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Rumble - The Invincible Face Melter
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Spells:
Flash
Exhaust
Ability Order
Junkyard Titan (PASSIVE)
Rumble Passive Ability
Introduction
Rumble is a Melee Caster who melts people in lane, and works well with a team. He builds strait AP, but is a capable off tanky person. So I like to build some defense in mid game.
I like my guides short and simple, so if you have additional questions, comment and I'll update.
EDIT: I've rebuilt the Item sequence, going for more survivability
Also rebuilt Runes for early game harass
Junkyard Titan (Passive): Rumble's abilities generate heat. When Rumble is above 50 heat, he is in the "Danger Zone," causing all his basic spells to have additional effects. When Rumble reaches 100 heat he overheats, silencing himself and causing his physical attacks to deal additional magic damage. Rumble loses heat over time.
Rumble doesn't use mana, like Mordekaiser, rather he builds up heat, which cools down as you cease to use abilities. Keeping around 40 or 50 heat will immediately increase your damage output. When in lane, don't be afraid to pop your moves on minions to keep in the Danger Zone. Also, try to overheat yourself when bringing down a turret, it'll go that much faster.
Q - Flamespitter: Rumble torches the area in front of him with his flamethrower dealing damage to all units in a cone for several seconds. While in the �Danger Zone,� this spell deals 30% additional damage.
This is your main damage dealer. Pop this bad boy when meleeing, chasing, or harassing. It does insane damage per second, and will melt even more face when you are above 50 Heat. All you do is press Q and the flames start, so make sure you are facing your enemies when using this.
W - Scrap Shield: Rumble creates a shield blocking incoming damage for several seconds and granting a short duration speed boost. While in the �Danger Zone,� the shield�s strength and speed boost increase by 30%.
Great for blocking a hit, keeping your Heat up in lane, and running away.
E - Electro-Harpoon: Rumble launches a missile that deals magic damage and applies a stackable slow on the target. A second shot can be fired for no additional cost within several seconds. While in the �Danger Zone,� the damage and slow percentage is increased by 30%.
Chode-like (short and fat) ranged skill-shot, great for harassing in lane, and slowing enemies when chasing or running. This will hit minions, so make sure you have a clear shot. Does the same amount of damage as each tick of the Flamespitter.
R - The Equalizer (Ultimate): Rumble calls down a line of rockets over the target location. Enemies in the scorched area take damage over time and are slowed.
Very fun ult that inflicts pain in team battles. Drop it down right in the heat of battle, or throw it in their way as they try to flee. Also has some sweet range for the people that had a possibility to make it out alive. Click drag release to use it
Rumble doesn't use mana, like Mordekaiser, rather he builds up heat, which cools down as you cease to use abilities. Keeping around 40 or 50 heat will immediately increase your damage output. When in lane, don't be afraid to pop your moves on minions to keep in the Danger Zone. Also, try to overheat yourself when bringing down a turret, it'll go that much faster.
Q - Flamespitter: Rumble torches the area in front of him with his flamethrower dealing damage to all units in a cone for several seconds. While in the �Danger Zone,� this spell deals 30% additional damage.
This is your main damage dealer. Pop this bad boy when meleeing, chasing, or harassing. It does insane damage per second, and will melt even more face when you are above 50 Heat. All you do is press Q and the flames start, so make sure you are facing your enemies when using this.
W - Scrap Shield: Rumble creates a shield blocking incoming damage for several seconds and granting a short duration speed boost. While in the �Danger Zone,� the shield�s strength and speed boost increase by 30%.
Great for blocking a hit, keeping your Heat up in lane, and running away.
E - Electro-Harpoon: Rumble launches a missile that deals magic damage and applies a stackable slow on the target. A second shot can be fired for no additional cost within several seconds. While in the �Danger Zone,� the damage and slow percentage is increased by 30%.
Chode-like (short and fat) ranged skill-shot, great for harassing in lane, and slowing enemies when chasing or running. This will hit minions, so make sure you have a clear shot. Does the same amount of damage as each tick of the Flamespitter.
R - The Equalizer (Ultimate): Rumble calls down a line of rockets over the target location. Enemies in the scorched area take damage over time and are slowed.
Very fun ult that inflicts pain in team battles. Drop it down right in the heat of battle, or throw it in their way as they try to flee. Also has some sweet range for the people that had a possibility to make it out alive. Click drag release to use it
I've redone the Item build. Going for more survivability along with a stacking item for AP. A fed Rumble is insane, and can take 3 people on with the ult and his flames. These items are my suggested defense + AP items but are not to be bought in any specific order. Afteryou can buy the next 3 in any order you like. If they are mostly AP go for thebut if they are more AD go for the(don't forget to use the active) If you finish it off withyou will be able to melt people within a matter of seconds.
Don't forget your occasional Wards. LoL is a whole new game once you start having map awareness.
Don't forget your occasional Wards. LoL is a whole new game once you start having map awareness.
Flash - "OP" Summoner Spell. Get-Out-Of-Jail-Free escape card.
Exhaust - Most people don't use Exhaust to it's full potential. Using it to slow people is good, but it is really best for eliminating a person from a team battle. It reduces their damage output by 70% so it is great to pop on the other team's highest damager when initiating a team battle.
OPTIONAL SUMMONER SPELLS
Teleport - great for getting quick ganks, saving towers, and staying in lane.
Ignite - Extra DoT for those that might make it away.
Ghost - Always nice for running or chasing if you know you wonk get punished for it.
and then of course the 1 per team spells if you like. Like Clarivoyance, Fortify, Rally.
TERRIBLE SUMMONER SPELLS - this is how people instantly spot noobs.
Heal - this one might be valid in some occasions, for some champions.
Clarity - First, you don't even have mana. But if you did, you would still be a noob.
Revive - This is just admitting you plan on dieing. Don't be a scrub.
Exhaust - Most people don't use Exhaust to it's full potential. Using it to slow people is good, but it is really best for eliminating a person from a team battle. It reduces their damage output by 70% so it is great to pop on the other team's highest damager when initiating a team battle.
OPTIONAL SUMMONER SPELLS
Teleport - great for getting quick ganks, saving towers, and staying in lane.
Ignite - Extra DoT for those that might make it away.
Ghost - Always nice for running or chasing if you know you wonk get punished for it.
and then of course the 1 per team spells if you like. Like Clarivoyance, Fortify, Rally.
TERRIBLE SUMMONER SPELLS - this is how people instantly spot noobs.
Heal - this one might be valid in some occasions, for some champions.
Clarity - First, you don't even have mana. But if you did, you would still be a noob.
Revive - This is just admitting you plan on dieing. Don't be a scrub.
I've changed the runes for more harassment early game.
Rumble is OP in the beginning and can easily pull off a kill or double kill at lvl 1. I've found that the straight AP and health per 5 are best because it lets you stay in lane longer and have that early game AP advantage. By the end of the game 5 AP doesn't matter, so getting the AP per lvl runes is useless.
Rumble is OP in the beginning and can easily pull off a kill or double kill at lvl 1. I've found that the straight AP and health per 5 are best because it lets you stay in lane longer and have that early game AP advantage. By the end of the game 5 AP doesn't matter, so getting the AP per lvl runes is useless.
Pros:
OP early game. Harasser and killer.
very helpful in team battles
lots of slows
melts face
Cons:
melee so it's harder to get last hits
learning curve
can be squishy
will be targeted first if fed just a little
This is a work in progress as many Rumble builds are right now. Let me know if you have some tips for my build that work for you.
Good Luck!
OP early game. Harasser and killer.
very helpful in team battles
lots of slows
melts face
Cons:
melee so it's harder to get last hits
learning curve
can be squishy
will be targeted first if fed just a little
This is a work in progress as many Rumble builds are right now. Let me know if you have some tips for my build that work for you.
Good Luck!
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