakness which is not being able to get on top of your laner. Play safely the first few levels, you're very strong and can 2v2 almost anyone with a good support/adc after level 3.
  • Summoner Spells: Flash & Ghost
    You don't really have a use for Heal or any other defensive summoner, since you're only getting 55% of normal experience you're going to be behind in levels from where you would be normally, so we want to try and abuse the strength of our champion prior to lane phase ending. Teleport could be useful, but I've found that either Ghost or Exhaust if needed for the game and your support can't take it.
  • Synergies
    As a general rule, AP Carry Supports > Tanky/Engage > Enchanters What you're really looking for is something that lets you kill the enemy bot. Engage is nice because you can force fights easier, but your dream support is an AP engage champion. Having an enchanter is okay too-- it just puts the onus on you to make the plays which can be rough. The goal is to have a kill lane, you don't want to pair a scaling support like Sona with Rumble.

AP Carry Supports: Syndra, Annie, Amumu, Swain, Gragas, Kennen, Karthus, Lissandra, Heimerdinger.
Tank Supports: Alistar, Braum, Blitzcrank, Jarvan IV, Leona, Maokai, Nautilus, Pantheon, Rell, Trundle, Thresh.
Enchanters: Bard, Lulu, Nami, Seraphine.
AD Carries: Varus, Draven, Ezreal, Corki.
Playlists Based on Your Skin

Rumble - The Mechanized Menace
Playlists based on your skin that are scientifically proven to enhance gameplay

Classic Rumble Incredible jams from Galantis to "Get your Money Up", not much to say about this one. You might wanna hit up Indeed.com though.

Rumble in the Jungle featuring familiar video game tunes like Bianco Hills from Super Mario Sunshine, Sea Shanty 2 from Runescape, and many more videos to get you into a playful, relaxed mood, like you’re on an island in a hawaiian shirt soaking up the sun.

Bilgerat Rumble Live the pirate life you’ve always dreamed of with Sea Shanties, high fantasy and pirate sing-a-longs-- Not without the “Wellerman” by Nathan Evans of tiktok fame SOOON MAY THE WELLERMAN COME TO BRING US SUGAR AND TEA AND RUM

Super Galaxy Rumble Now we’re talkin’, this playlist is guaranteed to make you feel like the overconfident heroin of your own mecha-anime. Absolutely chock full of 80’s pop with a little rock mixed in, and some songs that will really make you feel like you’re saving the galaxy while melting your foes on the rift. NOW ON SPOTIFY; thanks to Dexed the Juster for the suggestion!

Badlands Baron Rumble A truly mad max inspired playlist intertwined with what I imagine a metal shop, or tattoo parlor stereo music would sound like, I’m not sure, I’ve never been there-- but this playlist is brimming with music from AC/DC, popular anime, and 2000’s rock legends beastie boys, foo fighters, system of a down, and even featuring Na Na Na, the last punk rock hit by 2000’s emo legends My Chemical Romance!

Space Groove Rumble 38 videos featuring file select and spacey, groovy OST’s from Super Mario Galaxy and a mix of city pop and future funk with heavy asian influence. This will make you feel like you’re floating through space, and you might finally stop playing Super Galaxy!

How to Continue Improving
LoLWiki for Rumble
Summoner School Reddit
Hidragon8's Twitch, High Elo KR Rumble Player

*Note: Especially on any subreddit, but be careful of the information you see. Especially on /r/championmain subreddits, a lot of them are just echo chambers that tell you god awful builds and horrible information about the game. Use your best judgement!

Have questions? Contact Info:
Email: clnelson0825@gmail.com
Discord: suntouched


The most important trait for continuous improvement in League of Legends is to stay curious. If you've ever found yourself saying "I don't know what X ability/champion does", did you look it up once you got the chance? Were you ever curious about how an interaction in the game might work but didn't google it or ask around? It seems small, but staying curious and following up on those thoughts you have are how you improve at anything, especially LoL.

If you have any questions that you would like answered, be sure to reply with a comment and I will respond or edit your suggestion into the guide! I would like to thank my old friend Hunger x Hunger (Interview), one of the first people to inspire me to play Rumble and my good friend Leo "Lyze" Zhang for giving some suggestions and helping me learn the game since I was Bronze V. Lastly I'd like to thank everyone who reads this, I sincerely hope this guide was informative and will inspire a new generation of Rumble Gods. Remember that this guide is a starting point, it's not perfect and the game will always be changing, use this knowledge and build on it to be even better. Good luck!


Whether you're Bronze, Silver, Gold or Platinum-- Diamond and beyond is within your grasp. Be a Champion and push it 'till the limit breaks.
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