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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Junkyard Titan (PASSIVE)
Rumble Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Yorick
Ideal
Strong
Ok
Low
None
Introduction

Hey guys! Welcome to my first guide, Solo Top Rumble Guide: Scrapyard Barbecue. This guide has been reformatted to make it look better. This guide will cover all you want to know about


Please read on and also, give me a thumbs-up if you find it great. Thanks! :)
Why, just why, should I pick
Rumble?
Firstly, he is a counter to the majority of tradtional melee top laners,
Nasus,
Ekko and
Darius to name a few. Now, your farming as
Rumble isn't great. However, he makes up for it with the huge impact he can make with his kit in teamfights, where
The Equalizer can serve as an engage tool or turn the tide of a fight. His potential is truly limitless.

Firstly, he is a counter to the majority of tradtional melee top laners,






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Pros:
+Large damage while being a semi-tank +No Mana! +Good farming tools and harass |
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Cons:
-Prone to ganks -Easy to over extend -Hard to last hit |
So guys, here's the point about




Regardless,

Junkyard Titan
Being able to manage your passive is truly the difference between a good Rumble player and a great Rumble player. It seriously makes or breaks your skirmishes/teamfights, which is why it deserves its own chapter. Read on for the other abilities before moving on to the next chapter. To give a short description, 50 heat brings you into the "Danger Zone" which grants your abilities bonus stats, while hitting 100 heat gives you bonus attack damage but silences you.
Description:
HEAT: Rumble gains 20 / 10 Heat every time he uses a basic ability, and loses 10 Heat per second after 4 seconds of not using his abilities, increased to 20 Heat per second 2.5 seconds after.
DANGER ZONE: Rumble's basic abilities are enhanced at 50 Heat or above.
OVERHEATING: At 100 Heat, Rumble Silence icon silences himself for 6 seconds, which he cannot mitigate or cancel by any means, but his basic attacks each deal 25 - 110 (based on level) (+ 30% AP) bonus magic damage for the duration, during which his Heat also decays to 0.
Flamespitter
Rumble's main damage tool - which, in the danger zone, does bonus damage. Ideally, it is necessary to activate the Flamespitter last in your combo to take advantage of the Danger Zone bonus damage. Depending on the situation, use your Flamespitter to clear a wave to push or use it for harass. In lane, this ability is the main culprit to your over-extension. As you last-hit, there really is no need to use the Flamespitter and should the need arise, you have to turn the Flamespitter away from the minions to prevent them from being damaged, which prevents your lane from being pushed. Watch the enemy champion's health trickle down as you harass and turn away before your Flamespitter duration ends - as your Flamespitter ends, it is a signal for the enemy champion to trade back and you do not want to be caught there.
Description:
ACTIVE: Rumble activates his flamethrower for 3 seconds, dealing magic damage every 0.25 seconds to all enemies in a cone in front of him.
DANGER ZONE: Flamespitter's damage is increased by 50%.
Scrap Shield
This skill provides you with movement speed and shields a tiny bit of damage. It is still useful to absorb some minor pokes such as 






Description:
ACTIVE: Rumble shields himself for 2 seconds and grants himself bonus movement speed for 1 second.
DANGER ZONE: Scrap Shield's effects are increased by 50%.
Electro Harpoon






Description:
ACTIVE: Rumble shoots a harpoon that deals magic damage to the first enemy it hits and slows them for 2 seconds. Charges of Electro-Harpoon stored prior to overheating can be used even while overheated. The slow is enhanced if used on the same target.
DANGER ZONE: Electro-Harpoon's effects are increased by 50%.
The Equalizer
Here we come, the deadliest skill of 



Description:
ACTIVE: Rumble calls down a line of rockets down the target path which remains for 5 seconds, dealing magic damage every second to all enemies within and slowing them by 35%. The Equalizer can be fired in any direction from any point within range.

50 Heat:
Basically the magic number you should maintain in lane. 50 Heat allows you to cast all your spells before overheating, which gives you the chance to dish out extra damage with auto attacks as you're silenced - your abilities were on cooldown anyway.
Also the number you need to keep before a fight.
Try to use



80-95 Heat:
The number you absolutely do NOT want to have before a fight, or in lane. When your heat hits 100 and you become silenced, it will put you in a bad spot and make you vulnerable should it happen at the beginning of a trade.
Even though last hitting is made easier, if you are against an all-in bursty champion such as


Do not cast any spell while having this amount of heat and wait for it to drop, unless you are pursuing an enemy and it would definitely kill.

100 Heat:
Overheating. You cannot cast any spells, but you deal bonus AA damage. Usually occurs in teamfights after maximum two spell rotations. Back off and wait for your cooldown as you will be easily kited, unless you're already having an edge in the fight. As you back off, the enemies may give chase and you can then turn around on them and catch them off-guard. It's good to overheat if you're hard pushing a lane as the bonus damage helps you clear faster.


Runes




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M A R K S |
MarkFor the Mark, I take the ![]() |
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M A R K S |
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S E A L S |
SealFor the Seal, I'd bring the ![]() |
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S E A L S |
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G L Y P H S |
GlyphFor the Glyph, I would use Scaling CDR, which is common on mages and Rumble benefits from lower ability cooldowns, helping him trade and cs with his ![]() |
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G L Y P H S |
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Q U I N T E S S E N C E |
QuintessenceFor the Mark, I take the ![]() |
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Q U I N T E S S E N C E |
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Ferocity Tree
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Rumble's prone to pokes, so this is necessary to help with sustain in lane.
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Take as much AP as you can get with 4 points here, but there are cases where you'd rather put all 5 points into
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1 point in Vampirism gives you the tiny bit of spell vamp.
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There really are arguments to all 3 masteries in this level. However, I am not a fan of
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Again, Rumble's tendency to stay in stretched out fights makes DFT incredibly favourable, as
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Defensive Tree
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With Rumble's low AD, this mastery helps with last hitting in lane during the early game.
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You're in a solo lane -
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Pretty obvious here -
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Now,
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Start with either:
OR
OR
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FIRST RECALL
Your first recall should be situational. In an even lane, you'd want the Hextech Gunblade and when you're ahead, you can choose to go for the Needlessly Large Rod for more damage output early. When you're behind, Seeker's Armguard gives your Armor and helps you survive in lane against AD Champions in most cases, and against AP Champions you can choose to go for Mercury Treads or

Pros of Wards
+Control saves lives.
+Control clears enemy wards, allowing for ganks.
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MID GAME
If all goes well, and you got a kill or so, You should be able to get these two items. Protobelt alone gives you an early power spike and you can now initiate fights in several cases, while Rylai's is just a further extension of your power in lane.
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AFTER SOME TEAMFIGHTS
Hourglass really helps with your survivability in fights and you can go for a Danger Zone

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6th Item
Complete your last item. This slot is situational, and you should pick according to the game. In most cases, you'd have Void Staff built early. Otherwise, you can complete Abyssal if you face some heavy AP champions, Randuin's against fed AD champions and Rabadon's if you're really ahead.
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Summary
In the early game phase, taking a point early in



Recommended
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Possible



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Uhh..Maybe



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NEVER

**R Means Repeat the combo until overheated and basic attack thereafter.
Combos
COMBO #1
That combo is for the harass you should make in laning phase, after the enemy has made their move. For example, after the


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COMBO #2
When charged by an enemy and you are in a face-to-face fight with your enemy, make use of this combo - Q before E, as you can still Auto-Attack during your Flamespitter which maximises your damage output. But this really is provided that you're in auto attack range of the enemy.
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COMBO #3
The "All-In" combo. Movement speed to catch up with your target, stacking the slow on him before using Equalizer to make it harder for opponents to escape the Equalizer zone and finally Flamespitter and overheat for the bonus attack damage. Remember to begin with 50 Heat.
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COMBO #6
The "GTFO" combo, where you slow, boost your movement speed and slow 'em again to escape. If need be, use the Equalizer for even more slow on the enemy.
Skills
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Abuse it. Just abuse it. Use
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To add some credentials to this guide - my scores with

Season 6:

Season 5:

Season 4:

Season 3:


This is my very first guide, and I did feel tiring making this guide. Considering the large amount of school work, this guide has really taken a long time to finish. Trying to beat the other guides on rating :) Which is also progressing very slowly. Here I want to thank the following people for my success on this guide, thanks a lot whether you could see this or not;
-jhoijhoi, for teaching me how to code the guide.
-kyogre29, my friend who introduced me to the Runes, Masteries and Items etc. which I improvised on. There are still his ideas in this guide :)
And to whom I want to thank most,
-MissMaw for providing me the awesome banner at the start, and also helped me in more advanced coding of the guide.
-Emikadon, providing me with the Headers in my guide.
Thanks to all the people who supported me throughout this guide, which includes my dear friends who said I'm crazy spending time making this guide :) A thousand thanks to all of you!
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