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Rumble Build Guide by WeridoPL

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League of Legends Build Guide Author WeridoPL

Oh (s)****... - The Rumble Solo Top Guide(In Progress)(Upgra

WeridoPL Last updated on February 1, 2013
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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.



Offense: 9

Honor Guard

Defense: 21


Utility: 0

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Hello there. This is my Rumble guide and also it's my 1st one. Be honest when voting for it. ^.-

As you should already know, Rumble is AP champion that works well on top. It can't be played at mid lane as he doesn't have quick combo damage. His jungle sucks. TOTALLY, don't even try. In this guide, you'll find almost totally AP build(and recently I added a bit more tanky one). If you feel a bit hard to start Rumble, you can check out my alternate build(chapter called: "Add-on: Rumble survival guide").

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Pros / Cons

+ Very high AoE damage with Flamespitter.
+ Slowing effects( Electro-Harpoon and The Equalizer).
+ Long range AoE ultimate - The Equalizer.
+ Good harras against meele champions.
+ Good escape mechanism with Scrap Shield and slowing Electro-Harpoons.
+ He can deal damage for all champions during Teamfights.
+ He doesn't have mana.
+ Junkyard Titan's overheat gives LOADS of meele damage and extra power for last used skill.
+ Junkyard Titan's danger zone provides you extra damage for skills.
- Not that much HP.
- Ranged champions can easly own him on lane.
- Probably you'll be focused 1st in TFs.
- Badly used Junkyard Titan's overheat can make you dead.
- Junkyard Titan's overheat will silience you.

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Skills and their sequence

Rumble's skills are really... weird. To deal most of your damage you have to be melee distance, so for me - Rumbles skills make him aggresive. He pushes a lot even if you want to deal some DMG to enemy champion. In teamfights he ROCKS, because he can deal LOTS of DMG, but about that later...
Let's analyse his skills:

+ 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 Flamespitter is your main source of damage. It is awesome<period> You should use it whenever you want to harass your rival, either he's farming, hiding behind his minions or just escaping(when you have him in range :P). As you have Rylai's Crystal Scepter you'll also slow him with this, but you should rely on Electro-Harpoon's accurate shots or Exhaust(if you take it OFC).
The problem is when you fight good distance champions like Jayce or even Teemo. If you want to harass them you have to catch them quickly with Electro-Harpoon just after either with dashing to him Flash or boosting yourself with Scrap Shield.
+ 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 Scrap Shield olny to dash. Thats not bad. It makes Rumble close a gap between him an his oponement. Of course you can use it to resist damage, I even use it to tank 1 shot from tower. Also, this is the olny skill that will directly help you to escape.
+ It has better range than Flamespitter
+ 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)
This skill shouldn't be considered as source of great DMG. No. You use it olny to 3 things: to lasthit away minion, to harass enemy from some unaccesable range for Flamespitter and to slow. About that last one, you should use it as LAST skill when chasing, because Danger Zone makes it twice as effective as usually it does. So when chasing you use this sequences:
Flamespitter--> Scrap Shield--> Electro-Harpoon
IF your enemy is out of Flamespitter's range:
Scrap Shield--> Flamespitter--> Electro-Harpoon
And that's if you have less or equal Heat to 55. When not use olny Flamespitter and Electro-Harpoon. If you have 80 or more just cast Flamespitter.
+ Great range
+ You can change its fall direction
+ Slows a bit
+ Big AoE damage, even bigger when enemy stays in it
IMHO one of the best ultimates in game EVER. You can use it everywhere: to quickly farm lane(not recommended :P), to start a fight, to chase, everything. But one thing in teamfights - you NEED to position this one good. Always renember it has big impact damage and also burning damage.

So, now the skills sequence:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
You should take Flamespitter on 1st level, then Scrap Shield and Electro-Harpoon...

Why Flamespitter 1st? It makes no DMG!!! Yes, that's true, but even if it's useless your enemy will fear of it. With it you can start harassing your rival standing behind your minions, where you're usually save. It also speeds up pushing. Scrap Shield is really needed ASAP, because with it you can close the gap to escaping enemy or just take some damage or even escape in bad situations. If you think you're gonna have hard time with enemy champion, you can even take it on 1st level. Electro-Harpoon can be used olny to lasthit minions or harras enemy on open terrain, so you don't need it so hard.

...then rush Flamespitter to maximum, taking The Equalizer on level 6 and taking Scrap Shield on level 8, when you can't take Flamespitter again.

Why should I rush Flamespitter? Because it's your main damage-dealing skill. From now you should have no problem with effective harass and fighting for seriously. :D

On level 9 take Scrap Shield and rush it, taking The Equalizer on level 11 and Electro-Harpoon on level 13.

This one is a bit controversial: Why should I rush Scrap Shield instead of Electro-Harpoon?! Electro-Harpoon means extra DMG!!!! Of course it is :D But in MID/LATE game you're gonna be ganked by jungler. Along with our summoner spells you're gonna be preety mobile. This will help you out even more than extra damage.

After level 13 just take whatever is possible. :P

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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.

- Greater Quintessence of Magic Penetration x3=2.01*3= 6.03 magic penetration
- 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.

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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.

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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.

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Main items explanation

Starting items:
- Boots of Speed
- Health Potion x3

Isn't it obvious on solo top? Boots of Speed 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
(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.

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:

Hextech Gunblade
+ 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 Will of the Ancients
+ adds 50 AP
+ adds aura: 20% Spell Vamp and 30 AP
+ cheaper than Hextech Gunblade

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.

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Extra items

Sunfire Cape instead of: Hextech Revolver/ Zhonya's Hourglass

You might find The Cape useful, when you want to have more HP - it's almost as big boost as Rylai's Crystal Scepter - 450 HP. Also 45 armor will help you out. You can also theat 40 AoE damage as boost for Flamespitter. Changing it for Zhonya's Hourglass is an option, because you'll stay with armor, but if you want it earlier, you should change it for Hextech Revolver. It also makes you look really overheated :D.

kage's lucky pick, later change for Guardian Angel/ Rabadon's Deathcap later upgrade it to Will of the Ancients if you're not buying Hextech Gunblade

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 Will of the Ancients so this might become helpful even more.

Haunting Guise(upgrade: Liandry's Torment) instead of: Hextech Revolver

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 Heart of Gold. Also the price is small!
But, let's take to consider upgrading it. At first you might think that Liandry's Torment is unnefficient looking at it's price as it olny gives you extra 35 AP and 100 HP. But take a look at it's passive. PREETY SCARY. It will make your Flamespitter and The Equalizer lower enemy's health by 2.5%(over 3 sec) and Electro-Harpoon even 5%! It will make your DMG even bigger, and also as it is % damage it'll kill even the worst tanks after some harass. Works great when you have tanks on your lane, like Garen or Malphite.

Void Staff instead of: Rabadon's Deathcap/ Hextech Revolver/ Guardian Angel

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 Hextech Revolver. If you bought Will of the Ancients, you should replace Rabadon's Deathcap for Void Staff or Guardian Angel if they have no damage.

Lich Bane instead of: Hextech Gunblade

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

Moonflair Spellblade instead of: Hextech Revolver

This one is helpful, if enemy has champions with awesome CCs like Leona or Nautilus. Also adds some AP. If you bought Mercury's Treads you won't really need it.

Seeker's Armguard later change for Zhonya's Hourglass

This recently added item is perfect for Rumble - adds you either armor(up to 45) and AP(up to 40). So maybe it's a small amount of AP but it gives you both sustain and damage for a small price, so it's a good one. Also it's needed to build Zhonya's Hourglass. You might buy it right after Rylai's Crystal Scepter, before finishing it or right before buying Zhonya's Hourglass. Buy it olny when you're sure that you'll take Zhonya's Hourglass.

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Add-on: Rumble survival guide

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:

+ Rumble gets tanky
+ 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 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 of Speed
- 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 Cape. 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 Cape/( 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 Cape 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 Cape} 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:
Abillity Power
Health Points
- Rylai's Crystal Scepter 80 AP
- Liandry's Torment 60 AP
- Will of the Ancients 80 AP
- Rabadon's Deathcap 120 AP
- Rabadon's Deathcap +25% AP
- Abyssal Mask 70 AP
- Rylai's Crystal Scepter 500 HP
- Liandry's Torment 300 HP
- Banshee's Veil 400 HP
- Sunfire Cape 450 HP

Magic Resist

- Guardian Angel 50 Armor
- Ninja Tabi 25 Armor
- Sunfire Cape 45 Armor
- Guardian Angel 30 MR
- Abyssal Mask/ Banshee's Veil 45 MR
- Mercury's Treads 25 MR
Items give you:
- Ability Power - 400-487.5
- Health Points - 800-1250
- Armor - 50-120
- Magic Resist - 30-100

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Gameplay tips

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.


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


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 Cape, 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.


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

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.


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Your Rival on-lane champ: Who can be a threat?