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All Guides Rumble Guides Rumble: "Good Guide? More like Best Guide!" (7.20)
94
9
Updated
8 months ago
Views
667K
Comments
16

Rumble Statistics for W1K EgoicMind

Author's performance with Rumble compared to the ranked average.

Value
Average
Games Played
286
4
Win %
56
43
Kills
7.7
5.1
Assists
7.4
7.0
Deaths
5.4
6.6
KA:D Ratio
2.8
1.9
Gold Earned
13.3K
10.8K
Creep Score
191.2
167.0
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Teleport 12.png -   

You will practically ALWAYS want to take 12.png as it provides you many opportunities to take advantage of this. Not only does it allow you to turn around team-fights around objectives, or add map pressure and presence in other lanes. This is definitely the best option together with 4.png. If you want to climb and learn to play the better way and learn to reach higher levels of play, use 12.png and practice using it will prepare you.
 

decorative-lines-25_large.png

Ignite 14.png -

 
It's not recommended but if you're playing against a laner with an abundance of sustain, why not take 14.png to mess around and just frustrate your lane opponent. To be honest, your "Flamespitter (Q)" and your "The Equalizer (R / Ultimate)should be enough fire for your opponents. The main reason this isnt taken though is because of the fact that it takes away your ability to 12.pngto the lanes and fights to provide your team with even more damage and chances of winning fights.

That said - you could consider taking this when playing Mid Lane to have more kill pressure.


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Flash 4.png -


Given 68_64.png's susceptibility to ganks, an added escape is necessary in the form of 4.png. Additionally, the combo of using 4.png with "Electro Harpoons (E)to chase is very effective as it allows you to significantly slow the opponent - further enabling easy chase to result in a kill.


decorative-lines-25_large.png

Smite 11.png -


As a result of the shift in his current state with changes in item prices, ult cooldown etc...  68_64.png's now a legitimate and arguably a better Untitled-1.jpg than 21.jpg. Read "Rumble In The Jungle" for more info.

New Runes Back to Top

Masteries Back to Top

Standard Rumble Mastery Page (Cooldown):

The above masteries page is ideal for 68_64.png as the 18/0/12 page gives him the damage he needs as well as the health, armor and magic resist from the defense page. 

UPDATE: THIS NO LONGER APPLIES (THOUGH THE VIDEO IS COOL... :D )

I personally prefer the "Dangerous Game" mastery as it can save you from a close fight/jungler gank. 


decorative-lines-25_large.png

Rumble Mastery Page (Attack Speed):

An alternative mastery page for 68_64.png is putting 4 points into the fury.png instead of CD.png against champions who have the ability to silence you. This will allow you to still do damage when they go in for the trade as you can auto attack them once in "Overheat" to do more damage.  This can be considered useful especially for people who want to use 68.png in the Untitled-1.jpg.

decorative-lines-25_large.png

Rumble Mastery Page (WHY HEALTH?):

The reason to take the HP defensive masteries is because it scales well with the HP stats provided by 3151.png & 3116.png.

                                              decorative-lines-25_large.png

Rumble Mastery Page (What Else?):

- If you are worries about sustain during the lane phase, then you can take FEAST instead of DOUBLE-EDGED SWORD.

- If you really want to make plays using 12.png and stay safe using 4.png, then you CAN (not suggested) take INSIGHT instead of PERSEVERANCE.

- VAMPIRISM can be an interesting choice for the sustain + spell-vamp, but late game, it costs you in damage from NATURAL TALENT. 


                                              decorative-lines-25_large.png

ThunderLord's Decree or Deathfire Touch:

The choice between going for a 18-12-0 and a 12-18-0 mastery page will depend on your opponent. Against less bursty melee champions who are more tanky, I recommend DFT as a result as the slow laning and poking/zoning over time.

Against opponents that you can't safely or trade very often, I highly recommend taking TLD in order to do burtst of damage a


Abilities Back to Top

E
Q
W
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
2
4
5
7
9
W
3
14
15
17
18
E
1
8
10
12
13
R
6
11
16

Passive: Junkyard Titan  


“The Danger Zone” – Over 50% heat= added bonus effects on basic abilities (heat bar turns YELLOW).

“Overheat” - at 100% = 6 seconds silenced & empowered auto attacks (heat bar turns RED).


Using any abilities will increase your 'heat' by 20%. When your are in “The Danger Zone” (50%), all your basic abilities gain bonus effects. Therefore, spam abilities to try and keep your heat at 50% to allow you to do the most damage, and/or combo all three abilities when engaging, trading or kiting. Using only you "Scrap Shield (W)" will keep you at the same heat %.

When you reach “Overheat”, Rumble becomes unable to cast abilities for 6 seconds, following which he will cooldown to 0%. Although silenced, Rumble benefits from increased auto attacks, so aim to reach 100% when you're up close and personal with your opponents.

In order to benefit from the added bonus effects on your abilities, be sure to cast your Q, W or E whilst at 50% and no less, as casting a spell into the Danger Zone will not apply the bonus.


TIPS:

- Use spare time in bushes to heat up to “The Danger Zone” to allow you to come out of the bush dealing even more damages!


Official NOTES:

- This passive does not affect structures
- Magic damage will be mitigated by Magic Shields
- Spell shields will not block the on-hit effect

- The silence during “Overheat” cannot be reduced by Cooldown items
- Although regarded as a "Silence", summoner spells and item actives can still be cast

decorative-lines-25_large.png

Flamespitter (Q):


This is your main source of damage! Max this first and use it to zone out the enemy and do TONS OF DAMAGE AOE!
Very effective against melee opponents, you can safely do damage to them from a safe distance. This ability has the highest non-ult base damage in the entire game! Make sure you utilise this to your advantage!

Take a point on this at Level 1 if you are confident you can zone the opponent whilst last hitting.

!!!Using "Flamespitter (Q)" to damage opponents during laning phase will cause the lane to push so be weary!!!
Given the natural pushing of lanes because of your Q - ward up and be safe from imminent enemy jungle ganks!

Danger Zone Bonus: Deals 50% bonus damage.


TIPS:

If you activate 3157_32.png whilst "Flamespitter (Q)" is activated, your "Q" stays on > dealing damage whilst in stasis!

Example = Gravity's Mid Laner "Keane" vs Cloud9 Spring Split 2015 @ 2 minute 50 seconds:


- Enemies cannot see your "Flamespitter (Q)" whilst you're casting it in a bush, use this to your advantage

- Aim to ALWAYS use your "Flamespitter (Q)" when you're in “The Danger Zone”


Official NOTES:

- Applies spell effects as an area of effect ability
     - 3145_32.pngspell-vamp reduced to 1/3 effectiveness
     - 3116_32.pngwill apply a 15% slow
- Spell shields will not block the ability (e.g. 3102_32.png)

decorative-lines-25_large.png

Scrap Shield (W):


Your best friend. Shield, utility, movement speed, gap closer, escape... Your "Scrap Shield (W)" can help you get closer to your opponent, just as it can help you fly away from their ganks whilst it absorbs damage to keep you healthy!

This is a useful ability to use when trading in order to absorb some of the return damage, however, it is typically used for you to manage your heat in order to stay in “The Danger Zone”.

Put a point into this at Level 2 if you are being poked hard and out-traded in lane. IF your opponent is hurting you badly and making it difficult for you to farm and stay alive, put a SECOND point into it at Level 3 to give you that added damage absorb to farm. - Otherwise, use this as a tool to get into a position to poke your opponent, absorb enemy poke, or "I want to fly away..."

Danger Zone Bonus: 50% increase to the movement speed bonus and shield health.

decorative-lines-25_large.png

Electro Harpoons (E):

[Video In Production]

With the recent changes, you get to charges of this skill-shot missile, and they are your second source of damage so max this SECOND. Not only do the "Electro Harpoons (E)" do significant ranged damage to your opponent, they also slow, adding to its usefulness and an ability to safely farm from a distance. 68_64.png's "Electro Harpoons (E)" can be used to last hit, poke enemies, kite opponents and slow down incoming junglers ganking. 

You recharge another charge of "Electro Harpoons (E)" every 5 seconds meaning you can hit 3 harpoons in the space of 5 secs = 6 seconds of slow. Additionally, it is IMPORTANT to note that you can fire newly charged "Electro Harpoons (E)" even when you are overheated  meaning that you need to decide whether you need to chase (Overheat on E) or you are close enough to do damage (Overheat on Q).

Although I normally like to start with "Flamespitter (Q)" to zone and harass lane opponents, against difficult match ups who are ranged/out-trade me, I prefer to put a point in "Electro Harpoons (E)" at Level 1 for safe last-hitting and farming.

Danger Zone Bonus: Deals 50% additional damage and increased slow percentage.

TIPS:

- Hitting the same target twice with "Electro Harpoons (E)" will result in additive slow stacking therefore two
  shots will double the slow on 1 opponent

- Using "Electro Harpoons (E)" and then immediately 4.png allows you to slightly increase the range of the spell or change your positioning in order to avoid obstacles such as minions or enemy champions blocking the way

- Each cast counts as a separate spell cast for 3057_32.png

Official NOTES:

- Applies spell effects as an area of effect ability
     - 3145_32.pngspell-vamp is fully applied
     - 3116_32.pngwill apply a 35% slow
- Spell shields will not block the ability (e.g. 3102_32.png)
- Magic damage will be mitigated by Magic Shields
- The ability is considered to be a projectile for 20px-Unbreakable.png (Barum's "Unbreakable") and 20px-Wind_Wall.png (Yasuo's "Wind Wall")


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The Equalizer (R/Ultimate):


Easily one of the most game-changing, team-fight turning ultimates of the game, 68_64.png's AOE ultimate is the sickest! This AOE straight line ultimate deals TONS OF DAMAGE whilst slowing down enemies giving it so much versatility and potential. Not only can the huge range allow for finishing off kills in the distance, the AOE damage can be used to zone off enemies, slow down enemies, or simply melt through them and slowly, but surely destroy them!

The positioning of 68_64.png's is essential to determining how effective it is. The best places to lay down his ult are small, tight confined areas on the map, especially the Drake or Baron pits, and all the areas in the jungle. This is the case as the little space forces your enemies to either engage on your ult, or attempt running away on your ult. Knowledge of how to land the best ultimates will come over time.

Personal Preference: !DO NOT SMARTCAST YOUR ULTIMATE!


TIPS:

- MAKE SURE YOU USE YOUR ULT BEFORE THEY GET TO YOU SO THEY ARE SLOWED + DAMAGE BEFORE YOU START FIGHTING!

- USE "The Equalizer (R / Ultimate)" WHEN YOUR OPPONENT HAS BURNT THEIR ESCAPE / MOBILITY ABILITY 

- PLACE YOUR ULT BOTH BEHIND AND IN FRONT OF YOUR OPPONENT SO THAT HAVE TO STAY ON YOUR ULTIMATE FOR LONGER

- MAKE SURE YOU CAST YOUR ULT BEFORE “Overheat”!


Official NOTES:

- Applies spell effects as an area of effect ability
     - 3145_32.pngspell-vamp reduced to 1/3 effectiveness
     - 3116_32.pngwill apply a 15% slow
- Magic damage will be mitigated by Magic Shields
- Spell shields will not block the ability (e.g. 3102_32.png)

Example "The Equalizer (R/Ultimate)"

 

Items Back to Top

Starting Items

    Against champions with a lot of AD poke, this will help you stay in lane over a period of time
    Against Low-Threat Laner (Dangerous)
    This will tend to be your staple start for high poke match-ups given the additional regen + the 2 x Pots. This also helps with last-hitting.
    This build is an express-way to liandry's or protobelt and you can take this for your easier passive match-ups
    If you're against champions with a lot of skill-shots that you can poke, this will help you.
    Always get yourself a Warding Totem as this will give you much needed information about when its save to push and harass, and when to play safe from imminent ganks

Core Items

    Core Items
    Almost always go with this item and RUSH IT if you're up against a cowl start or heavy magic resist opponent. If you're against AD in lane, then skip this and get Zhonyas.
    A strong early item to get because of low cost and stats.
    This will be a much needed item especially against heavy AD top laners. That aside, the active is very useful in adding to your potential to survive
    There usually will be MR on the enemy team so make sure you have this to ensure you output more/enough damage
    When you need the additional Magic Pen and especially if you have an AP Jungler or Mid Laner, this will help your team do more damage

Situational Items

    Live a healthier life
    Against strong AD composition
    Puns of Damage and shield!
    Especially good for roaming and jungling as it adds to your movements speed!
    A very debated item choice, but the additional stickiness can be very useful
    For the lolz but also to help push sidelanes whilst staying with your team

Explanation and Further Guides: 


Vision & Trinkets

Make sure you always have a 2055.png on the map to avoid surprise ganks or roams top. 
Don't forget to make the most use of your 3340_32.png and consider swapping to 3363.png for more durable vision! Whichever trinket you prefer, make the most of it to keep you safe and provide crucial info to your team. Never have 2 stacks of your 3340_32.png available as its a waste of having the trinket - this will allow you to almost always have vision of enemy jungler gank paths, especially if you have a 2055.png already on the map.
Before basing, always make sure you have enough gold to buy a 2055.png if you don't already have one in your inventory!

- If you are blue side make sure to ward at the entrance to the river or around the scuttle crab to have an earlier warning for when the enemy jungler is on his/her way

- Remember to ward based on who your enemy jungler is, warding the river bush wont help if you're against an 28.png or a 35.png

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When to base and what to get?

Depending on how well you've managed to hold on, you will have x gold and an understanding of how your match-up is going. If you have sufficient gold to buy a 3136_32.png, then go for it. But if you're against a strong AD laner who's out-trading and harassing you be sure to rush the 3191_32.png as soon as possible, and follow that up with the core 3136_32.png

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Which Boots?

Normally you'll want to go for the 3020_32.png as the magic penetration gets you the damage you need as 68_64.png.
However, if they have loads of AD damage or you're in lane against a 23.png or 150.png, you might want to go for the 3047_32.png, and for too much CC, go for the 3111_32.png.



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What next?

It's all up to you where you go from there depending on how you're doing and what you're playing against.
Although it is suggested that you buy the core items 3020_32.png + 3151_32.png + 3157_32.png + 3116_32.png + 3089_32.png, there is a lot of room for you to build situationally depending on your current game.

TIP: If you activate 3157_32.png whilst "Flamespitter (Q)" is activated, your "Q" stays on > dealing damage whilst in stasis!

decorative-lines-25_large.png

Situational Items?


3135_64.png Void Staff
                     I personally make sure I get this item as if I see that the enemy team is building towards having multiple champs with magic resist. 


The Situational Defensive Items:   3512.png 3143.png 3742.png 3083.png

If you are looking to be a tankier front line member of the team and are running 9/21/0 masteries, or are simply staying close to the enemies for your "Flamespitter (Q)" damage, then you might want to consider getting an item that will help you last longer in fights. Depending on whether you are being attacked mainly by AD champions or AP champions, you will look at getting ZZ'Rot, Warmogs or Spirit Visage. 

A lot of these items are here because they are things you can consider buying though I wouldn't recommend them most of the time.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Medium
  • Ahri
    Hard
  • Akali
    Easy
  • Alistar
    Easy
  • Azir
    Hard
  • Cassiopeia
    Medium
  • Cho'Gath
    Easy
  • Darius
    Medium
  • Diana
    Medium
  • Dr. Mundo
    Easy
  • Elise
    Easy
  • Fiora
    Easy
  • Fizz
    Medium
  • Galio
    Easy
  • Gangplank
    Easy
  • Garen
    Easy
  • Gnar
    Medium
  • Gragas
    Easy
  • Hecarim
    Medium
  • Heimerdinger
    Medium
  • Irelia
    Medium
  • Jax
    Medium
  • Jayce
    Easy
  • Kassadin
    Medium
  • Kennen
    Medium
  • Lulu
    Medium
  • Malphite
    Easy
  • Maokai
    Easy
  • Morgana
    Medium
  • Nasus
    Easy
  • Pantheon
    Medium
  • Renekton
    Hard
  • Riven
    Medium
  • Sion
    Medium
  • Xin Zhao
    Medium
  • Yorick
    Easy

VS

Aatrox

Medium

Laning:

Use your scrap shield to block out his poke + slow from his  "Blades of Torment (E)" and stay out of range from his "Dark Flight (Q)" to avoid taking any damage from his combo. When his "Q" is on cooldown, trade with him as he will have no escapes and wont be able to knock you up. Do this by poking and harassing him with your "Flamespitter (Q)" and "Electro Harpoons (E)".

Don't underestimate his life-steal through "Blood Thirst (W)" and never forget about his passive "Blood Well". IF it is active and his bar is low, don't hesitate to stay and finish him off after (careful as in the meantime his jungler might come help him), if his bar is high before you kill him, run away to avoid fighting him 1v1 again on low health.


Take Note:

  • Respond correctly to his "E" and "Q" by applying shield and staying out of range
  • Punish him when his "Q" is on cooldown
  • Keep an eye on his passive and how much health he has stored
  • I recommend starting 1029_32.png with 5 x 2003_32.png to try and match Aatrox's sustain and allow you to stay in lane farming for longer until you can get yourself the 3191_32.png.

VS

Ahri

Hard

Laning:

This will typically be hard given that she has a lot of ranged damage output. At level 1 make sure to dodge her Orb of Deception (Q) ahriorbofdeception.png and don't forget that she gets movement speed from casting it as well. Whenever her Q ahriorbofdeception.png is on cooldown look to harass her of farm using your Flamespitter (Q) rumbleflamethrower.png.

At level 2 she will probably take her Charm (E) ahriseduce.png - it's important that you NEVER get caught by her (E) ahriseduce.png as the damage output that can follow will hurt a lot with her (Q) ahriorbofdeception.png and ThunderLord's Decree. Because of this you'll want to take your Scrap Shield (W) rumbleshield.png to help you trade effectively.
Make sure to let your team know when 103.png reaches level 6 with her Spirit Rush (R)ahritumble.png in case she starts roaming.

Most of this match-up will be you farming and staying safe waiting for jungle ganks with good CC or team fight opportunities.

 

Take Note:

  • Make the most of 103.png's cooldowns and mana bar - take advantage when you can
  • Start with (Q) rumbleflamethrower.png and take (W) rumbleshield.png at level 2 
  • Starting items should be 1001.png or 1028.png with 2003.png. RUSH 3001.png, especially if they have an AP jungler on the enemy team.

VS

Akali

Easy

Laning:

Use your Scrap Shield (W) rumbleshield.png to block her Mark of the Assassin (Q) akalimota.png to reduce her ranged damage. 

Whenever 84.pnguses her Twilight Shroud (W) akalismokebomb.png don't forget that your AoE damage from (Q)rumbleflamethrower.png still damages her, and that you should have a 2043.png that you can drop.

Until Akali reaches level 6 you should have a pretty easy laning phase so make sure to harass her and zone her out of farming minions. When her (Q) akalimota.png wears off, make sure to punish and trade with her as she won't get the spell-vamp without it.
 

Take Note:

  • Use your (W) rumbleshield.png when she throws her Mark of the Assassin (Q) akalimota.png
  • Harass and zone hard using (Q) rumbleflamethrower.pngbefore she hits level 6
  • Items 1054.png or 1028.png >> into >> 3152.png >> into >> 3151.png
  • Always have a 2043.pngwith you


VS

Alistar

Easy

Laning:

Typically a passive lane, focus on farming, start with 1052_32.png if you feel comfortable and are looking to try and get a lot of pressure / kill early on, otherwise, stay safe with a 1028_32.png. Your harassment will seem useless due to his heal, so focus on getting ahead on farm and preparing yourself for post Level 6. 

Levels 1-4 you should easily be able to zone and be annoying for the Alistar (watch our for being knocked back into his tower range with a 4.png Insec style play. With this early damage you should be able to force him to base, and potentially get a kill if he miss-plays (especially if you hit level 6 before him).


Take Note:

  • Passive lane (focus on farming) with not too much risk of death
  • Little kill potential (alone), especially after his level 6

VS

Azir

Hard

Laning:

Whilst 268_64.png is Level 1-2 he wont have any escapes or gap closers - use this opportunity to pressure him early and try coordinate a gank with your jungler to give you that head start and give you the lead that you can snowball with. Similarly, once his Shifting Sands (E) azirE.png gap closer / escape is on cooldown, then try and punish him. Don't be fooled by taking his tower as he can bring up a new one with his passive - be careful. His soldiers do a lot of damage so try and always stay away from them and farm safely with Electro Harpoon (E) rumblegrenade.png when necessary.

 

Take Note:

  • Harass him before and whilst his (E) azirE.png escape and gap-closer is on cooldown
  • Don't forget about the towers that he can raise with his passive
  • You can 4.png his ultimate, so try and predict them if you are fighting
  • Safely farm with "Electro Harpoons (E)"
  • 1054.png or 1028.png with 2003.png >> into >> 3001.png

VS

Cassiopeia

Medium

Laning:

Due to 69_64.png being ranged, it will be harder for you to go in and zone her from farming whilst trading and poking. Because she is quite mana heavy, put a lot of pressure on her when she has low mana before she bases and gets her 3070_32.png. Due to the nature of her Twin Fang (E) cassiopeiatwinfang.png heals her when targeting a poisoned opponent, make sure you dodge and side-step her (Q) cassiopeianoxiousblast.png and (E) cassiopeiamiasma.png to avoid getting poisoned. As a result, you can consider getting 1001_32.png to start with an offensive ability: Flamespitter (Q) rumbleflamethrower.png or Electro Harpoons (E) rumblegrenade.png. Otherwise, if you'd rather get another item, consider getting Scrap Shield (W) rumbleshield.png at Level 2.


Don't forget to look away in case of 69.png using her Petrifying Gaze (R) cassiopeiapetrifyinggaze.png.


Take Note:

  • Dodge her Q and W not to get poisoned - mobility items / abilities considered
  • Punish her when she's low on mana early on
  • Predict her ultimate and turn away to avoid being stunned
  • 1028.png or 1001.png with 2003.png >> into >> 3001.png

VS

Cho'Gath

Easy

Laning:

Depending on whether you want to start 1001_32.png to dodge his abilities or 1052_32.png to pressure, harass and zone him the game will vary slightly. However, due to Cho'Gath being recognised as a bit of a farmer, as long as you dodge his abilities and keep him away from minions you should take an easy lead. Given the tanky nature of the Cho'Gath and the true damage his able to output, be sure to look into rushing Haunting Guise and building health items to reduce the damage he can output. If you can predict the silence, get overheated just before to be able to output auto-attack damage while unable to cast spells.

Take Note:

  • Zone him from farming
  • Output whatever damage you can before 6
  • Dodge his knock-up for safer lane
  • "Overheat" when silenced so that you can still output damage
  • Consider running "Attack Speed" Masteries Page

VS

Darius

Medium

Laning:

Given the fact that Darius has "Apprehend (E)" - a grab - it can be dangerous trying to trade and zone him out from farming. That said, if he misses his "Apprehend (E)" then you can safely punish the high cooldown by spamming all your damage on him! As you would against any AD laner, rush your Seeker's Armguard for the armor, allowing you to better trade and destroy him! Don't forget about his bleed and use your "Scrap Shield (W)" to block the damage.

Be weary of his burst as he can easily kill you with 1 strong all in. SAFETY FIRST!

Take Note:

  • Care for his "Apprehend (E)" - then punish him
  • Rush your Seeker's Armguard
  • Use your W to reduce Darius' damage output
  • Be careful with his Level 6 > His ultimate deals a lot of damage
  • He can easily kill you during any part of the game!

VS

Diana

Medium

Laning:

You will have a hard time fighting and trading with her early, so focus on farming and staying safe rather than being overly aggressive. If you manage to dodge her "Q", don't hesitate to try and trade with her. Overall, you need to assess how skilled your opponent is and how well you can dodge her "Q"s.

At Level 6 be especially sure to dodge her "Q" to avoid her using her "R/Ultimate". If you get engaged on and you're too far from tower to safely escape, throw everything you have at her and make sure to get as much damage as you can in. Keep the fight on your "R/Ultimate" so that she keeps taking damage if she continues fighting, or allows you to escape if she backs off.

Take Note:

  • Dodge her "Q"s
  • Stay safe and keep up on farm
  • Look to make plays and support other lanes
  • Care for the Level 6 engage

VS

Dr. Mundo

Easy

Laning:

Dr Muno is very tanky and means you might not be able to kill him. As long as you can dodge his "Infected Cleaver (Q)" or "Scrap Shield (W)" the damage, you can zone him from farming quite well. Depending on what summoner spells your opponent is running you can either prepare for the enemy 14.png and absorb the damage with "Scrap Shield (W)" or force the enemy 12.png to make them lose farm, and allow you to make plays elsewhere on the map. Don't forget that his "R/Ultimate" will give him back a lot of health and therefore means you need to avoid diving him.

Take Note:

  • Dodge or absorb his "Q" damage
  • Force his summoners to try and get an advantage
  • Harass and poke him as much as you can
  • Don't stay in range of his AOE as he will slow you and keep you in it

VS

Elise

Easy

Laning:

Given the fact that Elise is a ranged champ, I would recommend starting with 1054_32.png to reduce the damage from her auto attacks. With regards to your starting spell, you may consider starting with your "Electro Harpoons (E)" for safe farming, or you can go the usual "Flamespitter (Q)" route and hope for the best...

As written in the abilities section, the abilities you select will be based on your comfort and the situation you are in - if your opponent is passive and doesnt poke you much, go for the Q and E, if they are harassing you a lot, then definitely get your "Scrap Shield (W)", even consider getting 2 points in this by level 4.

By this point (Level 4-5), you can start getting more aggressive and going in for more trades (try going in when there are few so its harder for her to "fly" away using E). As well as this, once you hit level 6, you have a significant power spike (as usual) with very high kill potential. When using your ult, attempt to use it after she has used her Rapel (E) or when there are no ally minions left so that if she does rapel, she still has to stay next to you / on the ult


Take Note:

  • Engage / trade with Elise esp. after Level 4, when she has low mana, when she's in spider form
  • Dodge her stun to avoid losing trades and taking in a lot of damage
  • Use "Scrap Shield (W)" to absorb damage from her Q, or auto attacks
  • Use your "The Equalizer (R)" Ultimate after she uses her Rapel so she has no escapes (except flash)

VS

Fiora

Easy

Laning:

You shouldn't have too much of a hard time against Fiora. To have the best chances to win your lane, absorb the damage of her dash "Lunge (Q)" using your "Scrap Shield (W)", slow and kite her with your "Electro Harpoons (E)" and constantly zone and harass her using your "Flamespitter (Q)". Avoid auto-attacking her when she activates her "Riposte (W)" as this will do damage back onto you. Make sure to use your "Overheat" wisely to win trades. If you are struggling or worried about her ultimate, rush a 3157_32.png as this will cancel all her damage during her R / Ultimate.

Take Note:

  • Absorb her "Q" damage using your shield
  • Zone her and harass her a lot
  • Purchase Zhonya's Hourglass if struggling against "Blade Waltz (R)"

VS

Fizz

Medium

Laning:

Not the highest kill potential in this match-up so don't look to kill him. As a result, don't try to go all-in on your opponent. Instead, wait for playful-trickster to be cooldown. Once on cooldown, look to trade, punish and go all-in on your opponent. Level 6 and later, using your "The Equalizer (R / Ultimate)" is only suggested once playful trickster is on cooldown.

Should you see Fizz attempt to trade or go all-in on you, make sure he is doing it whilst on your ultimate to ensure somewhat of a trade and provide you with more kill potential.


Take Note:

  • Look to start with 1054_32.png or 1028_32.png to reduce the auto-attack damage whilst keeping sustain, or take a ruby crystal with 2 x 2003_32.png to have the extra health and have the 2 pots for the sustain
  • Focus on punishing Fizz whilst his Playful-Trickster is on cooldown
  • Seek to get an advantage through CS and kills with the help of your jungler

VS

Galio

Easy

Laning:

A Galio on his own shouldn't have too much kill potential on you if you successfully dodge his "Q"s and "E"s. Put a lot of pressure on him early whilst he hasn't got any magic resist items and force him to lose experience from the waves. Be sure to purchase a lot of magic penetration items to keep your damage relevant.

Take Note:

  • Dodge his abilities - you can consider starting 1001_32.png to help you
  • Zone and harass him a lot whilst he doesn't yet have magic resist items
  • Rush magic penetration items such as 3020_32.png and 3151_32.png
  • Consider buying 3140_32.png if you feel you need it

VS

Gangplank

Easy

Laning:

You shouldn't struggle too much against a Gangplank as he is melee range and you should be able to absorb his "Q" damage using your "Scrap Shield (W)". Without the damage from his "Q" you'll be able to poke and shred his health using "Flamespitter (Q)" and "Electro Harpoons (E)". Avoid staying in melee range so that he can't attack you as his passive applies a stacking-poison-debuff that can significantly hurt you and slow you, reducing your ability to trade with him efficiently.

Use your auto-attacks to last hit and poke him as much as you can at Level 4 onwards - there's not much he can do to respond. Make sure you freeze the lane and zone him away from last hitting minions forcing him to use his "Q" to farm and therefore lose mana and base. This will increase your CS advantage.

Take Note:

  • "Scrap Shield (W)" his "Parley (Q)" to sustain no damage
  • Freeze and Zone in order to force him to back and gain a CS advantage
  • Start with 1029_32.png or 1028_32.png

VS

Garen

Easy

Laning:

86_64.png is only really intimidating when he's running at you with his "Q" or when he's on top of you "spinning to win", but you are well equipped to stop him from being able to trade or zone you. Try to get a little bit of damage on him whenever you can to reduce the effects of his passive, and always use your "Electro Harpoons (E)" to slow him down whilst you "Spell Shield (W)" the damage if he's too close, or speed away from him. If he ever does manage to land a silence on you, make sure your "Flamespitter (Q)" is already cast and you are overheated so that you can still do damage to him + empowered auto attacks, even if he's spinning on you.

Take Note:

  • "Scrap Shield (W)" Garen's "Q" to absorb damage
  • Be sure to start your "Flamespitter (Q)" before you get silenced
  • Use "Electro Harpoons (E)" to slow him down during his "E" to keep distance
  • Rush 3191_32.png and use your 3157_32.png when on low health with "Flamespitter (Q)" to finish him off before he ults you

VS

Gnar

Medium

Laning:

Against 150_64.png you'll want to start "Flamespitter (Q)" to try and zone him out of range of lst hitting. When his rage is below 50%, feel free to try and trade with him. Given that his main ability in ranged for is his boomerang "Q", make sure to dodge this, or absorb the damage using your "Scrap Shield (W)". Try and push the lane early using "Flamespitter (Q)" to trade for potions in order to be ahead with regards to health (assuming you've started with 1029_32.png and 5 x 2003_32.png. His Q + W combo gives him movement speed and slows you, so his ability to kite you is huge > be careful of this! His "E" allows him to easily dodge your abilities and jump out of your ultimate so make sure you punish him when he jumps with "E".


Take Note:

  • Don't engage when his rage bar is over 50% full
  • Request support from your jungler
  • "Scrap Shield (W)" or dodge his "Q"

VS

Gragas

Easy

Laning:

You should be able to have an easy time against 79_64.png as he needs his auto-attacks to farm. Aside from this all you need to do is dodge his "Q"s in order to avoid his damage and look out for his Drunken Rage as this will normally imply that he is seeking to jump in. He has to choose between trading and losing farm or farming and taking damage. THAT WAY you can easily zone him and force him to take damage or fall behind, either way you are getting an advantage and will win out the lane.

Take Note:

  • Dodge and avoid his abilities (standard)
  • Take the kill or cs advantage (standard)
  • If you need help dodging, consider starting with 1001_32.png

VS

Hecarim

Medium

Laning:

Playing against Hecarim early on isn't very difficult as you just need to "Scrap Shield (W)" whenever you think he'll jump towards you, or use the speed boost to avoid his AoE "Q". If he spams this (which he should), the lane will automatically push towards you. This means that you'll be able to use "Flamespitter (Q)" to pressure him and try zone him.

BE CAREFUL of his passive - he can avoid unit collision, meaning that you will not be able to chase him as easily as he can you, and he will easily be able to use minions to block your "Electro Harpoons (E)".

Levels 1-4 you shouldn't have a difficult time but when he hits level 5, start being careful as he will be close to his level 6 power spike which is when most Hecarims will go all in on you. If this is not the case, they will look to roam or teleport to another lane - if your opponent does this, push the lane and take his tower as soon as possible.

Being aware of ward locations and his teleport locations will allow you to prepare yourself for his Homeguard teleport all-ins.

Take Note:

  • Hecarim passive: ignores unit collision
  • Easy time at low levels - care for level 6 power spike

VS

Heimerdinger

Medium

Laning:

It will be hard for you to trade against 74_64.png as a result of his turrets but if you can dodge their empowered attacks using your "Scrap Shield (W)" then you'll be able to keep farming and stay relevant. 

Consider playing the farming game and take advantage of any positional errors on his part. If you see 74_64.png ever step away from his towers then look around to see if its safe (he might be baiting with his jungler) and then all-in him! 

CAREFUL - stay away from his turrets (that said, don't forgot you can kill them using your "Electro Harpoons (E)" for extra gold and to get them out of the way if you want to get close to him!

Take Note:

  • Start with a 1028_32.png to stay on track with your build, or 1001_32.png to help you dodge
  • All-in him if he is ever out of position
  • Stay safe and play the farm game
  • Call your jungler as 74_64.png will auto-push the wave towards you with his towers

VS

Irelia

Medium

Laning:

This match up becomes very difficult due to hear gap closer, stun / slow, true damage and sustainability. 

Take as many favourable trades around her Hiten Style (W) ireliahitenstyle.png cooldowns as this gives her health back and deals true damage. Build a 1011.png to counteract this.
Be very careful standing next to your minions with low health as its likely for 39.png to jump in using her (Q) ireliagatotsu.png and try to trade with you initiating with her (E) ireliaequilibriumstrike.png.
Whenever you see her use her (Q) ireliagatotsu.png and it doesn't kill the minion she jumps to, the cooldown will be bigger > TAKE ADVANTAGE. Once she has her 3057.png item she has a high damage spike, followed by her main spike at Level 9.


Take Note:

  • You have the advantage before Level 6
  • Watch out for her Hiten Style (W) ireliahitenstyle.png animation
  • Make sure you don't have low HP creeps near you so that she cant double dash gap closer (if reset on minion) or so that you an trade with her
  • Farm up and request jungler assistance
  • 1054.png or 1028.png >> into >> 1011.png >> into >> 3191.png

VS

Jax

Medium

Laning:

24.png will typically have 2 options for trading in lane:
1) jaxcounterstrike.png>jaxleapstrike.png>jaxempowertwo.png - If you see the enemy Jax prepare his CounterStrike (E) jaxcounterstrike.png, you can easily guess that he is looking to jump on you using his Leap (Q)jaxleapstrike.png. Seeing as this is very predictable, although hard to avoid being stunned if you're too close, you can try slowing him down using your Electro Harpoon (E) rumblegrenade.png and creating distance using your Scrap Shield (W) rumbleshield.png speed boost.

2) jaxleapstrike.png>jaxcounterstrike.png>jaxempowertwo.png - If he uses Leap (Q) jaxleapstrike.png before using his (E) jaxcounterstrike.png you can easily used the previous tools to avoid getting stunned by slowing him down using your Electro Harpoon (E) rumblegrenade.png and creating distance using your Scrap Shield (W) rumbleshield.png speed boost.

After either of his combos, during cooldowns, THIS is your time to trade back, bully and harass him. Use your Flamespitter (Q) rumbleflamethrower.png and Electro Harpoons (E) rumblegrenade.png to trade as much damage back as you can.

TAKE ADVANTAGE BEFORE JAX IS LEVEL 6! You can easily trade using the above guidelines. 

DESPITE THAT - he does a lot of damage that you cannot underestimate! Bad positioning, a slow reaction or an outright mistake can be fatal.

Take Note:

  • Watch out for his trading
  • Don't underestimate his damage
  • Be safe after level 6
  • Important items are 1054.png 3020.png 3191.png 3136.png

VS

Jayce

Easy

Laning:

Quite a decent lane to play if you can avoid the Q poke from 126.png and the E poke you should quite easily go even or win lane. Given the lack of CC, any jungle ganks are quite easy to escape (if you have the necessary vision etc...)

After level 4 it should be quite easy for you to dodge skillshots using your Scrap Shield (W) rumbleshield.png and output damage onto the 126.png.

At level 6 it should be very easy for you to all-in him especially if he hasn't laid any poke damage on to you and if you time your engage on his melee Q or E cooldown. This is because you get an extra ability in your Equalizer (R) rumblecarpetbomb.png whereas the 126.png merely gets extra damage on his ability.

Take Note:

  • Dodge and use your Scrap Shield (W) rumbleshield.png to absorb the damage from 126.pngs Q
  • Scrap Shield (W) rumbleshield.png can also be used to safely farm when being auto-attacked, and to absorb the damage of 126.pngs E
  • Whenever his Melee Q and/or E are on cooldown then you can safely harass and trade with him chasing using the slows of your Electro Harpoon (E) rumblegrenade.png
  • An interesting play to make is if you're going all in, 4.png behind the 126.png so that his (E) jayceE.png knocks you towards his escape, blocking him off and stopping him from escaping

VS

Kassadin

Medium

Laning:

Take your (Q) rumbleflamethrower.png at level one and push 38.png under turret early (making sure you have good vision with your 3340.png). At level 2 I recommend taking your (W) rumbleshield.png so that you can block the damage from Null Sphere (Q) nulllance.png. Don't forget this gives 38.png a shield against Magic Damage.

Because you as 68.png will be spamming abilities to keep up your heat, be careful because 38.png will often have his Force Pulse (E) forcepulse.png available.
Take whatever advantage you can whilst he has low mana and do what you can to have a better base than him to get to lane earlier and force your presence.

Once you reach level 6, note that his Riftwalk (R) riftwalk.png can allow him to dodge, engage, or leave your ult. That said, harass whenever its on cooldown. Note that he will usually try engage on your just before your Overheat (Passive) ends whilst you have time for 1/2 empowered AA and low damage abilities after. 

Take Note:

  • Use your (W) rumbleshield.png to block his (Q) nulllance.png
  • Force damage whenever his (R) riftwalk.png is on cooldown
  • He gets a shield from his (Q) nulllance.png
  • Because you spam abilities he will usually have (E) forcepulse.png available for more ranged damage
  • 1028.png or 1054.png with 2003.png >> into >> 3001.png >> into >> 3151.png

VS

Kennen

Medium

Laning:

This can be a tough match-up given the range advantage Kennen has over you. As a result, consider starting with your "Electro Harpoons (E)" to farm safely from a distance. 
Because of this, I recommend farming safely until Level 3/4. Should he move in to auto-attack you, use "Scrap Shield (W)" to block it and cause him to take aggro from your minions.
If you wish to trade against Kennen, then wait for his speed boost to be on cooldown as well as him empowered auto-attack (passive) to punish him and allow you to cause damage without him having an escape or cause significant damage on you in return.
Attention and caution and right timing will allow you to win this match-up.

Take Note:

  • Consider starting with 1054_32.png as a result of Kennen using a lot of auto-attacks
  • Use your "Scrap Shield (W)" to block his auto-attacks
  • Dodge Kenne's Qs or use minions / "Scrap Shield (W)" to block it
  • Don't fight if you are already marked
  • Only use "The Equallizer (R / Ultimate)" when his "E" speed boost is on cooldown
  • Be careful of his Level 6 all in

VS

Lulu

Medium

Laning:



Take Note:


VS

Malphite

Easy

Laning:

Given Malphite's innate recurring shield and natural tankiness, you make find it hard to trade / kill him - don't worry about that. Your aim as 68.png in lane against 54.png is to zone him off his farm and scale your advantage over him. Similarly to you, your ults (arguably) the strongest parts of your kit when it comes to the later teamfights. 
For this match-up, I would recommending starting with your Q as usual to put pressure and push the lane to tower asap, and try to force the reset by the 00:03:30 minute mark when you will have to (have) warded. Start with 1028.png for the extra health to sustain his 'poke'.


Until either of you hit Level 6, there should be no kill pressure without jungler involvement. Personally, I like to keep the lane pushed (as I find most 54.png I'm against have a hard time farming under tower) [someone please correct me if I'm wrong).

In team fights you need to lay your "The Equalizer" (R) to either zone out the enemy back line from joining in on his engage, laying it under him along the route his allies will take to join the fight, or in a position that allows your team to disenage and later re-engage. These don't necessarily specify the best placement of your ult, but the importance is the ability to adapt.

Personally, I like to purchase a 3102.png as if I manage to spell-shield Malphite's ultimate, I have time to deal damage during the short space my team is unable to, allowing the even out the damage dealt during that brief "1v1" exchange.

Take Note:

  • I recommend starting with 1028.png
  • Look into getting 3001.png if the enemy team has a lot of AP
  • Use your Spell-Shield to block damage from the slow (unless jungler is close and has a skill-shot stun >> use the speed boost from "Scrap Shield (W)" to escape
  • Focus your attention on farming, keeping 54.png off farm, and assisting your team through 12.png

  • REMEMBER THAT MALPHITE CAN CANCEL YOUR TPs. Use this to bait his ult, safely 12.png from a favourable/safe position.

VS

Maokai

Easy

Laning:

Playing against a 57.png can be annoying due to his passive. Every 4 spells casted around him gives him an auto-attack that give him back HP. As a result of 68_64.png spamming spells in order to stay in "The Danger Zone", it can be annoying to poke/harass/zone and see his health just pop back up. Against a 57_64.png you'll want to rush items with Magic Penetration / Reduction as he will stack MR against and his ult will cancel out a lot of your damage. You should have the advantage over him as long as you avoid his Qs and zone him out of farming with your Q and E.

If 57_64.png is building tanky as he usually will, you might not have that high kill potential on him, so look to push the wave (keep warding!) and look to roam to assist in counter jungling, roaming mid/bot/drake (or teleporting). 


Take Note:

  • Try kill him in an all in as his sustain makes it hard to kill him slowly
  • Be weary of his ultimate as it reduces the damage your AP abilities will do (both in lane and during team fights)
  • Punish Twisted Advance being on cooldown as he wont be able to fly away - dont forget, he follows you all the way so if he starts twisted advance, you can hypothetically bring him back to tower/closer to your jungler
  • Build 3135_32.png and other magic pen items to counteract the MR he will definitely be getting

VS

Morgana

Medium

VS

Nasus

Easy

Laning:

Due to Nasus focusing on farming his stacks up, all you need to do is keep him away from farming, and farming yourself. The easiest way to do this in my opinion (if the jungler isn't a huge threat (stay safe and you'll be fine)) is buy starting with 1052_32.png and 2003_32.png in order to harass him and zone him a lot! Normally, if you play it right, he should be low enough when you're Level 3 to force him to base or kill him. It is also important not to push the lane and try and freeze it in order to stop him from farming under tower, and allow you to constantly annoy him without their jungler becoming a threat.

Seeing as his "E" will naturally push the lane towards you, freeze it and punish him if he ever leaves his turret!

Force him to use teleport and while it's on cooldown, look to make plays elsewhere on the map, before coming back top  so that he doesn't free farm.

Take Note:

  • Harass Nasus A LOT so that he can't stack
  • Be very aggressive - slowing him/shutting him down early = much fun
  • Use your "Electro Harpoons (E)" and "Scrap Shield (W)" to get away when whithered

VS

Pantheon

Medium

Laning:

This match-up can be quite difficult if he gets out of hand. Use your Scrap Shield (W) rumbleshield.png to absorb the damage from his Spear Shot (Q) pantheon_throw.png (the difficulty with this is that the cooldown on his Q is shorter than your W therefore I recommend going in to trade damage, making sure you face him using your rumbleflamethrower.png whenever he stuns you with his pantheon_leapbash.png.

His E will proc Thunderlord's Decree and so his pantheon_throw.pngpantheon_leapbash.pngpantheon_heartseeker.pngpantheon_throw.png combo can decimate you - be safe and make sure you rush your 3191.png, starting with 1054.png or 1029.png with 2003.png.

At level 6 you might be able to take advantage and all-in him especially with the help of a gank or with good previous trades. This advantage comes from having that extra ability that's easy to use. >>>>> Make sure to communicate with your team when 80.png he hits Level 6 as he can use his pantheon_grandskyfall_jump.png to get an advantage over your allies in otehr lanes. 


Take Note:

  • Use your rumbleshield.png to block his pantheon_throw.png
  • Face using your rumbleflamethrower.png when the 80.png uses his stun pantheon_leapbash.png so you still damage him
  • Communicate when 80.png hits level 6 to keep your allies aware

VS

Renekton

Hard

Laning:

Because of the significant amount of damage Renekton can output at low levels you need to be careful and a 1029.png and 2003.png start is highly recommended. Because of this, make use of your Electro Harpoons (E) rumblegrenade.png to farm safely. Be aware of standing next to your minions as he can use those to renektonsliceanddice.png close to you to trade before renektonsliceanddice.png away. Once on cooldown, you can easily turn around and chase and trade damage. If he uses his stun ( renektonpreexecute.png ) on you, may sure to be facing him so that your Flamespitter (Q) rumbleflamethrower.png still does damage to him.

At level 6 with 3155.png he can become VERY difficult to handle, especially if not shut down in the earlier stages. after 6 I highly recommend staying safe and relying on jungle ganks or roams from your other lanes unless 58.png makes enough mistakes for you to trade or kill him.


Take Note:

  • Be careful and farm before level 4 as he can easily all-in you with his combo, especially if he has 14.png
  • Do your best to freeze and keep the wave by your tower to farm safely
  • Don't trade when his fury is full
  • Make use of his cooldowns and your Electro Harpoons (E) to farm and trade/harass

VS

Riven

Medium

Laning:



Take Note:

  • Rush the 3191_32.png to have more survivability in lane + take less damage from her trades
  • Punish her (chase) with your "Flamespitter (Q)" after her combo is on cooldown
  • If she uses all her "Q"s and "W" to disengage, drop your ultimate to force flash
  • If she engages on you, lay your ultimate over you so she has to fight on it or leave

VS

Sion

Medium

VS

Xin Zhao

Medium

VS

Yorick

Easy

Who Am I? Back to Top

Welcome to EgoicMind's Rumble Guide 

Silver.pngFrom Silver to Diamonddiamond.png


Hey there everyone! Welcome to my Rumble Guide (currently only applicable for top lane). My EUW IGN is W1K EgoicMind and I've been climbing the ladder of the Rift from (Bronze 5 in season 3 to currently Diamond 5 in Season 6). Of all the champions I've played, all the roles I've had to try out, nothing, and I mean NOTHING got anywhere near as close to the awesomeness of Rumble, SUPER GALAXY RUMBLE!


Season 4 & 5.png

I am currently working on improving my play by assisting the team as much as I currently am (if not more) whilst dying less in order to have a higher KDA which conforms with the division I am currently in. Below is a guideline for the average RUMBLE KDAs for players in Plat and above (as acquired from "leagueofgraphs.com"):

Plat+ kda.png


decorative-lines-25_large.png

Ranked top (2015): 

#198 Rumble EUW

#305 Rumble WORLD 


decorative-lines-25_large.png

It all started surfing the Tube of You when I stumbled upon this little video here:



I watched C9 Balls play Rumble and I was convinced... Days (months) later, several (loads) of guides later, and a couple (collection) of games later, I felt quite strong on him!

decorative-lines-25_large.png

68_64.png is a strong champion who requires a lot of mechanical expertise / control in order to master his abilities and apply him as effectively as possible. This is reflected through the increase in his picks and greater success rates (win %) the higher up you go.

Rating vs WinRate.png

I hope you guys enjoy the time you spend on my guide learning how to play Rumble in the composition you need and how effective Rumble can be.


Reddit:                 https://www.reddit.com/r/Rumblemains/
Plays.TV:              http://plays.tv/u/EgoicMind
Discord:               https://discord.gg/585K4

Thank you for taking the time to read my Rumble guide, and I do hope that it has given you information on what you were looking for, and more! Should you have any questions and queries, please don't hesitate to post it in the comment section and I will do my best to respond to them promptly. 

Feel free to contact me via FacebookTwitchYoutubeReddit, and Plays.TV! Peace out guys!

ArnikBB (AKA EgoicMind)

Strengths & Weaknesses Back to Top

know-your-strengths-and-weaknesses-when-

Strengths:

  • No constraints - mana or energy

  • Huge AOE potential - useful for teamfights

  • Huge pressure around the map with long range ult + 12.png

  • Safe kit with slow, shield, speed boost 

  • Can survive 1v2 and 1v3 with rightly placed ult and fights

decorative-lines-25_large.png


Weaknesses:

  • Susceptible to ganks and roams from other lanes - NEED WARDING
  • Although he has a small speed buff with "Scrap Shield (W)", no escapes
  • Champions with a lot of natural sustain can be hard for you to deal with
  • Easy to engage on before 3157_32.png
  • Your abilities are quite short ranged
  • It can be difficult to last-hit difficult to last hit using auto attacks - you an get used to it don't worry
  • Can be focused focused by enemies (buy defensive items and consider 3026_32.png if thats the case.

The Early Game Back to Top

Before minions arrive


If you were watching or warding the entrance to your jungle to avoid being counter-jungled, make sure you take the safest possible route back to your lane in order to avoid any surprise face-checks or bush traps as this will put you behind in your laner - forcing you to play safer.

Back to lane.png

Level 2/3

As soon as you are Level 2, put a point into "Flamespittr (Q) rumbleflamethrower.png" (if you feel safe and confident) to then do extra damage, keep the opponent away from you by slowing, or chase them (against while slowing). Don't forget that if the enemy top laner has a single target poke like 80.png or 38.png, you can take your "Scrap Shield (W) rumbleshield.png" to block that damage. Once you have all 3 of your spells you can pressure whnever you want, dodge easily and trade efficiently.

Around 2:30min to 3:30min keep in mind that he enemy jungler (unless he started top) will be around his top side and may be looking for a gank. Make sure you have the necessary wards, or are in a safe position to avoid giving up first blood. It's better to lose farm than die and lose farm. 

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Your Aim in Top Lane

Typically, people will tell you not to play aggressive with 68_64.png when Level 1-3. Personally, I believe you have a lot of pressure and advantages in the early levels against most match-up - there are many opponents I believe you can kill easily early or force pots on.


If you are against people you can't force away from farm, keep your "Flamespitter (Q)rumbleflamethrower.png on when going to last hit in order to burn your melee enemies. Do this whenever  your opponents go in to last hit as well as this will punish them for farming.

Your priority top lane is to get gold and experience whilst (if possible) denying your opponent farm by harassing and zoning by bullying and damaging  your opponent where possible when they try and last-hit or trade with you. Once you've reached a point where you've acquired sufficient gold and exp, your next role is to start joining with your team and giving the edge during the team fights through your "The Equalizer (R / Ultimate)"rumblecarpetbomb.png. Below are images demonstrating the most common Rumble positions, Kill locations, and Death locations, representative of an average Rumble game.


Position

Positions.jpg

Kills

Kills.jpg

Deaths

Deaths.jpg

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How to Lane

Once in lane you want to make sure you keep your "Flamespitter (Q)rumbleflamethrower.png over 50% in order to poke and harass your enemy whenever you can. Simply use this as your zoning ability when the enemy is near the creeps. AS SOON as he/she moves away from creeps, turn away from the minions so as not to push the lane towards the enemy tower. 

Whenever your opponent tries to go in to last hit, make sure you bully and force them to play more passive and miss out on farm - don't forget your own farm though!

Your 150 damage on "Qrumbleflamethrower.png at Level 1 does a lot so use it to harass your opponents and don't hesitate to trade with them. Try and be the first person to reach Level 2, without pushing the lane too hard. Once Level 2, use your slight advantage  to push the enemy laner back to tower and reset the wave (let enemy tower kill your minions to have the lane pushing towards you). If you can freeze the laner closer to your tower - DO IT - as it will keep you safe from ganks. Alternatively you can play very aggressive and constantly push the lane, but in order to do this, make sure you have wards out and flash available in case thing go wrong.

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Level 4 Power Spike

At Level 4, 68_64.png benefits from an interesting underestimated power-spike revolving around his "Flamespitter (Q)". Although putting a second point doesn't often equate to a huge difference, for 68_64.png he gains a lot of extra damage. Whilst Level 1 "Flamespitter (Q)Flamespitter1.png deals 112.5 Magic Damage + (150% AP) whilst in “The Danger Zone”e, Level 2 "Flamespitter (Q)Flamespitter1.png deals 202.5 Magic Damage + (150% AP).



*these are the total enhanced magic damage stats and not per second.

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Staying Safe - use protection

Although this applies to all parts of the game, it’s especially important during the early game as that is when you’re most susceptible to being killed without being able to put up a fight. To avoid this and increase your life expectancy in game, be sure to keep everything warded and try and communicate with your team to establish where your enemies are.

0-15 wards.jpg

If you know that the enemy jungler is down bot, consider taking the opportunity to drop a ward in one of the entrances to the enemy jungle so you can see them early as them come up. When you are Level 1-5 its very hard for you to fight 1v2 against their top laner and their jungler, so keep safe here.

Level 6 you have huge amounts of damage that can allow you to 1v2 if you play it right. Here’s an example video of how it can play out well. In it, you will see how important being at Level 6 is as it provides you a huge spike in your damage. Without finishing off the minion for the Level 6 damage spike as the enemy jungler was coming, I wouldn’t have had a change to survive.



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Roaming

Although a bit of a gamble / risk this early in the game, you can consider pushing your lane all the way to the enemy tower in order to look for ganking and roaming opportunities to assist your jungler or mid laner. This can be useful for contesting the enemy Blue or Red buff, but make sure you know for sure that it will have spawned as roaming out of lane this early in the game can set you behind, scaling your disadvantage UNLESS you manage to secure a buff, kill or both. Roaming in such a way is more plausible against champions on whom you have low killing potential such as 54_64.png or 98_64.png

I don't recommend going all the way down bot lane as the time it takes you to get there and back to your top lane can equate to A LOT of gold and experience wasted, especially if you get nothing out of roaming bot. As a result, I would say keep an eye out for any opportunities on your side of the map / mid, but concentrate on your own lane.

THAT SAID - if you see an early Drake fight starting to set up, make sure you are prepared to use 12.pngto assist your team. Alternatively, if you know your opponent has 12.png, and you can communicate with your team to inform them that if your lane-opponent uses 12.png, you will push the turret, your team loses the first drake, whilst securing some global gold. Gold, which at this stage of the game is highly beneficial in providing an early advantage across all lanes.
 
decorative-lines-25_large%20(1).png

Slow Pushing - Building a Wave

With 68_64.png it's quite easy to build a big wave or start a slow push. Simply freeze the wave in front of your tower (out of tower range). Once you have this set up, use 1 second of your "Flamespitter (Q)rumbleflamethrower.png to slightly weaken the enemy minion wave. Following this, only last hit minions without using abilities and watch a huge wave form. Use this to your advantage as if the opponent ever tries to auto-attack you, it will result in them taking aggro for A LOT of your minion.

Mid Game Back to Top

What's Your Sit-rep? 


By this point you should have finish a whole item e.g. 3020_32.png + 3151_32.png + 3191_32.png, or be close to finishing a couple depending on how well you’ve done. With these items and the natural damage 68_64.png provides, you have the possibility of killing your opponents quite easily (dependent on their build, tankiness, etc…). If you are against a tanky champion – slowly poke them down and send them to base (forcing their teleport to be used). Doing this will allow your team the 12.pngadvantage as at any point you can teleport down to change a big fight from a 4v4 to a 5v4 because the enemy top laner will have teleport on cooldown. Your team can also use this to force push two lanes causing your opponents to split up allow you the team-fight advantage.


decorative-lines-25_large (1).png


TIP: MAKE SURE YOU USE YOUR "The Equalizer (R / Ultimate)" BEFORE THEY GET TO YOU SO THEY ARE SLOWED + DAMAGE BEFORE YOU START FIGHTING!

TIP: USE "The Equalizer (R / Ultimate)" WHEN YOUR OPPONENT HAS BURNT THEIR ESCAPE / MOBILITY ABILITY 

TIP: PLACE YOUR "The Equalizer (R / Ultimate)BOTH BEHIND AND IN FRONT OF YOUR OPPONENT SO THAT HAVE TO STAY ON YOUR ULTIMATE FOR LONGER

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Be Attentive!

Keep an eye on your team and be ready for the team fights. Whether you are staying with them most of the time or split pushing / defending a tower, always be prepared to assist your team with your much needed "The Equalizer (R / Ultimate)".

Keep yourself safe! Don't forget to ward, constantly!

15-25 wards.jpg

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Using Roaming

This point stems off the aforementioned section about 68_64.png roaming in “Presence and Awareness” - knowing how to keep pressure and how to use your awareness of what is going on to provide you with roaming opportunities.


During the Mid-game, aside from trading with your opponent, you can look into pushing your lane all the way to the enemy tower in order to look for ganking and roaming opportunities or clearing jungle camps and buffs. If you notice that the AP or AD carry of the enemy team is easily accessible, or that there is a chance for you to pair up with another ally to go for a kill - TAKE IT!  This is a part of the game where 68_64.png can help solidify a bigger lead by knowing how to join other lanes to improve the chances of winning team fights!


KEEP IN MIND however, that when you leave your lane, you are giving the opportunity for your opponent to farm up, push your tower etc... Make sure the time you spend away from your lane is beneficial and does not set you back or give your opponent the chance to catch up!

decorative-lines-25_large%20(1).png

Using Your Bushes

Many people underestimate the burst potential of a 68_64.png waiting in a bush. When prepared in “The Danger Zone” starting your combo with "Electro Harpoons (E)" > "The Equalizer (R / Ultimate)" > "Scrap Shield (W)" > "Flamespitter (Q)" will allow you to burst down opponents in a flash.

Below is are a few examples of the burst potential you have standing in a bush and combo-ing your opponent.

Times:       4:25 mins > > > 5:35 mins



Late Game Back to Top

Late Game


When it reaches this point where death-timers are high, HP stats are huge and the outcome of the game could be reliant on 1 team fight, you should already be close to completing your full build. 3020_32.png + 3157_32.png + 3151_32.png + 3116_32.png should all be part of your inventory at the very least. Depending on how you've played all game (ahead / behind), your role in your team will vary slightly. In the event that you were leading and already have good tanks / peel for your carries, don't hesitate to build 3089_32.png or 3135_32.png for the added damage. However, if you notice that your team comp does not already have a tank or someone to peel for your carries, then consider purchasing defensive items such as 3143_32.png / 3065_32.png / 3083_32.png / 3026_32.png. The added HP and defensive stats will not only aid you if you intend to peel for your carries, if you are going into the enemies to get in range for your "Flamespitter (Q)" or your empowered auto attacks, you will have more time to damage your opponents within close range.


Whilst being together with your team in preparation for a team-fight is crucial, if you and your team are in a safe position to go back top to defend your inner / inhib tower whilst you have 12.png available, feel free to do so. Without the availability of 12.png I would recommend staying safe and remaining with your team as a fight without you could lose you the game. With 68_64.png your priority is to force objectives and have team-fights given the nature of his AoE damage potential. 

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Vision & Awareness


At this stage of the game being picked or being out-rotated or caught by a trap can cost you the entire game, whether you were in the lead or slowly catching back up. As a result, you always want to be aware of where your opponents are and what they are doing around the map. Using 3340.png/3363.png and 2043_32.png can save your lives and win you the games.

Be aware of the timers for the neutral objectives of Drake and Baron, and make sure to keep your jungle well warded to avoid being out-rotated or picked / trapped by your opponents. 

25 + wards.jpg
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Slow Pushing - Building a Wave

Similar to the this section in "Early Game (Level 1-5)", you can use this to start a slow push in a different lane in order to allow you and your team to set up for objectives such as Towers, Drakes or Baron, whilst enforcing another source of pressure onto your enemies in the form of a HUGE wave coming there way.

By doing this, you force them to either concede the EXP from the minion wave + a tower (if its pushing that far), or conceding the objective you and your team are currently attempting to secure.

Team-Fighting & The Equalizer Back to Top

Team-Fighting

In general games, this stage is highly sensitive and one wrong move will cost you the game! The line graph below demonstrates the nature of the game and the relationship between game duration and wins as provided by "Leagueofgraphs.com".

Division vs duration.png


The above bar graphs perfectly capture the general trend in the relationship between Game Duration and Wins within the different divisions. It is easily perceptible that the higher the division / league you are in, the shorter the games get.

From this it can be comprehended that the higher up you go, the less the number of games that extend to the extremely late because of how sensitive the situation is and how easy it is to finish a game. Once a team reaches 4/5-item builds, its really easy to snowball that into a win. At the later stages of 27-33 minutes into the game, 7-13 minutes opportunity of getting baron has gone by, and therefore it can be assumed that one good / bad team-fight (possibly followed by a Baron secure) will convert to wins given the time-frame. 

As such it is important to be as prepared for the late game team-fight as possible. This is the situations given that the huge team-fights late into the game being the deciders of who win.


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Team Fighting as RUMBLE 68_64.png

Whenever you can, use your "Electro Harpoons (E)" to poke your opponents as this won't cost you any mana or energy - KEEP TRACK OF YOUR HEAT so that you don't overheat just before the fight as your opponents might take advantage of you not being able to use your ult at the start of the fight.

Avoid being picked by stuns, pulls, taunts and snares as this can prevent you from using "The Equalizer (R / Ultimate)" or getting close to cause your AoE damage. 

After you cast your "The Equalizer (R / Ultimate)", depending on the role you are taking whether it be going up close-and-personal casting your AoE damage onto your opponents or staying back and peeling for your carries, you will have to commit and be your own judge of what you should be doing. 
  • Feel behind, then keep your carries safe from being bursted and targeted
  • Feel ahead, then go in and try take out the enemy carries
  • Feel uncertain? Do both.
TIP: If you activate 3157_32.png whilst "Flamespitter (Q)" is activated, your "Q" stays on > dealing damage whilst in stasis!


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Last, but not least:

"The Equalizer (R / Ultimate)

 rumble-the-equalizer.png

68_64.png's "The Equalizer (R / Ultimate)" is your most important ability! Arguable one of the most game changing ultimates of the game - one good ult can win you a losing game! There are several different ways of using your "The Equalizer (R / Ultimate)" which will be shown below:
  1. You can cast your ultimate to land on as many people as possible in order to deal damage to as many people as possible
  2. Targeting the AD and AP carries of the enemy team in order to melt them, change their position or zone them out is a plausible use of your ultimate
  3. Similarly to the previous point, your ult can be used to separate the front line from the back line allowing your team to focus the tanks, or jump over to the carries instantly
  4. Slow down your enemies in order to hard engage with the rest of your team. Alternatively, you can use the slow to escape from the enemy team and if you want - re-engage after by turning around with "Q" while they are slowed
  5. Don't feel pressured to engage as you can follow up on a team-mate's initiate to ensure that you land your ult exactly how you want
  6. Finish off a kill in the distance - Sniping is hard as you need to be sure to kill the opponent as otherwise, it puts it on cooldown and your team loses a significant source of damage for the upcoming team-fight
TIP: MAKE SURE YOU USE YOUR "The Equalizer (R / Ultimate)" BEFORE THEY GET TO YOU SO THEY ARE SLOWED + DAMAGE BEFORE YOU START FIGHTING!

TIP: USE "The Equalizer (R / Ultimate)" WHEN YOUR OPPONENT HAS BURNT THEIR ESCAPE / MOBILITY ABILITY 

TIP: PLACE YOUR "The Equalizer (R / Ultimate)" BOTH BEHIND AND IN FRONT OF YOUR OPPONENT SO THAT HAVE TO STAY ON YOUR ULTIMATE FOR LONGER

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Having a lot of CC on your team as 68_64.png can help increase the damage potential of your team-fight and your ultimate / "Flamespitter (Q)". Examples of strong champions who synergise well with 68_64.png include (but is not limited to) the following:

3_64.png / 32_64.png / 54_64.png / 59_64.png / 61_64.png / 62_64.png / 89_64.png / 112_64.png / 113_64.png / 127_64.png / 150_64.png / 201_64.png / 268_64.png


 

Rumble In The Jungle Back to Top

 11.png68.png
The changes in League of Legends over time has caused 68.png's added difficulty in the 21.jpg and the introduction of Runic Echoes 1402.png1410.png1414.png have allowed for the transition to the Untitled-1.jpg.

decorative-lines-25_large%20(1).png

RUNES:

r_3_3.png +1.7% Attack Speed  (x9)
y_1_3.png + 1 Armour (x9)
b_3_3.png + 1.19 Ability Power (x9)
bl_3_3.png + 4.95 Ability Power (x9)




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ITEMS:


1039.png + 2031.png + 3340.png >>> 3706.png OR 3711.png OR 3715.png + 3341.png >>> 1402.png OR 1410.png OR 1414.png 

Boots: 

3009.png OR 3020.png 

Then you want to follow basic build depending on what you're against: 

Protobelt / 3157.png / 3151.png / 3116.png / 3001.png / 3135.png

With some unconventional items depending on situation:
3742.png / 3512.png

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Presence & Awareness Back to Top

Top Lane Safety

Because 68_64.png naturally pushes lane towards the enemy tower if you use "Flamespitter (Q)" you need to make sure you're safe and always have vision, ALWAYS. Make sure you get a 2055.png as soon as possible to cover one gank path to be safe from the enemy jungler. Also, try and have either 3340_32.png or 3363.png to be completely safe from incoming enemy ganks. The more vision you have, the longer you can stay and safely farm. 


There is vast evidence that suggests that teams and players who ward morewin more games - so I ask you:

"Why not ward?!"

The below graph from "leagueofgraphs.com" give you a perfect representation of the correlation between warding difference and winning in Diamond and above.

Wards.png

Aside from this, it is important to note which parts of the game require the most warding. The below images produced by "leagueofgraphs.com" perfectly demonstrate which areas are most warded across the rift through 3 different time periods: 
- 0-15 minutes
- 15-25 minutes
- 25+ minutes


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Ward Positions (0-15mins)


0-15 wards.jpg
From this image it is clear that warding efforts are focused around the top and bot lanes as this is where the jungler will start by ganking following their first jungle clear. This emphasises on your need to stay safe and ward top lane!



Ward Positions (15-25mins)


15-25 wards.jpg
Within this second image, it can be noticed that warding efforts are focused around the bottom half of the map. This is explained by the need for teams to control around drake and how important the bot side of the jungle is due to there being more champs. This can be extrapolated to implying that as a top laner, there will be less attention on you and therefore, you will need to do more to be relevant in the game.


Ward Positions (25+ mins)


25 + wards.jpg
In this last image, it is easily perceptible that warding has increased and is more spread out. What does this mean? This translates into there being a greater area that needs to be controlled and safe. Both sides of the map is important as you want to keep an eye on both the Barons and the Drakes! Not only this, during the Late Game where Team Fighting is significantly important, you will want to take only the favourable fights to give you as large and advantage as possible! - As a result, keep sight of as much of the map as possible to know exactly when to take your fights.

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Roaming

If you want to play this aggressive playstyle of pushing into the enemy tower, use the time you have either poking your opponent, moving and taking a jungle camp (not the easiest thing to do on 68_64.png...) OR (my favorite option) roaming mid lane and helping pick up a kill. If you've pushed your wave you should be able to get back to your lane without losing farm - if you have 12.png you'll have less trouble getting back to lane.


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Teleport Pressure


Speaking of 12.png. Having this spell, especially when playing with friends/team-mates allows for a lot of flexibility and options for what you can do. Here's a list of several examples of what you can do:

Teleport TO

  • Teleport to assist or set up a fight
                  Pretty self explanatory - if you see an opportunity to help another lane or ally on the rift, teleport to                     them and change the odds.
  • Teleport to objective (tower, drake/baron) to secure OR contest
                  Where to teleport will depend on the timing and location of your team. There is no point in                                   teleporting too early as this will allow your opponent laner to push your turret. Therefore, ensure that you are teleporting to quickly secure the objective, or, assist in an upcoming contest. Don't forget that you can use your ultimate to zone out opponents or slow them down as well as melt them!
  • Teleport to team for team-fight
                  If you're busy defending or pushing your lane, or doing whatever else and you see your team is about to be engaged on, make sure to join them and help out, your "The Equalizer (R / Ultimate)" is extremely useful for changing the outcome of any team-fight.
  • Teleport to tower that needs defense
                  When you're busy sticking alongside your team, make sure to keep an eye on other lanes - if you see an enemy split-pushing or that a huge wave is about to hit your tower, consider using your teleport to get there. First make sure that there are no other objectives that your enemies can try and take whilst you're alone top lane, and don't forget that by using teleport to get to a tower, you won't have teleport for the next 5 minutes!



This Teleport FROM

These are basically the aforementioned options backwards, so using your teleport to:
  • Go from lane ganking mid or bot lane / jungle 
                  If your lane is pushed and you just killed the enemy or see that they went to base at the same time as you, look into moving bot lane and hiding in a bush to surprise your opponents. IF you do this, it is best to have teleport to get back to your lane quickly.
  • Go from securing / contesting an objective 
                  Quite self explanatory - use the teleport to get back to your lane after moving towards the towers of other lanes, Drake or Baron.

decorative-lines-25_large%20(1).png


Examples of Bot Lane Teleport Locations

(WORK IN PROGRESS)

1 - These are locations for BLUE TEAM 68_64.png to teleport to if the enemy bot lane is pushing to allow you to be behind your opponents
  
2 - Similarly, these locations are for PURPLE TEAM 68_64.png to teleport to if the enemy bot lane is pushing towards your tower, again enabling you to block them off from behind
 
3 - This central point allows 68_64.png to teleport in at a safer distance (not be caught behind enemy lines) whilst still allowing for pressure on pushed lanes for either teams, as well as allowing quick responses to any engages which may include enemy junglers. When 12.png-ing to this location, it is best to coordinate with your bot lane / jungler so that whilst you are teleport, they can lock up your opponent, stopping them from escaping.
 
decorative-lines-25_large%20(1).png

Examples of Drake Teleport Locations

(WORK IN PROGRESS)

1 - These locations are seen as risky "behind enemy lines" teleport points which can allow you to target the back line of your opponents while drake / the fight is the their focus

The following locations are regarded as neutral points (for both Blue and Purple team) to teleport to.  

2 - Usually favorable when setting up to contest or make a move to Drake, utilise these before the fight has started to add pressure and to be prepared in advance for the emergence of a fight.
 
3 - Aim to teleport here  if the fight is about to or just starting as these will enable you to be involved quickly with the imminent / ongoing fight in order to quickly support your team and do as much damage as you can.

4 - Teleporting here can be beneficial should the fight have started close to the Drake pit allowing for instant participation in the fighting, however the issue with this is that if your team disengages or gets killed, without 4.png available to you, its most likely that you will die without any escapes.


Objective Control Back to Top

Importance of Objectives


There are a lot of objectives to be acquired across the right:
- Kills (First Blood)
- Tower
- Drake
- Baron
- Inhibitor

The objectives available for you are just that, targets for you to acquire in order to gain a lead and scale / snowball ahead and get that much desired win. Below are statistics that demonstrate the importance of objectives and the likelihood of following up and the % of wins that follow the objectives. Summarized for simplicity, the more objectives you acquire, the more likely it is for you to win. The statistics provided are produced by: "Leagueofgraphs.com".


Blue Team VS Red Team

Statistics regarding Blue Side VS Red Side are shown for the below objectives, what you will notice is that no matter which side you are on, the objectives remain important and will always help you towards victories.

Objective Statistics:

First Blood.png
% Win after First Blood
% Win After First Blood demonstrates that getting First Blood provides teams with a small advantage that can be converted into a win. As a result of this, look for opportunities to create plays to get that first blood. 

THAT SAID, make sure you do not sacrifice a kill, or two, or three etc... for that first blood as that will result in a disadvantage. The First Blood is only beneficial if it's a clean kill without any loses in your investment in getting it.

Tower.png

% Win after First Tower

With an average of an 18% advantage, getting the first tower provides you an advantage in global gold that projectiles you and your team quite far forward. Use this knowledge to try to get that turret whether it be bot or top.

Dragon.png

% Win after First Drake

Providing a slightly bigger advantage than getting the first tower is the first drake. These statistics portray that getting the first drake is a significant step in getting closer to the win - allows you to have the timer advantage, the stacking (5 drake-buff) and the simple map control advantage. Follow through with the drakes after this to extend your lead further!

An interesting consideration is to play around this - get a good gank top to acquire the First Blood, hard push the top turret to put pressure across the map in order to distract from drake, and take the first drake. These separate advantages put together should give you and your team a significant lead.

Inhib.png

% Win after First Inhibitor

With all these aforementioned objectives providing advantages, one of the biggest advantages that a team can acquire is successfully taking down the First Inhibitor of the game. Being able to get this adds a lot of pressure which allows the acquiring of all the objectives across the map in addition to the significant map awareness and warding advantage.

Baron.png

% Win after First Baron

An obvious advantage providing objective is 'good ole' Baron. According to statistics, getting the first Baron provides a 21% win advantage. With this in mind, it is significantly important to keep track of Baron and not allow your opponent to sneak or secure one without you contesting. 

THAT SAID, if you can manage to push and trade the Baron for global gold from towers, inhibitors and possibly a drake, it becomes worth giving up the Baron.

In order to benefit most from these objective advantages, try to get more than one, organise your play in such a way that you secure most if not all, as getting all the advantages will obviously stack in order to provide advantages in all sectors of the game.

Despite all the provided statistics and their meanings, do not forget that having one of these advantages isn't sufficient to win - you still need to remember to ward, communicate and fight as a team!!! 


decorative-lines-25_large%20(1).png

Neutral Objective Control (Drake & Baron)


Throughout the game, any advantage or buff can change the outcome of a fights and scale on to bigger advantages, this includes fighting under towers, fighting near spawn, Drake buffs and Baron buffs. As a result of Drake and Baron being neutral until captured, it is essential that you and your team ensure control over them, taking any opportunity to take them, or punish the enemies for trying. From this, comes the afrorementioned importance of vision and awareness, the best way to know if your opponents are attempting to get either Drake or Baron, is by seeing them.


Scuttle-Crab Control

Scuttle.png

When setting up to get either Drake or Baron, take the Scuttle-Crab as this will not only give you vision, but also provide you with additional movement speed for kiting, out-positioning and engaging or escaping.


Drake Control


In the current meta Drake is of significant importance throughout the game and not just late game, but at this point, your team and your opponents will have already most likely accrued several through the game meaning that at some point, one of the teams will be close to having the 'insane' 5 x Drake stacks, and this, you cannot allow your enemies to have. Therefore, always look to have vision of Drake and keep track of the timer, as this will allow you to rush it or contest it.


Baron Control



It is better to fight against a team that has started Baron than start Baron and then fight. This is due to one of Baron's passives which is:

VORACIOUS CORROSION: Baron Nashor's basic attacks apply a stacking debuff that reduces the target's armor and magic resistance by 0.5, stacking up to 100 times for a total of 50 reduction.

This means that if the opponents start Baron, you will have a slight advantage when fighting them due to the reduced armor and magic resistance of your opponents. 

The Good Days - Match History Back to Top

Here are a few images of some amazing 68_64.png win streaks in ranked games: Hope you enjoy! (all acquired from http://euw.op.gg/summoner/userName=W1K+EgoicMind)


(TO BE UPDATED)


(26th April 2015)

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(17th March 2015)

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(14th March 2015) 

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(11th March 2015)

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Q&A Back to Top


Questions & Answers


Q) Siggge: 

"You got any experience against play vs Gnar? I struggle hard at that matchup, especially if i get pushed to my turret. Any tips or should i just avoid that matchup?"

A) EgoicMind:

"Against Gnar:
- Avoid his "Q"s and punish him using your "Q" and "E"
- When he is Mega-Gnar avoid engaging (this is also later in the game)
- Focus on farming well
- Rush Seeker's Armguard
- Later in the game you will be more useful as your Ultimate will coincide with team fights more often"

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Q) Gameshark001:

"Hey this is a great guide but wouldn't it make more since to grab your second point in Q at lvl 3 and play a little bit safer so you can keep the enemy off your farm through the extra damage? I would just like to see your reason behind the lvl 3 shield as to either improve my rumble play or see when it is necessary to grab my sheild? No disrespect just curious. :)"

A) EgoicMind:

"To be honest, it's a matter of preference - play safe with more damage (like you) or play aggressive with more escapability/mobility (me). I'd rather be able to reposition myself quickly, dodge abilities, move in/out to trade/farm/poke than stay under my tower when my wave is pushed. The shield and movement speed allow me to absorb damage, move faster and avoid danger in the form of engages and ganks. 

Getting a 2nd point in "Flamespitter (Q)" does allow for extra damage but at the cost of pushing lane towards the enemy (after which you have to extend far to get any farm at all ("Scrap Shield (W)" would allow you to go in, last hit and then leave quickly (or rely on your "Electro Harpoons (E)"). More importantly in my opinions, without W the kill potential on you for the enemy top laner and jungler increases significantly as your ability to dodge and escape become significantly reduced. Relying on flash not recommended as that just calls the jungler for a follow-up gank.

I prefer the versatility of having 3 abilities asap unless defensive and putting 2 points into "E" for easier last-hitting. As a result, my damage spike will be at level 4 with 2 points in my "Flamespitter (Q)"."
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Q):  

A) EgoicMind:

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