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Build Guide by GotRice24

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League of Legends Build Guide Author GotRice24

Lets Get Ready to Rumble

GotRice24 Last updated on April 26, 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: 16

Strength of Spirit
Veteran's Scars

Defense: 14

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

Utility: 0

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This is my first guide ever on Moba. And as you can see, Rumble is our newest addition to our game. Initial thoughts on him are that he is a very good harasser and end game nuisance. Im sure there will be many builds to come but these builds im about to show are what i have grown to like. I compare Rumble to that of Mordekaiser. No mana, ap/tank trees that you can experiment with. If you can get a hot start at the beginning, i dont believe there is any stopping Rumble when you get your items. With that, lets begin...

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My rune build is your basic Melee AP build. You have your Magic Pen, Dodge or Armor and then AP in both Glyphs and Quints. The seals are always debatable. Its really whatever suits your preference. For me however, i went straight AP for seals on build 1. Nuking players at the beginning seemed fairly easy in the games that i played with rumble.

Build 2 however is your more conservative defensive build with your dodge or armor seals. I also substituted Health quints instead of AP and Magic Resist instead of AP for Glyphs.

Also, you will notice i added in cooldown glyphs. I noticed mid to late game with the cooldowns i had from both weapons and runes that each attack ranged from 2-4 second cooldowns. and the ultimate was reduced to about 40-50 seconds. This allowed for spamming and boosting your Passive.

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With masteries its also debatable. Testing out different trees i decided to have a close balance with the offense and defense trees boosting both armor/dodge and ap/cooldowns.

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Depending on which build you go with and who youre facing against, i generally start with Amp Tome and a health pot. If you're going to be soloing at the start i would go with boots and 3 hp pots.

As the game progresses, if im playing offense i will begin to build the Lucidity boots and then my ap as fast as i can. Depending on the flow of the game i could start with the Hextech Revolver or begin building Ryali's Scepter. If you've begun to master Rumble by now you may choose Soulstealer. You can then build Ghostblade for additonal cooldown bonuses and then move on with more ap weapons. If you feel that you're the subject of targeting and feelin a bit squishy pick up Force of nature. Around mid game i decided to go with Nashor's Tooth. (Yes i know it has mana on it) I ended up going with this over Ghostblade for the reason of a higher cooldown passive and the fact it has attack speed also with will greatly help with your Champion Passive when you overheat. End game items would be your Rabadons Cap.

Many different ways to go with items. These are just what i go with. Testing them on bots worked perfect if thats your type of game. With PvP, youre just going to have to play patiently. Although he is a good harasser, if you cant get his 'W' escapability down it could be rough.

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Skill Sequence

Flamespitter: Rumble torches the area in front of him with his flamethrower dealing damage to all units in a cone for several seconds. While in the “Danger Zone,” this spell deals additional damage.
-This initial attack is probably one of the best harassing moves he has. Damage over time while in the cone of the fire is deadly if the enemy isnt paying attention. You can also run around with this ability activate also.

Scrap Shield: Rumble creates a shield blocking incoming damage for several seconds and granting a short duration speed boost. While in the “Danger Zone,” the shield’s strength and speed boost increase.
-This can be used offensively and defensively. With the movement speed buff plus armor, it could be used as a turret diving move if you have the health to spare. Following this up with Flamespitter is ideal.

Electro-Harpoon: Rumble launches a projectile that deals magic damage and applies a stackable slow on the target. A second shot can be fired for no additional cost within several seconds. While in the “Danger Zone,” the damage and slow percentage is increased.
-When you have these 3 abilities, opening up with these 2 rocket shots stacking the slows and charging with with W and Q is great for your burst combination.

The Equalizer (Ultimate): Rumble calls down a line of rockets over the target location. Enemies in the scorched area take damage over time and are slowed.
-This new skill mechanic takes some getting used to. It is devastating in a team fight. Blocking off the exit for wounded enemies almost ensures heavy damage or kills. This can also be utilized when being chased. Having enemies chase you while stuck in your Ult will drain their hp allowing you to open up with your combo.

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Summoner Spells

Summoner spells i generally go with are Ghost and Ignite. You may choose teleport to drop in on unsuspecting enemies and burst out with W and opening with your combos.

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Overall i give Rumble a B+. He is an easy toon to learn and combos can be extremely devastating/annoying if you use them properly. AP and cooldowns are key to victory as an offensive melee while armor/ap would be used for defensive nuisance. Your burst damage should be enough to take out singular enemies of all types. He is a great overall fighter in team fights. Learn your positioning well and learn the chemistry with your teammates. Initiate hard and damage early to get an easy advantage for your team.

Thank you all for looking. My guide isnt as fancy or in-depth as other guides but i hope it served its purpose. It gives others a chance to see what Rumble is all about and can be used to improve upon. GL HF