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Intro
Pros
1: High damage in the mid game: with proper control of rumble's heat passive, and his build path, rumble can win you games simply with his

2: Unique feeling champion, feels rewarding to learn how to play.
3: Can operate with less gold than most champions: He mostly relies on base values and magic penetration items, which are relatively cheap.
4: No Mana= You don't have to waste time building a mana regen item or mana item.
Cons:
1: Rumble is almost never the dominant top laner in a 1 v 1 matchup: Similar to vayne in the bot lane, Rumble loses almost all of his top lane matchups by default. The only matchups that I am aware of that Rumble doesn't lose by "default" is againt Maokai( an almost even skill matchup) and Teemo(surprsingly Rumble can over power Teemo in the pre 6 stage and if Rumble doesn't step on a Shroom than Rumble wins an all in fight). Skill is required to survive.
2: DIFFICULT TO FARM WITH: this is rumble's worst issue: his long auto attack animation wind up time and his low attack damage means it's very hard to last hit with rumble.
3: Terrible split pusher: non of his basic abilities are good at shoving an enemy minion wave.
4: Team-fight reliant: Since rumble sucks at split pushing his success revolves around landing eqalizers and winning teamfights (depending on your game this point may range from a non issue to a hair pullingly-frustrating situation)
5: The Heat mechanic while easy in concept (Heat= inverse Energy Mechanic) it's hard to properly control in a real game.
6: Requires a larger item advantage to solo carry than most other champions. This is due to Rumble's effective power window and Rumble's bursty nature combined with limited spell rotations due to the Heat mechanic.
7: LIMITED MOBILITY: if you are ever pushed up in top lane, be very afraid because you are in prime position to be ganked. Rumble has no dashes or "hard" movement abilities of any kind, only a slight speed up.
Q:

W:

E:

R:

Marks: Choose between Marks of Magic penetration, so your spells do more damage to champions, or Marks or Flat Attack Speed to help Rumble better farm in the laning phase. Note: Rumble already makes good use of



Seals and Glyphs:
Seals: My personal preference are Scaling Health in order to help mitigate any form of damage. Scaling Armor seals are ok if you know ahead of time you aren't going against any magic damage.
Glyphs: Good options include scaling magic resist, useful against tanks like Maokai or Nautilus, scaling health (useful if against an AD opponent since the armor glyphs are not good), flat health (if in a desperate situation such as against a Riven). My personal favorite is Scaling Cooldown Reduction, this is the only reasonable place to add meaningful CDR in order to get your Equalizer to come off cooldown quicker. The only other CDR option is

Tier 1:


Tier 2: You can make a case to pick any of these mastery points, but personally I prefer

Tier 3: Always go


Tier 4:



Note: While


Tier 5:

Tier 6:

cunning Tree:
tier 1: I prefer

Tier 2: I prefer


Tier 3: ALWAYS take


Tier 4:


If you want to get

Tier 5: I prefer

Tier 6:


Resolve Tree: The only reason you should be using this tree is if you are jungle Rumble, which means you will be getting

Tier 1: I prefer


Tier 2: I prefer

Tier 3:

Tier 4: I prefer

Tier 5: I prefer



Tier 6:









Hextech Proto-01: This item is bought as first item by the pros for many reasons: This item gives Health, it gives 10% CDR (very good in order to make










Rylae's Crystal Scepter: This item gives Health, High AP, and makes Flame Spitter able to deliver an AOE Slow! This can be a very powerful tool and extra utility in a teamfight, and this item synergies with L. Torment which means your Flame Spitter can dish out HUGE and unexpected amounts of teamfight damage.

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