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Spells:
Exhaust
Flash
Ability Order
Junkyard Titan (PASSIVE)
Rumble Passive Ability
IMPORTANT: READ BEFORE VOTING
The Skill Order and Item build are not a set in stone list, they are just a general setup. Look in the appropriate areas for more detail.


Flamespitter
* Damage reduced to 30/60/90/120/150 from 40/65/90/115/140
* Ability power ratio reduced to .45 from .5
This is more reason than ever to start with

The main problem people have with an non-tanky Rumble build is that he is not a very long range hero (Autoattacks and Flamethrower are melee/short ranged respectively), and that the only solution to this is to build some very bulky items to compensate.
This is unnecessary, thanks to Rumble's above average health, armour and even magic resist (one of the few heroes that has natural MR growth), plus his W,

- Excellent AP Ratios (0.5AP/sec for 3 seconds, 0.5AP/shot (2 shots), 0.5AP and 0.25AP/sec for 5 seconds)
- High Natural Survivability
- Excellent Farming/Pushing ability
- Lots of AoE damage
- Great laning phase
- Provides High Damage during teamfights
- Spammable Movespeed Steroid and Shield
- One of the best Initiates in the game
Cons:
- Melee Autoattack Range
- Low range on

- Lacks Burst Damage
-
Exhaust: Rumble is a Damage over Time hero, so the ability to cripple your opponent and get more time to dish out all your damage makes early kills much easier and allows you to disable high priority targets during teamfights (AD Carries in particular)
-
Flash: This ability is just too useful for escaping everything. Combined with your inbuilt shield/speed boost
Scrap Shield, makes killing Rumble very difficult.
-
Marks of Insight: These should be self-explanatory, MRPen runes allow you to hit harder all game, and there aren't any real alternatives for Marks.
-
Seals of Fortitude: I take HP Base yellows for early game survivability, because my Glyphs and Quints are:
-
Glyphs and Quints of Focus: It's hard to itemize non-mana heroes with cooldown reduction, and with Glyphs and Quints of Focus, combined with my Masteries for CDR, I have a natural 20% CDR from the start of the game. I must forgo
Greater Quintessence of Health for the CDR, which is why I take the seals instead.
Will go further into the high CDR later.
The extra movespeed, Flash Mastery and Presence of the Master from the Utility trees increase my mobility and escapability, while the Archaic Knowledge MPen from the Offense tree is a must.
Core Items
-
Ionian Boots: As I mentioned in my Rune section, it is hard to itemise CDR on a non-mana caster, since most CDR item's have mana related bonuses we are not interested in. With these boots, and your runes, you will have ~35% CDR very early in the game, allowing you to use your moves frequently and dominate in many areas of the game (See Gameplay below).
-
Rabadon's Deathcap: Called the
Infinity Edge of Casters, grabbing this item early in the game allows you to deal incredible damage. Even if an early Deathcap isn't possible, you absolutely must get this item.
-
Crystal Scepter: This item is very nice all round for Rumble, providing a solid 80AP, lots of hp, and a slow effect for your
Flamespitter. It also multiplicatively stacks with your other moves, allowing them to slow even more (but not by much).
Optional Items
Mercury's Treads: Merc Treads are a very good choice if your enemies are loaded with CC. Unfortunately, this means giving up your Ionian boots, but sometimes you will just have to for the sake of not being rendered useless. If you need CC reduction and don't want to lose your CDR, take:
Moonflair Spellblade: This will give you 25%CC reduction, and 50AP on top, which allows you to keep your Ionian boots, and get some AP on top.
Will of the Ancients: Rumble lacks abilities that actually return health, so while he can sustain himself in battle with
Scrap Shield, he will eventually be worn down and need to heal. That is, unless he has this. It's important to note that you only get 1/3rd returned health from AoE moves, such as your
Flamespitter and
The Equalizer, but your
Electro-Harpoon will give back the full 25% spellvamp.
Force of Nature: The alternate for sustainability for Rumble. This provides him with a lot of MR, and most importantly, a LOT of hp regen. Take this over a
Will of the Ancients if you're up against a very AP heavy team.
Morello's Evil Tome: This is a good choice if you decided on getting
Mercury's Treads, since it will give you 20% CDR, bumping your CDR up to 40%.
Void Staff: This item is almost Core, allowing you to bypass a lot of an enemies MR (49% MRPen combined with the Archaic Knowledge mastery). But there are games where every one of your enemies decides to be a glass cannon, so there will be times where this item is unnecessary.
Zhonya's Hourglass: Gives you a lot of AP, and 50 armour, a respectable amount. The active is not to be forgotten, allowing you to potentially block dangerous Ultimates such as
Requiem,
Ace in the Hole and
Hemoplague.
Randuin's Omen: Gives you a lot of extra survivability, a nice Active, and a little bit more CDR. A good choice if you're up against a lot of AD heavy heroes.
Abyssal Mask: A good pile of AP, 57MR, and a nice -MR Aura for your enemies. Increases your survivability while allowing you to hit harder.
Banshee's Veil: Gives you more health, 50MR, and a nice passive. A good choice against a burst heavy enemy team.
Force of Nature: As above, lots of sustainability, and a lot of MR.
You will need to build to suit your enemies, but a good all-round build is:
Which gives you some survivability (500HP, 50AR, 57MR), your CDR, and a LOT of magic damage (485AP+30% from Deathcap (630 AP total), +40% MRPen).
However, if you want to harass your opponents a lot, you will want both your damage moves by level 2.
My alternate sequence for farming safely till level 6:




If Rumble hits 100 Heat, he is silenced for 6 seconds, but deals a decent amount of bonus magic damage with his autoattacks for the duration. Note, that moves that were in use when you overheated will continue (Flamespitter will keep firing, and you will be able to shoot your second harpoon).
Effective use of your heat system takes practice, but allows you to deal even more damage than you already could.





A demonstration of the damage of







Yes, this does mean that

Overall, this means that Rumble can potentially cause in a 5 second period:
With his Ultimate: 2120 Base Damage + 5AP
Without Ultimate: 770 Base + 3.25AP
When picking your first ability (




Early game, you should be aiming to either harass your opponent off the lane (if possible, and it isn't always), and farming up your Ionian Boots (normally). Try to stay on your lane until level 6, at which point, either:
Go for the kill. Your level 6 strength is REALLY high, and with good use of your Ultimate as an initiate, and chasing them with


Or, wait for a new wave of creeps to arrive, and drop your

Either way, recall straight afterwards. With the waves removed, you will be able to shop, and use your

If you got your Ionians, you will notice that your Ultimate has a 60 second cooldown. USE IT EVERY TIME ITS OFF COOLDOWN (unless theres a good reason not to, like a Jungle gank being set up). This allows you to wipe out all enemy creeps, so you can push your creeps to their tower without even being there, and heavily harass your opponent, which can absolutely devastate their early game. Don't forget that each time you do this, you might be able to score a kill, sending you further ahead and them further behind.
If your opponents are not able to cause you much problem early game, farm up your


Don't forget to watch your towers, making sure that they aren't being pushed while everyone is away. You can get to lanes quickly with your

Don't be afraid to use your Ultimate just to clear a creep wave. It's got a short cooldown at first level, and an even shorter one as it gets to higher levels (down to 36 seconds with 40% CDR). It will prevent enemy champions from backdooring and make them suffer a bit in the process.


An example of a good initiation with

This disables all

Don't be afraid to get in the fight. Your scrap shield will keep your health up, allowing you to deal your considerable damage with little risk.
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