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Rumble Build Guide by Xelikari

Middle [PATCH 13.5] Through the Fire and the Flames by Nahde

Middle [PATCH 13.5] Through the Fire and the Flames by Nahde

Updated on March 12, 2023
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League of Legends Build Guide Author Xelikari Build Guide By Xelikari 280 17 746,657 Views 27 Comments
280 17 746,657 Views 27 Comments League of Legends Build Guide Author Xelikari Rumble Build Guide By Xelikari Updated on March 12, 2023
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Runes: Standard Rune Page

1 2 3 4 5 6 7
Arcane Comet
Nimbus Cloak
Absolute Focus

Bone Plating

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3 4
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

[PATCH 13.5] Through the Fire and the Flames by Nahde

By Xelikari
About Nahde
Former Diamond+ Rumble player across several seasons and multiple accounts; I coached for 3.5 years and was a player and coach in the High School Star League where we went 7-3 W/L. I fell in love with this champion in Season 5 after spending several seasons anywhere from low bronze to mid gold

Played 30 normal games on Rumble and jumped straight into ranked and was diamond within two months. I previously had a featured guide with 350k+ views up on Lolking but since that site has gone down, I've reuploaded it here with massive improvements! The top portion of the guide goes over everything you need if you found this guide in your loading screen, but for those of you who want a little bit more, those who really want to main and/or master this champion-- the rest of this guide is for you.

I am also currently writing an enormous ebook for improvement in league! The book will come out in 2023 (it will be free when it does)


Free Ebook: COMING 2023

Please bookmark the guide! I make frequent changes especially to the matchup and build sections to include what I've been finding success with. As I'm a full-time student, I'm usually quite busy so there may be small periods of time where the guide is a patch or two behind, but I do my best to keep it at least 'usable', but I encourage you to experiment once you get comfortable on the champion!
[13.5] State of Rumble
Rumble received buffs to his Magic Resist Shred on Electro-Harpoon in Patch 13.5, these buffs are unlikely to change how you play the game in most scenarios, but it does make top lane rumble a lot stronger, especially against MR stacking champions-- the buff is not super noticeable in mid lane but it's still nice for all-in's and skirmishes. The big benefit of this buff is you're basically able to strip a tank of 60% of their Magic Resist in a teamfight later on, but reducing magic resist also gives us a lot of damage, so Rumble is a stronger laner as well both when he first skills E and after level 9, so he might be able to duel a little bit better.

I'd say Rumble is pretty strong right now, he's good mid but he might be better top lane where he can really make use of these buffs. Buffs will not impact playstyle outside of being stronger at certain points in the game, and your build is likely the same, but this does make Night Harvester as well as Flat AP more appealing, since you'll need less penetration to deal your damage and can focus more on higher AP values.

Note on Top Lane: Rumble is already a pretty strong Top Laner, his issues in lane aren't generally due to being outscaled or not being able to generate leads, his issues are that top lane functionally has extremely low agency in the outcome of a game, and a fed laner elsewhere is usually stronger and much more impactful than you are even with Teleport. Mid laners and Junglers can impact the entire map, bot lane has dragons and immense scaling, and Rumble's winrate starts to drop after 25-30 minutes. These buffs will help with that, but this is generally the reason he see's more play in mid and why is winrate top is below or at 50%.
Item Explanations
This section is going to go in-depth on specific item purchases to give you a little more context on exactly when those items are good. The goal of this section is to help you understand how to manipulate the cookie-cutter builds you find online or figure out why someone would build those items when you're looking at replays, probuilds, or someones Due to the nature of patches and me not possibly knowing everything, this is just information meant to help you make better decisions, and should not be taken as perfect information or gospel.

Starting Items

  • Doran's Shield should be taken into poke lanes, and you should have Second Wind in your runes.
  • Doran's Ring should be taken in most scenarios, especially into lanes where you will be fighting often. Doran's Shield gains a lot of value if you're frequently at low health, but with Scrap Shield and the regen from frequenty fighting + 2 Health Potion's, we shouldn't encounter that problem much unless the enemy is dead :)
  • Dark Seal this item has objectively less stats than Doran's Ring, one kill makes it competitive however, so if you're in a really easy lane it can be worth starting it and fishing for a kill to get your snowball going.

Mythic Items

  • Hextech Rocketbelt As of patch 13.4, this is your go-to. Not only does it help us hit the magic resist curve very early on but it helps us stick to our opponents (or more rarely get out of a bad situation). Protobelt + Shadowflame is nearly true damage, so this makes up our core in most games.
  • Night Harvester This item deals more damage in a teamfight than Protobelt will (usually) but the lack of Magic Penetration means it deals less damage to specific targets, so if you have one person you're really trying to kill you'll deal less to them. The magic penetration from protobelt also means that in some situations where the enemy stacks, you'll end up dealing more via your abilities than Night Harvester would do.
  • Riftmaker I only really build this item if I go the conqueror page, fights will last awhile, and I'm against Galio and some other tank. It's not awful but it's very niche and eclipsed by the other mythic items that fit more situations and synergize better with our kit.
  • Liandry's Anguish This item actually deals the most damage in a lot of games Rumble could build it, and I almost always build it in ARAM but the lack of health means that a melee champion like Rumble will get whooped most of the time. It's possible to compensate for this in our Runes by taking Overgrowth, so building this against a team that's health-stacking on multiple players can be beneficial.

Please bookmark and check back in a days!
Rune Explanations
At this point in the guide, you might be realizing that one rune page doesn't fit all situations perfectly. This section will go over when you might want to swap a rune for another one, as well as giving you an idea of which runes are good for what scenarios. For your Flex runes, always take double AP, take Armor when you're going to get auto attacked a lot or vs an AD laner, take AP vs a tough AP lane, and health or armor if you're unsure what you're against based on which would be the most useful in general.

Standard Lane Page

Nimbus Cloak can be swapped for Nullifying Orb if you're vs an AP Laner + Jungler, but Nimbus Cloak is generally more valuable. Celerity gains a lot of value over Absolute Focus if you're going for Boots of Swiftness that game. Scorch could be swapped for Gathering Storm if you won't get any value from Scorch during the laning phase. Bone Plating is best for all-ins and melee trades, if you're against poke you should swap it for Second Wind and start Doran's Shield. Unflinching can be swapped for Overgrowth for mid-game teamfights, Shield Bash to deal with poke, or Revitalize if you're going for a weird tank build with Radiant Virtue. Phase Rush should only be taken in specific scenario's to counter a very specific enemies ability or lane strategy.

Really Easy Lane Page

All of the Sorcery notes from the first page can apply here, but this page is usually pretty rigid.

Mid Lane All-in/Skirmish Page

The only thing we would ever change in the Domination tree here is to swap Taste of Blood for Cheap Shot if you're feeling super greedy, but Taste of Blood is a really strong rune. If you're playing mid lane and really wanna roam and snowball you can swap Ultimate Hunter for Treasure Hunter but the cooldown reduction on The Equalizer feels way too good to pass up in a lot of scenarios. Sorcery could be altered by swapping Nimbus Cloak to Nullifying Orb if against an AP laner and Jungler since this page will focus on being proactive in lots of early fights, it gains a lot more value than using it in the other page that's more of a strict lane focused page.

Mid Lane Easy Lane

This page has a lot of possible variations, Perfect Timing or Future's Market could be taken based on preference, but this is the setup that I like. Treasure Hunter is also viable, but I find that the cooldown on The Equalizer provides a lot more benefit than ~1.5 kills worth of gold.
Passive - Junkyard Titan

Rumble gains 20 / 10 Heat every time he uses a basic ability and loses 10 Heat per second after 4 seconds of not using his abilities (2 seconds after casting The Equalizer)

Rumble's basic abilities are enhanced when cast at 50 Heat or above.
This means that the Flamespitter that you cast at 45 heat will NOT be enhanced.

At 100 Heat, Rumble silences himself for 5.25 seconds, which he cannot mitigate or cancel by any means, but his basic attack speed is increased by 20-80% [Based on Level] (about 3.5% per level) and each deal 5 - 40 (based on level) (+ 25% AP) (+ 6% of the targets maximum health) bonus magic damage for the duration, during which his heat also decays to 0.

When under the effects of Junkyard Titan, you may cast your second charge of Electro-Harpoon if you stored it before overheating.

Make sure to Overheat during 1v1's and Trades, especially early on in lane as the on-hit damage from your passive is incredibly strong when trading auto attacks.

Don't forget to drop The Equalizer before overheating, otherwise you can't use it for 5.25 seconds and may miss an opportunity for a massive game-changing ultimate.

During lane keep your Heat at about 50-55 so you can get a full rotation of your abilities before overheating, an easy way to do this is by casting Scrap Shield when at 30-35 heat.
Q - Flamespitter

Rumble activates his flamethrower for 3 seconds, granting 20 heat and dealing magic damage every 0.25 seconds to all enemies in a cone in front of him.

Danger Zone (When Cast at 50+ Heat): Flamespitter's damage is increased by 50%.
Cooldown: 10/9/8/7/6 Seconds || Range: 600

Damage every 0.25 Seconds: 15 / 18.333 / 21.667 / 25 / 28.333 -- (+9.17% AP Per Tick)
Total Damage: 180 / 220 / 260 / 300 / 340 (+ 110% AP)
Minion Damage: 60 / 65 / 70 / 75 / 80%

[Danger Zone] Damage every 0.25 Seconds: 22.5 / 27.5 / 32.5 / 37.5 / 42.5 -- (+12.5% AP Per Tick)
[Danger Zone] Total Damage: 270 / 330 / 390 / 450 / 510 (+ 165% AP)

Flamespitter has no cast time and Rumble will instantly face your cursor when cast, you can use it to last hit(Since it has 0 cast time) or change the direction you're facing in a split second. (Last hit with it as the damage ticks IMMEDIATELY once pressed, so if you do ~45 damage every .25 seconds, you can last hit a creep at 45 health).

Against melee, use Flamespitter to tag enemies with the very end of its range so they can't retaliate. The 600 range is enough to hit any melee champ, you can also use this to harass under tower when melee champs try to hit their ranged creeps.

You can cast Flamespitter before you use Zhonya's Hourglass and the ability will continue to deal damage while you're invulnerable, the same goes for when you're eaten by an allied Tahm Kench.
W - Scrap Shield

Rumble shields himself for 1.5 seconds, generates 20 heat and grants himself bonus movement speed for 1s.

Danger Zone (When Cast at 50+ Heat): Scrap Shield's effects are increased by 50%.
Cooldown: 6 Seconds

Shield Strength: 60 / 90 / 120 / 150 / 180 (+45% AP)
Movement Speed: 10 / 15 / 20 / 25 / 30%

[Danger Zone] Shield Strength: 90 / 135 / 180 / 225 / 270 (+67.5% AP)
[Danger Zone] Movement Speed: 15 / 22.5 / 30 / 37.5 / 45%%

Use this ability to mitigate poke in the early game, you can put a second point in it at level 4 if you'll need the extra Shield to survive laning phase, but this is pretty rare.

Cast this ability while at 30-35 heat (which brings you to 50-55) to maintain your danger zone!

Use your Danger Zoned Scrap Shield to get back to lane faster and/or maneuver around the map.

Using Scrap Shield will not effect any previous orders (Basic Attack animation is canceled upon cast)
E - Electro-Harpoon

Passive: Rumble stores a charge of Electro-Harpoon periodically, up to a maximum of 2 stored at once.

Active: Rumble shoots a harpoon that deals magic damage to the first enemy it hits and slows them for 2 seconds, reducing their magic resistance stacking additively for 4 seconds. Charges of Electro-Harpoon stored prior to overheating can be used even while overheated. The slow is enhanced if used on the same target. Generates 10 heat.

Danger Zone (When Cast at 50+ Heat): Electro-Harpoon's effects are increased by 50%.
Recharge Time: 6 Seconds || Range: 850 || Speed: 2000

Damage: 60 / 85 / 110 / 135 / 160 (+40% AP) (x2 if you land both)
MR Reduction: 12/14/16/18/20% (x2 if you land both)
Slow: 15 / 20 / 25 / 30 / 35% (x2 if you land both)

[Danger Zone] Damage: 90 / 127.5 / 165 / 202.5 / 240 (+60% AP) (x2 if you land both)
[Danger Zone] MR Reduction: 18/21/24/27/30 (x2 if you land both)
[Danger Zone] Slow: 22.5 / 30 / 37.5 / 45 / 52.5% (x2 if you land both)

Use this ability to set up creeps and last hit under tower, poke your laner and last hit safely.

You can press your E and then use Flash to gap-close and make your E almost impossible to react to.

You are able to cast Electro-Harpoon a second time even if you go into Overheat, as long as the second charge was stored prior to overheating.

If your Electro-Harpoon hits someone that had a previous stack of Magic Resist Reduction that wasn't enhanced by your Danger Zone, but the second application is, the first stack is 'upgraded'.
R - The Equalizer

Rumble calls down a line of rockets along the target path which remains for 5 seconds, dealing magic damage every half-second to all enemies within and slowing them by 35%. The Equalizer can be fired in any direction at any point within range. After leaving the area, the damage will linger for 1 second. Does not generate heat.

Cooldown: 100/85/70 Seconds
Magic Damage Per Half-Second: 70 / 105 / 140 (+17.5% AP per tick)
Total Magic Damage: 700 / 1050 / 1400 (+175%)

It takes 1 Second for all the rockets to land, they are also not intended to deal damage for the first 0.25-0.5 seconds, but if Rumble dies during the cast time, the damage starts immediately.

The Equalizer pauses your heat decay for two seconds

For Quick Cast, Click and hold R and 'drag' along the direction you want the rockets to land; It's gonna take some practice but don't be afraid to fail a few times.

Your Ultimate can be used several ways:
‣ Cut a Teamfight in half or close an escape route
‣ Damage the Backline (While you simultaneously hit the Frontline)
‣ Drop it while sieging a tower to get the enemy team to back off
‣ Hit as many people as possible, especially in Jungle fights
‣ Engage a teamfight with it or follow up on your teams CC
‣ Whiff it completely
How Magic Penetration Works in LoL
[Applies First] Flat Magic Resistance Reduction Abyssal Mask
[Applies Second] Magic Resistance Reduction, Percentage. Electro-Harpoon
[Applies Third] Magic Penetration, Percentage. Void Staff
[Applies Fourth] Magic Penetration, Flat Sorcerer's Shoes

Formula for Magic Resistance Calculations:
Yes, this means if you reduce their magic resist BELOW 0, they take additional damage; but this is very very hard to do.

*Remember! most melee champions have a base magic resist of 32 - 66.85 (based on level) while ranged/Shapeshifting champions (and Kassadin) have a base magic resistance of 30 - 52.1 (based on level)
[SKILL] Heat Management

Heat Management

Rumble's passive seems pretty straightforward, but mastery of it is one skill that makes up a truly great Rumble player. The Danger Zone is anywhere from 50 to 100 heat, meaning an ability you cast at 45 heat will NOT be counted as having been in the Danger Zone even if you end up with 65 heat afterwards.

Managing your heat is really simple:

• [Q]Flamespitter: 20 Heat
• [W]Scrap Shield: 20 Heat
• [E]Electro-Harpoon: 10 Heat
• [R]The Equalizer: 0 Heat

Your abilities grant you 20 heat each with Electro-Harpoon generating 10 per charge. Your heat will decay by 10 per second after 4 seconds of not casting abilities. So naturally, when your heat decays to 30-35, you'll want to cast Scrap Shield to bump it up to 50-55! Since early on your scrap shield has a little bit longer of a cooldown since 11.13, you'll also need to occasionally throw out an E (Electro-Harpoon) to manage your heat and keep it around 50. You want to make sure you have access to an empowered (Q) Flamespitter or (E) Electro-Harpoon when you need it! He requires a bit more thought to play early on, but it's not significantly harder. If you play him a few games I'm confident you'll have it down!
[SKILL] Tethering


Picture this; you and a partner are standing 6 feet apart from eachother. Now imagine you're both holding a string, and you need to keep it taut, if you take a step back, your partner must also take a step back. This is what you're doing with your opponent in lane! Although the main use for this skill is harass against melee champs, it has other uses as well.

Tethering is essentially keeping the enemy champion at the end of your 'rope' or, range of abilities. For Rumble, this is 600 units for Flamespitter and 850 for Electro-Harpoon. While Rumble can't auto-attack his opponent from range, he is, essentially, a 'ranged champion', and often times you will have to play like he is, as getting into melee range of a Trundle or a Swain or a Darius (until you have kill pressure) isn't the best game plan.

How do I Tether?

In order to tether effectively, you want to hit the enemy with the end of your Flamespitter. This means that you will need to walk forward when they walk backwards, and walk back when they walk forwards. Simple right? This means you need to pilot your character extremely well.

TIP: The closer you click around your character, the more responsive it will feel, your character will also turn MUCH quicker than if you click further away.

Rumble also has his 850 Range Electro-Harpoons and a brief movement speed boost from Scrap Shield to assist in tethering.
Additional Mechanics
Rumble as a champion doesn't really require much mechanical skill to play, but in this section I will go over the few-- but incredibly important mechanics that make up an expert Rumble player.

Settings: Player Stop Position

This is a small but vital tool in our kit, the ability to stand still to allow our Flamespitter to tick on our Laner or minion wave, or towards absolutely nothing to maintain heat while freezing your wave is a valuable tool.

- How do I do it? go into your settings under "Hotkeys" and scroll down to "Player Movement", there you will find the setting "Player Stop Position" and "Player Hold Position". The difference is that Hold Position will still auto-attack any enemy units in range while Stop Position will stop any action and you will stand still. We want to use 'Player Stop Position'. My hotkey for this is 'X', but you can set it to whatever is most comfortable for you.

Mechanic: Flash+Harpoon Combo
This one is fairly simple, and self-explanatory.

- How do I do it? Use your E before your flash, this will cancel the cast time and will be more of a surprise engage/kill on the enemy, making them less likely to be able to react in time. Much faster than flashing and then casting E.

Mechanic: Flamespitter+Zhonya Combo (Also Tahm Kench W)
Again, incredibly simple and easily mastered.

- How do I do it? After casting your Flamespitter, at any point over the duration you may also press your Zhonya's Hourglass. If done correctly, you will continue to cast Flamespitter while invulnerable, just make sure you're facing the right way since it will be easier to walk out of/away from! (I try to avoid overheating when I use this but it cant always be helped)
Ladder Anxiety
If you don't know what this is (you probably don't suffer from it, lucky you!) it means you're afraid to play or lose ranked games. Back in Season 3/4 I had a huge issue with Ladder Anxiety, playing ranked games was scary as losing means -20 of our hard earned LP and other people might judge us! But don't worry, it's a simple fix-- So how do we get rid of it?

Ultimately, it's up to you.

Ladder Anxiety wont just go away, you have to actively pursue the 'cure'. In order to cure my Ranked Anxiety-- I spammed Ranked Games until I didn't care anymore, this meant losing a lot of games but eventually I stopped caring about my rank and started to focus on improving, which you can do whether you win or not! However, I know this method wont work for all of us so below are a few tips to help get rid of Ladder Anxiety.

Realize that with every loss we get matched against worse players, this makes it easier for us to win and get all that sweet sweet LP back, stay focused!

Losing is normal, even the best players in the world lose games; losing games doesn't mean your opponent was better than you nor does winning mean you were better.

Start focusing on Improving as oppose to winning, this way you get better with every game-- win or lose.

Maintain physical health, I've found that when I eat healthier and get a little bit of exercise that I'll play a lot better and be able to focus more, we can pig out on pizza once we get Diamond!

Stay calm, listen to some calming music or '/mute all' if people flaming you or the things people say in /all chat tilts you (Like when you make a questionable play and the enemy Jax says "?" in /all chat.)

Learn to recognize when you're tilted or tilting and take a short break. Play another game, watch some videos or punch a hole in your wall and come back when you're ready to play again.

You're going to have to accept that you suck, it's the first step in actually improving. Realize that there are players better than you and look to emulate them, once you have their style down you can begin to change it up and make it your own.

Lastly, never look up your opponents on OP.GG/Lolking or whatever-- if they're a higher rank than you, then mentally you'll be expecting your opponent to win, and why would you do that?

Always assume you're the better player.

Citations/More Resources on dealing with Ladder Anxiety.
Not Caring: The Secret to Ladder Anxiety
Five Tips to Overcoming Ladder Anxiety
Mind Games Weldon Episode 87

Stopping and/or Recognizing Tilt.

First off, what even is 'Tilt'?
"Tilt is a poker term for a state of mental or emotional confusion or frustration in which a player adopts a less than optimal strategy, usually resulting in the player becoming over-aggressive."

In English? Your team is feeding and you're more focused on how effectively you can flame them than you are on winning the game. Once you're tilted you will start to make bad decisions in-game because you're upset or angry with something you can't control. Symptoms of tilt include not warding, dying solo to your laner repeatedly and flaming your 2-10-0 Yasuo. What can you do about tilt?

⦿ Always focus on what you can do to win a game, don't dwell on the mistakes you've made or what you should of done, always think "What can I do to start winning this game?"
⦿ Focus only on what you can control. Your Jungle Nunu running it down mid with Boots of Mobility and Raptors Cloak? Unlucky, you can't do anything about that but you can control your state of mind. Don't let something as trivial as a feeding Nunu break your mental, be stronger than that.

Even if you're tilted, realize that no matter how much you flame your teammates, they will never realize how bad they are so don't waste your time trying to tell them, soon you'll be out of their ELO bracket and never have to see them again unless you watch the Salty Teemo Stream on (Link).
Learn to not give a f*ck

Additional Resources on 'Tilt'
Dignitas wrote a great article on Recovering from Tilt.
The Science behind Tilt by Gbay99

Don't Play to Win

But why would I queue for ranked if I'm not trying to win? Well, winning and improving aren't synonymous and you aren't exactly playing to lose either. Think of winning as a secondary goal, a side quest that can be completed by playing well-- 'improving'. Playing to improve is the only method that can and will help you win more games.

"If you live through defeat, you’re not defeated. If you are beaten but acquire wisdom, you have won..." -RZA

Playing to improve rather than win is the single greatest decision I've ever made while playing League of Legends. Once you stop caring about your rank and shift your focus to becoming a better player-- not only will you feel better, tilt less and get rid of your Ladder Anxiety but you will also improve much quicker than playing to win, winning is for losers anyway.

Stop caring about your rank, nobody else does! All your friends are focused on trying to get to the next rank as well, if it really bothers you, play on a smurf account. A smurf will ensure you don't care whether you win or lose and can focus completely on improving (you can buy an unranked level 30 account pretty cheap).
Once you stop caring about your rank and losing, you can start playing balls out aggressive every game to learn the limits of your champion and what you can/can't do in certain situations, if you're too afraid to make mistakes you simply can't improve. Playing passive might win some games, but it doesn't make you a better player.

If you enjoyed these tips and want to know more about being mindful or how your attitude can help you improve I urge you to check out Weldon Green-- he is an eSports Psychologist formerly of Team SoloMid and G2 eSports.

MindGamesWeldon Youtube
Playlists based on your Rumble Skin
Classic Rumble -

Rumble in the Jungle - featuring familiar video game tunes like Bianco Hills from Super Mario Sunshine, Sea Shanty 2 from Runescape, and many more videos to get you into a playful, relaxed mood, like you’re on an island in a hawaiian shirt soaking up the sun.

Bilgerat Rumble - Live the pirate life you’ve always wanted with Sea Shanties, high fantasy and pirate sing-a-longs, not without the “Wellerman” by Nathan Evans of tiktok fame SOOON MAY THE WELLERMAN COME TO BRING US SUGAR AND TEA AND RUM

Super Galaxy Rumble - Now we’re talkin’, this playlist is guaranteed to make you feel like the overconfident heroin of your own mecha-anime. Absolutely chock full of 80’s pop with a little rock mixed in, and some songs that will really make you feel like you’re saving the galaxy while melting your foes on the rift. NOW ON SPOTIFY; thanks to Dexed the Juster for the suggestion!

Badlands Baron Rumble - A truly mad max inspired playlist intertwined with what I imagine a metal shop, or tattoo parlor stereo music would sound like, I’m not sure, I’ve never been there-- but this playlist is brimming with music from AC/DC, popular anime, and 2000’s rock legends beastie boys, foo fighters, system of a down, and even featuring Na Na Na, the last punk rock hit by 2000’s emo legends My Chemical Romance!

Space Groove Rumble - 38 videos featuring file select and spacey, groovy OST’s from Super Mario Galaxy and a mix of city pop and future funk with heavy asian influence. This will make you feel like you’re floating through space, and you might finally stop playing Super Galaxy!

The idea for skin-based playlists comes from IKeepItTaco, a high elo jhin player, you can find his guide here!

If you have suggestions for songs, feel free to comment :)
Continue Improving
Continue Improving

LoLWiki for Rumble
Best Rumble Players/Stats
Rumble Probuilds
Hidragon8 Rumble Stream, Korean SoloQ Rumble Player

Have questions? Add me on Discord!

If you have any questions that you would like answered, be sure to reply with a comment and I will respond or edit your suggestion into the guide! I would like to thank my old friend Hunger x Hunger (Interview), one of the first people to inspire me to play Rumble and my good friend Leo "Lyze" Zhang for giving some suggestions and helping me learn the game since I was Bronze V. Lastly I'd like to thank everyone who reads this, I sincerely hope this guide was informative and will inspire a new generation of Rumble Gods.

Whether you're Bronze, Silver, Gold or Platinum-- Diamond and beyond is within your grasp. Be a Champion and push it 'till the limit breaks.

League of Legends Champions:

Teamfight Tactics Guide