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Rumble Build Guide by

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He's beefy - Abuse it.

Last updated on July 25, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 21

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 0

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Hello esteemed readers to my third guide on this interesting cat called Rumble. He's really good during every phase of the game, and he's a dominant presence in any type of lane. SO, read on, and I hope you enjoy.

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Rumble is BULKY
The Danger Zone makes Abilities SUPER strong
Really strong cc with Electro-Harpoon
The Equalizer is OP
He's a very good chaser and he's hard to run from.
Great Solo Top or Babysitter.
CD champ (Great Sustain)

You silence yourself if not careful
Has a bit of a learning curve
Can be susceptible to harass

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Rumble is a bulky caster, so we rune him as such.

Greater Mark of Insight - He's all magic damage, and that includes his extra melee damage when overheated. Get Pen.

Greater Seal of Resilience - We get the flat armor so you can be a bit more aggressive during laning. 'Nuff said.

Greater Glyph of Shielding - You really won't need CdR or AP/lv here, so being more bulky serves. I get the Mr/Lv because they're only better throughout the game.

Greater Quientessence of Fortitude - Again, this is just to make your laning stronger. Extra health is strongest all around, I've found.

Ultimately, runes are preferential, if you want to rune differently, it's up to you. I find that these runes work the best though.

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I go 9/21/0 because I find that it helps Rumble fulfill his role the best. He gets the Pen and cd from offense, and more (you guessed it) bulkiness for aggressive play throughout the game. The bonus ap and atk speed from ardor aren't anything to scoff at either.

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Start -and three health pots.

Early Game Goals ---or(Getting the Magic Pen boots is most ideal, but if their team has a ton of hard cc, Merc Treads are necessary.

Mid Game Goals --
Late Game Goal - Finish,and
Don't forget to buy red and blue potions when you've got a little extra gold on trips back. They are most powerful in mid-game, but they're good all the time.

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Skilling order should be R-Q-E-W

Flamespitter (Q) is your main source of Damage, So level it first.

Electro-Harpoon (E) is your cc and the spell that heals you most with spell vamp. max this second.

Scrap Shield (W) is good, but after first rank, it's utility goes down. Put a point in it at lv 2, and max last.

The Equalizer (R) is One of the strongest ults in the game. Practice practice practice getting it right. If it is, that's a teamfight won, and in the bag. Lvl whenever possible.

Added note -- The skills that you want to use most in the Danger Zone are Flamespitter and Electro-Harpoon. They add 30% damage, whereas the shield is move-speed. Be careful with your timing, or you'll silence yourself. Be Smart.

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Summoner Spells

- Flash is the strongest Summoner Spell. Use this to Chase or Retreat, position yourself, or to jump walls. Mastering the Use of Flash is the first step into higher level play.
- Ignite is used to secure kills and to kill healing on targets during teamfights.

Exhaust and Ghost are viable options, but Flash/Ignite is the strongest on him, I've found.

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Early Game

Rumble is a Bully.
During this phase, your job is to farm, and harass the guy you're facing.
If you have a jungler, protect him/her. At the onset of the game, you're going to want to start charging flamespitter to the damger zone, for the lv 1 fight, if it happens. To do this, just spam the **** out of it until you go to lane. Careful not to silence yourself.

When you're farming (ideally in a solo v. solo top) what you're going to want to do to harass is hit them with an E, then W ans Q to them and finish with the second E if you can. IT puts a lot of damage on your opponent without hurting you too much.

If when you get your ult they're around half health, go for the kill. Be aggressive. Rumble is a beast. Make your opponent feel the pain.

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Mid Game

At this point, You should have Hextec, Boots and Giants belt.
Ideally, you've gotten a kill or two and have almost killed their turret.
IF not that far in, keep farming. I can't tell you how many times I've seen players fall farther and farther behind because they don't farm. Ask your jungler for ganks and then push turret.

After turret is down, (or if you just get a chance) GANK. If you can land an E on the champ you're ganking, they're going to have to burn their flash/ghost or die.
Once you hit your E, get that ulti down on the path that they are going to be running. From there, W+Q to close and hit your second E. IF they aren't dead, there was some sort of divine intervention.

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Late Game

Team Fights. This is When Rumble Really gets to throw his weight around. By now, you should be bulky from items. This bulkiness will allow you to engage if your tank is being a biggity *****. I wouldn't suggest doing it without warning your team though, because while strong, Rumble CANNOT take on the team.

Essentially what you want to do is try to catch someone with E. IF that doesn't work, Get your team to engage off of your Ulti. Try to fight in places that are narrow, so the spend as much time slowed and damaged off of ult. After using E initially, Don't use it anymore. In fights, the only spells you really want to spam are Q and W for damage and Shield. If you are spamming all three, you'll silence yourself really fast and then all you have for 6 seconds is Auto Attacks. That's not good.

Remember to Proc Zonya's Hourglass infights after a flamespitter. You're invincible and they're taking a bunch of damage.

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So, I hope that this will give a bit of insight into the beast that is Rumble, The Mechanized Menace.

Play him smart, and you'll never lose.