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Rumble Build Guide by Khazem

Top Top Lane Rumble - A comprehensive guide

Top Top Lane Rumble - A comprehensive guide

Updated on April 20, 2019
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League of Legends Build Guide Author Khazem Build Guide By Khazem 84 3 183,934 Views 13 Comments
84 3 183,934 Views 13 Comments League of Legends Build Guide Author Khazem Rumble Build Guide By Khazem Updated on April 20, 2019
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Runes:

1 2
Sorcery
Arcane Comet
Nimbus Cloak
Absolute Focus
Scorch

Domination
Taste of Blood
Ravenous Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+10 Adaptive (6 AD or 10 AP)
+5 Armor

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Top Lane Rumble - A comprehensive guide

By Khazem


Table of Contents

1Introduction



2Getting Ready



3Abilities

4Itemization



5Gameplay



Commonly Used Abbreviations in this Guide


Changelog


Hi! I'm Khazem, a diamond rated League of Legends player. I've been playing this game since early season 1, playing mainly top lane in all that time.

I've been fairly high ranked throughout my time playing this game, hitting Platinum in season 2 and a peak of Diamond 2 in season 3. I consider myself quite knowledgeable about most things top lane due to my experience, time playing the game and the top lane in general.

Rumble is a champion I've always loved and have played since turning to the top lane in season 3, but never quite took seriously until recently where I began to appreciate what he offers and can bring to a team if played well and have been quite succesful doing so.



Pros

+ High AoE Damage
+ Easy resource management
+ Snowballs very hard
+ Strong Laner
+ Game changing ultimate

Rumble's Strengths

Rumble is a powerful lane bully who, with all of his AoE damage, can single handedly change the outcome of a teamfight. Having abilities that cost no resources makes him very hard to deal with for many top laners, as his abilities also have decent range. He has a low cooldown shield ability which makes him a lot more durable than he looks.



Rumble's Shortcomings

Rumble is a champion that can feel pretty useless until you get the hang of him. He's very susceptible to jungle ganks due to his lack of escapes and tendency to push the lane often. Once he falls behind, he is often a sitting duck against champions with gap closers and/or lots of burst damage. His ultimate, while incredibly powerful, can also be very difficult to use correctly.

Cons

- Susceptible to jungle ganks
- Low mobility
- Difficult to use ultimate
- No sustain
- Can feel useless when behind




FLASH
Probably the strongest summoner spell for most champions and Rumble is no exception. Whether it's to escape a gank, dodge a key ability or make an offensive play, Flash is a must-have.

IGNITE
My recommended choice for players in any rank below diamond. Ignite will make you a much bigger threat in lane and if you're looking to climb as a player, getting ahead in the laning phase is the way to go. Always keep in mind that the enemy jungler will often look to punish your aggression when they notice your Ignite pick.

TELEPORT
Usually picked for having more presence on the map or for bad matchups where you might have to recall and Teleport back to avoid losing experience and farm. I highly recommend not using this as a way to "gank" or countergank other lanes, or generally make too many offensive Teleport plays as the cast cannot be canceled and a bad Teleport will put you heavily behind.




Primary


Keystone - Arcane Comet - The strongest option available for Rumble right now. Adds some consistent damage to your poke and when used with an Electro-Harpoon it becomes almost impossible to dodge.

Tier 2 - Nimbus Cloak - Usually the rune of choice here, since there isn't really much else to go for. It can be very strong in situations where you're chasing someone down for a kill, use your ultimate and get the speed boost to get in range for your Flamespitter and Electro-Harpoon. Can also prove quite useful when using your ultimate defensively as a way to escape.

Nullifying Orb - Used when laning against magic damage champions, or against heavy magic damage teamcomps in general. This tiny hexdrinker of a rune can be really clutch and save your life often.

Tier 3 - Absolute Focus - The strongest option in this tier. Scales fairly well as long as you're able to stay high on health and gives the most benefits overall.

Sorcery is, in my opinion, the only viable option for Rumble at the moment. The other trees simply don't offer enough to be worth considering and you will always be downgrading on your Keystone. Going for Domination and Dark Harvest is an option, but not recommended as it is overall a very niche and in most situations weaker keystone.


Secondary




Taste of Blood + Ravenous Hunter - These two runes combined grant Rumble a good amount of sustain in and outside of the laning phase, something he needs in order to keep trading and pressuring. While most of the healing gets reduced due to his main damage being AoE, the fact that he has a very consistent damage output makes this combination very strong on Rumble.


Shield Bash + Bone plating - Can be used in bad matchups as this will give you a very strong boost in survivability in the lane, as well as a bit of extra damage every time you shield as long as you can afford to get into melee range. Always try to use your Bone Plating procs to retaliate if possible as it makes you very tanky while it is active.

Revitalize In lanes where you're constantly going to be taking damage, this rune could prove to be more useful than Bone Plating simply because it'll give you a bigger shield and allow you to absorb more damage.



Adaptive runes



There isn't much to say here. This is, as the name suggests, adaptive, meaning that you should pick the stats you think are going to be best for you in the game. By default, you should go for double adaptive force and armor (against a physical laner) or MR (against a magic damage laner). In cases where you are laning against Renekton, Jayce or Pantheon (and possibly Riven) specifically, I suggest one adaptive force rune and two armor runes.







JUNKYARD TITAN
HEAT: Rumble gains Heat each time he uses a basic ability and loses 10 Heat per second after not using any abilities for 4 seconds.

DANGERZONE: Rumble's basic abilities are enhanced when he is at/above 50 heat.

OVERHEATING: At 100 Heat, Rumble becomes Overheated, silences himself for 6 seconds. While silenced, his basic attacks deal 25 − 110 (based on level) (+ 30% AP) bonus magic damage each while his Heat decays back to 0 over the duration.


details


USEFUL TIPS
  • The enhanced attacks apply other on-hit effects and can critically strike as normal (the bonus damage cannot) but do not affect structures.
  • Rumble can use summoner spells and/or active ability items while silenced.
  • Rumble can still use Electro-Harpoon if any charges were stored prior to reaching 100 heat.
  • Even though he can use the summoner spell, he is unable to Cleanse the silence, neither can he reduce the silence's duration in any way.



FLAMESPITTER
Rumble activates his flamethrower for 3 seconds, granting 20 Heat and dealing 175 / 210 / 245 / 280 / 315 (+ 110% AP) magic damage every 0.25 seconds to all enemies in a cone in front of him. Deals 60 / 65 / 70 / 75 / 80% damage to minions.

DANGER ZONE: Flamespitter's damage is increased by 50%.

details


USEFUL TIPS


SCRAP SHIELD
Rumble tosses up a shield for 1.5 seconds that absorbs 100 / 130 / 160 / 190 / 220 (+50% Ability Power) damage. Rumble also gains an additional 10 / 15 / 20 / 25 / 30% Movement Speed for 1 second.

DANGER ZONE: Scrap Shield's effects are increased by 50%.

details


USEFUL TIPS
  • Scrap Shield has no cast time and does not interrupt Rumble's previous orders (basic attack animation is canceled on-cast)


ELECTRO-HARPOON
PASSIVE: Rumble stores an Electro Harpoon charge periodically (up to 2 at once) Charges stored prior to reaching 100 Heat resource Heat can be used while Junkyard Titan 3 overheated.

ACTIVE: Rumble shoots a harpoon, dealing 60 / 85 / 110 / 135 / 160 (+ 40% AP) magic damage to the first enemy hit and lowing them by 15 / 20 / 25 / 30 / 35% for 2 seconds. Hitting the same target with another harpoon enhances the slow (stacks additively)

DANGER ZONE: Electro Harpoon's effects are increased by 50%.

details


USEFUL TIPS
  • Two consecutive Electro-Harpoon hits on the same target cannot reduce enemy movement speed below 110, reducing non-linearly when going below 220 (gets closer to 110 the stronger the slow, varying between 110 and 120 if the target didn't purchase Boots of Swiftness)
  • Each Electro-Harpoon cast triggers Sheen (and its upgrade)'s Spellblade and stacks Force Pulse.


THE EQUALIZER
Rumble deploys a barrage of rockets 1000 units down the target path, landing in a line over 1 second and lasting for 5 seconds. Enemies within the line of rockets take 70 / 105 / 140 (+ 17.5% AP) magic damage every half-second and are slowed by 35%. After leaving the area the damage will linger for 1 second.
details


USEFUL TIPS
  • Disable smart cast before using The Equalizer as otherwise it will not let you drag out the ability as you intend to.




Flamespitter
Scrap Shield
Electro-Harpoon
The Equalizer
1




Q
2




E
3




W
4




Q
5




Q
6




R
7




Q
8




E
9




Q
10




E
11




R
12




E
13




E
14




W
15




W
16




R
17




W
18




W



This is the standard ability sequence for Rumble. Q is maxed first for damage, E is usually maxed before W because you gain more from levels in E (damage and slow%), while the benefits of maxing W are lower due to the cooldown staying the same.

In bad matchups, you can still grab a point in W at level 2 and max it second just for the shield strength.

In certain lanes, or in invades, it's often better to start off with E at level 1 and then continue with the normal ability sequence.



WARDING TOTEM
The trinket of choice for the early laning phase. You may be looking to upgrade it later but in general you want to sit on this for most of the game.

+


OR

The safest and usually best choice. Gives you some sorely health regen, helps with the last hitting and generally will keep you in lane for longer.

If you're feeling confident and just want to snowball from the start, this can be a good option simply for the stacks gained on kills/assists. If you can get stacks Dark Seal becomes very efficient.




Morellonomicon

One of the core items for every Rumble build. With a nice mix of AP, penetration and health, this is the perfect item for Rumble. Note that you can buy and sit on Oblivion Orb early on if you feel like you don't immediately need the grievous wounds.

Liandry's Torment

Another core item on Rumble. Due to consistent Rumble's damage is (and how you can stay in combat for as long as you want), Rumble benefits a lot from both passive effects on this item.

Rylai's Crystal Scepter

This item is very powerful when combined with Liandry's Torment as it will increase the burn effect when you slow enemy champions, which will be applied more consistently with Flamespitter once you have this item.

Void Staff

Whenever the enemy team starts getting some magic resistance, look to get this item after you've completed your core.

Rabadon's Deathcap

Great as a 5th or final item to get a strong damage boost. Avoid getting this before building your 3 item core and do not prioritze this over Void Staff when the enemy team has a significant amount of MR.

Hextech Protobelt-01

Very situational, but viable. Good for faster wavelcear, adding a bit more AoE damage to your rotation and adds a nice bit of health. You can build this against squishy teams if you are strong enough to get up close and personal with your opponent.

Spellbinder

An alternative option to Rabadon's Deathcap. This will empower your initial burst but your overall damage output will be lower compared to other options. Get this if you need to get your damage out quickly, or if you feel like you need the speed boost to even deal damage in the first place.

Sorcerer's Shoes

The standard choice for boots as stacking flat magic penetration is very strong on Rumble. Get these if you don't need either of the defensive boots.





Zhonya's Hourglass

Good defensive option for most games, even if the enemy team is low on physical damage. Having this item allows you to play teamfights more aggressively and the offensive stats it offers are decent enough.

Banshee's Veil

The go-to magic resistance item as it also offers a nice amount of AP and CDR. Good to get against champions with a form of hard engage and to generally make you look like a less attractive target to focus.

Adaptive Helm

Strong defensive choice when you're looking to deal with magic damage champions that have a lot of damage coming from the same ability, such as Cassiopeia, Karthus, Azir, etc.

Mercury's Treads

Against teams with heavy CC that is hard to dodge or get away from, these boots will make your life a lot better. Generally also a good idea if you're dealing with very magic damage heavy teamcomps.

Ninja Tabi

Strong defensive boots, but in my opinion only worth it if the enemy team is unusually heavy on auto attackers or physical damage champions in general.



So now I've listed all the items that are good to buy, you still need to be able to make a good build using those items. Knowing what items to get comes with experience but here's a couple of standard guidelines.

STARTING
This is usually going to be the standard Doran's Shield start. Unless you're looking to style on kids, this is the best option. Don't forget to buy your Stealth Ward.

GETTING THE CORE
Next up is your core build. The core for almost every game consists of Morellonomicon, Liandry's Torment and Rylai's Crystal Scepter. As mentioned previously, Rumble benefits a lot from flat magic penetration, so getting Sorcerer's Shoes early, as well as at least an Oblivion Orb is very strong in most situations. If you're against a tank, or your opponent is building magic resistance early on, avoid the flat penetration and instead go for a Liandry's Torment into Rylai's Crystal Scepter. Against certain opponents ( Singed, Kennen, Jayce - assuming they're building any kind of MR), it could be better to hold off on upgrading Haunting Guise until after you've completed your Rylai's Crystal Scepter. Against certain teams it can also be smart to get a defensive Zhonya's Hourglass or Banshee's Veil before finishing your core.

FINISHING THE BUILD
Once you've completed your core ( , , ) and completed your upgraded boots, it's time to finish the build. This is always going to be situational and will depend on a lot of things. For example, if you simply need more damage and the enemy team doesn't have multiple champions building MR, go for a Rabadon's Deathcap. If you're dying too much, consider a defensive item. If the enemy team is stacking MR, build a Void Staff. Note that if the enemy team has a significant amount of MR early on, look to complete the Void Staff earlier, in favor of Morellonomicon.



item set code




Before the laning phase even starts, make sure you're out of the base as early as possible so you can cover for possible invades, or participate in an invade should your team be attempting to. If you do end up having a level 1 fight, starting with Electro-Harpoon is the better choice as it has a lower cooldown, a slow and Flamespitter just isn't very strong at level 1.

Laning on Rumble can be fairly tricky due to his susceptibility to ganks combined with the fact that his main damage output is an AoE that will often inevitably start pushing the lane. How you do end up playing the laning phase will depend on the enemy top/jungle combination and is something you should always think about. If they have a jungler that is likely to gank early and often, avoid playing aggressively and allow the opponent to push, even if it's a good matchup for you, you're going to want to play it safe unless you have vision/knowledge of the enemy jungler's pathing.

Always try to keep track of where the enemy jungler is starting by looking at when the enemy top and bot lanes go to their lanes. If you suspect the enemy jungler started in the top side of his jungle, try to place an early ward in the river or tri-brush (depending on what side you're on), unless it's a jungler that is unlikely to come for a level two gank (usually after they kill the scuttle crab).
Keep in mind that in the current jungle meta early scuttle crabs are very important, so if your jungler is starting top side along with the enemy jungler, push the first wave as hard as you can so that if a fight for the top side scuttle crab happens you can help out before the enemy top laner can.

Note: If you suspect the enemy jungler started on the bottom side, expect them to look for a top gank at around 2:30-3:00, so ward accordingly.



Early ward for when you are on the blue side

Early ward for when you are on the purple side

Managing your Heat


Heat is the main mechanic you're going to want to play around with Rumble. There are three stages of Heat, each with their own effects. At 0-49 Heat, nothing really happens. Rumble does normal damage and his abilities do what the tooltip says they do. Once you get to 50 Heat (up to 99), you will notice your Heat bar turning yellow. This, for most of the laning phase, is the sweet spot that you're going to want to sit on. It empowers all of your abilities and makes you very hard to deal with. Learning how to keep your Heat inside this sweet spot for as much as possible, while also managing the minion wave properly and making sure to not overheat at the wrong time is the key to becoming a better Rumble player.

As soon as you hit level 2, you'll be able to start getting to this sweet spot, which from here on I will call by its proper name the "danger zone". The easiest ability to use to reach the danger zone without getting punished for spamming abilities is Electro-Harpoon. Use it often, even if you can't hit a champion with it, to either build up your Heat, or to keep it from decaying below 30% (a general rule of thumb here is to never let it sit on two charges - expend one whenever you get your second one back)
Avoid overheating when just poking for damage as this will give your opponent a window to kill you. Overheating is fine if consciusly doing so for extra on-hit melee damage.

It's very important to know exactly how much Heat each ability generates so you can play around it much better and not accidentally overheat. Flamespitter generates 20 Heat, Scrap Shield generates 20 Heat and Electro-Harpoon generates 10 Heat per charge. The Equalizer generates no heat and also gains no bonuses from danger zone.


Pressuring your opponent under their turret


Another thing you should try to get comfortable with on Rumble is pressuring melee opponents under their turret while they're trying to pick up farm. In certain matchups, you can gain advantages simply by hard pushing the waves over and over, then taking advantage of your range (and their lack of) to pressure them while they can't really retaliate. Go into a practice game and try to get used to both the turret range and the range of your Flamespitter so that you can continuously harass the enemy top laner while they're desperately trying to farm.




Freezing the lane


Setting up a freeze can be really strong in certain situations. With a succesful freeze, you can either zone the opponent from a lot of minions if you are ahead, or if you are behind you can keep your lane in a spot close to your turret so that the enemy top laner has to put himself in a dangerous spot in order to farm and break the freeze, giving your jungler a nice window to gank.

What is a freeze?
Simply put, you speak of a freeze when you can keep your lane in the same spot for an extended amount of time, while being able to farm and blocking the lane from moving into your turret.

How do you set up a freeze?
In order to set up a freeze, you need to first have the lane push to you. This is usually accomplished through hard resetting the lane by fast pushing into the enemy turret, but there are other situations in which you find the lane pushing towards you. Once the lane is pushing to you, you always need to make sure the opponent's minion wave is bigger than yours. This often means you will have to block the enemy minions for a while in order to keep them in the same spot, but try not to take too much damage while doing so. If needed, thin out the wave by killing a couple of caster minions.

When to freeze the lane?
  • If you are ahead, you can set up a freeze in order to deny the enemy top laner gold and possibly experience.
  • If you are being heavily pressured by the enemy jungler, try to freeze the lane in a safe position in your lane.
  • Generally if you are behind, you can try and take opportunities to freeze so you can farm up safely, but avoid freezing the lane for too long if your opponent is roaming and making plays around the map.
  • If your opponent bases and the wave is pushing towards you when he does, you can set up a freeze before you go back to base yourself (or even if you're staying) to deny more gold and experience.

Keep in mind though, that while freezing the lane sounds great in theory, you're not always in a position to do so whenever you please. It's very hard to do when you're behind since the opponent can often just walk up and break the freeze when they feel like it. Freezes are most powerful when you are ahead and you're able to zone your opponent off of the wave.


Slowpushing


Slowpushing is a very underrated form of lane control that not many players make the most out of, or even realize how powerful it can be, but when used at the right time, a slowpush can have many benefits.

What is a slow push?
A slowpush is, as the term suggests, a slowly pushing minion wave. It's a wave that keeps growing as it gets closer and closer to the opponent's turret, and thus becomes more and more powerful of a tool as it continues to grow.

How do you set up a slow push?
A slowpush can be started in several different ways. The easiest way to achieve a slowpush is by simply killing off the opponent's caster minions so that their wave does a lot less damage to your wave, creating an inevitable push. By leaving the melee minions alive as long as possible, the wave won't be pushing too fast either and your own wave will start to build up.

When to slow push?
  • If you simply want a window where you can punish the enemy top laner for getting too close. Unless you are very far behind, they can never trade with you when you have a slowpush going since the minions will do too much damage to them.
  • If you want to set up a dive. This is often done in high elo and even pro play. You set up a slowpush and keep it going for as long as possible to create a very big wave, and before it reaches the opponent's turret, coordinate a dive with your jungler. If the dive is succesful, they will not only die, they will also lose the massive wave you've stacked up and you can use this to get a bunch of turret platings.
  • Outside of the laning phase, slowpushes can be utilized to create pressure in an empty lane before roaming and helping out your team. The wave eventually gets too big to ignore and it will force the enemy team to send someone to respond to it.

Fast pushing


Pretty straight forward, a fast push is simply a way to push the wave more quickly.

How to fast push?
Instead of killing the caster minions to start a slow push, you kill the melee minions as fast as you can so that your wave will burn through the rest of that wave much faster. If your opponent is not in lane, you can simply fast push by clearing the entire enemy wave as fast as possible.

When to fast push?
  • If your opponent goes to base, dies or roams, you can fast push to have your minions crash into the turret quicker and deny the gold and experience.
  • If you have full control of the lane but your opponent isn't a viable kill target, you can fast push to give yourself the freedom to roam.
  • If you want to base without losing too much experience, you can first fast push the wave into the enemy turret to buy yourself time to go for an efficient base.

Controlling the wave against ranged opponents


Now this is something many people don't often think about, but there are actually ways to control the waves in situations where you can't walk up and cs without taking a lot of damage. Simply by letting the enemy top laner auto attack you once while you're inside your minionwave, your minions will stop attacking the enemy minions and attack the enemy top laner instead, thus making sure the enemy minions will outlast yours, creating a slowpush to your side and allowing you to pick up this farm once it reaches your turret. Make sure not to get poked down too hard doing this as you will be at risk of getting dove once the wave is at your turret, do not let yourself get into too vulnerable of a position. Doing this, you can break freezes or just have your wave come to your side without putting yourself into too risky of a position. This can also be applied against melee champions in cases where you are struggling.


Minions are strong


This is something that is very very important to understand and something newer or lower ranked players fail to realize. Minions are strong. They deal a lot of damage if you let them hit you and it is something to both keep in mind and something you can play around in trades. Always keep in mind that auto attacking the enemy top laner will result in nearby enemy minions targeting you and the same will happen the other way around. Knowing when you can trade and when you need to back off based on the number of friendly and enemy minions is a very important skill in order to deal with certain matchups.


Bone Plating


This is a very important rune to play around in general as a top laner and something people don't pay enough attention to. Playing around this rune properly is going to have a massive impact on how well you trade with your opponent so I cannot stress enough to always keep track of this rune.

So when you're laning against a champion that is running Resolve (in either primary or secondary), chances are that they are using a rune called Bone Plating. This means that every 45 seconds, whenever you hit them, Bone Plating will proc and will heavily reduce the damage you deal to them for the next 3 attacks or spells. This basically means that you do not want to go for extended trades into a proc of this rune. Instead, look to proc it with your Electro-Harpoon, wait it out and then you will have a 45 second window to go for stronger trades.


Notice the green shields around the champion when bone plating is procced.





Outside of the laning phase, Rumble can be extremely strong in early/midgame teamfights because of how powerful a well placed The Equalizer is. Rumble also generally doesn't scale very well in a 1v1 against most other top laners despite his early advantages. Because of these factors, you're going to want to start grouping with your team pretty early on.

Now obviously you don't just want to leave your lane forever, you want to keep picking up farm and experience in the side lanes as the game goes on. Before you decide to leave your lane, you always want to have your wave be far enough from your turret, ideally leaving it in a state where it is pushing towards the opponent's tower before going off to do other things.

Try to time your pushes and bases with objectives. Don't have your minion wave crash into your turret or go back to base when an Infernal dragon is about to spawn. Instead, anticipate and set yourself up so you can be there when a fight breaks out, especially when either an Infernal or Mountain dragon is about to spawn. Keep an eye on the timers and which dragon is up next and with about a minute to spare, push out your wave, base, buy items, and join your team for a potential teamfight.

I cannot stress enough how key Rumble's mid game teamfighting is as this is really where he is at his strongest and if you're looking to carry a game on Rumble, these fights are often going to play a huge part in it. Rumble isn't the type of champion you send off to a sidelane to push all game long and draw attention of multiple people as the longer the game goes on, the weaker he gets in those 1v1 and 1v2 fights.

As a general rule of thumb, when you have Teleport, you always want to look to push the lane on the opposite side of the most important objective that is either currently up or about to spawn. (pre-20 minutes this will usually be the Rift Herald, unless it's an Infernal or Mountain dragon, post-20 minutes this is almost always baron Nashor) Having Teleport means you can easily join a fight on the opposite side of the map whenever necesssary. Without Teleport, you're still generally looking to do the same thing, except you will have to adjust your timing and always be ready to move when your team needs you. If a fight breaks out on the opposite side of the map and you can't make it there in time, simply keep pushing the lane you're in as hard as you can.




So as previously mentioned, teamfights are where Rumble shines, especially around the 2-3 completed item mark and at every ultimate level (6, 11, 16). This is mainly due to one big factor: The Equalizer. This is one of the strongest ultimate abilities in the game but also one of the hardest to use correctly.
Generally, you want to place it in a way where it not only hits multiple carries directly, but also forces them to move through it for an extended period of time in order to escape.

In most cases, your focus will be the opponent's carries, at least with your ultimate, but you should be looking to get as much of your damage on as many enemy players as possible.
If needed, you can use your Electro-Harpoon charges to peel for one of your carries, if not, try to use it on the squishier members of the enemy team so that they can be picked off easily.

Keep in mind that Rumble is a fairly squishy champion that, other than health, does not build many defensive stats, so unless you're very far ahead you don't want to play fights too aggressively (at least not initially). After placing down your ultimate and getting as much out of it as you can, you want to dance around teamfights using his Scrap Shield as mobility and trying to land Electro-Harpoons before sealing the deal with your Flamespitter damage.

As a general rule of thumb, unless you are ahead and think you can take on the enemy backline by yourself, you want to stick with your own backline and just do damage to anything that comes close enough. If you overextend and get focused down, you will die very quickly.

Lastly, remember to keep track of your heat and try to maximize your danger zone. Overheating in a fight is deadly and almost never a good idea so avoid it at all costs. You don't need to spam abilities, but rather wait for the right time to get some good Flamespitter damage in while in the danger zone, as well as getting those big slows on key targets.




NOTE: This will only feature the most common top lane champions in the current meta. These will also only be pretty general guidelines because most matchups are very dependent on a lot of factors that you simply can't always forsee. You can use this guide to get an idea of how these tend to play out but it will be up to you to learn how to deal with every situation. Most of the less common or niche matchups will be briefly explained in the cheat sheet at the top of this guide.

- FAVORABLE MATCHUPS -


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- SKILL MATCHUPS -


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- HARD MATCHUPS -


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MORDEKAISER

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