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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Junkyard Titan (PASSIVE)
Rumble Passive Ability
Important!! Read this first!!
Hello there. I'm Wimmerd and I'm here to explain why and how I think Rumble is as viable Mid as he is Top. Before we go into that though, I first want to clarify what the purpose of this guide is. Most guides aim to be very complete and in-depth, bundling all the information a player needs into one guide. They aim to really introduce you to a champion and completely guide you into how to play your champion. My aim is slightly different. This guide is actually mostly aimed at people who are already familiar with him on Top and want to see if he is also viable Mid. I have tried to include some basic information here, but there's already plenty of very good general, complete, in-depth guides out there. There's no reason for me to just copy what they are already saying. For instance, Staafmixer's Scrapyard Tactics is a must read. He already wrote great stuff about ![]() ![]() Therefore, I highly recommend and must urge you to read Scrapyard Tactics first! My guide is more intended as an adjustment-for-mid, an add-on or DLC as you will, specifically aimed at what is different when playing Mid. |
I'm very curious to hear your opinion, but do keep in mind that I expect you to at least read what I wrote. I know some of the stuff is unconventional so don't just say 'omg that's different so it must be bad' ;). Anyway, now that we've got all the legal stuff out of the way, here we go!
Roaming
Rumble is an excellent roamer for a number of reasons:
- He can push his lane very hard with
Flamespitter, thus enabling the roaming
- He has a speed boost from his
Scrap Shield, plus Rumble can benefit from the time spent running to charge his passive
Junkyard Titan
- He can fire his ulti
The Equalizer from outside of sight
The Equalizer forces people to not run straight to the tower (or use a flash)
- His
Electro-Harpoon is also a nice slow
His roaming ability is a little lost when he plays Top. When you are Mid you can really take better advantage of this roaming ability.
Here's a video of some roaming with
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Laning
Most of the time you will face some kind of AP carry @ Mid. I actually think this is favorable to the AD Bruisers you will often face Top.
This is because
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Facing a Bruiser that does more continuous damage, it's much harder. This is because some of them will just stand in your
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To put it in other words, your cooldowns are favorable to the AP Carry ones, but unfavorable to the auto attacking bruisers. The reason all this works is because you can tank and dodge with
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Snowballing
Another reason why I think Rumble works @ Mid is because I think he snowballs just as much as other AP Carries (and thus more than other AP Off-tanks). Every champion needs kills to snowball but since you have a good chance to have a favorable matchup @ mid and you can roam as much as you want, you should be able to get some.
Teamfighting
The burst damage he lacks is made up by the AoE damage he does. Both
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Also, the main focus of the APC should be to get the enemy ADC. Most of them do it with a quick burst. You can do it with a long-ranged ultimate and nice maneuverability. Hitting
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No need for blue
Since Rumble does not use Mana and he doesn't really need the cooldown reduction, he has no need for blue. This is not so much something that makes him more viable as a Mid, but more like a nice extra. It improves the synergy with junglers that benefit from blue.
Pros
+ Great roaming+ Can dodge/tank bursts and hit back + Snowballs pretty hard + Great Teamfighter because of AoE |
Cons
- Not easy to farm- Not strong early, needs all of his abilities - You can silence yourself ![]() You really need to master his passive if you want to be good with Rumble. Overheating at the right time will make or break you often. |
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I only take three points here so I can take
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I took 3 points in this since we'll need the MR more than armor. Most of the time you will face an AP Carry mid. |
The other of the 21 points in offense are important because we need to do damage as AP Carry, that is our role. Therefore we pick up as much AP masteries as we can.
I went with the other 9 in defense because we are trying to survive the initial burst of the enemy AP Carry.
The utility tree revolves mostly around Mana or CDR. Both of which we don't need.
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These are exactly the same 21-9-0 masteries Staafmixer uses in his guide Scrapyard Tactics. You can find some more explanation there if you need it.
Quintessence of Movement Speed: The movement speed helps with roaming and dodging. It also helps you get in range for
Flamespitter. Either in laning, ganking or teamfights.
Greater Mark of Magic Penetration: We have a lot of Magic penetration. Boots, Liandry, Abyssal and these runes. This helps us get kills during laning + we stay strong late game if they stack MR.
Greater Seal of Scaling Armor: aimed at late game team-fights where you will want to take out the enemy ADC. Since he won't like you running at him, these help with the damage :).
Since you only need it late game, I prefer the scaling ones.Greater Glyph of Magic Resist: you are laning against the enemy AP. Getting some MR is always a good idea in that situation.
Other options:
Greater Seal of Magic Resist: Since you'll be laning against the enemy AP Carry, more MR is never a bad thing. Don't forget there's still teamfighting though, not to mention an enemy jungler or the enemy players you want to gank.
Greater Quintessence of Ability Power: Never bad runes on an APC, but I actually think these are better on Top Rumble. We want to roam, dodge and get in range for
Flamespitter! Doing more damage is slightly less valuable to your team compared to more ganks/roaming. At least it is to me. Overall, still no bad runes, close call.
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![]() ![]() Be sure to take ![]() ![]() |
Other Spells
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You will notice that ![]() ![]() ![]() ![]()
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Ghost is viable. It can help you with even faster ganking. On the other hand, you already have ![]() ![]() |
For a good explanation on how to use your abilities during laning (farming), I'll refer to a very good guide by Zakkery, here.
Most of the time, you will be facing AP Carries. A lot of them with skill shots.
The basic idea here is that you can use your speed boost and shield from
Scrap Shield to either dodge (preferably) or tank an incoming skillshot. If you time it correctly you will dodge/tank with the shield and counter-engage really quickly because of the speed boost.
The enemy will have no chance but to retreat, as they will have one of their abilities on cooldown, with no chance for an even exchange.
You can do this much more constantly on Mid since those AP Carries have no basic attacks to fall back on. They either run or die.
I took a little clip from my last game demonstrating this versus Diana. Even though I move in the wrong direction initially, you can see my shield tanks the blow and if I had moved forward immediately she would have had little time to react. Luckily, I was facing a slow Diana, so you can still see the result when you succesfully get them to run from you :).
Basics
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You want to max this first, just as you do on Top. It's still the main damage source on ![]() |
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Allows you to tank/dodge some of the abilities of your lane opponent. Also allows for better roaming (speed boost, keeping ![]() ![]() I also like to take my first point in ![]() ![]() ![]() ![]() |
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You want to level this up as quickly as possible after ![]() ![]() |
Exchanging
Most of the time, you will be facing AP Carries. A lot of them with skill shots.
The basic idea here is that you can use your speed boost and shield from
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The enemy will have no chance but to retreat, as they will have one of their abilities on cooldown, with no chance for an even exchange.
You can do this much more constantly on Mid since those AP Carries have no basic attacks to fall back on. They either run or die.
I took a little clip from my last game demonstrating this versus Diana. Even though I move in the wrong direction initially, you can see my shield tanks the blow and if I had moved forward immediately she would have had little time to react. Luckily, I was facing a slow Diana, so you can still see the result when you succesfully get them to run from you :).
For teamfights I again want to refer to another guide. You can find everything you need in Scrapyard Tactics.
When playing
Rumble as a Mid AP Carry we will be focusing to do lots of AoE Magic damage over time, staying alive long enough for all the damage to be delivered. This is what
Rumble is good at, and we should play into this strength.
A lot of other AP Carries deliver their damage in short, combo bursts (for instance
Ryze w-e-q or
Ahri's e-w-q), darting in and out of combat, waiting for their cooldowns to pass.
Rumble however can actually spam his abilities a lot more because of the very short cooldown, mostly on
Flamespitter. Where other AP carries have moments where they do almost no damage at all,
Rumble will keep on chaining his abilities until he inevitably ends in overheating.
You will be a pretty tanky for an AP Carry but that doesn't mean you should just jump in. You will die very quickly if you draw too much focus from the enemy team. Use your mobility to your advantage and be especially careful for champions with cc! They are a nightmare for
Rumble as it will make it very hard for you to hit any of your abilities!
Here's some basics:
You can see me use
The Equalizer to engage. After that I active my
Scrap Shield right before jumping in the bush. I follow up by a quick
Flamespitter because I know the enemies will be in range. They use a knock-up but it's already too late as the
Flamespitter is already actived. I then use
Electro-Harpoon to slow the feeling
Zilean. Since he revives I chase him with
Scrap Shield and
Flamespitter, using those same abilities to tower dive.
At the very end you can see my timing was off to tank the
Time Bomb, but you can also see this very last spell is the moment I overheat. If I had overheated under the tower before starting
Flamespitter I would have had no kill because I wouldn't have reached him with basic attacks.
Junkyard Titan is a passive you will learn to control over time by playing.
When playing
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A lot of other AP Carries deliver their damage in short, combo bursts (for instance
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You will be a pretty tanky for an AP Carry but that doesn't mean you should just jump in. You will die very quickly if you draw too much focus from the enemy team. Use your mobility to your advantage and be especially careful for champions with cc! They are a nightmare for
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Here's some basics:
- Use
The Equalizer to engage on the enemy, forcing them to reposition.
- Use
Electro-Harpoon on somebody's who's running, for slows and damage.
- Use
Scrap Shield as a gap closer while tanking some damage.
- Use
Flamespitter for massive damage barbeque!!
- Try to only overheat in the end of a fight.
You can see me use
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At the very end you can see my timing was off to tank the
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Core items
Item Sequence
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Liandry's Torment
3000
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Abyssal Mask
2650
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Sorcerer's Shoes
1100
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Warmog's Armor
3300
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Rabadon's Deathcap
3600
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Zhonya's Hourglass
3250
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An item that gives us just that is ![]() |
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Since we're laning versus an AP Carry I like to get some MR early. I think this helps out more per gold than spellvamp does. If you use your ![]() |
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After completing ![]() ![]() ![]() |
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We have lots of damage dealing now and you should be starting to feel how things are going. This is the point where you should start being a little flexible and make a choice depending on what you need. You basicly have 3 options here. ![]() ![]() ![]() I know a lot of people like to go with ![]() |
I actually think it's better to forgo the crystal scepter altogether and go for ![]() ![]() ![]() ![]() Why? First off, looking at the AP/HP it gives you, it's good but nothing special. ![]() ![]() ![]() ![]() ![]() ![]() ![]() So what about the passive then? Can the passive make this item worthwhile? ![]() ![]() The problem is though, we already have two out of three abilities that slow! Do we really need our slows to slow even more? We would only be slowing MORE, not adding a slow .. it's already there! This is a huge difference compared to other champions! Because of this, it's also not necessary to get a ![]() ![]() ![]() ![]() As you can clearly see, the passive damage counters show almost exactly the same damage. You can also see the double damage is procced on the first ![]() If you want the math, here it is: ![]() So, in summary. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() It is still a very good item to have, despite all this. As was pointed out in the comments, having that slow on your ![]() ![]() ![]() |
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A good amount of AP, combined with a nice active for teamfights. Also, this is the first item that actually offers some armor, which you might be sorely lacking by now. It might not be a bad idea to take this item before ![]() |
Other items
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I know a lot of people like the ![]() ![]() ![]() ![]() Moreover, you shouldn't need the sustain against almost any mid opponent. You have more health and you have a shield, which scales with AP. You already have MR. You should be the one making your opponent think about getting spellvamp. Finally, we are trying to snowball since we are the carry. It's no rocket science that it's easier to get a kill with more AP. The spellvamp helps you stay alive, but the difference is too marginal. Especially since you will not be constantly using your ![]() If you have an AP Top, it might be an idea for him to get it. Maybe he needs the sustain .. and it's always a nice aura to benefit from. |
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![]() ![]() It is actually more geared towards champions that don't necessarily have high AP or rely on their abilities for damage, since the damage it offers, is flat. While ![]() It's not bad, but there's better options to get tanky and/or do damage. |
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I hope I've been able to make you think about Rumble as a viable option for Mid/AP Carry.
Please leave a message in the comments with feedback. I'd really appreciate it. I'm just as interested to hear your opinion as I was to sharing mine. If you've tried it, I'd be thrilled to hear your experiences.
Do keep in mind I value constructive criticism. Try to explain why you think something is wrong.
Also, Trolls will not be fed.
If you want to leave a vote, please do. Comment to vote is on though. I'd like you to explain your vote :).
Like so many others before me, I have to thank jhoijhoi for her work on the template and guide, which you can find here. It took some time to find everything here but it really helped me out.
Also want to reference Staafmixer's guide Scrapyard Tactics. I believe his builds are very strong. His guide helped me get hooked on
Rumble.
Thanks to the commenters that took the time to read this through and leave their opinion. I've had a lot of fun writing this and I think discussion is what births new insight.
01/08/2013
10/07/2013
11/06/2013
13/05/2013
Please leave a message in the comments with feedback. I'd really appreciate it. I'm just as interested to hear your opinion as I was to sharing mine. If you've tried it, I'd be thrilled to hear your experiences.
Do keep in mind I value constructive criticism. Try to explain why you think something is wrong.
Also, Trolls will not be fed.
If you want to leave a vote, please do. Comment to vote is on though. I'd like you to explain your vote :).
Special thanks
Like so many others before me, I have to thank jhoijhoi for her work on the template and guide, which you can find here. It took some time to find everything here but it really helped me out.
Also want to reference Staafmixer's guide Scrapyard Tactics. I believe his builds are very strong. His guide helped me get hooked on
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Thanks to the commenters that took the time to read this through and leave their opinion. I've had a lot of fun writing this and I think discussion is what births new insight.
Changelog:
01/08/2013
- No changes that impact Rumble in Patch 3.10. Abyssal is a much better item to build the negatron into than the new spectre's cowl for us.
10/07/2013
- No changes that impact Rumble in Patch 3.9
11/06/2013
- Since Path 3.8 the boots are now cheaper. This solidifies my choice for boots + pots
13/05/2013
- Small change to the build order
- Added
Thornmail to other items
- Various changes to various sections based on feedback from Lara. Thank you girl ;).
- Tested the proccing of
Liandry's Torment with and without
Rylai's Crystal Scepter to confirm my theory.
- Added an extra chapter to clarify the purpose of the guide better and clarify reader should already have read Staafmixer's guide.
- Added some more explanation to Masteries, Runes and changed the Abilities/Teamfight section.
- Completely overhauled the items section based on comments
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