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A balanced Rumble (Revised)






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Choose Champion Build:
Spells:
Teleport
Ghost
Ability Order
Junkyard Titan (PASSIVE)
Rumble Passive Ability
Introduction

Why hello again users of Mobafire! As you would know my name is MisterChris, writer of "How to build a balanced Rumble". I understand some of you may want to know why I chose to re-release the build, and I would be happy to answer. I wrote the original guide with the goal of educating players on how to play Rumble from my personal experience and I believe I achieved this. However, as time went on I felt I wasn't serving the community as well as I could be, the guide was a bit choppy and wasn't concise with its information. After looking at other guides I decided to recreate the build incorporating new elements that I felt NEEDED to be reported on.
I stripped the build, removing unnecessary information, reformatting sections and providing two distinct separate builds so players could experience two different ways of playing Rumble. I am happy with these builds and hope you are too. Please feel free to leave a comment about your results (I read all comments).
I would now like to begin with my original quote: Minds are like parachutes. They only function when they are open - the wise words of James Dewar.
Thanks goes to Searz for use of his guide format

Heat and its mechanics will be discussed later in the guide.
It is important to know that Rumble is, what some people may consider a true tanky DPS. You cannot go all out MR, armour or health regen as you are giving up on a sh*t load of damage. In contrast, if you decided to go all-out damage you will go down in only a few hits.
So how do you balance this? You need to choose your items and fights accordingly. NEVER enter a team fight first, this is the tanks job NOT YOURS, you will merely be a feed to the jaws of heroes like


Escaping? While Rumble does have his





So what can Rumble do? He is a great chaser, especially through the jungle with he aid of


What makes Rumble so unique is his resource system. However with a new mechanic comes new challenges and as a Rumble player you need to adapt to this. As stated in the pros and cons, heat can be a double edged sword, providing you with a decent buff however the constant threat of a silence.
Each ability generates 20 heat (excluding







Once you are in the Danger Zone it is relatively easy to maintain, either use







Nine Greater Marks of Insight


With an additional 24.3 MR by level 18, casters won't be hurting quite so much when you have Greater glyph of Shielding



An extra 78 health will give you great survivability to your already dominating early game.


This is your key farming ability and you should put a point into this at level 1. While this will decimate creeps in the lane, it will make last-hitting a more difficult task due to the constant damage. For a majority of the game you will have this ability active. It si always important to be constantly monitoring your heat gauge as this is the skills that will cause you to overheat 95% of the time.

I hear people calling this an escaping ability, while it is, it isn't the best. With only an one second activation, escapes are going to be a tricky task, this ability should be used in conjunction with


While laning you will be constantly harassed by ranged champions, with this ability you can take a few hits and get out of the danger zone (pun intended) without risking giving a kill to the enemy team.
Your primary CC spell, and it is a good one, you have the ability to slow two targets or slow a single enemy for a extened period of time. Then why would I prioritize this after my shield while soloing? As mentioned rumble has some trouble staying alive in some situations and survivability ALWAYS takes priority over damage. I have tested maxing this ability first to assist in last hitting creeps but it was not worth the 10 second cool down early game.
A less than 60 second cool down on a slow that causes ridiculous amounts of damage if landed correctly (breathes) and then covers an area causing even more damage... OMFGBBQFTW? I love this ultimate, the CC ability, the slow and the damage it can create. In saying this, it can be tricky to land due to the targeting system and the thin line that it covers.
Tips: For ganks position the ultimate so that fleeing enemies will be slowed or even finished off. When you are initiating lead the enemy with

For early game, you should buy either







Mid Game
By mid game you should have helped or assisted in some team kills and started to build your


Mid Game
Late game is where you should already know the direction you are taking with the build. Your damage should be reaching its peak (with



As you can see a majority of these champions are categorised as "tank" or "bruiser". It is important to be with a more defensive partner as they need to be able to assist you in fights, and in some cases take a majority of the damage.
From personal experience champions like



Additional note: Rumble is devastating with a well organised team, if you are laning with a friend I advise that you have some form of verbal communication. A lot of people over-look this aspect of game play and it is disappointing as ganks and team fights can be a lot more complicated and planned.
As stated previously, casters will be a challenge to lane against during the entire game, most notable are the nukers. Champions like




Additional note:


Thank you for reading my revised guide for Rumble, if you have any questions or concerns please feel free to voice them in the comment section below. I read all the comments and appreciate any suggestions to improve the build.
Have a nice day!
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