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Rumble Build Guide by Kirkwardo

Support Rumble Support for the perfectly sane

Support Rumble Support for the perfectly sane

Updated on March 5, 2025
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League of Legends Build Guide Author Kirkwardo Build Guide By Kirkwardo 3,630 Views 0 Comments
3,630 Views 0 Comments League of Legends Build Guide Author Kirkwardo Rumble Build Guide By Kirkwardo Updated on March 5, 2025
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Runes: Poke and Smash

1 2
Sorcery
Arcane Comet
Nimbus Cloak
Transcendence
Scorch

Resolve
Shield Bash
Second Wind
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2
95% of games
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None
Why play Rumble support?
+ EXTREAMLY affective at wearing down opponent with constant no mana cost poke
+ Strong at all stages of Game
+ High Damage stats that do not require a large budget
+ Percentage health damage on Q makes you a valuable Tank buster
+ Naturally makes popular AP carries in bot lane even better
+ Off meta advantage (your opponent won't know what to do)
+ You will always complete your support item before enemy
+ Strong 1v1 potential
+ Can push and defend from minion waves as a support
+ Proper ult placement can completely change teamfights in your favor
+ Very useful at fights in river, pits, and jungle
Weaknesses of Rumble Support
- Constant threat of being ganked
- For maximum value you want at least 2 good magic damage dealers on team
- Managment of heat requires you to commit to fights or back off early
- Little to no health recovery options
When choosing Rumble Support is appropriate
Rumble is a niche support pick and this is why it is imporatant to be the most optimum pick order during draft or Ranked. Ideally the pick order should be...

1. Bottom
2. Jungle
3. Mid
4. Support
5. Top

Support and Top have the very important task of looking at the team and deciding not just what the team comp needs but also what champion can also counter what the other team is bringing. The laneing phase carrys the weight of roughly 40% of the game. So you can't think two dimensionally and only consider lane counters.

Rumble is a great pick when you see your team has atleast 1 other reliable magic damage dealer and the enemy team seems to favor more high health champs. Not when they are full of glass cannon ***sasins.

It is not required but Rumble prefers laneing with someone who can relaibly follow up on his Electro-Harpoon, apply CC when rumble charges in, benifit from targets taking increased magic damage, and not have to rely on Rumble to help them escape being ambushed. Champions like Ezreal, Ahri, Kalista, Kennen, and Smolder
How to Fight!
Rumbles abilities generate heat. While above 50 heat, he enters the danger zone, causing his basic abilities to gain bonus effects. When he reaches 150 heat, he overheats for 4 seconds.

While overheated, Rumble silences himself, but gains 50-130% attack speed and causes his melee attacks to deal additional magic damage equal to 5-40 (+25% of ability power) + 5% of the target's maximum health (depending on level).
_____________________________________________________________________________________________________________________________
Flamethrower, dealing 5 / 7.5 / 10 / 12.5 / 15 (+8.33% of ability power) (+0.5 / 0.583 / 0.667 / 0.75 / 0.833% of target's maximum health) magic damage to all units in a cone in front of him every quarter second for 3 seconds, up to a total of 60 / 90 / 120 / 150 / 180 (+110% of ability power)(+6 / 7 / 8 / 9 / 10% of target's maximum health) magic damage over the entire duration.
While in the "Danger Zone", this spell deals 50% additional damage
____________________________________________________________________________________________________________________________
Rumble creates a shield blocking 25 / 55 / 85 / 115 / 145(+30% of ability power) (+4% of target's maximum health) incoming damage for 1.5 seconds. In addition, Rumble receives a 10 / 15 / 20 / 25 / 30% movement speed boost until the duration of the shield ends or is broken.
While in the "Danger Zone", the shield's strength and movement speed boost are increased by 50%.
_____________________________________________________________________________________________________________________________
Rumble launches an electrified harpoon, dealing 55 / 80 / 105 / 130 / 155 (+50% of ability power) magic damage, slowing by 15 / 20 / 25 / 30 / 35% for 2 seconds, and reducing the enemy's magic resist by 10 / 12 / 14 / 16 / 18% for 4 seconds.

Hitting an enemy who's already slowed by this ability increases the slow to 22.5 / 30 / 37.5 / 45 / 52.5% and reduces the enemy's magic resist by 18 / 21 / 24 / 27 / 30%. This ability has 2 charges (6 second refresh).

Danger Zone: The harpoon deals 90 / 127.5 / 165 / 202.5 / 240 (+75% of ability power) magic damage instead the slow and reduced magic resist are increased by 50%.
_____________________________________________________________________________________________________________________________
Rumble launches a line of rockets, creating a burning trail that slows by 35% and deals 140 / 210 / 280 (+35% of ability power) magic damage per second for 5 seconds.
_____________________________________________________________________________________________________________________________

Your role is to poke and provide peel for your carries. By sticking close to your carries you can maximize the amount of damage they do by having them take advantage of your MR shred/damage amp while simotaniously making it difficult to get to them or hit with long range projectiles.

Standard combo is -> -> -> (charge in) -> (overheat) -> melee to death

In lane (While poking out enemy) you want to stay just below or hover around 50% heat. This will afford you plenty of options if you get ganked and surprise them with underestimating your damage output when you enter the danger zone and savage attacks when overheating
The Game Plan

Lane Phase


Establish bottom bush contorl using poke pressure and starting Oracle Lens to sweep clear of wards.
Your goal is to push them undertower but not be so far forward you can't escape a potential gank that you wont see coming. So try and stay within 400 range of bushes (4 Teemo)
It is likely you will encounter a time where your carry will want to go back and recover mana and spend gold but you will not need to. When this happens enemy usually go back as well. Use this time to farm free gold from what minions would have died and earn non shared exp that will make up for lost exp while roaming.

Risk of Ganks become exponential higher after the 3:45 mark so be aware of time because at this point they are screaming for help and they know you have no vision of river having started Oracle Lens.
When you do go back always look for an oppertunity to assist jungle in taking voidgrub followed by gank top or mid but then get back to lane.

Lane phase is nearly over, you have completed your first item and teamfights on objectives are more likely. Your affectivness in teamfights is directly tied to your use of wards and map awareness. You need wards to best manage your heat for incoming threats and ambush oppertunities.

Mid Game


After Tower has been taken you and Bot should have the goal of rotating mid then top and taking both of their outer turrets. The only time you should be alone is if you are traveling/placing wards. Your focus is purely on assisting team in taking objectives. This is because with Bloodletter's Curse and Electro-Harpoon you should be absoloutly shredding enemy MR there by amping up your teams damage

Late game tips


+ if your team has a potential backdoor player with Teleport DON"T FORGET to always drop a ward near/in enemy base they can use!
+ assist team in pushing minion waves by activating Flamespitter and walking straight through the wave. Your burn from Liandry's Torment or Fated Ashes will drop them low enough for them to sweep the wave.
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