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Recommended Items
Spells:
Ghost
Flash
Items
Ability Order
Junkyard Titan (PASSIVE)
Rumble Passive Ability
Introduction

As you should already know,


Pros
|
Cons
|
+ Very high AoE damage with ![]() + Slowing effects( ![]() ![]() + Long range AoE ultimate - ![]() + Good harras against meele champions. + Good escape mechanism with ![]() ![]() + He can deal damage for all champions during Teamfights. + He doesn't have mana. + ![]() + ![]() |
- Not that much HP. - Ranged champions can easly own him on lane. - Probably you'll be focused 1st in TFs. - Badly used ![]() - ![]() |


Let's analyse his skills:
FLAMESPITTER
Pros
|
Cons
|
+ It's your main damage source. + It covers some terrain and deals DMG in it's range to everyone. + It can be used to farm/push lane quickly. |
- It doesn't have big range. |
The




The problem is when you fight good distance champions like





SCRAP SHIELD
Pros
|
Cons
|
+ It's a small source of movement speed + It grants you some shield(isn't that obvious?) |
- Olny 2 second shield and 1 second for movement speed. |
You'll probably use


ELECTRO-HARPOON
Pros
|
Cons
|
+ It has better range than ![]() + Slows. A LOT. Especially when in Danger Zone(half-overheat) + You can shoot twice and its slows stack with each other |
- it's a skillshot?(I'm just complaining, so it has no PROS for me) |




IF your enemy is out of




And that's if you have less or equal Heat to 55. When not use olny



EQUALIZER
Pros
|
Cons
|
+ Great range + You can change its fall direction + Slows a bit + Big AoE damage, even bigger when enemy stays in it |
- NONE! |
So, now the skills sequence:You should take



Why



...then rush




Why should I rush

On level 9 take



This one is a bit controversial: Why should I rush



After level 13 just take whatever is possible. :P
Defensive options:
-
Greater Glyph of Magic Resist x9=9*1.34= 12.06 magic resist
-
Greater Seal of Armor x9=9*1.41= 12.69 armor
13 armor and magic resist is a boost for
Rumble, especially in early game. Why can't we buy runes "per level"? As I wrote, we'll need a boost in begining of match. For early items we build HP and spell vamp. The olny item that will give you some armor/magic resist are boots.
Aggresive marks:
-
Greater Mark of Magic Penetration x9=9*0.87= 7.83 magic penetration
Magic penetration provides for
Rumble extra damage. Enemy solo top guy will have to build magic resist, as you deal OP damage. Also you can predict, that rest of their team will get some MR, because ALL ENEMIES HAVE FEAR OF RUMBLE. BUAHAHAHAH!!!!! Ok, enough. :D Why won't I take AP runes? 7 AP? Really? You can't think it's great amount... and you have enough AP from items.
Quintessences:
-
Greater Quintessence of Magic Penetration x3=2.01*3= 6.03 magic penetration
or
-
Greater Quintessence of Movement Speed x3=1.5*3= +4.5% movement speed
About these runes:
Greater Quintessence of Magic Penetration is more offensive rune, extra penetration may be helpful. A way better option than AP runes. Next, good choice is
Greater Quintessence of Movement Speed. More speed is helpful everywhere, especially, that beyond boots there are 4 items that provide you movement speed. Olny AD carry/solo topper will build
Phantom Dancer, or sometimes jungle can buy
Trinity Force, of course I mean
Jax. To see difference let's summarise:
390(speed with 2nd enchanted speed(finished boots))*1.045= 407.55 movement speed
407.55-390= 17.55 - that's the difference
ADNOTATION: I erased any HP quintessences as these are no longer useful, like
Greater Quintessence of Health which gives you OLNY 26 HP per one.
-

-

13 armor and magic resist is a boost for

Aggresive marks:
-

Magic penetration provides for

Quintessences:
-

or
-

About these runes:





390(speed with 2nd enchanted speed(finished boots))*1.045= 407.55 movement speed
407.55-390= 17.55 - that's the difference
ADNOTATION: I erased any HP quintessences as these are no longer useful, like

9/21/0 Defensive masteries
21/9/0 Offensive masteries
Defensive masteries explanation:
In my honest opinion it's better set for beginners.
For offensive tree:
Taking 3x
Sorcery and 1x
Summoner's Wrath
let's you to get to 2nd tier. If you're not using
Ghost you can take extra point in
Sorcery. Then you should take 4x
Blast
for extra CDR and for opening way to get
Arcane Knowledge
- you MUST take it - extra magic penetration will be hepful, especially if you didn't take penetration runes.
For defensive tree:
For start you should take 4x
Durability
for +108 HP on level 18. Then, on the next tier take maximum points for both
Resistance
and
Hardiness
. Both will give you some extra MR and armor at start. Take
Veteran's Scars
at tier 3rd for 30 HP at start. On the same tier take 2x
Unyielding
to reduce incoming damage for a bit. So far we used 13 points. On 4th tier You must take
Block
and 3x
Juggernaut
(4% extra health is a big advance to survive). Another 3 points you spend at
Legendary Armor
for extra 5% magic resist and armor. The last point you use to take
Honor Guard
for extra defence.
21/9/0 Offensive masteries
Defensive masteries explanation:
In my honest opinion it's better set for beginners.
For offensive tree:
Taking 3x






For defensive tree:
For start you should take 4x









So, about the spells: we don't have many choices. Let's see what is good for
Rumble
Flash is a standard choice. It provides you dash, and by this it provides you maneuverability. Of course you have to take it, there is no arguing about that.
Ghost is another helpful skill. A lot of speed is helpful when you need to get to other lane or elsewhere really fast or you have to chase somebody. About the 1st argument: I think that's where you should choose:
Teleport. Yeah. It provides you quick arrival to far towers or wards. You can ask your team to place a ward before a teamfight so you can just farm when nothing is happening :D
Ignite seems preety obvious. Some extra damage helps always and if you have irritating tanks which can heal themselves it'll lower its healing abilities. These tanks are:
Dr. Mundo,
Volibear or
Irelia.
Exhaust is a slow + lowers targets damage. Good enough to have this.









Starting items:
-
Boots
-
Health Potion x3
Isn't it obvious on solo top?
Boots provide you extra speed, along with
Scrap Shield you'll probably evade every early attack or gank. If it won't be enough, you can use
Ghost or
Flash. Remember: better use summoners spells than just give a kill for top laner/ganking jungler/whoever :D. Healing pots will give you extended survability on lane if you will get low on health.
1st item and boots:
-
Ninja Tabi/
Mercury's Treads
-
Rylai's Crystal Scepter
When you'll have to get back to spawn, finish boots or buy
Giant's Belt. Your choice should depend on how much money you have. Why
Rylai's Crystal Scepter 1st? It provides you 500 HP, what helps you greatly, because
Rumble doesn't have that much HP basically. Even at maximum level he lacks HP. Another thing is that
Rylai's Crystal Scepter provides you 80 AP. It's a step foward towards his OP damage. Third and last thing:
Rylai's Crystal Scepter's passive: gives extra slow for every skill excluding
Scrap Shield. The passive makes your
Flamespitter and
The Equalizer slow your enemy for extra 15% and your
Electro-Harpoon for extra 35%. From now escape from you will be very hard. This item is a must for
Rumble.
Next one:
-
Hextech Revolver
This item is a good, cheap choice for extra survability on lane. 12% spell vamp provides you heal from skills. From now on you can regain HP when farming using
Flamespitter. Other ones will also regain some HP, but slight amounts. Don't forget about 40 AP, which are extra boost for damage.
Another AP items:
-
Abyssal Mask/
Zhonya's Hourglass(see 2nd adnotation)
-
Rabadon's Deathcap
Next item should depend on situation in whole game:
- If enemy team have more AD champions and they definitely deal the most damage in teamfights, you should pick
Zhonya's Hourglass. 50 Armor will be helpful, 100 AP provides really big boost for damage and active skill of
Zhonya's Hourglass may be helpful in really poor situations.
- If enemy team have really kicking butts AP champions, choise is
Abyssal Mask. 45 magic resist will guard you from bursts from these champions, 70 AP is next step to deal great damage, but in my honest opinion, from now you should have already big DMG mainly from
Flamespitter. Aura that lowers enemy magic resist for a value of 20 MR is, to be honest, a small amount, but better this than nothing.
To make your DMG totally awesome, we have to finish making AP items on buying
Rabadon's Deathcap. It will truly be enough. Let's summarise it all:
Rylai's Crystal Scepter 80 AP
Hextech Revolver 40 AP
Abyssal Mask 70 AP
Rabadon's Deathcap 130 AP
Rabadon's Deathcap effect +25% AP
equals
(80+40+70+140)*1.25=400 AP
For
Zhonya's Hourglass(120 AP) instead
Abyssal Mask:
(80+40+120+140)*1.25=475 AP
Extra item:
-
Guardian Angel
Guardian Angel will make you tougher: 50 armor and 30 magic resist should be enough. Also ability to revive yourself will save you in critical situations.
Summarising:
Ninja Tabi 25 armor +
Mercury's Treads 25 magic resist +
Abyssal Mask 45 magic resist +
Zhonya's Hourglass 50 armor +
Guardian Angel 50 armor + AND 30 magic resist +
You can get: 50-125 armor and 30-100 magic resist. Of course, it's olny item, so along with basic stats at level 18 and runes you can have:
Armor: 79(basic on lvl 18)+13(runes)+from 50 to 125(items)= 142 to 217
Magic resist: 52.5(basic on lvl 18)+13(runes)+from 30 to 100(items)= 95.5 to 165.5
For me it looks preety awesome. :D
What to do with
Hextech Revolver?:
-
Hextech Gunblade/
Will of the Ancients
Hextech Revolver is a item we need in in early game, but later? I see no sense in selling that item, but what should we do instead? Buy
Hextech Gunblade or
Will of the Ancients? Let's analyse advantages of both:
For me
Hextech Gunblade is just better choice. It adds you AD, so you can make melee damage. In my honest opinion enemy won't suppose that you can be dangerous in melee, so along with AD jungler/AD carry/AD support or second AD carry/AD mid(Talon/Katarina) you can force your enemy to build some armor. Because you're mainly AP champion, enemy will be confused. :D Also active ability - 300 DMG + 50% slow/2 sec is instant damage to deal.
Will of the Ancients will be helpful olny if 3-5 champions in your team deal mainly AP damage and noone bought it so far. It's aura will be helpful in teamfights. As I said: you have enough AP so far. WotA is cheap, so you can buy it early, not as a last item.
ADNOTATION: One patch changed
Will of the Ancients building items: instead of
Blasting Wand you'll need to buy kage's lucky pick. It's now a good reason to buy early this cash generator, so it can give you some money. When you'll have to play defensively you should take it.
2nd ADNOTATION: patch 3.01 changed some things, but the most important one for this guide is: changed recipe for
Zhonya's Hourglass and the new item:
Seeker's Armguard. It's explained in "Extra items" below.
-

-

Isn't it obvious on solo top?




1st item and boots:
-


-

When you'll have to get back to spawn, finish boots or buy










Next one:
-

This item is a good, cheap choice for extra survability on lane. 12% spell vamp provides you heal from skills. From now on you can regain HP when farming using

Another AP items:
-


-

Next item should depend on situation in whole game:
- If enemy team have more AD champions and they definitely deal the most damage in teamfights, you should pick


- If enemy team have really kicking butts AP champions, choise is


To make your DMG totally awesome, we have to finish making AP items on buying






equals
(80+40+70+140)*1.25=400 AP
For


(80+40+120+140)*1.25=475 AP
Extra item:
-


Summarising:





You can get: 50-125 armor and 30-100 magic resist. Of course, it's olny item, so along with basic stats at level 18 and runes you can have:
Armor: 79(basic on lvl 18)+13(runes)+from 50 to 125(items)= 142 to 217
Magic resist: 52.5(basic on lvl 18)+13(runes)+from 30 to 100(items)= 95.5 to 165.5
For me it looks preety awesome. :D
What to do with

-





![]() + extends your Spell Vamp to 20% + adds 45 attack damage + adds another 65 AP + adds 10% lifesteal + active skill can be used to deal DMG |
SPACE |
![]() + adds 50 AP + adds aura: 20% Spell Vamp and 30 AP + cheaper than ![]() |
For me


ADNOTATION: One patch changed


2nd ADNOTATION: patch 3.01 changed some things, but the most important one for this guide is: changed recipe for





You might find The Cape useful, when you want to have more HP - it's almost as big boost as




kage's lucky pick, later change for




Oh yeah. Gold generators are always helpful. kage's lucky pick gives 25 AP - it's a small amount, but always something. Recently, you can upgrade it to




It's an option if your enemy has really hardcore magic resist and your runes is not enough - additional 15 magic penetration should be enough. Also you'll recive 25 AP and 200 HP, so it's like connected kage's lucky pick and

But, let's take to consider upgrading it. At first you might think that










If enemy team goes really tanky - I mean they have big amount MR - you should consider taking it, but olny then. Hostile champions will get tanky after 20-30 min, so you can just sell







It's a better way to get some melee damage, but it's more expensive. As you have 500 AP in late game, you'll deal 400< DMG, also you can count Overheat and basic DMG. And it's passive works every 2 seconds! Also some AP and movement speed... A bit of MR is always a boost also. BTW. Don't mind that it provides mana :D


This one is helpful, if enemy has champions with awesome CCs like





This recently added item is perfect for





Once i got inspirated by Zakreble's tutorial for Rumble(its in Polish :D) and I thought: Hey, this might be a good idea. This build is more matching in team play when your team has one tank/no tank or you're just starting with top lane and it's a bit hard for you or so. Let's check out what this build can give us:
Let's get down to it:
Runes stay the same like in my normal AP build above.There's no need to change anything about these - you have boosted armor and magic resist and you have extra damage with magic penetration.
You should take 9/21/0 masteries as these provide extra survability.
About sumonner's spells: the best combination for me is
Ignite with
Flash. You won't have that much damage at start, you'll get some on mid game, so this might provide even some kills for you. I believe i don't have to explain
Flash, eventually you can exchange it for
Ghost.
Skill sequence stay the same.
So, let's check the item build now:
Starting items:
-
Boots
-
Health Potion x3
Obvious. Also mentioned about it in my general guide above. A need for almost EVERY solo topper.
Boots and early items:
-
Ninja Tabi/
Mercury's Treads
-
Giant's Belt
- kage's lucky pick(optional)
So, the boots depend on what character you have to fight on top. Thats preety simple.
Giant's Belt is a good health start on the lane, it'll help you deal some damage(as you stay in close finght with your
Flamespitter on) and add more sustain on the lane. Later, we'll use it to
Rylai's Crystal Scepter or
Sunfire Aegis. kage's lucky pick is a step foward to
Will of the Ancients, and also will give you some money and AP. Renember, your choice about what will be bought 1st should depend or your money, but
Giant's Belt has the priority in buying.
1st finished item:
-
Sunfire Aegis/(
Abyssal Mask or
Banshee's Veil
This choice should depend on what's dangerous in game/how much AP/AD champions enemy team has.
Sunfire Aegis is really helpful, as it offers you 450 HP and 45 armor and also gives you extra 40 magic damage per second which is a really good choice, because you will have really good survability.
Abyssal Mask shoud be bought if enemy has 3 or more AP champions(or even 2 but really dangerous) or you have AP top lane with eg.
Akali. This one is expensive as you won't use recently bought
Giant's Belt for it, but don't worry, you'll use it later on
Rylai's Crystal Scepter. Anyway, I also recommend
Banshee's Veil as it provides you HP(like
Sunfire Aegis} and magic resist + it's passive. Don't worry it gives mana.
Even more survi items:
-
Hextech Revolver
-
Giant's Belt
Hextech Revolver is greatly increasing your survability on the lane, because your
Flamespitter used to farm minions can heal a lot also.
Giant's Belt is a way to buy
Rylai's Crystal Scepter and also gives even more HP.
1st real AP item:
-
Rylai's Crystal Scepter
This is a need on
Rumble. Adds another 500 HP and you start gathering some real AP(as
Rylai's Crystal Scepter gives 80 AP and you already have 60(or 40 if you didn't buy kage's lucky pick or even 130 with
Abyssal Mask). Also slowing abbility is really helpful. Everywhere.
Now for some OP damage:
-
Liandry's Torment
-
Will of the Ancients
Another 60 AP and another 300 HP. Also 15 magic penetration. ALSO IT'S HELL BLOODY GOOD PASSIVE. Is something to expain here?
Will of the Ancients is cheap way to get more Spell Vamp(20%) and also provides some AP.
Stayin' immortal and OP - late game items:
-
Guardian Angel
-
Rabadon's Deathcap
So,
Guardian Angel provides extra defences: 50 armor and 30 magic resist. Also it's really helpful passive, as enemy might focus you 1st.
Rabadon's Deathcap talks all by itself - just extra DMG.
Let's make a summarising:
You'll end up game with:
- Health Points - 800-1250
- Armor - 50-120
- Magic Resist - 30-100
Pros
|
Cons
|
+ ![]() + It still has some DMG and still kicks *** :P + Stays longer in teamfights/on lane fights |
- Of course less damage than normal build - Needs some time to deal DMG to more tanky opponements |
Let's get down to it:
Runes stay the same like in my normal AP build above.There's no need to change anything about these - you have boosted armor and magic resist and you have extra damage with magic penetration.
You should take 9/21/0 masteries as these provide extra survability.
About sumonner's spells: the best combination for me is




Skill sequence stay the same.
So, let's check the item build now:
Starting items:
-

-

Obvious. Also mentioned about it in my general guide above. A need for almost EVERY solo topper.
Boots and early items:
-


-

- kage's lucky pick(optional)
So, the boots depend on what character you have to fight on top. Thats preety simple.






1st finished item:
-



This choice should depend on what's dangerous in game/how much AP/AD champions enemy team has.







Even more survi items:
-

-





1st real AP item:
-

This is a need on



Now for some OP damage:
-

-

Another 60 AP and another 300 HP. Also 15 magic penetration. ALSO IT'S HELL BLOODY GOOD PASSIVE. Is something to expain here?

Stayin' immortal and OP - late game items:
-

-

So,


Let's make a summarising:
You'll end up game with:
Abillity Power
|
Health Points
|
Core: - ![]() - ![]() - ![]() - ![]() - ![]() Additional: - ![]() |
Core: - ![]() - ![]() Additional: - ![]() - ![]() |
Armor
|
Magic Resist
|
Core: - ![]() Additional: - ![]() - ![]() |
Core: - ![]() Additional: - ![]() ![]() - ![]() |
Items give you:
- Ability Power - 400-487.5- Health Points - 800-1250
- Armor - 50-120
- Magic Resist - 30-100
So, as you might think,
Rumble's gameplay is a bit hard, but I believe that you can get used to it. Here I'm going to share some tips for you. Let's go.
EARLY GAME
1st thing: You go and help the jungler with blue/wolves.
Of course this one is obvious. You
Flamespitter to quickly add extra dmg, but you start damaging blue in melee olny if he isn't attacking you. You're not a tank. And also, don't use
Flamespitter on wolves, because you can kill them by a mistake. When you go back to top lane, lookout on river bushes.Once
Kha'Zix got me with 4 shots(probably he's passive granted him that big damage) and I didn't even expect it. :D
2nd thing:
Rumble is really sensitive to early ganks.
If you're under tower this one shouldn't be a problem, but you won't be pushed to tower early, instead you'll be pushing as you harass enemy champion, so be on lookout. If you get ganked well, run as fast as possible to tower, you even HAVE to use
Flash, just don't get killed. If you're lvl 3, you can try to slow enemy with
Electro-Harpoon, but you use
Scrap Shield just to escape. When using
Electro-Harpoon be sure that you don't risk taking damage.
3rd thing: Harass your enemy hard!
You can even start harassing at level 1, you just have to do it properly. When enemy champion gets close to your minions to just farm, you cover them all with range of
Flamespitter and enemy takes damage.If he starts to run away when he gets damage, you can try chasing him a bit, but stop when
Flamespitter ends(you can also throw
Electro-Harpoons and get back with
Scrap Shield quicker). Do it frequently, so your enemy can't take farm without taking damage(and the damage gets serious later). Of course it works olny for melee champs. If you have ranged champion like
Teemo, try to shoot him with
Electro-Harpoon as he tries to close up to minions. You can always pop up
Flamespitter with
Scrap Shield and go towards him so he can take some damage, but look out and don't take too much damage.
4th thing: Farm and avoid being harassed.
Yeah, farming. Your primary target is to have always more farm than your enemy. At minute 20 you should have about 120. Use everything to have more farm than the opponement -
Flamespitter to quickly push the lane fowards,
Electro-Harpoon to just finish off minions,
Scrap Shield to get closer to them. Always renember taht you shouldn't farm when your enemy is harassing you. If he does so with distant skill you just start chasing him with
Flamespitter and
Scrap Shield or even with
Electro-Harpoon. Make sure he takes more DMG than you. :D
MID GAME
For
Rumble mid game stars when you have good damage and big sustain on the lane. For our AP build mid game starst when:
- You have 12-13 level
- You already bought: finished boots,
Hextech Revolver,
Rylai's Crystal Scepter
And for my added survi build:
- You have around 13 level(when yuo have fully upgraded
Flamespitter and you're about to finish
Scrap Shield
- You have bought so far: finished boots,
Sunfire Aegis,
Hextech Revolver or
Giant's Belt.
1st thing: Destroy the tower and help teammates.
Mid game is a time when 1st real teamfights take place. You need to destroy enemy tower on your lane. If you can't do it alone, ask jungler to help. It's important. As you did it, you can go help push 2 towers at mid, and if bottom can't destroy their tower, it's also your job to help them.
2nd thing: Be sure that your team kills the dragon frequently.
I know it's junglers job to remember it, but if he doesn't, remind and help him with dragon.
3rd thing: Stick to AP carry.
Probably you and AP carry deal main spell damage, so if you help him and he helps you, you can kill everybody. Of course you need tanks and other champs, so try to stay as a whole team.
LATE GAME
Rumbles late game starts when he deals lots of DMG and has good sustain. Let's say:
- in AP build you start late game as you buy
Rabadon's Deathcap
- in survi build late game starts as you buy
Liandry's Torment
1st thing: STICK WITH YOUR TEAM. ALWAYS.
No need to explain.
2nd thing: Watch baron.
Barons buff can change everything in game, possesing it is a huge advantage. If you're losing or the game gets long, you can do it, but be sure that enemy team has 1 champion alive or less.
GENERAL TIPS

EARLY GAME
1st thing: You go and help the jungler with blue/wolves.
Of course this one is obvious. You



2nd thing:

If you're under tower this one shouldn't be a problem, but you won't be pushed to tower early, instead you'll be pushing as you harass enemy champion, so be on lookout. If you get ganked well, run as fast as possible to tower, you even HAVE to use




3rd thing: Harass your enemy hard!
You can even start harassing at level 1, you just have to do it properly. When enemy champion gets close to your minions to just farm, you cover them all with range of








4th thing: Farm and avoid being harassed.
Yeah, farming. Your primary target is to have always more farm than your enemy. At minute 20 you should have about 120. Use everything to have more farm than the opponement -






MID GAME
For

- You have 12-13 level
- You already bought: finished boots,


And for my added survi build:
- You have around 13 level(when yuo have fully upgraded


- You have bought so far: finished boots,



1st thing: Destroy the tower and help teammates.
Mid game is a time when 1st real teamfights take place. You need to destroy enemy tower on your lane. If you can't do it alone, ask jungler to help. It's important. As you did it, you can go help push 2 towers at mid, and if bottom can't destroy their tower, it's also your job to help them.
2nd thing: Be sure that your team kills the dragon frequently.
I know it's junglers job to remember it, but if he doesn't, remind and help him with dragon.
3rd thing: Stick to AP carry.
Probably you and AP carry deal main spell damage, so if you help him and he helps you, you can kill everybody. Of course you need tanks and other champs, so try to stay as a whole team.
LATE GAME

- in AP build you start late game as you buy

- in survi build late game starts as you buy

1st thing: STICK WITH YOUR TEAM. ALWAYS.
No need to explain.
2nd thing: Watch baron.
Barons buff can change everything in game, possesing it is a huge advantage. If you're losing or the game gets long, you can do it, but be sure that enemy team has 1 champion alive or less.
GENERAL TIPS
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