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Rumble Build Guide by Hay1tsme


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League of Legends Build Guide Author Hay1tsme

Super Galaxy Tank Rumble [WIP]

Hay1tsme Last updated on April 29, 2017
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Ability Sequence

1
4
5
7
8
Ability Key Q
2
14
15
17
18
Ability Key W
3
9
10
12
13
Ability Key E
6
11
16
Ability Key R

Masteries

18 Ferocity

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0 Cunning

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12 Resolve

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Threats to Rumble with this build

Threat
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Threat Champion Notes
3
Kled Kled does a lot of damage. Like, a lot. However, while he sits there and tries to auto you to death, he's vunerable to your Flamespitter, so just burn his mount, then burn him. You'll have to really commit in order to kill him so just trading hard is good. He doesn't have any shielding or sustain until he gets some from of lifesteal (usually Tiamat) so once he's out of pots, you can go ham. His Q is a crazy slow with a decent range. If he catches you, just try to flame him down instead of running. His W passive also has a long CS early (12 seconds rank 1) so once he waists that on a minion, it's go time.
3
Nasus Nasus early game is a joke. With no stacks, his only threat is his E, which does a surprising amount of Magic damage. It's very likely he will just be using this to wave clear, so stay back til it expired and either farm, or trade. Early on, Nasus will lose all trades to you unless you screw up royally (i.e, eating too many Qs, or standing in his E too long.) The perma-slow might be scary, but in lane it's only really good for ganks, and for him to run away from bad trades. Just make sure you keep tabs on him. A farmed Nasus can quite literally 1v9
Guide Top

Welcome!

Hello! Thank you for reading my guide, and I hope you find it helpful. Although I've never been high elo, I've always felt as though I've had decent game knowledge, so I figured I'd put that into guide form finally! This is my first guide so comments are always welcomed. Also, I don't know everything, so if something is inaccurate, please let me know so I can fix it! The goal of this guide is to be as informative as possible, so some of my explanations can be a little long-winded, but hopefully you can learn something about this game!

My Experience with Rumble


I've been an on-and-off Rumble player since about Season 4, and have always loved playing him. (except during pre-season 5, but we don't talk about those dark days...) While I've branched out to other top lane champs, (Gnar Gata!) I still consider myself a Rumble main, and I feel like playing him generally taught me how to top lane. Now, hopefully, I can teach you!


TL:DR


First guide, would love helpful comments. Been a Rumble player since Season 4, and have learned a lot playing him Top.


Guide Top

Before The Game: Runes, Masteries, Summoner Spells, and Itemizing

Here's detailed info about Rune, Masteries, and Summoner Spell choices

MASTERIES


The full tree


Ferocity

  • Sorcery
  • Exposed Weakness
  • Natural Talent
  • Battle Trance
  • Piercing Thoughts
  • Deathfire Touch

Resolve

  • Recovery
  • Tough Skin
  • Runic Shield
  • Perseverance

Explanations:


FEROCITY:

  • Expose Weakness over Feast because Rumble is a team fighting champion, and landing a 3, 4, or 5 man ultimate can really amplify your team's damage
  • Battle Trance because Rumble's main source of damage is DoT (damage over time), so trades are naturally extended, giving you the advantage
  • For your keystone, the best choice is Deathfire Touch . It allows

RESOLVE:

  • Recovery is just better in my opinion. 2hp/5 is better then a small bit of Armor/MR because in the event that you have to play passive after a bad trade, it helps you get healthier quicker

  • Tough Skin is a tossup really. It depends on the matchup. If you can push your lane in and roam down mid or TP bot frequently, then I'd say Explorer is better. If the opposite is true and think you're gonna be under tower all game (for example: vs. Heimer) then Siegemaster is likely a better choice. Pre-6 Rumble is easy to dive, so it may just save your life (and net you a double)
  • Runic Armor because of your W shield, not much else to it
  • Finally, Perseverance because, like Recovery, HP regen is underrated. Fearless is for quick trades, which as previously stated, you won't be doing a lot of. Insight is always nice but personally I prefer the regen.

WHY NOT CUNNING:


12 points in Cunning can work as well, but it comes down to personal preference, and a little bit of the matchup. I prefer a tankier build, focusing on out CSing in lane by zoning with Flamespitter and carrying that lead to mid game team fights. If you want to play more aggressive, and go for kills, feel free to go Cunning. I recommend Savagery, Assassin, Merciless, and Dangerous Game.


RUNES


Full Set


Quints:

Ability Power x3


Glyphs (Blues)

Magic Resist x9


Marks (Reds)

Magic Penetration x9


Seals (Yellows)

Armor x9


Explanation:


Quints


AP Quints are part of the 'big 3' tro of Quints considered the best in the game due to them being overstatted. (explination curtacy of Scarra)

Glyphs


Since we have AP Quints, we can afford to take defensive Glyphs, and the best defensive Glyphs happen to be Magic Resistance

Marks


Magic Penn does amazing things on Rumble, so taking them here is a natural choice to increase your damage

Seals


This is where some deviations can occur. Some people like to take HP (often scaling HP) Seals. Personally, since a lot of what you build is HP, and not resistances, I like to take some resistances in my rune page. Either is acceptable, it comes down to what feel right for you, though I strongly recommend Armor, especially against an AD top laner.

SUMMONER SPELLS


Flash


Flash is the standard spell that almost everyone will take. Naturally, Rumble is no exception

Teleport


Again, standard top lane spell, helps make plays from top lane island and provide pressure

Ignite


If the cheese life is for you, or you're running a kill lane, you may opt to take ignite over Teleport. This gives kill pressure but diminishes your map presence, so choose wisely. Technically, you could take Ignite over Flash, but that's just asking to die to ganks repeatedly.

Final Items


Here are some explanations for the the items I have listed as 'finals'
  • Spirit Visage: It's a staple tank item, especially verses mages. It's HP and Magic Resist, along with it's Health Regerating passive make it a good buy against AP damage.
  • Rylai's Crystal Scepter: What used to be Rumble's bread and butter has recently been nerfed into the ground, and for decent reason. Sadly, it's passive doesn't balance out it's meek stats and somewhat steep price. It's been replaced with protobelt, which actually fufills a similar role, letting you stick to people and deal extra damage, and provides some similar stats, but with a much better build path and for 100 gold less. It's still viable, just not as a core item.
  • Banshee's Veil: Great against a lot of AP burst/CC teams
  • Guardian Angel: Generally a good 6th item, with tank stats and the passive. Good for just going ape without having to fear too much about dying instantly
  • Randuin's Omen: With the rise of crit builds, this item is becoming more and more important due to it's crit reduction. The slow is also good for enemies around you not caught by your Flamespitter
  • Void Staff: If you REALLY want to just be Super Mega Death Rumble, it's a good purchase
  • Abyssal Mask: For if you got Negatron but want to be more damage focused instead of defensive. It's also good with a team with a lot of AP, though be warned, if someone else has already built it, the effect doesn't stack.
  • DO NOT GET Frozen Heart: Hopefully somebody else on your team is tanky and will build it. The armor isn't worth the other wasted stats, and cooldown reduction can come from other places. It's a waist of an item slot, and gold, on you


Guide Top

Early Game: Play Smart, Win Lane

With the recent patches, winning lane means even more than it ever has. It secures you a snowball lead, pushes your opponent down, and stabilizes your mentality for the rest of the game. First, however, we need to cover a mechanic unique to Rumble: his Heat meter.

HEAT


Heat management


Instead of mana, Rumble uses heat, which can charge his abilities, or completely disable them for a short time. Heat management is one of the biggest challenges of Rumble, and separates the goods from the greats.

Basics


Using abilities generates heat. The amount generated depends on the ability, 20 for Flamespitter, 20 for Scrap Shield, and 10 for Electro-Harpoon. Heat drains over time after not casting an ability for 4 seconds, so keeping it where you want is a constant struggle. When your heat meter is at least half full (50 or higher,) you enter the Danger Zone and your abilities become more powerful. For instance, your Flamespitter does more damage, Scrap Shield grants a bigger shield and more movement speed, and your Harpoons slow more and do more damage. However, spamming too many spells causes you to Overheat, when your Heat meter fills up to 100. For the next 6 seconds, you are completely silenced, and your meter resets. During this state, you gain attack speed, and your auto attacks do additional magic damage. It's important to keep an eye on where your meter is.

Keeping yourself in the Danger Zone


Keeping yourself at at least 50 heat takes timing and awareness of the heat your abilities generate. For instance, rolling your face on the keyboard will generate 60 heat (harpoons have 2 charges.) Even as you wait on cooldowns, doing this twice rapidly will quickly overheat you, which isn't always good. Time your abilities so that you're always in the Danger Zone, but have room to use another ability in case you need to. This comes with practice, and isn't something that can be easily explained. Customs are your best friend!

When is it good to Overheat?


Sometimes, as strange as it may seem, overheating yourself can be helpful. For instance, while you're trading with your opponent, you can time it so that, once you use all your abilities, you Overheat. That way, while your abilities are on cooldown anyway, you still have a source of damage. Another example is, if you push your opponent out of lane and are at their tower. the magic damage and attack speed work on towers, so Overheating can help take down the tower quicker.

In short, heat management comes with practice and knowledge of cooldowns and heat generation. Always be aware of where you're at!

LANING



Early Levels


Now on to the actual game. Before minions even spawn, it's possible to get a slight advantage. As you're walking to lane, use Q off cooldown, and you'll notice you gain some heat each time. Once you get to about 50 or 60 heat, try to time it so that it stays in that range. This will allow you to push or trade early, or both if you position correctly. Simply farm until level 2, trading as necessary, and ***es the situation from there. If you feel as though you're in danger, take your W. Otherwise, if you're feeling confident, take your E second.

Farming


Rumble's Auto attacks are incredibly slow (think Karthus) when not overheated, so farming with autos takes a bit of practice. That said, properly timing your Q against low health creeps almost guarantees you the farm. Just be careful about overheating, and getting traded while your main damage is on cooldown.

Ganks and Jungle Pressure


Rumble is susceptible to ganks, despite having a speed up. because of his tendency to push and general lack of mobility other then the previously stated speed-up.

Pushing


Rumble's constant AoE DoT means he can flame a lot of minions at once, pushing the lane into the opponent. This can be good for you, because tower will likely take their CS, however it leaves you vulnerable to jungle ganks. In order to avoid this, keep an eye on the map. If you haven't seen the jungler in a while, or he was seen heading topside, it might be time to freeze the lane, or allow yourself to get pushed slightly. However, if they show themselves somewhere else, spam that Q and shove in.

Warding Habits


While nobody is perfect at avoiding ganks, you can mitigate them by warding up. Here are a few good spots for wards:
  • If you're on Red side and shoving in: A good warding pattern if you're constantly shoving in on Red Side is to Control Ward river and save your trinkets for lane brushes. Your Control Ward is safe because you never let your opponent get to river to destroy it, and you can take out any wards they place over the wall. Warding tribrush becomes less necessary as, in order to avoid being spotted, the enemy jungler would have to come around by your red side, which is risky for them.
  • Getting shoved in on Red Side: Unfortunately, if you're under tower, both river and Tribrush are unsafe for control wards. A good alternative is using your trinket on Tri and crug brush. This prevents a dive from behind, and can even spot an invade.
  • Shoving in on Blue Side: Conversely, if you're the one pushing Blue side, you might think it would be a good idea to Control Ward tri. While this is an option, it leaves you somewhat vulnerable from behind. Using a Control Ward in river means constant vision, and there's no danger of the enemy laner taking it out. Therefor, using trinket on tri and Control Ward on river provides much more protection
  • Getting shoved in on Blue side: Finally, there's getting pushed in Blue side. Pink your own Tri and try to keep a ward in river. That's really all there is to it.

Warding lane brushes


It may seem like a waste of a ward but warding lane brushes makes it harder for your opponent to drop minion agro after trading with you, causing them to take much more damage. It also prevents them from sudden popping out and getting the jump on you, and even can be teleported to to surprise them.


Guide Top

Teamfighting

Rumble's Ultimate makes him a teamfighting machine, assuming you can land it. A good ultimate can mean the difference between a won or lost fight. This section will touch on everything teamfighting

Engaging


Teamfights often start with a bang; an engage. Rumble can be the engage, or follow up on it

Being the Engage


If you are your teams major source of engage, then Ultimate positioning and timing is of the greatest importance. First off, observe the fight. If the enemy seems like they're running your team down, coordinate with your team and lay your ult in front of them. This will force them to either back off and reposition or walk through it to get to your team. If your team has the upper hand and the enemy is retreating, lay it behind them, creating a wall between them and safety as your team barrels down on them.

Being the followup


If your team has engaged and gone on, your Ultimate can be used to follow up with more damage. Simply wait for an opportune moment and drop it directly on top of the enemy team. This slows and damages them, likely while they're already affected by other CC. Then, simply dive in with Q, Protobelt, and Zhonya's when needed.

Angles


Vel'Koz isn't the only champ with a degree in Geometry. Rumble Ultimate can be angled any direction he chooses. Instead of laying it straight across, lay down your ult at a bit of an angle. This comes with the risk of a miss, but when landed properly, is devastating. When used properly, the enemy has two choices. Take a walk across the flames and burn up, or skirt along the edges in a predictable path, ripe for skill shots. Either way, it's hard to come back from that


Guide Top

Conclusion

Rumble is a great champ in a lot of situation, and when used properly, can add a heavy hitting AP tank with engage to a team composition. While his Heat and Ultimate make him a bit hard to get used to, once you get past the hurdles, Rumble makes miracles happen!

Thank you for reading my first guide! As said, feedback is appreciated, and I will attempt to keep this guide as up to date as possible. Good luck and have fun out there!