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Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Junkyard Titan (PASSIVE)
Rumble Passive Ability
Threats & Synergies
Darius
This is hard matchup if you fight head to head. Try to poke him down slowly. If you get caught by his pull just back out but if he misses his pull you should be able to kite him and punish him. Take Flash & Ignite Start with Cloth Armor and Pots
1. Summoner Spells
Flash - Must have!
Flash is your only escape tool. It also gives you better chasing potential and repositioning.
Ignite - Preference
Rumble is a lane bully so it is good to run ignite to increase your killing potential. If your match up is hard/heavy fight oriented, I highly suggest picking this.
Teleport - Preference
Teleport is the best alternative choice for ignite. If you are not looking to fight during laning phase nor you feel like you won't have any kill potential, take this. Allows you to snowball from bot lane.
You should always take this. It simply outclasses other options.
+4,95 Ability Power | Gold value ~108
+14,85 Ability Power | Gold value ~323
You should always take this. It simply outclasses other options.
+0,87 Magic Penetration | Gold value ~30
+7,83 Magic Penetration | Gold value ~269
Most common Seal. Other alternative is Flat Health but in my opinion the Flat Armor is better choice.
Flat Health would give you better all-in situation in the early game but let's face it, you will never straight up fight till death. Flat Armor increases the value of health potions and health regeneration making it the better option in my opinion (Effective Health).
+1 Armor | Gold value 20
+9 Armor | Gold value 180
Effective Health?
Take these when against a composition which has non-existent Magic Damage or against a hard matchup where you need extra Ability Power for better results.
+1,19 Ability Power | Gold value ~26
+10,71 Ability Power | Gold value ~233
Most common Glyph. Take these when you are against heavy Magic Damage such as Ryze.
+1,34 Magic Resist | Gold value ~27
+12,06 Magic Resist | Gold value ~241
Take these when you are against Physical Damage while the enemy composition is heavy Magic Damage based.
+0,16 Magic Resist per level (+3 at level 18) | Gold value ~3 (60)
+1,5 Magic Resist per level (+27 at level 18) | Gold value 30 (540)
3 example pages
- Take always.
- Take always 2 points, allows you to build up heat during early levels.
- Preference.
- Makes last hitting easier.
- If you don't want this, more points to Sorcery is a good alternative.
- Preference
- Increases your sustain noticeably
- If you don't want this, more points to Sorcery is a good alternative.
- Preference, but highly recommended in the name of the teamwork!
- Archmage is a good alternative.
- Overheated auto attacks are big part of Rumble's kit.
- Greaty mastery during laning phase (more auto attacking)
- Not necessary but i feel like 1-3% Damage increase is better than 1,5% Ability Power increase (so doest math).
- Take always 3 points.
- Take always 3 points.
- Take always 1 point
- 1st point icreases Ability Power by 2%
- 2nd and 3rd points increases Ability Power by 1,5% wach, total of 3%.
- 3% is only about- ~15 Ability Power with full build which isn't much.
- Always take 3 points.
- Preference, but highly recommended.
- Most likely will save you from death bunch of times
- Take alaways
- Good synergy with passive.
- Take always 3 points.
- Take always
Proper Overheat combo; Every spell gets the Junkyard Titan 2 DANGER ZONE bonus effect and your basic attacks gain the bonus damage from Junkyard Titan 3 OVERHEAT.
When you have 2 spells, your heat has to be between 60-75
When you have 3 spells, your heat has to be between 50-55
Safest way to do this,
Engage with [E] because if it hits, it's easy to follow up.
Follow up with [Q] because if you miss calculated your heat and you get overheated, at least you get your primary spell in use.
And finally follow up with [W].
Note:[Q] and [W] are activated pretty much simultaneously.
When a [R] is added to the combo, it should be cast 1st or after [E].
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