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Mobalytics

Rumble • build

champion classes mage

Mage

Hard difficulty

Power Spike (Early, Mid, Late)

Early

Mid

Late

Playstyle

Damage Type

88% ap

12% ad

;

Top

Win  48.1%  Pick 0.7%  Ban 0.1%

Top

Win  48.1%  Pick 0.7%  Ban 0.1%

Middle

Win  52.4%  Pick 0.6%  Ban 0.1%

Rumble Top

Win 53.9% • Default build

Rumble Runes

Best runes for the selected Rumble build:

Sorcery
Domination

Summoner Spells

Core Items

Starting Items

Doran's Shield
Health Potion
Warding Totem (Trinket)

Early Items

Sorcerer's Shoes

Core Items

Liandry's Torment
Morellonomicon
Sorcerer's Shoes

Full Build

Liandry's Torment
Morellonomicon
Sorcerer's Shoes
Zhonya's Hourglass
Void Staff
Rabadon's Deathcap

Situational Items

All

Rylai's Crystal Scepter
Banshee's Veil
Morellonomicon
Liandry's Torment
Hextech Protobelt-01

Items vs heavy AP team

Void Staff
Zhonya's Hourglass
Rabadon's Deathcap

Items vs heavy AD team

Zhonya's Hourglass
Void Staff
Rabadon's Deathcap

Rumble Skill order

Q
E
W
Recommended skill order for Rumble Top build:
RumbleFlameThrower
RumbleShield
RumbleGrenade
RumbleCarpetBomb
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

Rumble Best lane matchups

Malphite

+ 233.0

GD@15

Irelia

+ 160.0

GD@15

Shen

+ 124.4

GD@15

Rumble Worst lane matchups

Riven

- 229.4

GD@15

Garen

- 79.2

GD@15

Jax

- 54.6

GD@15

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General information

Rumble Abilities

Description
Cooldowns

Junkyard Titan

Rumble_JunkyardTitan1
P

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.

Flamespitter

RumbleFlameThrower
Q

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%

Scrap Shield

RumbleShield
W

Rumble Shields himself for 1.5 seconds, gaining Heat and bonus Movement Speed. Danger Zone: All effects are increased by 50%

Electro Harpoon

RumbleGrenade
E

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%

The Equalizer

RumbleCarpetBomb
R

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.

Basic combos

Basic Trading Combo 2

RumbleGrenade
E
RumbleShield
W
RumbleGrenade
E
RumbleFlameThrower
Q

Make sure you have 2 instances of your E up before trading.

Basic Trading Combo

RumbleGrenade
E
RumbleShield
W
RumbleFlameThrower
Q

Try not to overheat when trading.

Standard Team Fighting Combo

RumbleCarpetBomb
R
RumbleGrenade
E
RumbleShield
W
RumbleGrenade
E
RumbleFlameThrower
Q

Standard team fighting combo. Never fight in a 5v5 setting without your Ultimate.

Quick tips to play Rumble

Refrain from using your Scrap ShieldW unless you need to. Using it for no reason may give the enemy laner an incentive to duel you.
You can use your Electro HarpoonE 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.

Get advanced combos, tips, and tricks

All this information will be available in
the brand new "Guide" tab.

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