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Power Spike (Early, Mid, Late)
42 / 62
Win Rate 50.2% based on 2 725 matches
Import this build directly into your game client:
@ 15 sek
@ 5 min
@ 21 min
Generates Heat (Resource Bar) each time he uses a basic ability while losing 10 Heat per second after not using any ability for 4 seconds. He gains Danger Zone at or above 50 heat, and becomes Overheated at 100 Heat.
Danger Zone: Basic abilities are enhanced.
Overheating: Rumble's abilities are disabled for 6 seconds. During this time, his auto-attacks deal bonus magic damage to non-structures while his heat decays back to zero.
Activates his flamethrower for 3 seconds, gaining 20 heat and dealing magic damage every 0.25 seconds to all enemies in a cone in front of him. This ability deals reduced damage to minions.
Danger Zone: Damage increased by 50%
Rumble Shields himself for 1.5 seconds, gaining Heat and bonus Movement Speed.
Danger Zone: All effects are increased by 50%
Passive: Periodically stocks an Electro Harpoon charge, up to a maximum of 2 charges.
Active: Shoots a harpoon, gaining heat and dealing magic damage to the first enemy hit and slowing them for 2 seconds. The slows can stack if the same target is hit by the harpoon again.
Danger Zone: Effects are increased by 50%
Deploys a barrage of rockets down the target path, landing in a line over one second and lasting for 5 seconds.
Enemies within the line of rockets take magic damage every 0.5 seconds and are slowed by 35%. The damage will persist for 1 second even after leaving the area.
Refrain from using your W unless you need to. Using it for no reason may give the enemy laner an incentive to duel you.
You can use your E to last hit and secure minions that are far away from you. This will help you survive and pick up CS if the enemy is zoning you away from the minion wave.
Keep an eye on your heat bar. Try to avoid overheating as you will be unable to use any abilities when trading.
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