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Spells:
Flash
Ignite
Ability Order
Junkyard Titan (PASSIVE)
Rumble Passive Ability
Introduction
Well now that I have gotten that slightly over dramatic intro out of my system, I can now properly introduce myself. My summoner name is Jiggityhiggity and I started playing League of Legends about 7 months ago, and I LOVE IT! Of course like all of you I wasn't very good when I first started playing lol, due to inexperience with moba games. The main issue was that I never found a champion I was truly comfortable with, well all that changed when I decided to buy Rumble. I finally found a champion I could dominate games with on a frequent basis. And now I believe it is my duty to do the same for you.
This guide is a work in progress since I will soon add a rumble mid build (I have to test some builds out before I can do this though)
Pro's
+Amazing harasser capable of standing up to any solo top.
+Can put out massive burst damage and still be very tanky late game.
+High damage with decent range and powerful slows.
+A powerful ult great for initiating and nabbing low health enemies that are just out of reach.
+No mana!
+Has very few counters.
+One of the strongest laning phases there is.
Con's
-You may be focused in team fights.
-Can really screw yourself if passive is used incorrectly
+Amazing harasser capable of standing up to any solo top.
+Can put out massive burst damage and still be very tanky late game.
+High damage with decent range and powerful slows.
+A powerful ult great for initiating and nabbing low health enemies that are just out of reach.
+No mana!
+Has very few counters.
+One of the strongest laning phases there is.
Con's
-You may be focused in team fights.
-Can really screw yourself if passive is used incorrectly
Greater Mark of Insight x9
The bread and butter of ap, Marks of Insight will give you the early game damage that is crucial to your dominance of the laning phase.
Greater Seal of Resilience x9
Another basic solo top rune designed to relieve some of the powerful early game damage, champs like Renekton or Riven can dish out.
Greater Glyph of Warding x9
These, along with your armor seals will give you the early game resilience you need as a solo top bruiser.
Greater Quintessence of Potency x3
Last but not least, your quintessences should give you early game ap that will allow you to harass your lane very effectively.
Overall your runes will allow you to dominate your lane, while having high sustainability.
The bread and butter of ap, Marks of Insight will give you the early game damage that is crucial to your dominance of the laning phase.
Greater Seal of Resilience x9
Another basic solo top rune designed to relieve some of the powerful early game damage, champs like Renekton or Riven can dish out.
Greater Glyph of Warding x9
These, along with your armor seals will give you the early game resilience you need as a solo top bruiser.
Greater Quintessence of Potency x3
Last but not least, your quintessences should give you early game ap that will allow you to harass your lane very effectively.
Overall your runes will allow you to dominate your lane, while having high sustainability.
Rumble needs to be tanky (early and late game) to be effective, so going 9/21/0 reflects that perfectly.
Juggernaut
,
Honor Guard
, and
Veteran's Scars
will keep you tanky. You should add your last nine points into the offensive tree (since Rumble has no mana usage going into the utility tree is unfavorable) to give rumble that early game ap we have been striving for.
Junkyard Titan
A very powerful but confusing passive. Basically you want to make sure whenever you harass the enemy solo top, your heat is above 50 to give your abilities more damage and utility. Make sure to use junkyard titan in conjunction with your ultimate and flamespitter to deal massive damage.
Never ever overheat with any ability other than your Q (unless your spamming scrap sheild to escape a gank) or you risk losing precious damage output during a team fight or 1v1 duel.
Flamespitter
Your main damage and harass tool, like I said before make sure your above 50 heat when using this ability to harass the opposing team champions. Above 50 heat gives this skill a 30% damage increase.
Scrap Shield
A great ability that can be used to get you out of a nasty gank or block frightening abilities like Hemoplague, Requiem, or Malefic Visions. Above 50 percent this skill will give you increased movement speed and damage absorbtion.
Electro-Harpoon
A ranged slow that can be used as an escape tool as well as a harassing tool. Some Rumble players like to rank this up high early game, and while I admit it does some decent damage if you level it, it shouldn't compare to flamespitter. Above 50 heat this will have a more potent slow and higher damage.
The Equalizer
A very powerful ultimate that will destroy any squishy in the game (as long as they are dumb enough to stand in it...) Great for initiating a team fight and dealing high damage in a 1v1 duel with your opposing solo top. Might take a little bit of getting used to since the targeting system is very unique (save for Viktor's Hextech Ray). Remeber you can't use your ult while overheating, so always use it before you overheat for the extra damage.
A very powerful but confusing passive. Basically you want to make sure whenever you harass the enemy solo top, your heat is above 50 to give your abilities more damage and utility. Make sure to use junkyard titan in conjunction with your ultimate and flamespitter to deal massive damage.
Never ever overheat with any ability other than your Q (unless your spamming scrap sheild to escape a gank) or you risk losing precious damage output during a team fight or 1v1 duel.
Flamespitter
Your main damage and harass tool, like I said before make sure your above 50 heat when using this ability to harass the opposing team champions. Above 50 heat gives this skill a 30% damage increase.
Scrap Shield
A great ability that can be used to get you out of a nasty gank or block frightening abilities like Hemoplague, Requiem, or Malefic Visions. Above 50 percent this skill will give you increased movement speed and damage absorbtion.
Electro-Harpoon
A ranged slow that can be used as an escape tool as well as a harassing tool. Some Rumble players like to rank this up high early game, and while I admit it does some decent damage if you level it, it shouldn't compare to flamespitter. Above 50 heat this will have a more potent slow and higher damage.
The Equalizer
A very powerful ultimate that will destroy any squishy in the game (as long as they are dumb enough to stand in it...) Great for initiating a team fight and dealing high damage in a 1v1 duel with your opposing solo top. Might take a little bit of getting used to since the targeting system is very unique (save for Viktor's Hextech Ray). Remeber you can't use your ult while overheating, so always use it before you overheat for the extra damage.
Flash
The most useful summoner spell in the game that can be used as a powerful gap closer or escape tool.
Ignite
Helps for first blood and finishing off enemies early game.
Ghost
Great for escaping ganks or catching up to low health enemies. I like flash more, but its a matter of personal preference.
Exhaust
Powerful summoner ability that is very useful for locking down AD carries. This is better for someone else on your team as you need ignite to help kill your solo top opponent.
Teleport
Useful for getting back to your lane quickly if they get an early gank on you, or if you are getting out harassed.
These are the only summoner abilities I consider viable on Rumble. Spells like Heal, Cleanse, or Revive are not very useful for Rumble.
The most useful summoner spell in the game that can be used as a powerful gap closer or escape tool.
Ignite
Helps for first blood and finishing off enemies early game.
Ghost
Great for escaping ganks or catching up to low health enemies. I like flash more, but its a matter of personal preference.
Exhaust
Powerful summoner ability that is very useful for locking down AD carries. This is better for someone else on your team as you need ignite to help kill your solo top opponent.
Teleport
Useful for getting back to your lane quickly if they get an early gank on you, or if you are getting out harassed.
These are the only summoner abilities I consider viable on Rumble. Spells like Heal, Cleanse, or Revive are not very useful for Rumble.
Early Game
Gives you the mobility you need early game to out harass your opponent.
Three of these will allow you to harass without worrying about health too much early game.
Gives you extra ability power at a cheap price, and allows you to easily build a Will of the Ancients later in the game. Also the 12% spell vamp is a welcome addition.
Core Items
Hands down the best boots in the game. Gives you magic resist and tenacity, which helps against heavy cc champs like Leona or Amumu.
Your most important item to get as Rumble. Gives you health to stack up against tanky solo tops, as well as extra ability power and a strong slow to make harassing much easier.
Useful for melting threw champions stacking magic resist. If they are not building MR feel free to subsitute it for another ap item. Can also be bought late game since they usually don't stack MR early game.
Gives you more health and armor to become tankier then ever. Also a decent passive that can be useful while you farm.
A fantastic AP item that will maximize your damage to 'WTF MODE'. The 30% increase to ap as well as the 140 ap on top of that will allow you to melt anyone you want.
Gives you the mobility you need early game to out harass your opponent.
Three of these will allow you to harass without worrying about health too much early game.
Gives you extra ability power at a cheap price, and allows you to easily build a Will of the Ancients later in the game. Also the 12% spell vamp is a welcome addition.
Core Items
Hands down the best boots in the game. Gives you magic resist and tenacity, which helps against heavy cc champs like Leona or Amumu.
Your most important item to get as Rumble. Gives you health to stack up against tanky solo tops, as well as extra ability power and a strong slow to make harassing much easier.
Useful for melting threw champions stacking magic resist. If they are not building MR feel free to subsitute it for another ap item. Can also be bought late game since they usually don't stack MR early game.
Gives you more health and armor to become tankier then ever. Also a decent passive that can be useful while you farm.
A fantastic AP item that will maximize your damage to 'WTF MODE'. The 30% increase to ap as well as the 140 ap on top of that will allow you to melt anyone you want.
Gives a large amount of Ap and a decent amount of armor. Passive isn't too useful since your pretty tanky, and you don't really have any powerful abilites that can be utilized while in stasis such as Crowstorm, Slicing Maelstrom, and Soul Shackles.
Can give you great health regen and magic resist and stacks quite well with health items such as Sunfire Cap or a Warmog's Armor. Get this if the enemy team is AP heavy.
If your a health freak, then by all means pick up a warmog's. In my opinion though, a Sunfire Aegis is a better and cheaper option.
Stacks decently with your passive, but the lifesteal is useless, so a Will of the Ancients is a much better option for you, and your team.
Great for healping out against an enemy team with a lot of ap that is also stacking magic resist. Feel free to subsitute a Void Staff for a Abyssal Mask if your solo top opponent is doing heavy ap damage.
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