Table of Contents
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1Introduction
2Getting Ready
3Abilities
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4Itemization
5Gameplay
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Commonly Used Abbreviations in this Guide
- AA - Autoattack. See the wiki for more information.
- AD - Attack Damage.
- AP - Ability Power.
- ARP/Arp/arp - Armor Penetration.
- CC - Crowd Control. See the wiki for more information.
- CDR/cdr/CD/cd - Cooldown Reduction.
- CS - Creep Score a.k.a. Farm.
- MR/MRES/MRes/Mres - Magic Resistance.
- OOM/Oom/oom - Out of Mana.

Changelog
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Hi! I'm Khazem, a diamond rated League of Legends player. I've been playing this game since early season 1, playing mainly top lane in all that time.
I've been fairly high ranked throughout my time playing this game, hitting Platinum in season 2 and a peak of Diamond 2 in season 3. I consider myself quite knowledgeable about most things top lane due to my experience, time playing the game and the top lane in general.
Rumble is a champion I've always loved and have played since turning to the top lane in season 3, but never quite took seriously until recently where I began to appreciate what he offers and can bring to a team if played well and have been quite succesful doing so.
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Pros+ High AoE Damage
+ Easy resource management
+ Snowballs very hard
+ Strong Laner
+ Game changing ultimate
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Rumble's Strengths
Rumble is a powerful lane bully who, with all of his AoE damage, can single handedly change the outcome of a teamfight. Having abilities that cost no resources makes him very hard to deal with for many top laners, as his abilities also have decent range. He has a low cooldown shield ability which makes him a lot more durable than he looks.
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Rumble's Shortcomings
Rumble is a champion that can feel pretty useless until you get the hang of him. He's very susceptible to jungle ganks due to his lack of escapes and tendency to push the lane often. Once he falls behind, he is often a sitting duck against champions with gap closers and/or lots of burst damage. His ultimate, while incredibly powerful, can also be very difficult to use correctly. |
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Cons- Susceptible to jungle ganks
- Low mobility
- Difficult to use ultimate
- No sustain
- Can feel useless when behind
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FLASH
Probably the strongest summoner spell for most champions and Rumble is no exception. Whether it's to escape a gank, dodge a key ability or make an offensive play, Flash is a must-have.
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IGNITE
My recommended choice for players in any rank below diamond. Ignite will make you a much bigger threat in lane and if you're looking to climb as a player, getting ahead in the laning phase is the way to go. Always keep in mind that the enemy jungler will often look to punish your aggression when they notice your Ignite pick.
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TELEPORT
Usually picked for having more presence on the map or for bad matchups where you might have to recall and Teleport back to avoid losing experience and farm. I highly recommend not using this as a way to "gank" or countergank other lanes, or generally make too many offensive Teleport plays as the cast cannot be canceled and a bad Teleport will put you heavily behind.
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Primary
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Keystone - Arcane Comet - The strongest option available for Rumble right now. Adds some consistent damage to your poke and when used with an Electro-Harpoon it becomes almost impossible to dodge.
Tier 2 - Nimbus Cloak - Usually the rune of choice here, since there isn't really much else to go for. It can be very strong in situations where you're chasing someone down for a kill, use your ultimate and get the speed boost to get in range for your Flamespitter and Electro-Harpoon. Can also prove quite useful when using your ultimate defensively as a way to escape.
Nullifying Orb - Used when laning against magic damage champions, or against heavy magic damage teamcomps in general. This tiny hexdrinker of a rune can be really clutch and save your life often.
Tier 3 - Absolute Focus - The strongest option in this tier. Scales fairly well as long as you're able to stay high on health and gives the most benefits overall.
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Sorcery is, in my opinion, the only viable option for Rumble at the moment. The other trees simply don't offer enough to be worth considering and you will always be downgrading on your Keystone. Going for Domination and
Dark Harvest is an option, but not recommended as it is overall a very niche and in most situations weaker keystone.
Secondary
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Taste of Blood + Ravenous Hunter - These two runes combined grant Rumble a good amount of sustain in and outside of the laning phase, something he needs in order to keep trading and pressuring. While most of the healing gets reduced due to his main damage being AoE, the fact that he has a very consistent damage output makes this combination very strong on Rumble.
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Shield Bash + Bone plating - Can be used in bad matchups as this will give you a very strong boost in survivability in the lane, as well as a bit of extra damage every time you shield as long as you can afford to get into melee range. Always try to use your Bone Plating procs to retaliate if possible as it makes you very tanky while it is active.
Revitalize In lanes where you're constantly going to be taking damage, this rune could prove to be more useful than Bone Plating simply because it'll give you a bigger shield and allow you to absorb more damage.
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Adaptive runes
There isn't much to say here. This is, as the name suggests, adaptive, meaning that you should pick the stats you think are going to be best for you in the game. By default, you should go for double adaptive force and armor (against a physical laner) or MR (against a magic damage laner). In cases where you are laning against
Renekton,
Jayce or
Pantheon (and possibly
Riven) specifically, I suggest one adaptive force rune and two armor runes.
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JUNKYARD TITAN
HEAT: Rumble gains Heat each time he uses a basic ability and loses 10 Heat per second after not using any abilities for 4 seconds.
DANGERZONE: Rumble's basic abilities are enhanced when he is at/above 50 heat.
OVERHEATING: At 100 Heat, Rumble becomes Overheated, silences himself for 6 seconds. While silenced, his basic attacks deal 25 − 110 (based on level) (+ 30% AP) bonus magic damage each while his Heat decays back to 0 over the duration.
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FLAMESPITTER
Rumble activates his flamethrower for 3 seconds, granting 20 Heat and dealing 175 / 210 / 245 / 280 / 315 (+ 110% AP) magic damage every 0.25 seconds to all enemies in a cone in front of him. Deals 60 / 65 / 70 / 75 / 80% damage to minions.
DANGER ZONE: Flamespitter's damage is increased by 50%.
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 details
- No cost
- Cooldown: 10 / 9 / 8 / 7 / 6 seconds
- Range: 600
USEFUL TIPS
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SCRAP SHIELD
Rumble tosses up a shield for 1.5 seconds that absorbs 100 / 130 / 160 / 190 / 220 (+50% Ability Power) damage. Rumble also gains an additional 10 / 15 / 20 / 25 / 30% Movement Speed for 1 second.
DANGER ZONE: Scrap Shield's effects are increased by 50%.
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 details
- No cost
- Cooldown: 6 seconds
USEFUL TIPS
- Scrap Shield has no cast time and does not interrupt Rumble's previous orders (basic attack animation is canceled on-cast)
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ELECTRO-HARPOON
PASSIVE: Rumble stores an Electro Harpoon charge periodically (up to 2 at once) Charges stored prior to reaching 100 Heat resource Heat can be used while Junkyard Titan 3 overheated.
ACTIVE: Rumble shoots a harpoon, dealing 60 / 85 / 110 / 135 / 160 (+ 40% AP) magic damage to the first enemy hit and lowing them by 15 / 20 / 25 / 30 / 35% for 2 seconds. Hitting the same target with another harpoon enhances the slow (stacks additively)
DANGER ZONE: Electro Harpoon's effects are increased by 50%.
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THE EQUALIZER
Rumble deploys a barrage of rockets 1000 units down the target path, landing in a line over 1 second and lasting for 5 seconds. Enemies within the line of rockets take 70 / 105 / 140 (+ 17.5% AP) magic damage every half-second and are slowed by 35%. After leaving the area the damage will linger for 1 second.
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 details
- No cost
- Cooldown: 110 / 100 / 90 seconds
- Target range: 1700
USEFUL TIPS
- Disable smart cast before using
The Equalizer as otherwise it will not let you drag out the ability as you intend to.
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This is the standard ability sequence for
Rumble. Q
is maxed first for damage, E
is usually maxed before W
because you gain more from levels in E (damage and slow%), while the benefits of maxing W are lower due to the cooldown staying the same.
In bad matchups, you can still grab a point in W
at level 2 and max it second just for the shield strength.
In certain lanes, or in invades, it's often better to start off with E
at level 1 and then continue with the normal ability sequence.
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WARDING TOTEM
The trinket of choice for the early laning phase. You may be looking to upgrade it later but in general you want to sit on this for most of the game.
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The safest and usually best choice. Gives you some sorely health regen, helps with the last hitting and generally will keep you in lane for longer.
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If you're feeling confident and just want to snowball from the start, this can be a good option simply for the stacks gained on kills/assists. If you can get stacks Dark Seal becomes very efficient. |
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MorellonomiconOne of the core items for every Rumble build. With a nice mix of AP, penetration and health, this is the perfect item for Rumble. Note that you can buy and sit on Oblivion Orb early on if you feel like you don't immediately need the grievous wounds.
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Liandry's TormentAnother core item on Rumble. Due to consistent Rumble's damage is (and how you can stay in combat for as long as you want), Rumble benefits a lot from both passive effects on this item.
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Rylai's Crystal ScepterThis item is very powerful when combined with Liandry's Torment as it will increase the burn effect when you slow enemy champions, which will be applied more consistently with Flamespitter once you have this item.
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Void StaffWhenever the enemy team starts getting some magic resistance, look to get this item after you've completed your core.
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Rabadon's DeathcapGreat as a 5th or final item to get a strong damage boost. Avoid getting this before building your 3 item core and do not prioritze this over Void Staff when the enemy team has a significant amount of MR.
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Hextech Protobelt-01Very situational, but viable. Good for faster wavelcear, adding a bit more AoE damage to your rotation and adds a nice bit of health. You can build this against squishy teams if you are strong enough to get up close and personal with your opponent.
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SpellbinderAn alternative option to Rabadon's Deathcap. This will empower your initial burst but your overall damage output will be lower compared to other options. Get this if you need to get your damage out quickly, or if you feel like you need the speed boost to even deal damage in the first place.
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Sorcerer's ShoesThe standard choice for boots as stacking flat magic penetration is very strong on Rumble. Get these if you don't need either of the defensive boots.
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Zhonya's HourglassGood defensive option for most games, even if the enemy team is low on physical damage. Having this item allows you to play teamfights more aggressively and the offensive stats it offers are decent enough.
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Banshee's VeilThe go-to magic resistance item as it also offers a nice amount of AP and CDR. Good to get against champions with a form of hard engage and to generally make you look like a less attractive target to focus.
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Adaptive HelmStrong defensive choice when you're looking to deal with magic damage champions that have a lot of damage coming from the same ability, such as Cassiopeia, Karthus, Azir, etc.
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Mercury's TreadsAgainst teams with heavy CC that is hard to dodge or get away from, these boots will make your life a lot better. Generally also a good idea if you're dealing with very magic damage heavy teamcomps.
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Ninja TabiStrong defensive boots, but in my opinion only worth it if the enemy team is unusually heavy on auto attackers or physical damage champions in general.
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So now I've listed all the items that are good to buy, you still need to be able to make a good build using those items. Knowing what items to get comes with experience but here's a couple of standard guidelines.
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STARTING
This is usually going to be the standard Doran's Shield start. Unless you're looking to style on kids, this is the best option. Don't forget to buy your Stealth Ward.
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FINISHING THE BUILD
Once you've completed your core (
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,
) and completed your upgraded boots, it's time to finish the build. This is always going to be situational and will depend on a lot of things. For example, if you simply need more damage and the enemy team doesn't have multiple champions building MR, go for a Rabadon's Deathcap. If you're dying too much, consider a defensive item. If the enemy team is stacking MR, build a Void Staff. Note that if the enemy team has a significant amount of MR early on, look to complete the Void Staff earlier, in favor of Morellonomicon.
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item set code
{"title":"Rumble","associatedMaps":[],"associatedChampions":[],"blocks":[{"items":[{"id":"1054","count":1},{"id":"2003","count":1}],"type":"Start 1"},{"items":[{"id":"1082","count":1},{"id":"2031","count":1}],"type":"Start 2"},{"items":[{"id":"3151","count":1},{"id":"3165","count":1},{"id":"3116","count":1}],"type":"Core"},{"items":[{"id":"3089","count":1},{"id":"3907","count":1},{"id":"3152","count":1}],"type":"offensive items"},{"items":[{"id":"3157","count":1},{"id":"3102","count":1},{"id":"3194","count":1}],"type":"Defensive items"},{"items":[{"id":"3020","count":1},{"id":"3047","count":1},{"id":"3111","count":1}],"type":"boots"}]}
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Before the laning phase even starts, make sure you're out of the base as early as possible so you can cover for possible invades, or participate in an invade should your team be attempting to. If you do end up having a level 1 fight, starting with Electro-Harpoon is the better choice as it has a lower cooldown, a slow and Flamespitter just isn't very strong at level 1.
Laning on Rumble can be fairly tricky due to his susceptibility to ganks combined with the fact that his main damage output is an AoE that will often inevitably start pushing the lane. How you do end up playing the laning phase will depend on the enemy top/jungle combination and is something you should always think about. If they have a jungler that is likely to gank early and often, avoid playing aggressively and allow the opponent to push, even if it's a good matchup for you, you're going to want to play it safe unless you have vision/knowledge of the enemy jungler's pathing.
Always try to keep track of where the enemy jungler is starting by looking at when the enemy top and bot lanes go to their lanes. If you suspect the enemy jungler started in the top side of his jungle, try to place an early ward in the river or tri-brush (depending on what side you're on), unless it's a jungler that is unlikely to come for a level two gank (usually after they kill the scuttle crab).
Keep in mind that in the current jungle meta early scuttle crabs are very important, so if your jungler is starting top side along with the enemy jungler, push the first wave as hard as you can so that if a fight for the top side scuttle crab happens you can help out before the enemy top laner can.
Note: If you suspect the enemy jungler started on the bottom side, expect them to look for a top gank at around 2:30-3:00, so ward accordingly.
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Early ward for when you are on the blue side
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Early ward for when you are on the purple side
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Managing your Heat
Heat is the main mechanic you're going to want to play around with Rumble. There are three stages of Heat, each with their own effects. At 0-49 Heat, nothing really happens. Rumble does normal damage and his abilities do what the tooltip says they do. Once you get to 50 Heat (up to 99), you will notice your Heat bar turning yellow. This, for most of the laning phase, is the sweet spot that you're going to want to sit on. It empowers all of your abilities and makes you very hard to deal with. Learning how to keep your Heat inside this sweet spot for as much as possible, while also managing the minion wave properly and making sure to not overheat at the wrong time is the key to becoming a better Rumble player.
As soon as you hit level 2, you'll be able to start getting to this sweet spot, which from here on I will call by its proper name the "danger zone". The easiest ability to use to reach the danger zone without getting punished for spamming abilities is Electro-Harpoon. Use it often, even if you can't hit a champion with it, to either build up your Heat, or to keep it from decaying below 30% (a general rule of thumb here is to never let it sit on two charges - expend one whenever you get your second one back)
Avoid overheating when just poking for damage as this will give your opponent a window to kill you. Overheating is fine if consciusly doing so for extra on-hit melee damage.
It's very important to know exactly how much Heat each ability generates so you can play around it much better and not accidentally overheat. Flamespitter generates 20 Heat, Scrap Shield generates 20 Heat and Electro-Harpoon generates 10 Heat per charge. The Equalizer generates no heat and also gains no bonuses from danger zone.
Pressuring your opponent under their turret
Another thing you should try to get comfortable with on Rumble is pressuring melee opponents under their turret while they're trying to pick up farm. In certain matchups, you can gain advantages simply by hard pushing the waves over and over, then taking advantage of your range (and their lack of) to pressure them while they can't really retaliate. Go into a practice game and try to get used to both the turret range and the range of your Flamespitter so that you can continuously harass the enemy top laner while they're desperately trying to farm.
Freezing the lane
Setting up a freeze can be really strong in certain situations. With a succesful freeze, you can either zone the opponent from a lot of minions if you are ahead, or if you are behind you can keep your lane in a spot close to your turret so that the enemy top laner has to put himself in a dangerous spot in order to farm and break the freeze, giving your jungler a nice window to gank.
What is a freeze?
Simply put, you speak of a freeze when you can keep your lane in the same spot for an extended amount of time, while being able to farm and blocking the lane from moving into your turret.
How do you set up a freeze?
In order to set up a freeze, you need to first have the lane push to you. This is usually accomplished through hard resetting the lane by fast pushing into the enemy turret, but there are other situations in which you find the lane pushing towards you. Once the lane is pushing to you, you always need to make sure the opponent's minion wave is bigger than yours. This often means you will have to block the enemy minions for a while in order to keep them in the same spot, but try not to take too much damage while doing so. If needed, thin out the wave by killing a couple of caster minions.
When to freeze the lane?
- If you are ahead, you can set up a freeze in order to deny the enemy top laner gold and possibly experience.
- If you are being heavily pressured by the enemy jungler, try to freeze the lane in a safe position in your lane.
- Generally if you are behind, you can try and take opportunities to freeze so you can farm up safely, but avoid freezing the lane for too long if your opponent is roaming and making plays around the map.
- If your opponent bases and the wave is pushing towards you when he does, you can set up a freeze before you go back to base yourself (or even if you're staying) to deny more gold and experience.
Keep in mind though, that while freezing the lane sounds great in theory, you're not always in a position to do so whenever you please. It's very hard to do when you're behind since the opponent can often just walk up and break the freeze when they feel like it. Freezes are most powerful when you are ahead and you're able to zone your opponent off of the wave.
Slowpushing
Slowpushing is a very underrated form of lane control that not many players make the most out of, or even realize how powerful it can be, but when used at the right time, a slowpush can have many benefits.
What is a slow push?
A slowpush is, as the term suggests, a slowly pushing minion wave. It's a wave that keeps growing as it gets closer and closer to the opponent's turret, and thus becomes more and more powerful of a tool as it continues to grow.
How do you set up a slow push?
A slowpush can be started in several different ways. The easiest way to achieve a slowpush is by simply killing off the opponent's caster minions so that their wave does a lot less damage to your wave, creating an inevitable push. By leaving the melee minions alive as long as possible, the wave won't be pushing too fast either and your own wave will start to build up.
When to slow push?
- If you simply want a window where you can punish the enemy top laner for getting too close. Unless you are very far behind, they can never trade with you when you have a slowpush going since the minions will do too much damage to them.
- If you want to set up a dive. This is often done in high elo and even pro play. You set up a slowpush and keep it going for as long as possible to create a very big wave, and before it reaches the opponent's turret, coordinate a dive with your jungler. If the dive is succesful, they will not only die, they will also lose the massive wave you've stacked up and you can use this to get a bunch of turret platings.
- Outside of the laning phase, slowpushes can be utilized to create pressure in an empty lane before roaming and helping out your team. The wave eventually gets too big to ignore and it will force the enemy team to send someone to respond to it.
Fast pushing
Pretty straight forward, a fast push is simply a way to push the wave more quickly.
How to fast push?
Instead of killing the caster minions to start a slow push, you kill the melee minions as fast as you can so that your wave will burn through the rest of that wave much faster. If your opponent is not in lane, you can simply fast push by clearing the entire enemy wave as fast as possible.
When to fast push?
- If your opponent goes to base, dies or roams, you can fast push to have your minions crash into the turret quicker and deny the gold and experience.
- If you have full control of the lane but your opponent isn't a viable kill target, you can fast push to give yourself the freedom to roam.
- If you want to base without losing too much experience, you can first fast push the wave into the enemy turret to buy yourself time to go for an efficient base.
Controlling the wave against ranged opponents
Now this is something many people don't often think about, but there are actually ways to control the waves in situations where you can't walk up and cs without taking a lot of damage. Simply by letting the enemy top laner auto attack you once while you're inside your minionwave, your minions will stop attacking the enemy minions and attack the enemy top laner instead, thus making sure the enemy minions will outlast yours, creating a slowpush to your side and allowing you to pick up this farm once it reaches your turret. Make sure not to get poked down too hard doing this as you will be at risk of getting dove once the wave is at your turret, do not let yourself get into too vulnerable of a position. Doing this, you can break freezes or just have your wave come to your side without putting yourself into too risky of a position. This can also be applied against melee champions in cases where you are struggling.
Minions are strong
This is something that is very very important to understand and something newer or lower ranked players fail to realize. Minions are strong. They deal a lot of damage if you let them hit you and it is something to both keep in mind and something you can play around in trades. Always keep in mind that auto attacking the enemy top laner will result in nearby enemy minions targeting you and the same will happen the other way around. Knowing when you can trade and when you need to back off based on the number of friendly and enemy minions is a very important skill in order to deal with certain matchups.
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Bone Plating
This is a very important rune to play around in general as a top laner and something people don't pay enough attention to. Playing around this rune properly is going to have a massive impact on how well you trade with your opponent so I cannot stress enough to always keep track of this rune. |
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So when you're laning against a champion that is running Resolve (in either primary or secondary), chances are that they are using a rune called Bone Plating. This means that every 45 seconds, whenever you hit them, Bone Plating will proc and will heavily reduce the damage you deal to them for the next 3 attacks or spells. This basically means that you do not want to go for extended trades into a proc of this rune. Instead, look to proc it with your Electro-Harpoon, wait it out and then you will have a 45 second window to go for stronger trades.
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Notice the green shields around the champion when bone plating is procced.
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Outside of the laning phase, Rumble can be extremely strong in early/midgame teamfights because of how powerful a well placed The Equalizer is. Rumble also generally doesn't scale very well in a 1v1 against most other top laners despite his early advantages. Because of these factors, you're going to want to start grouping with your team pretty early on.
Now obviously you don't just want to leave your lane forever, you want to keep picking up farm and experience in the side lanes as the game goes on. Before you decide to leave your lane, you always want to have your wave be far enough from your turret, ideally leaving it in a state where it is pushing towards the opponent's tower before going off to do other things.
Try to time your pushes and bases with objectives. Don't have your minion wave crash into your turret or go back to base when an Infernal dragon is about to spawn. Instead, anticipate and set yourself up so you can be there when a fight breaks out, especially when either an Infernal or Mountain dragon is about to spawn. Keep an eye on the timers and which dragon is up next and with about a minute to spare, push out your wave, base, buy items, and join your team for a potential teamfight.
I cannot stress enough how key Rumble's mid game teamfighting is as this is really where he is at his strongest and if you're looking to carry a game on Rumble, these fights are often going to play a huge part in it. Rumble isn't the type of champion you send off to a sidelane to push all game long and draw attention of multiple people as the longer the game goes on, the weaker he gets in those 1v1 and 1v2 fights.
As a general rule of thumb, when you have Teleport, you always want to look to push the lane on the opposite side of the most important objective that is either currently up or about to spawn. (pre-20 minutes this will usually be the Rift Herald, unless it's an Infernal or Mountain dragon, post-20 minutes this is almost always baron Nashor) Having Teleport means you can easily join a fight on the opposite side of the map whenever necesssary. Without Teleport, you're still generally looking to do the same thing, except you will have to adjust your timing and always be ready to move when your team needs you. If a fight breaks out on the opposite side of the map and you can't make it there in time, simply keep pushing the lane you're in as hard as you can. |
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So as previously mentioned, teamfights are where Rumble shines, especially around the 2-3 completed item mark and at every ultimate level (6, 11, 16). This is mainly due to one big factor: The Equalizer. This is one of the strongest ultimate abilities in the game but also one of the hardest to use correctly.
Generally, you want to place it in a way where it not only hits multiple carries directly, but also forces them to move through it for an extended period of time in order to escape.
In most cases, your focus will be the opponent's carries, at least with your ultimate, but you should be looking to get as much of your damage on as many enemy players as possible.
If needed, you can use your Electro-Harpoon charges to peel for one of your carries, if not, try to use it on the squishier members of the enemy team so that they can be picked off easily.
Keep in mind that Rumble is a fairly squishy champion that, other than health, does not build many defensive stats, so unless you're very far ahead you don't want to play fights too aggressively (at least not initially). After placing down your ultimate and getting as much out of it as you can, you want to dance around teamfights using his Scrap Shield as mobility and trying to land Electro-Harpoons before sealing the deal with your Flamespitter damage.
As a general rule of thumb, unless you are ahead and think you can take on the enemy backline by yourself, you want to stick with your own backline and just do damage to anything that comes close enough. If you overextend and get focused down, you will die very quickly.
Lastly, remember to keep track of your heat and try to maximize your danger zone. Overheating in a fight is deadly and almost never a good idea so avoid it at all costs. You don't need to spam abilities, but rather wait for the right time to get some good Flamespitter damage in while in the danger zone, as well as getting those big slows on key targets.
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NOTE: This will only feature the most common top lane champions in the current meta. These will also only be pretty general guidelines because most matchups are very dependent on a lot of factors that you simply can't always forsee. You can use this guide to get an idea of how these tend to play out but it will be up to you to learn how to deal with every situation. Most of the less common or niche matchups will be briefly explained in the cheat sheet at the top of this guide.
- FAVORABLE MATCHUPS -
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 More Information
Akali's strengths lie in her ability to poke with Q-auto trades and avoiding taking counter damage by hopping into her shroud, which are both things Rumble deals with really well. Use your Scrap Shield to shield most of her Q damage and make sure to kite her when she tries to move up by slowing her with Electro-Harpoon. When she tries to hide in her shroud, just keep applying Flamespitter damage to her as it will be more or less unavoidable. Always keep in mind that she has a lot of potential damage so do not get cocky and keep respecting the fact that she can kill you. As long as you're able to keep your distance while withering her down, you should be just fine.
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By far one of the easier tanks to deal with as Rumble due to your ability to keep shielding what really is his only realistic way to deal damage to you. I prefer to max my Scrap Shield second here to match the fact that he will most likely max his Q, so that your shield stays big enough to absorb most of his damage. Try to keep applying pressure to him so he doesn't have time to regenerate his passive shield. (which will refresh after 10 seconds of not taking any damage at level 1-6) You shouldn't be too afraid of ganks here so you can keep this lane pressured pretty hard. (but obviously keep your lane warded and respect the possiblity of a gank) If you're far enough ahead and comfortable enough, you can possibly look to 1v2 in this lane when ganked, unless the enemy jungler has been getting kills. Keep shielding his Q damage, keep up the pressure and this lane should be very easy.
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A relatively even matchup where Rumble gains the advantage simply due to the fact that Lissandra uses mana and Rumble does not. Rumble also has stronger consistent damage so you should never be afraid of an all-in. Her range can be tough to deal with, but as soon as you can land a couple of Electro-Harpoons, you should start feeling in control of this lane. Always keep moving against Lissandra so you don't take free Q damage as she tries to extend it through her minions. Avoid getting in melee range as she will just root you and punish you.
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- SKILL MATCHUPS -
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As intimidating as Irelia sounds these days, she really isn't that strong in the early laning phase. As a champion with a range advantage, you should be looking to keep Irelia from auto attacking her minions and gaining stacks of Conqueror and her passive. Do your best to avoid her attempts to stun and punish her hard whenever she does use/miss it. If she lands it, shield yourself, slow her with Electro-Harpoon and just kite backwards. As long as you're able to manage your Heat and stay in the danger zone, you should be winning trades quite handily and take control of this lane. Be very wary of ganks, because if you die to a gank and fall behind, you're in for a bad time. Avoid trying to pressure Irelia under her turret as she can easily last hit with her Q and punish you at the same time.
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This is a matchup where proper movement and kiting is very key. Play it well and you should be able to get a big lead, make mistakes and you're going to get punished. If you're struggling, look to get Ninja Tabi early as they make quite a difference early on in this matchup. Always keep your distance, respect how quickly she can close the gap and be ready to slow her and shield damage if necessary. Once her Q is down, punish her hard. Repeat this process and try to wither her down so that she gets too low to play aggressively. Again be very careful of jungle ganks as falling behind in this lane can be quite devastating. When your Bone Plating is up, don't be afraid to hold your ground and tank some damage so you can deal more back to her.
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A lane that should be pretty easy early on and you should do your best to exploit that. Pressure this lane hard (while keeping the enemy jungler in mind) and look to gain a lead by trading often. The only time he is ever going to be threatening is when he's trying to stun you, so just save your shield for when he does jump in and you should never be in any real danger. Do still kite backwards with slows when he goes in, because while you do usually win those trades, you want to try and stay as healthy as possible so jungle ganks become less of a threat.
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One of the strongest top laners in the current meta, but not too big of a problem for Rumble as long as you keep your distance. Save your shield for his attempts to poke you down with his Q, and simply wither him down, poking him with your Flamespitter whenever Arcane Comet is up. There isn't a whole lot about this matchup as there is very little kill potential on either side. If you can dodge around his Q and find windows to deal damage to him, he really shouldn't be much of a threat to you.
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Quite dangerous in the early game, you want to play this lane relatively safe. You have the advantage at level 1 if you start with Flamespitter so try to abuse that as much as you can. You should be guaranteed to get level 2 first and build an advantage off of that. Always make sure you have your Scrap Shield available every time he tries to dash on you and retaliate hard every time he uses his dashes as he will have no way to get to you for quite a while. Build early armor if necessary and don't take too many risks as you outscale him in both the 1v1 and teamfights.
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Sion is a very annoying and durable tank that is going to be very hard to kill. Definitely max Scrap Shield second in this matchup as you will most likely have to tank some of his Qs (but do try to avoid this if possible). Trade every time his Q is on cooldown and kite out his shield if possible. Do not let him bully you, because once you start getting low, there is really not much you can do. Using your shield efficiently is going to make the difference in this matchup.
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- HARD MATCHUPS -
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This matchup is going to depend heavily on the summoner spells Darius is using. If he's using Teleport, the lane should be fairly easy and you can trade pretty aggressively. If he's using Ignite play safe and keep your distance, if he's using Ghost try to have your jungler help you out because there won't be much you can do about him running you down.
In general you want to always avoid getting hit by the outer edge of his Q, you want to stay out of range of his Apprehend unless you're going in for a kill and you never want to take extended trades with him as he will always win them. Keep. your. distance. At all times. If you can keep him away from you, you should be fine and eventually be able to outlast him.
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Outranges you, outdamages you and really, it would be hopeless if not for the fact that you can dodge or at least shield, a lot of his damage, so your top priority in this lane is to avoid taking the full empowered ranged Q damage he tries to land. Poke at him with Electro-Harpoon as much as possible, especially when your Arcane Comet is available. Build some early armor and try to avoid pushing too hard. Post-6 you can start looking for all-ins whenever he jumps in as he does not get a significant power-up at level 6, while you do.
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In this lane, you need to play around Mordekaiser's shield, which is easier said than done. Every time you try to go in for some damage, he will be able to counter it with his damage while shielding himself from yours. You have windows to go in aggressively whenever his W is down, take these and use them well. Go in hard with danger zone and try to get as much damage in as possible when you do, but avoid getting into melee range at all costs. Use your shield as a way to build Heat and get closer to him because this will usually tank his E damage. As with most matchups, keeping your distance is key. Play around his W. Don't stay too close to your minions because this is going to allow him to harass you down pretty quickly. If you are looking to pressure him, keep it up, because if you let him, he will start healing up pretty quickly.
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A slightly easier version of the Jayce matchup. Look for windows where you can trade whenever you land an Electro-Harpoon on him, other than that, only trade with Scrap Shield and Arcane Comet available. Get a comet proc with Flamespitter, back off. Always avoid his empowered auto attacks (simply back off until he inevitably uses it on a minion) and try to dodge his Qs. When he tries to dash in on you, respect it, slow him down and back off. If you're struggling, build Mercury's Treads asap.
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