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A balanced Rumble - what you need to know!






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Spells:
Teleport
Ghost
Ability Order
Junkyard Titan (PASSIVE)
Rumble Passive Ability
Rumble, the Mechanized Menace - LORE
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����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t 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 ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½enlightened����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ yordles like Heimerdinger. The next morning he left Bandle City without a word, and wasn����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t 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.
I would greatly appreciate your feedback and your comments as this benefits each other (the players of LoL). If you do feel you need to press that forbidden down vote button, please leave a comment and I will answer your concern(s) as soon as I can.
This guide will be constantly maintained and updated with any patches that may affect the items, spells, masteries, runes or Rumble in order to maintain its relevance.
In the wise words of James Dewar ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½Minds are like parachutes. They only function when they are open����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½.
Great pusher
Three possible slows
Good movement speed
No mana-like resource system
Best hero animations
Overheat
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Is not a tank, cannot run into fights head first
Is often focussed on currently do to relative newness
No true escaping move
Range dps will prove to be a problem
Overheat
NOTE: Players who believe Rumble has no weakness and is classified as ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½OP����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ should be ignored and classified as trolls.
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 ����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½tanky DPS����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½. You cannot go all out MR, armour or HRGN 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 teamfight 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


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



Nine of these, 0.95 magic pen per rune: 8.55 magic penetration. You need this rune, this is not even debatable. Rumble����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s abilities����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½ all are AP based you would need to be pretty ballsy to choose another option like armour pen.
Your standard armour runes, in total you receive 12.69 armour. I have seen a few builds select health runes but I don����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t recommend this as armour offers you so much more in terms of defence.
I love these runes, more than I love AP, with an additional 24.3 MR by level 18 those horrible casters won����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t be hurting quite so much. Overall I prefer per-level runes as the ending amount is greater and casters like


So what is this skill?
Junkyard Titan
Rumble's abilities don't cost anything but generate 20 heat. When Rumble reaches 50 heat, he is in the "Danger Zone", causing all his basic spells to have additional effects. When Rumble reaches 100 heat he overheats, silencing himself for 6 seconds to cooldown completely and causing his physical attacks to deal an additional 20 + (5 x level) + (0.35 per ability power) magic damage for the duration. While not overheated, after 4 seconds of not using his basic abilities he will start losing heat at a rate of 5 every half second, and 2.5 seconds later at a rate of 10 every half second.
You generate 20 heat each ability used, you have three abilities = 60 Heat in one rotation, however you want to play conservatively while out of combat. Why? So if you are ganked you have enough spare heat to escape using your shield.
During the laning phase you should only be using two moves:



Learning to manage your heat gauge will take practise and precision, take your time, learn from your mistakes and ALWAYS have an eye on that guage.
Flamespitter

Rumble begins torching the area in front of him with his flamethrower, dealing 40 / 65 / 90 / 115 / 140 (+50% of ability power) magic damage per second to all units in a cone in front of him for 3 seconds. He can move, attack and use other abilities while the flamethrower is on.
DANGER ZONE BONUS: deals 30% additional damage.
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. Additionally, always monitor the heat gauge and then decide whether or not to activate your

Scrap Shield

Rumble creates a shield blocking 50 / 80 / 110 / 140 / 170 (+40% of ability power) incoming damage for 2 seconds, in addition Rumble receives a 10 / 15 / 20 / 25 / 30% movement speed boost for 1 second.
DANGER ZONE BONUS: the shield����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s strength and movement speed boost are increased by 30%.
I hear people calling this an escaping ability, while it sometimes is, generally it isn����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t. With only an one second activation, escapes are going to be a tricky task, this ability should be used in conjunction with


While it isn����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t the strongest escaping mechanism in the game, it is an amazing laning tool and so it should be maxed out second. 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.
Electro-Harpoon

Rumble shoots a taser that deals 55 / 85 / 115 / 145 / 175 (+50% of ability power) magic damage and applies a 15 / 20 / 25 / 30 / 35% slow on the enemy hit for three seconds. A second shot can be fired for no additional cost within the next three seconds. The slows from these two tasers can stack with themselves and the duration will be refreshed with the second hit.
DANGER ZONE BONUS: the damage and slow percentage are increased by 30%.
Your primary CC spell, and it is a good one, you have the ability to slow two targets or heavily slow a single enemy (a possible 70% slow). Then why would I prioritize this after my shield? 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 LH creeps but it was not worth the 10 second cool down early game.
The Equalizer

Rumble calls down a line of rockets over the target linear location, it uses click and drag targeting. The rockets deal an initial 150 / 225 / 350 (+50% of ability power) magic damage to all enemies hit on arrival, and also leave a trail of destruction for 5 seconds that slows by 35% and deals 120 / 160 / 200 (+25% of ability power) magic damage per second to all enemies standing on the area.
DANGER ZONE BONUS: No bonus given
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.
This ability can be used for ganks, clearing creeps (if you get desperate) and keeping enemies at bay away from your tower, really there is so much to say about this ability. What does need to be covered is the timing and placement of the ultimate which is crucial in most team fights. I will be posting a picture guide on how you should be placing

It is important to note with Rumble that you should build tanky items before you build your damage.
Doran����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s shield

This gives you everything you need to start a match, the armour, HRGN and health all increase your laning time. At the current time I wouldn����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½t choose boots as a starting item (which seems to be popular with pots) as you will be missing out on survivability.
Mercury����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s treads

Your first recall should be to get your

Force of Nature

Really to boost up your defences within fights, the health regen is amazing on Rumble as well as the movement speed buff. I build this second to assist in early game fights, I have found that without the Force of Nature that you can struggle in team fights both early and late game.
Rylai����¯�¿�½���¯���¿���½����¯�¿�½������¢����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½����¯�¿�½������¯����¯�¿�½������¿����¯�¿�½������½s Crystal Scepter

This item is great on Rumble, and in some matches you might not even get to building it! The additional health, AP and slow are all great on this little guy, especially with your

Void Staff

70 additional AP as well as the magic pen compliment the entire build. This is when we start to build the offensive side of Rumble, we have our defences so now we need to hit them were it hurts! If we were to continue building a tanky Tumble we would find a significant loss in damage and a tank that cannot really tank, leave the tanking to


Rabadon's Deathcap

A standard item on any caster, the 150 AP will once again allow you to hit them hard, top it off with 30% additional AP and you have one Yordle that can obliterate an Ashe.
Guardian Angel

The final item for Rumble, guardian angel will allow you to battle comfortably late game (this is where rumble seems to fall behind a tad unless fed). By now you should be able to play as an off-tank and dive towers with relative ease.
Rumble is a great champion that is currently, the most enjoyable champion in the league (in my eyes). His abilities, animations and even walk are all full of enjoyment.
I would recommended buying rumble if you want a fresh, new way of playing LoL and if you are still hesitant then simply wait for a free week!
Thanks for reading!
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