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Build Guide by Sajo_9

Not Updated For Current Season

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League of Legends Build Guide Author Sajo_9

Rumble Tumble.

Sajo_9 Last updated on May 24, 2011
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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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 21

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 0

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Pros / Cons

Rather Bulky.
Can spam skills regularly.
Great at farming.
Spamming Scrap Shield speeds you up.
Nice burst damage.
Does not rely on mana.
Forcing an over-heat can help you take down towers.
Great pusher
Three possible slows
No mana-like resource system

The Equalizer is confusing for the first game or 2.
When trying to cancel The Equalizer, it can be easy to forget to right click since you are already holding left click.
Easy to overheat accidentally in team fights
Is often focussed currently do to relative newness
No true escaping move
Range dps will prove to be a problem

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About Rumble

Despite what some people may say, Rumble is a very interesting and unique champion in comparison to some of the current heroes. His passive Junkyard Titan introduces a new resource system that is heat, this opens endless possibly and problems if not timed correctly.

Heat and its mechanics will be discussed later in the guide.

It is important to know that Rumble is, what some people may consider a true tanky DPS. You cannot go all out MR, armour or HRGN as you are giving up on a sh*t load of damage. In contrast, if you decided to go all-out damage you will go down in only a few hits.

So how do you balance this? You need to choose your items and fights accordingly. NEVER enter a teamfight first, this is the tanks job NOT YOURS, you will merely be a feed to the jaws of heroes like or .

Escaping? While Rumble does have his it isnt as effective as some other escaping abilities like or . It could be compared to Caitlyns , an escaping move in its own right, just not a very good one.

So what can Rumble do? He is a great chaser, especially through the jungle with he aid of . Additionally, Rumbles ganking potential is impressive, your ultimate is great for leading enemies, slowing enemies as they run and huge damage all for a very short CD.

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Summoner Spells

For my build i reccomend to use Ignite and exhaust cus of the masteries.

Teleport and Ghost

These abilities give you great map control and assist any possible escapes.
Note: only use when has popped, this is so you maintain a speed advantage for as long a possible

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Junkyard Titan

What makes Rumble so unique is his resource system. However with a new mechanic comes new challenges and as a Rumble player you need to adapt to this. As stated in the pros and cons, heat can be a double edged sword, providing you with a decent buff however the constant threat of a silence.

So what is this skill?

Junkyard Titan

Rumble's abilities don't cost anything but generate 20 heat. When Rumble reaches 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 for 6 seconds to cooldown completely and causing his physical attacks to deal an additional 20 + (5 x level) + (0.35 per ability power) magic damage for the duration. While not overheated, after 4 seconds of not using his basic abilities he will start losing heat at a rate of 5 every half second, and 2.5 seconds later at a rate of 10 every half second.

You generate 20 heat each ability used, you have three abilities = 60 Heat in one rotation, however you want to play conservatively while out of combat. Why? So if you are ganked you have enough spare heat to escape using your shield.

During the laning phase you should only be using two moves: and . These are your farming tools, and should be used carefully when the enemy goes mia. Abilities like should only be used during team fights and ganks. While this abilities doesnt generate heat you CANNOT use it while silenced - remember that.

Learning to manage your heat gauge will take practise and precision, take your time, learn from your mistakes and ALWAYS have an eye on that guage.

Guide Top



Rumble begins torching the area in front of him with his flamethrower, dealing 40 / 65 / 90 / 115 / 140 (+50% of ability power) magic damage per second to all units in a cone in front of him for 3 seconds. He can move, attack and use other abilities while the flamethrower is on.

DANGER ZONE BONUS: deals 30% additional damage.

This is your key farming ability and you should put a point into this at level 1. While this will decimate creeps in the lane, it will make last-hitting a more difficult task due to the constant damage. For a majority of the game you will have this ability active. Additionally, always monitor the heat gauge and then decide whether or not to activate your .

Scrap Shield

Rumble creates a shield blocking 50 / 80 / 110 / 140 / 170 (+40% of ability power) incoming damage for 2 seconds, in addition Rumble receives a 10 / 15 / 20 / 25 / 30% movement speed boost for 1 second.

DANGER ZONE BONUS: the shields strength and movement speed boost are increased by 30%.

I hear people calling this an escaping ability, while it sometimes is, generally it isnt. With only an one second activation, escapes are going to be a tricky task, this ability should be used in conjunction with or .

While it isnt the strongest escaping mechanism in the game, it is an amazing laning tool and so it should be maxed out second. While laning you will be constantly harassed by ranged champions, with this ability you can take a few hits and get out of the danger zone (pun intended) without risking giving a kill to the enemy team.


Rumble shoots a taser that deals 55 / 85 / 115 / 145 / 175 (+50% of ability power) magic damage and applies a 15 / 20 / 25 / 30 / 35% slow on the enemy hit for three seconds. A second shot can be fired for no additional cost within the next three seconds. The slows from these two tasers can stack with themselves and the duration will be refreshed with the second hit.

DANGER ZONE BONUS: the damage and slow percentage are increased by 30%.

Your primary CC spell, and it is a good one, you have the ability to slow two targets or heavily slow a single enemy (a possible 70% slow). Then why would I prioritize this after my shield? As mentioned rumble has some trouble staying alive in some situations and survivability ALWAYS takes priority over damage. I have tested maxing this ability first to assist in LH creeps but it was not worth the 10 second cool down early game.

The Equalizer

Rumble calls down a line of rockets over the target linear location, it uses click and drag targeting. The rockets deal an initial 150 / 225 / 350 (+50% of ability power) magic damage to all enemies hit on arrival, and also leave a trail of destruction for 5 seconds that slows by 35% and deals 120 / 160 / 200 (+25% of ability power) magic damage per second to all enemies standing on the area.

DANGER ZONE BONUS: No bonus given

A less than 60 second cool down on a slow that causes ridiculous amounts of damage if landed correctly (breathes) and then covers an area causing even more damage... OMFGBBQFTW? I love this ultimate, the CC ability, the slow and the damage it can create. In saying this, it can be tricky to land due to the targeting system and the thin line that it covers.
When do I use my ultimate?

Another question people may ask themselves is when is a suitable time to use Rumbles ultimate? While the cool down is relatively short, you cannot afford to be without it during team fights as it can effectively shut down any escaping paths. What you should also note is that you wont be an ace at placing your ultimate the first few times/games, dont worry about it, we all learn and it will develop with time.

For ganks

[*] Position the ultimate so that fleeing enemies will be slowed or even finished off.
Upon opening: lead the enemy with your line of pain, it will act like a barrier, restricting movement and essentially herding them towards you.
When being ganked: consider how the enemy is positioned behind you, if they are dispersed then position it horizontally, if they are clumped together, position it vertically.


[*] Do I have lane dominance over my enemy? (if I use my ult will I not require it for X seconds)
[*] Is the tower in dire need of assistance?
[*] Is the enemy being very aggressive and tower-diving?

By following these points and questions it should assist you in deciding whether or not your ultimate is required. Additionally, dont be afraid to experiment!

This ability can be used for ganks, clearing creeps (if you get desperate) and keeping enemies at bay away from your tower, really there is so much to say about this ability. What does need to be covered is the timing and placement of the ultimate which is crucial in most team fights.