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Rumble: Only Cute On The Outside
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So sit back, relax, grab some popcorn, and read on as I take you through the mind of Rumble.
Special thanks goes to Searz. I didn't use his entire guide format, but I used a lot of it. Nonetheless, thanks a lot!
''Ugh, it's gonna take forever to scrape your face off my suit!'' - Rumble
(Innate): When Rumble reaches 100 heat he overheats, silencing himself for 6 seconds to cooldown completely and causing his basic attacks to deal an additional 20 + (5 x level) + (0.35 per ability power) magic damage for the duration.
(Active): Rumble begins torching the area in front of him with his flamethrower dealing damage to all units (deals half damage to minions) in a cone in front of him for 3 seconds. He can move, attack and use other abilities while the flamethrower is on.
While in the "Danger Zone", this spell deals 30% additional damage.
Cooldown: 6 seconds
Magic Damage Per Second: 30 / 60 / 90 / 120 / 150 (+0.45 per ability power)
(Active): Rumble creates a shield blocking incoming damage for 2 seconds, in addition Rumble receives a movement speed boost for 1 second.
While in the "Danger Zone", the shield’s strength and movement speed boost are increased by 30%.
Cooldown: 6 seconds
Shield Strength: 50 / 80 / 110 / 140 / 170 (+0.4 per ability power)
Movement Speed: 10 / 15 / 20 / 25 / 30 %
(Active): Rumble shoots a taser that deals magic damage and applies a slow on the enemy hit for three seconds. A second shot can be fired for no additional cost within the next three seconds, even if Rumble overheats. The slows from these two tasers can stack with themselves and the duration will be refreshed with the second hit.
While in the "Danger Zone", the damage and slow percentage are increased by 30%.
Cooldown: 10 seconds
Magic Damage: 55 / 85 / 115 / 145 / 175 (+0.5 per ability power)
Slow: 15 / 20 / 25 / 30 / 35 %
(Active): Rumble calls down a line of rockets over the target linear location, using a click and drag targeting system. The rockets deal initial magic damage to all enemies hit on arrival, and also leave a trail of destruction for 5 seconds that slows by 35% and deals magic damage to all enemies standing on the area.
Wall length: 1000 (estimate)
Cooldown: 105 / 90 / 75 seconds
Initial Magic Damage: 150 / 225 / 300 (+0.5 per ability power)
Area Magic Damage Per Second: 100 / 140 / 180 (+0.2 per ability power)
Resistance 3/3: Some extra MR is great
Hardiness 2/3: More armor helps against AD
Evasion 4/4: Goes with the runes and the Nimbleness mastery.
Nimbleness 1/1: Goes good with the dodge mastery.
Harden Skin 3/3: Helps us be bulky to be a good off-tank in team fights.
Veteran's Scars 4/4: More health. Need I say more?
Ardor 3/3: Bonus AP is always great.
Tenacity 1/1: Reduced damage. Always welcome on a tanky Rumble.
Good Hands 2/3: Less down time is always great
Perserverence 1/3: At least one point is good to have. Especially since I get Force of Nature.
Haste 1/1: Run even faster with Ghost. Nice to have.
Awareness 4/4: Level up even faster. You want your ult ASAP.
Utility Mastery 1/2: Increased blue buff duration is a must for low cooldowns.
You should also note that sometimes a 9/21/0 mastery setup could be a better option for certain players. Just because this is what I have doesn't mean you can't mix it up a bit.
Greater Mark of Potency: Some early AP so that we can start with Doran's Shield and still do some decent damage.
Greater Seal of Resilience: Some armor to help stop carries from completely owning you.
Greater Glyph of Focus: Rumble and CDR go hand-in-hand.
Greater Quintessence of Potency: An AP bonus for extra early damage.
Greater Mark of Insight: This is for if you feel like you are going to need some early magic penetration.
Greater Seal of evasion: Some extra dodge if you feel that you need it.
Greater Seal of Focus: These are for if you feel like you need some extra CDR to stay in the Danger Zone.
Greater Quintessence of Fortitude: Helps out with your laning phase and goes nicely with the Veteran's Scars mastery.
Q > E > W > Q > Q > R > W > Q > Q > W > R > W > W > E > E > R > E > E
Q > W > E > Q > Q > R > E > Q > Q > E > R > E > E > W > W > R > W > W
The first path is the one I generally use. It offers early damage and farming from Flamespitter and then brings in defense from Scrap Shield. It gives a better laning phase overall, but gives up the decent harassing capabilities of Electro-Harpoon. But that isn't THAT big of a waste in my opinion.
The second path is the aggressive path. I use this when I'm dominating the lane phase. This path offers better ganking from the slow that you get off of Electro-Harpoon and still has great AoE damage and farming from Flamespitter. This path requires a good aim with Electro-Harpoon and some general cockiness. Giving up that early defense isn't always the best idea in the world.
Regardless of which path you use you generally always want Flamespitter maxed first. The AoE damage and farming is too good to pass up. And as always we will be taking our ultimate at levels 6, 11, and 16.
Recommended build 1 sequence.
These are a couple builds that I have used before.
Build 1 is a standard tanky AP Rumble build. Offering some good armor, magic resist, and AP, this build brings plenty of success.
Build 2 is a pure mage build. Going straight up AP and never looking back. This build can net quick kills, but you become pretty squishy, so watch yourself in teamfights. This build requires careful gameplay to be successful.
Build 3 is a CDR build. Bringing in 40% CDR as well as a nice chunk of AP to go with it. This build is for those that love being in the danger zone. But, the only defense is from Frozen Heart, leaving you very open to mages. A mage heavy team can defeat this build easily.
Build 4 is a silly build. Just something that I've been stuck using a few times. It's a tank Rumble build. It offers both armor and magic resist in heavy quantities, but lacks the great AoE damage that Rumble excels at. Only use this if you're all locked in with no tank.
This item is never a bad choice for a starting item because it offers some good early HP as well as enough armor and health regen to stay in a lane long enough to get some massive farm.
This item doesn't offer health or armor like Doran's Shield, but it gives plenty of regen and helps if you want a faster Force of Nature. Grab this and one Health Potion and you're good to go.
Starting with this item gives a nice early damage boost and helps to build Rylai's Crystal Scepter faster. Grab one Health Potion to go with it.
Boots of Speed
Starting with this helps with some early speed problems that you may have, and it's nice to be able to rush Mercury's Treads if you have to. Take two Health Potion with it.
Rumble really shines at level 6. Ganking with your jungler is a breeze with his ultimate. Especially if said jungler happens to be Nunu & Willump. Purposely overheating yourself for last hitting is something that I would recommend AS LONG AS YOU KNOW YOU WON'T NEED ABILITIES. Any competent player laning against a low level Rumble knows that the time to strike is when he is overheated. Just watch your back for ganks and harassment from the enemy, and overheating won't be much of a worry.
The next thing that I'd like to mention is going 2v1. Rumble can handle this with some careful play and plenty of ganks from the jungler. In this situation, hugging your tower may be your best shot unless they refuse to harass. You will have to watch CS pass you by, but it's definitely not worth a death. Save the overheating for when you're in the safety of your tower. You may come out of the lane phase with less CS than you hoped for, but you'll manage.
The reason that the Danger Zone can ruin new Rumble players is the fact that most people want to rush into a fight and spam everything they have every time they can. That's not a bad thing on most champions, but on Rumble that just isn't the case. You can only cast 5 abilities before you overheat, and have to wait 4 seconds before your heat starts going down.
Once you start gaining a decent amount of AP, overheating isn't the burden that it used to be. In fact, overheating is a great way to handle 1v1 fights. By this I mean you can cast all 4 abilities and then have time for 1 more (Preferably Flamespitter) until you overheat. Once you overheat, just hit them with your second harpoon and start bashing them. Once you cool down you can use what you need to in order to finish them off.
You definitely need to watch out for silences and CC. Rumble is very vulnerable to CC, hence the Merc Treads. Silences ruin your combo and can put you at risk of leaving the danger zone. Getting focused isn't a huge problem, as Rumble is naturally a very tanky character..
Should you be stuck playing tank Rumble, you will need to play him like you would play Mordekaiser. Take advantage of Rylai's for super CC and then just run in and raise hell while being hard to kill. Initiate by dropping The Equalizer in the best position that you can find (Preferably right on them or to cut off an escape path) and the just run in and CC like hell.
Spam Flamespitter at the beginning of the game to get in the danger zone, increasing your damage.
The bonus damage on Junkyard Titan can be just enough for the kill, but be careful, because if you were relying on one of his standard abilities to help you pick up the kill, the silence due to overheating can end up denying you a kill.
Consider leveling Scrap Shield for a low cooldown mobility boost, and an effective clutch shield.
Electro-Harpoon and The Equalizer help to keep foes within range of your Flamespitter.
The Equalizer receives no benefit from being cast above 50% heat, so it can be wise to cast early so that you don't risk being overheated when you really need The Equalizer.
Proper placement of The Equalizer can completely change a teamfight. Depending on where it is placed, Rumble can punish enemies attempting to enter a teamfight, damage most enemies already within the teamfight or cut off the escape route of enemies wishing to exit the teamfight.
When casting The Equalizer, note that the point from which the cursor is dragged will become one end of the trail.
The Equalizer has a very large casting radius. Rumble can often surprise enemies by casting it from behind a wall.
Scrap Shield and Electro-Harpoon both have utility for chasing/escaping.
The bonus damage from Junkyard Titan has a 0.35 ability power ratio per attack. If you find yourself relying on Junkyard Titan for damage output, building lots of ability power with some attack speed (like you might find on Malady) will augment your damage output while giving you ability power and magic resistance reduction for your abilities.
Scrap Shield increases your effective health (and scales with ability power) so buying items that increase your resistances (and ability power) like Abyssal Scepter and Zhonya's Hourglass can improve its effectiveness.
Rumble is one of the few "mage" type units whose standard attack is a melee range attack which will put him in harms way very often. Buying items that increase health like Haunting Guise and Rylai's Crystal Scepter or increase resistances like Abyssal Scepter and Zhonya's Hourglass can be very helpful.
Since The Equalizer and Flamespitter do damage the longer an enemy stays within them, a Rylai's Crystal Scepter can help prevent foes from moving out of Rumble's damaging AoE.
Spell Vamp items like Hextech Revolver and Will of the Ancients help Rumble stay in lane longer, alternatively health regeneration items like Force of Nature also help him.
Rumble is one of the few champions able to indefinitely keep stacks on Guinsoo's Rageblade outside of battle at no real cost. The item offers a significant offensive boost to Rumble, particularly while using Junkyard Titan.
I'm not entirely sure if he still can after his nerfs. I would try but I don't have the runes. If someone wants to try it for me then report back, that'd be great.
Ability Power Blue
Ability Power Quints
I appreciate any and all criticism and I sincerely hope that you all enjoyed my guide!
Check out my other guides as well!
Master Yi Guide