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All Guides Rumble Guides [7.1] A Wall of Tigers With Smaller Tigers For Teeth: an in-depth Rumble guide (WIP)
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Rumble Statistics for SFCPudding

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

Value
Average
Games Played
220
6
Win %
50
43
Kills
7.5
5.7
Assists
7.0
7.6
Deaths
7.4
7.1
KA:D Ratio
2.0
1.9
Gold Earned
12.7K
11.6K
Creep Score
175.5
155.5
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png: You will always want to bring flash. It's the most versatile summoner spell in League, and is an absolute must for playing Rumble. It allows for some really cool tricks (which I'll explain in the Gameplay Tips section later), it allows for escapes, and, in a pinch, will let you secure some kills that would otherwise have escaped you.

14.png: This is my standard. I take it in both top and mid. Conventional wisdom is that all top laners take teleport right now, and that's for good reason; you'll need to make good use of ignite for it to be a valid choice. I play a very aggressive laning style, and ignite is an important aspect of that. Rumble with ignite, especially against someone without it, is a VERY punishing lane that can quickly snowball out of control. Additionally, Rumble's rumbleshield.png makes him quick enough at getting around the map that he can roam without TP. That said, if you play a more passive style (or prefer the map pressure that teleport provides), you'll want teleport. Ignite is always a good pick in mid.

12.png: A top lane standard. This provides the ability to get back to lane quickly after recalling, the ability to gank other lanes quickly and easily, and the ability to join team fights from elsewhere on the map. It gives you strong objective presence, and can create advantages that can easily overwhelm your opponents, if they're not prepared. I personally take ignite to augment my aggressive playstyle, but teleport is a very good choice.

New Runes Back to Top

Masteries Back to Top

This is my preferred mastery setup. It's optimized for a punishing, in-your-face-all-the-time laning playstyle, in which you'll want to start bullying and harassing your lane opponent as often as is safe starting at level 3. The only comment I'd make about alternatives within the 18/0/12 setup is that you could take Bounty Hunter over Oppressor (middle of the Ferocity tree). That would be good if you were playing a roam-heavy style, especially with teleport, and it will do more damage late(assuming you're able to secure kills on at least 3 different opponents). Oppressor is going to be more consistently good, though, especially once you've completed Rylai's.


The other option is to go 12/18/0, with your first 12 points in Ferocity as shown here, and Savagery (or Wanderer if you REALLY LIKE roaming), Assassin, Merciless, Dangerous Game, Precision, and Thunderlord's Decree in Cunning. This is optimized for a more skirmishy playstyle. You'll want to trade whenever Thunderlord's is available, and back off once you've gotten the the third hit in (three ticks of rumbleflamethrower.png DOES proc Thunderlord's, so it's easy to pull off). I'd recommend running Movespeed quints if you want to go this route (discussed in the Runes section).

An 18/12/0 setup may be worth considering, although I haven't personally tested it. It seems like it could be good, and I've heard others have had success with it.

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

rumblepassive.png JUNKYARD TITAN

This is what makes Rumble what he is. This passive (in my opinion one of the most unique, well-designed abilities in the game) is what seperates the good Rumbles from the bad, and the great from the good. Let's break it down:

Each of Rumble's non-ultimate abilities generate Heat. His Q and W each generate 20, and each charge of his E generates 10. At 50 Heat and above, he enters what is called the 'Danger Zone'. his non-ultimate abilities are boosted by 50% -- all aspects, including the slow on his Electro Harpoon and movespeed boost on Scrap Shield. Upon reaching 100 Heat, he overheats. When this happens, he receives significant bonus magic damage on his autoattacks, but becomes unable to cast any abilities for 6 seconds, during which time his Heat decays back to 0. Additionally, after four seconds of not casting any non-ultimate abilities, Rumble will start to lose Heat at a rate of 10 per second. 2.5 seconds after that, the rate of Heat loss increases to 20 per second.
Managing this is absolutely critical to success as Rumble. So much so, I'm going to devote an entire section to it later.

rumbleflamethrower.png FLAMESPITTER

tumblr_n2qss3Unvf1s8166so4_r1_500.gif
This is Rumble's most iconic ability. It creates a cone of fire in front of him, dealing strong magic damage to enemies in the cone for the next 3 seconds. This ability has one of the highest non-ultimate AP scalings in the game, at 1.5 for a full channel when Danger Zone-boosted. Additionally, it only has a 6 second cooldown, so if you spam it, it has a 50% uptime (until you overheat). Occasionally it's okay to start with rumbleflamethrower.png at level 1, if you feel you can push harder than your lane opponent for an early level two without great risk of them capitalizing on Rumble's weak first two levels, but generally you'll want to get it at level 2. Max this first.

rumbleshield.png SCRAP SHIELD

tumblr_n2qss3Unvf1s8166so2_r1_500.gif
This ability gives rumble a small shield that lasts for 2 seconds and boosts his movement speed for 1 second. This is kind of the unsung hero of Rumble's kit. This spell does more work than most people realize; a 6-second cooldown, arguably resource-free, .6 ap ratio shield is an incredibly powerful tool for laning phase on its own, and coupled with a 15% movement speed boost, it's even better. rumbleflamethrower.png and rumblegrenade.png get a lot of the glory in Rumble's kit, but rumbleshield.png puts in an incredible amount of work. I can't count the number of times that this has saved me from any number of things, from Karthus or Caitlin ults to allowing me that burst of speed to walk away from ganks to giving me a burst of health right at the end of a fight, allowing me to bait my lane opponent in for a kill. Don't underestimate the rumbleshield.png.
Also, as a side note, you'll want to use this as your primary way of maintaining heat. If you use it immediately as it comes off of cooldown, you won't lose or gain any, and it has the side benefit that it doesn't push waves like rumbleflamethrower.png does. Max this last.

rumblegrenade.png ELECTRO HARPOON

tumblr_n2qss3Unvf1s8166so6_r1_500.gif
This ability fires a ranged projectile that damages and slows the first target hit. After the most recent Rumble changes, this spell got a bit of a boost. Now, instead of firing twice before going on cooldown, it works on an ammo system, collecting up to two charges which can be discharged as you please. Gone are the days when you'd fire off a harpoon and not have an opportunity to fire off a second one before it went on CD, effectively wasting the second harpoon.
This is a fairly important skill in Rumble's kit. It allows him to kite extremely well, with its stackable, duration-refreshing slow. It also helps him keep targets in his rumbleflamethrower.png for longer and allows him to farm and secure kills from decent range. I take this first against most lane opponents. In most cases, rumbleflamethrower.png won't allow you to duel in lane at level one anyway, and rumblegrenade.png is better for both farming and keeping the lane opponent off of you. Rumble is quite weak at level one, regardless of what skill you take, and this helps him survive that early danger. Max this second.

rumblecarpetbomb.png THE EQUALIZER

tumblr_n2qss3Unvf1s8166so7_r1_500.gif
rumblecarpetbomb.png is one of the most potent teamfighting ultimates in the game. It launches a line of rockets that create an area of burning ground for 5 seconds. Enemies in the area take damage and are slowed. The cast range on his ultimate is enormous, allowing for a few neat options: contribute to a fight from a distance away, leave a fight at low health and still launch an ulti which can secure victory for your team from safety, secure a kill on a retreating enemy from well off their screen, wall off escapes, and other various options. The amount of damage it does is extremely high, at 130/185/240(+.3 AP) per second. A full duration ulti does 650/925/1200(+1.5 AP), in a large area, with a fairly potent slow attached to it. This ultimate makes Rumble extremely powerful at fighting with teammates that have AoE CC, or at fighting in enclosed spaces like dragon/baron pit or in the jungle. Using rumblecarpetbomb.png will take some getting used to, due to its unusual placement system: where you activate it is the point of origin, then you drag your mouse in the direction you want the line to go. It sounds simple, but using it in an actual game is going to take practice. I'll include some tips on ultimate placement in the Gameplay section.

Items Back to Top

Starting Items

    Vs. AP
    Vs. AD

Core Items

    If you started boots
    If you started Cloth Armor
    Standard full build

Situational Items

    Vs heavy AP
    If you need to build tankier

My preferred build path is a high sustained damage, fairly tanky mage build, with an early Rylai's and Liandry's. Both of these items are absolutely core on Rumble, and should be built in nearly every game.


My Build Path

Start: 1001.png or 1029.png and 2003.pngx4. If you start with 1029.png, build it directly into 3191.png, otherwise proceed to 3136.png. Around now, you'll want to upgrade your boots, usually to 3020.png. After that comes 3116.png. Then either complete 3151.png or 3157.png, depending on the situation. The final two items are usually going to be 3135.png, then 3089.png. However, if they're heavy on MR, then you'll want the Staff first.

3116.png3151.png3157.pngThe Core 33157.png3151.png3116.png

3116.png:"But Pudding!" You may ask. "Should I really build Rylai's anymore? The removal of slow stacking makes it not nearly as attractive for Rumble! Plus, they nerfed it pretty hard recently..." That's a good point, random internet user! However, being able to slow with your rumbleflamethrower.png is incredibly handy. Sometimes, there will be minions in the way, so you can't use your harpoons. Sometimes, you'll miss. Sometimes, you'll be overheated, but you'll have your rumbleflamethrower.png running, and just a little bit of slow will put you in range for those devastating overheated auto attacks. Rylai's is still an incredibly strong item on Rumble. Besides the slow, it gives him exactly what he wants: Large amounts of AP and a solid chunk of Health.

3151.png:Liandry's is obviously very good on Rumble. Lots of slows mean the damage will nearly always be doubled, and he has lots of DoTs to keep the burn going for long durations. Magic pen is great with his high base damages and AP scaling. AP and Health are, as mentioned previously, the two stats he wants the most (Disclaimer: there will be times that magic pen is preferred over AP, and that Armor/Magic Resist is preferred over Health, but generally speaking, those are his two 'primary' stats). Liandry's is fantastic. Buy it. Usually after completing your Rylai's.

3157.png: This item is absolutely incredible on Rumble. The stats are, again, what he wants (plus a little cdr that he doesn't, but oh well), but the important thing to note here is that rumbleflamethrower.png continues to run while you are in stasis. It allows for some great playmaking: ult the enemy team, flash in and fire up your rumbleflamethrower.png and Zhonya's immediately. Laugh as they scramble to get out of your damage while your team cleans up. Dive someone under tower, secure the kill, then Zhonya's to reset the tower aggro onto something else. Jump into a fight with someone, Zhonya's as they use their big burst. rumbleflamethrower.png continues to apply that Rylai's slow, then follow up after stasis ends to secure the kill. The playmaking potential is absolutely phenomenal with this completed. Consider the following as just one example:

3020.png1001.pngBoots and You1001.png3020.png

3020.png: My go-to. These are fantastic. Magic pen is great on Rumble. These are what you'll probably want in most games.

3111.png: I used to absolutely swear by these on Rumble, back when I played him a little bulkier and a little less in-your-face. They're still a strong choice, but more situational than I thought at the time. They offer magic resist, which is good. Tankiness is always welcome on melee characters. They also offer tenacity, which should never be underestimated, especially on a champion that needs to stick to people to do their damage. Still, losing out on the 15 magic pen from the Sorcerer's Shoes is rougher than it sounds. Go this route when you want to be tankier, or if you're facing a lot of enemy CC.

3047.png: These can be a good choice against AD-heavy or Auto-attack centric teams. Look for things like Riven, Vayne, Udyr, Darius, and others. These are quite situational, but can be good depending on the matchup.
'

3068.png3102.pngSo you wanna be tanky, huh?3102.png3068.png

I almost never build a purely defensive item, but I play a very aggressive style of Rumble, focused around constant pressure on the enemy laner in lane phase and the enemy team's carries in teamfights. The tankier build is a perfectly legitimate path, and is even probably situationally better. If your team doesn't have a tank, say because your jungler went 11.png and your support is 37.png, tank Rumble might be just the thing. My recommendation is to keep the core 3 items, drop 3089.png and 3135.png from the build, and go with 3068.png and 3102.png instead. You can substitute either of those for 3143.png3512.png3001.png, or even some of the other standard tank items, as the situation calls for.

3001.pngHelp, the enemy is all AP and there's no MR3001.png

in your build!

Go with 3001.png instead of 3135.png. You still want Zhonya's even if they're all AP, because they still (probably) have an ADC, and the active is still just too good to pass up.

3108.pngWhat's this about not wanting CDR?3108.png

In most cases, Cooldown Reduction doesn't help Rumble very much. Yes, he can cycle his abilities quicker, but often times this just makes his Heat bar harder to manage. The only real benefit other than overheating faster, which can be useful in edge cases, is that his ultimate is on a shorter cooldown, but this comes up pretty rarely. Overall, cooldown reduction just doesn't help him much, and I personally find it detrimental when I'm just trying to maintain even Heat levels.

3152.pngWhat about Protobelt?3152.png

This is an interesting item choice on rumble, but overall, since the nerfs, I'm not really much of a fan. It does provide a solid power spike in lane, but will grow less useful as the game wears on. Yeah, the mobility it provides does help you stick to people, but unless the enemy team is particularly mobile, you're not going to have too much trouble with that anyway. Overall, I just can't see myself swapping out any of my standard items for it.

Matchups Back to Top

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

  • Aatrox
    Medium
  • Akali
    Easy
  • Cho'Gath
    Medium
  • Darius
    Hard
  • Dr. Mundo
    Medium
  • Fiora
    Easy
  • Fizz
    Easy
  • Galio
    Medium
  • Gangplank
    Medium
  • Garen
    Easy
  • Gnar
    Medium
  • Illaoi
    Medium
  • Irelia
    Hard
  • Jax
    Medium
  • Jayce
    Medium
  • Katarina
    Medium
  • Kayle
    Hard
  • Lulu
    Medium
  • Maokai
    Easy
  • Nasus
    Medium
  • Olaf
    Medium
  • Pantheon
    Medium
  • Poppy
    Easy
  • Renekton
    Hard
  • Rengar
    Medium
  • Riven
    Hard
  • Singed
    Easy
  • Swain
    Hard
  • Teemo
    Easy
  • Trundle
    Medium
  • Udyr
    Medium
  • Vladimir
    Hard
  • Xin Zhao
    Hard
  • Yasuo
    Easy
  • Zed
    Easy

VS

Aatrox

Medium
Watch for his early lane strength. He outtrades you pretty hard no matter what ability you start with at levels 1-3. Once you hit 4, you can fight him, especially if he hasn't backed yet. He needs attack speed early to maintain his first couple levels' strength. aatroxQ.png and aatroxE.png are relatively easily dodged, so avoid them as often as possible and he shouldn't be too threatening. You'll need a health advantage to be able to all-in him, though, because of his passive, so harass him down with rumbleflamethrower.png and rumblegrenade.png before you try. Keep in mind that aatroxW.png provides some pretty impressive sustain, and that it comes in bursts. He can easily turn around fights if he manages to get that third auto in at low health.
Post-6, the lane is slightly in your favor, although aatroxR.png is a pretty strong dueling ultimate. Kite him as best you can during its duration and you should be able to secure a kill.

If you find yourself behind, farm as safely as you can and watch for his tower dives with his passive. Aatrox snowballs extremely well, so do everything you can to not die.

STARTING ITEMS:
1029.png2003.png

VS

Akali

Easy
This matchup is pretty strongly in your favor early, and if you can capitalize on that, she'll never really get off the ground. This is one of the matchups you may consider taking rumbleflamethrower.png at level 1. There's nothing she can really do to outtrade you if you use your cooldowns wisely pre-6, so push her around until then and try and set up for a kill by hitting 6 before her and all-inning her. The biggest advantage you have over most people vs. Akali is that almost all of your damage works on her when she's in her shroud. Back off when she uses it if you're overheated and your rumbleflamethrower.png has stopped ticking, otherwise stand on the edge and torch her, auto-attacking every time she becomes visible. Be careful of jungle ganks, because with as much pressure you'll be putting forth pushing her around, they'll probably be coming.
If she does get ahead, you may consider 3111.png to help mitigate her burst, and you'll want to get 3116.png asap. Farm as safely as possible and try not to let her snowball off you.

STARTING ITEMS:
1001.png2003.png

VS

Cho'Gath

Medium


STARTING ITEMS:
1001.png2003.png

VS

Darius

Hard
This is one of Rumble's more difficult matchups. This lane naturally favors Darius, due to several factors: he has a lot of innate sustain, which is strong against Rumble's sustained damage; his mana costs aren't particularly prohibitive, so one of rumble's common strategies of just running his lane opponent out of mana by being a 'resourceless' champion isn't particularly helpful; and he has strong enough all-in to match rumble when he wants to hard engage. There are a few important things to keep in mind in this matchup:
He's a lot stronger than you for the first few levels. You definitely want to start with rumblegrenade.png and just farm as safely as possible until you get your first big power spike, at level 4. Once you get that, if you're not too low on health, you can start to look at getting aggressive with him.
dariusaxegrabcone.png turns you around when he grabs you. While it's certainly best to avoid getting grabbed at all, if you're going to get grabbed, turn to face away from him, so he's still in your front arc for rumbleflamethrower.png.
dariuscleave.png can be dodged in one of two ways: either you can outrange it, or you can get into melee range with him. Either one will make it difficult for him to win trades with you, as this is an important part of his dueling potential. It's a large chunk of his damage, and it's where his in-fight sustain comes from. If you can avoid it, he'll have to either back out or be faced with a very hard fight to win, so that's when you'll want to aggress onto him.
He has a surprising amount of burst with full-stack dariusexecute.png, for how tanky he is. Be aware of how much it can do and plan your fights accordingly.
When you're doing long-form trades, with lots of ducking out for cooldowns and the like, try to wait for his passive stacks to drop before re-engaging. If he hits you again, he'll not only add another stack, but also refresh the duration. Letting them drop off instead drastically reduces the amount of damage you're likely to be taking in brief, skirmishy trades with Darius.
If you keep all of these things in mind, this matchup should go much smoother. It's not going to be easy, but it's certainly a winnable lane.

You can rush 3157.png if you're not too far behind and, if you're confident in your reaction time, us the active just as he ults you. It's a pretty sure-fire way to win fights, which can tip the lane in your favor. Note that this is a poor idea if you're far behind, since it won't give you the ability to fight him and will delay your core items.

STARTING ITEMS:
1029.png2003.png

VS

Dr. Mundo

Medium
This is a farm lane. You have some kill potential on him until he gets his 3065.png, but after that, barring jungler pressure, there's not much you can do to actually bully him out of lane. On the other hand, unless you make a misplay, he lacks kill pressure on you, too. Try to get a kill or two on him early, especially if you hit level 6 first. Once that's done, push him around as best you can and farm up. Not a lot to say about this lane. Once you learn to dodge infectedcleavermissilecast.png, you shouldn't have anything to fear from him.

STARTING ITEMS:
1001.png2003.png

VS

Fiora

Easy
This matchup is pretty heavily in your favor if you fight her intelligently. Kiting is key in this matchup, as standing and dueling her will usually mean you lose. Try to limit trading before level 3, and don't try to push her around until you're level 4. Once you're there, you can start to harass her pretty hard. Until then, farm with your rumblegrenade.png, and try to stay out of range of her fioraq.png. Once you've started pushing her around, try and get her low and look for an opportunity to all-in her, as your all-in is stronger pre-6. Try to bait out her fiorariposte.png (important note: this DOES block ignite, so if you're carrying that, wait until it's ended to use it). Once it's on cooldown, unload on her.
Post-6, the matchup changes a little. Unlike a lot of people, you can't just stand and fight a Fiora with her fioradance.png on you. Use your rumblecarpetbomb.png slow to kite her around, making sure she can't hit all 4 vitals. When she gets low from your ulti, turn around and overheat with rumbleflamethrower.png>rumbleshield.png, and put that last bit of damage in with your overheated autos.
One final note: Don't underestimate her dueling strength, even when she's behind. Even a couple kills up, don't take for granted that you can win fights. She has a very strong dueling kit and can easily come back if you let her.

STARTING ITEMS:
1029.png2003.png

VS

Fizz

Easy
Fun fact: 1054.png reduces the damage of every tick of fizzseastonepassive.png. If you start with doran's shield, his ability to harass you is vastly reduced. He will still have all-in potential starting at 6 between fizzmarinerdoom.png and fizzpiercingstrike.png, but you should easily push him around until then. Try and hit 6 first for an all-in, although be aware that if he has fizzjump.png available, you probably won't be able to secure a kill. Try and bait it out before you use rumblecarpetbomb.png, otherwise just try and force him to back with your all-in to get a solid farm advantage.
This isn't a difficult matchup if you play intelligently around his post-6 all-in potential. Get ahead early and zone him off minions and you should win this lane most of the time.if you do find yourself getting all-inned, lay rumblecarpetbomb.png down on him as soon as he uses the fizzjump.png cooldown and you should still be able to come out on top.

STARTING ITEMS:
1054.png2003.png

VS

Galio

Medium
Galio is frequently listed as a strong anti-rumble pick. His kit has some good tools for dealing with Rumble, but Rumble has strong outplay potential that can easily carry him over the top. Most notably, Galio's galiobulwark.png basically completely nullifies rumbleflamethrower.png's damage. However, galiobulwark.png is on a significantly longer cooldown, and costs mana. Disengage whenever he activates it, then come back to do another trade once it's expired.
galioresolutesmite.png does a surprising amount of damage in lane. I've learned that you can frequently dodge it be moving towards Galio whenever he casts it. They usually expect you to dodge away, so they'll line it up behind you. You handily outtrade him if he misses this, so punish him whenever it's on cooldown.
Galio supports ganks very well, between galioresolutesmite.pnggaliorighteousgust.png, and galioidolofdurand.png, so make sure you keep your river warded as much as you can.
You can't all-in Galio unless he's pretty low, so harass him down before you try.

STARTING ITEMS:
1001.png2003.png

VS

Gangplank

Medium


STARTING ITEMS:
1029.png2003.png

VS

Garen

Easy
After level 3, you have a strong advantage in trades in this lane. Until then, make sure to kite him with rumblegrenade.png every time he tries to garenslash3.png you. Let him push early, farm near/under tower, and then push back out once you hit 3. When trading with Garen, you'll want to overheat before he uses garenslash3.png, which he will almost invariably lead with, so overheat as you're engaging on him. Your rumbleflamethrower.png and Junkyard Titan-enhanced auto attacks will outtrade his garenbladestorm.png by quite a bit.
He gets a pretty major power spike at 6. His garenjustice.png is a strong execute, and the passive on it provides him with quite a bit of damage if you're the villain. That being said, you can still win fights if you don't get too low. Bring potions to keep yourself topped off and look for an opportunity to all-in him and you should do fine.

STARTING ITEMS:
1029.png2003.png

VS

Gnar

Medium
This is a pretty even lane. You outtrade him if you can get on him in small form, so make sure to dodge the boomerangs to not get kited. His burst when he goes into big from is not insubstantial, but once it's spent you outdo him pretty easily. Watch out for the jungler to be coming when he's about to transform, as his plethora of CC in Mega Gnar supports ganks quite well. If you can consistently dodge his gnarQ.png and turn your rumbleflamethrower.png on him when it's down, then you should be able to push him around, but be careful for that gnarE.png>gnarW.png>gnarQ.png>gnarR.png hard engage when he hits 100 rage. It's a surprising amount of burst that can easily secure him a kill if you're not prepared for it.

STARTING ITEMS:
1029.png2003.png

VS

Illaoi

Medium

STARTING ITEMS:
1029.png2003.png

VS

Irelia

Hard
You're going to need to beat Irelia early, because if you go even, then she'll start outscaling you in terms of dueling potential around level 9. Be careful not to fight her while she has her ireliahitenstyle.png active up and you shouldn't have much trouble outtrading her. If you're about to get stunned, make sure your rumbleflamethrower.png is on her. Try and stay out of ireliaequilibriumstrike.png range, and rumbleflamethrower.png her every time she tries to farm with ireliagatotsu.png. Push her off of minions early, try and get a health and level advantage, and all-in her at 6. If you can get ahead early, this lane will go much smoother, though beware her all-in potential even when you're ahead.
If you do find yourself behind, 3111.png are a good buy. You'll want to finish 3136.png fast and build straight into 3116.png, grabbing the 1011.png first to help survive her burst. Farm as safely as you can and see if you can get jungler help, because you're not going to be killing her without it from behind.

STARTING ITEMS:
1001.png2003.png

VS

Jax

Medium

STARTING ITEMS:
1029.png2003.png

VS

Jayce

Medium

STARTING ITEMS:
1029.png2003.png

VS

Katarina

Medium
With the new Katarina changes, this has become a bit of a more difficult matchup. That said, you still have plenty of kill and harass potential in this lane. I'll be updating with a more in-depth analysis once I'm more used to the dynamics of this lane.
STARTING ITEMS:
1001.png2003.png

VS

Kayle

Hard
Kayle is a very difficult lane opponent for just about every melee champion. Her sustain and damage are both strong, and her ability to keep you at range with kayleQ.png will make your life hard. There are a few keys to this matchup. First, if you can land both of your rumblegrenade.pngs on her, you should be able to pull off a full-channel rumbleflamethrower.png, which should out-trade her. If you can consistently pressure her with this, she'll have a harder time pushing you around than she would otherwise. Second, she's quite weak when her kayleE.png isn't available. The downtime on it is pretty small (6 seconds out of every 16 with 0% cdr), but it's a window you can punish her pretty hard, if your cooldowns line up well for it. Come level 6, you may be able to all-in her for a kill while it's down. Her kayleR.png isn't particularly helpful against you, due to the DoT nature of most of your damage. Additionally, for all of her strength as a lane bully, she doesn't handle jungle pressure well. She lacks any real escape, and she naturally pushes pretty hard because of the aoe damage from kayleE.png. If you find yourself struggling, let her push, farm with your rumblegrenade.png, buy a 2043.png, and call for the jungler to come up.

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VS

Lulu

Medium


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VS

Maokai

Easy

This lane is pretty simple. Try not to fight him until you're level 3, when you can push him around pretty easily. The only major thing to watch for is jungle interference. Maokai is pretty good at supporting ganks, between the root from maokaiunstablegrowth.png and maokaitrunkline.png's knock up. You shouldn't have any trouble dueling him post 3, though, so run wild. If he gets feisty, put a couple harpoons into him and flamespitter his face off. Keep your lane warded and this matchup should be a breeze.


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VS

Nasus

Medium


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VS

Olaf

Medium


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VS

Pantheon

Medium

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VS

Poppy

Easy

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VS

Renekton

Hard

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VS

Rengar

Medium

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VS

Riven

Hard

How hard this matchup is varies wildly based on what MMR you're playing at. It's a very even lane, and different playstyles for each champion will result in one or the other being favored. This matchup tends to be VERY snowbally, one way or the other, so the first person to get an advantage can usually run away with the lane and go on to terrorize the rest of the game. Important things to note: You absolutely cannot fight her until at least level 3, and I recommend waiting until level 4 to get aggressive. Up until then, farm with rumblegrenade.png as much as you can, try and bait her into pushing the lane with her riventricleave.png, and just do whatever you can to keep your health high through the worst three levels.

After that, you can consider fighting her. Her standard trade will go one of two ways: riventricleave.png engage>rivenmartyr.png stun>rivenfeint.png retreat, if she's just laying down harass, or rivenfeint.png gap close>riventricleave.png mixed with auto attacks>rivenmartyr.png stun if she's trying to hard engage.
In the first scenario, your best bet is to kite her out with rumblegrenade.png and rumbleshield.png while she tries to engage on you, then follow up with rumbleflamethrower.png once her three Broken Wings charges are expended, as she's likely to try and retreat at that point.
In the second, it's crucial to dodge the stun, and by extension, the third hit of her broken wings combo. If you don't, she will win the trade, and depending on how low you are, possibly secure a kill on you. If you do, you've got a fighting chance. Save rumbleshield.png until she's using the second charge of broken wings and use the movespeed boost to try and dodge the third. rumblegrenade.png her once immediately after it if successful, kite away, and after she's burned her skills, you can re-engage with rumbleflamethrower.png and your other rumblegrenade.png. If this goes well, you'll force her to disengage, walking back with your rumbleflamethrower.png on her butt the whole time. If she tries to fight after missing her skills, fire up your passive and smack her around with your boosted auto attack damage, as you should be able to win that trade handily.
Don't let her get ahead, try to get her to waste her skills, then all-in her with your massive rumblecarpetbomb.png>rumblegrenade.png>rumbleflamethrower.png damage. I'd say this lane slightly favors rumble if both are played perfectly, but it's not an easy lane, and it'll keep you very busy.

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VS

Singed

Easy

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VS

Swain

Hard

Swain is one of Rumble's most difficult matchups. His innate sustain, combined with his ability to keep you at arm's length, makes him a pain to trade with. Get out of swainbeam.png as quickly as possible, and make sure he doesn't land swainshadowgrasp.png on you. If you can manage those two things, you can outtrade him pre-6. Once he hits 6, though, swainmetamorphism.png basically ensures he'll be winning trades, unless you brought 14.png. If you did, and you have all your abilities up, you can win an all-in, assuming you haven't gotten behind. That said, if he lands a swainshadowgrasp.png, you likely won't be able to get him in range for your all-in, so hold your big cooldowns until you've dodged it. Try and lay down some harass pre-6, and if he pushes, then you can call for ganks. His lack of mobility makes him quite susceptible to them, and once you get a lead on him, you can punish him pretty hard whenever he misses swainshadowgrasp.png.

If you do get behind, farm as safely as you can, let him push, and hope your jungler can spare some time for you.

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Teemo

Easy

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Trundle

Medium

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Udyr

Medium

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Vladimir

Hard

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Xin Zhao

Hard


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VS

Yasuo

Easy
Yasuo will be strong against you for the first two levels, but after that, there's little he can do to fight you. Start with rumblegrenade.png and farm up early, letting him push if he wants. Once you hit level 3, start trading with him. HIs yasuoW.png does very little in this matchup. It will block your rumblegrenade.png, but nothing else. If he puts it up, hold your harpoons for until it's no longer blocking them. You can all-in him for a kill as early as level 4, if you haven't gotten too low from his early advantage. Watch out for his burst post-6, as he can easily secure a kill if he catches you off-guard with yasuoR.png. Make sure you only fight him when your cooldowns are available, and you shouldn't have any trouble bullying him out of the lane.

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VS

Zed

Easy
This matchup is surprisingly easy, and has been even when Zed has been very strong. Whenever he uses his shadow aggressively, dodge his skills as best you can and punish him with rumbleflamethrower.png. Any time zedW.png is on cooldown, you can outtrade him hard, and he won't be able to escape your damage. Your rumbleshield.png is fantastic in this matchup in that it basically negates his zedE.png. Try and get an early 6 and all-in him after he's used his zedW.png. If you can get a solid lead in the first 5 levels, this matchup should be a breeze.

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Managing your Heat bar Back to Top

And here we are. If you learn nothing else from my guide, remember: managing your Heat bar is arguably the most difficult and definitively the most important aspect of playing Rumble. Nothing else will improve your performance on my favorite yordle more than learning to manage that little grey-yellow-red resource bar. Let's dive in.


1. Don't engage without at least 40 Heat

You're not going to win most fights without the Danger Zone boost to your abilities. Before you decide whether or not you want to engage with someone, whether it's a small trade or an all-in for a kill or even just exchanging poke, look at your Heat bar. If that number isn't at least 40, you should reconsider. If you're far enough ahead, or against a lane opponent you hard counter, you can still do it, but it's easy enough to build up your Heat bar that you should probably just wait. If your Heat bar is at 40 or 45, you'll definitely want to lead with a single charge of rumblegrenade.png to get to 50, then use rumbleshield.png to close distance, then rumbleflamethrower.png to melt their face off. If you really want to all-in for the kill, drop rumblecarpetbomb.png on them if you've got it (and try and have it originate between you and them and point it in the direction you expect them to retreat), follow up with a second rumblegrenade.png to push yourself into overheat, then smack them around with your overheated autoattacks. Otherwise, back out after rumbleflamethrower.png and use your second rumblegrenade.png if they turn to try and counter-engage.

2. rumbleshield.png is your best friend

I mentioned this before, but it bears repeating. rumbleshield.png is your best tool for maintaining Heat in lane. If you use it perfectly on cooldown, you'll stay even on Heat, since the cooldown is exactly how long it takes for you to lose 20 Heat. Now, there's a little weirdness here that most people don't talk about: the readily available information on how quickly Rumble loses Heat (start decaying after 4 seconds at 10/second, increase to 20/second two seconds later) only holds true for rumblegrenade.png and rumbleshield.pngrumbleflamethrower.png has a 1-second longer wait time after being cast before your Heat starts to drop, so if you use it on cooldown, you'll be gaining 10 Heat with every use. This is part of why it's not as good for maintaining a steady level of Heat. There are two other major reasons. First, it's a more important cooldown. When your lane opponent sees that your rumbleflamethrower.png is on cooldown, that creates a small but abusable window in which they will handily win trades. Second, it will push your lane. Rumble is one of the scarier things to gank, but he doesn't have great escape tools. You'll likely pull a lot of jungle pressure, and pushing your lane harder than you have to is ill-advised unless you're quite ahead. So, push to 50 Heat as you get to lane, then get ready to mash that w key!

3. Try and stay at 50 Heat when you're in lane

50 is the number I always shoot for when I'm laning. This is where he gets his danger zone boost, and it's where you really want to be if your lane opponent/the enemy jungler or mid laner get uppity and jump on your face. If you're at 50 Heat and you suddenly find yourself in a situation where you want to fight, you'll be in great shape. Fire up both rumbleflamethrower.png and rumbleshield.png, then rumblegrenade.png them in the face. Important note: if you overheat and you have recently used a charge of rumblegrenade.png, and you still have one, you can still use your second charge. This is a holdout from the way that the ability previously worked, where you could cast it twice before it went on cooldown: overheating didn't prevent you from getting your second cast. Anyway, go ahead and use your second rumblegrenade.png, then smack them with your overheat-boosted auto-attacks. Starting this exchange at 50 Heat means all three of your abilities are fully boosted by Danger Zone.

4. Don't overheat with rumbleshield.png (unless it's absolutely necessary)

Overheating with rumbleshield.png is one of the worst things you can do. The impact of rumbleshield.png is almost never worth silencing yourself. There are a few exceptions, of course: when the boost of health or speed means you'll live instead of dying, when hitting it will allow you to gap close into range to secure a kill, etc. That said, there have been countless times that overheating with rumbleshield.png meant instead of getting a double kill with that wicked rumbleflamethrower.png + rumblecarpetbomb.png + overheat auto attack damage, I just died. General rule: don't do it.

5. If you want to all-in, use rumblecarpetbomb.png before you overheat

Go in with an idea of what kind of trade you want, and if you're going all-in for a kill, use your ultimate before that Heat bar is full. 6 seconds of silence is an eternity when it comes to fights. If you commit to a fight and overheat before using your ultimate, you can basically count on it not being a factor in that fight. That's going to mean a lot of lost fights. If you go in with an idea of what you want out of a trade, then you'll know when to use each ability. If you're going to want to use your ultimate, decide to do so beforehand, and make sure it comes down before that bar hits 100.

If you've got more questions, feel free to ask, either in the comments here or in my stream (link).

Gameplay tips Back to Top

Rumble has some very interesting playmaking potential, and in this section I'm going to highlight some of his best options and some important tricks to keep in mind when playing everyone's favorite yordle in a robot.


1. Keeping an eye to your Heat bar and cooldowns is key

When you're fighting in lane, making good use of your passive boosts is absolutely crucial to getting the most out of Rumble in every trade. Before you decide whether or not to fight, look at your Heat bar. Can you cast rumbleflamethrower.png and rumbleshield.png before overheating? If not, you probably want to wait until you can. Going in with rumbleflamethrower.png running and junkyard titan-boosted auto attacks is an absurdly large amount of DPS you can put out, and will win trades with most people, but when those things aren't available, Rumble is quite weak. He has very definite strong and weak points, and he shifts back and forth between them from moment to moment. Knowing where in that cycle you are will make you a formidable lane opponent.

Sometimes this means walking away from whomever you're fighting for a few seconds while your Heat drops, then as soon as it's at 75, turning around and blowing them up with your rumbleflamethrower.png-rumbleshield.png-rumblepassive.png combo. Rumble naturally encourages skirmishy fights, that go back and forth between all-in and kiting. Mastering the flow of these two is difficult, but will do you very well. As you continue to play Rumble, you'll start to get a better feel of your Heat gauge without having to always look directly at it. Once it becomes second nature you'll find it's a lot easier to manage it while in fights, giving you that spilt second advantage during skirmishes.

2. The Equalizer

As mentioned previously, this is an incredibly powerful teamfighting tool. rumblecarpetbomb.png can and frequently will mean the difference between winning and losing teamfights. There are several good ways to use this ability:

a. The most obvious way is to drop it on as many of the enemy team as possible. In fights in open areas, this is your best bet, because area control isn't really an option. Drop it on as many enemies as you can, and if you can combine it with some kind of CC ability from your allies, then so much the better, as they'll be forced to stay in it for longer.

b. You can use it to wall off escapes. This is particularly effective in fights in the jungle or at dragon or baron. You'll still want it to land on their back line, but instead of drawing the path from the back line across the team, you go on the back line and then draw it on the path they'd have to take to get away from your team. Then, as your team pressures back towards them, they're forced to either move forward and fight or walk away through your ultimate. Neither of these are good choices.

c. Use it to wall off their engage route. This is similar to the previous use, but is better when you're playing from behind, especially if your team looks like it's going to get caught in the jungle. Drop your ult on their front line, and then draw it along the path they're taking to engage with you. This way, they either have to allow your team valuable time to disengage, or walk through the entire length of your ult to engage. This can set up winning teamfights even in games where your team is desperately behind.

d. You can use it to split enemy teams. rumblecarpetbomb.png can be an incredibly powerful tool to force your enemies apart, allowing your teammates to secure kills a couple at a time, virtually ensuring victory in fights. To do this, you'll want to lay it between enemies that are already splitting, such as when the front and back line split apart at the start of a team fight, ideally so that both of them are in the area of the ultimate. This will force them to split even further apart, and can situationally even force some of your enemies to take a longer route to the fight, allowing your team to clean up their teammates while they navigate around your ultimate. This use is harder to explain, and harder to get a handle on, but is extremely powerful.

e. You can use it as part of a teamfight-centric ultimate combo. Good candidates for this are AoE CC/lockdown effects, like Jarvan's jarvanivcataclysm.png, Amumu's curseofthesadmummy.png, or Morgana's soulshackles.png. Wait for the enemy team to be locked down by one of these effects, and then drop your ultimate across as many of them as you can. They'll be stuck in your ultimate, burning for insane amounts of damage as your team cleans up.

3. Ganking Rumble is scary

You'll probably be drawing a lot of hate top lane. Rumble naturally pushes whenever he goes for trades, and he lacks good escapes. That being said, you can often turn those ganks around if you play smart. Try and get your lane opponent low when you know their jungler is elsewhere. If you have a big enough health advantage, when they do show up, you may well be able to turn it around for a double kill. There are a few keys to being able to do this. Keep a close eye on your heat gauge, and make sure you're at 50 or 55 heat when you turn to re-engage, so you can use all your abilities. You're going to want to fight in bushes, because it forces them to stay in your damage. Ward river and watch for when they start to come up, and head straight to the bushes. Then, as they enter to engage, lay your ultimate down covering the whole bush, so that they have to either fight in it or leave the brush and forfeit vision. Between your rumbleflamethrower.png and rumblecarpetbomb.png, you're able to put out a lot of damage on both the top laner and the jungler, so if you're ahead and you've managed to get your lane opponent low on health, you stand a good chance of winning 1v2s. Play smart around ganks, but don't be afraid to turn around and fight if you think you have advantage.

4. Flash is a neat summoner spell

4.png is extremely versatile. It can be used for the obvious reasons, to gap close or to escape, of course, but it has many other uses. I'm going to highlight a couple of the best ones for Rumble here.

a. Flash as an animation cancel: You can use flash to cancel your abilities' animations early. This is something that takes some getting used to, but here's a fantastic video on the topic that is where I initially learned about it:
playbutton.png
Rumble can use this for both his rumblecarpetbomb.png and his rumblegrenade.png as mentioned in the video. For his rumblegrenade.png, you can use this to catch someone that's just out of range, open up distance between you and someone that's chasing you and get the slow without having to wait for the animation frames, or even thread your harpoon through minions that your opponent is using to block it with. Basically, you line up the skillshot such that it will be on-target after your flash, then you flash during the cast time. The Harpoon will fire instantly from your new location, in the direction you aimed it. With rumblecarpetbomb.png, you can get yourself out of the long cast animation, which is effectively a mini-stun. It can be a great way to discourage people from chasing you with the slow and damage without giving them a window to catch up to you. It can also be very strong for all-ins: If you just cast your ultimate, you're broadcasting that you want to all-in them. If you cast it and animation cancel with your flash, then immediately follow up with rumbleflamethrower.pngrumbleshield.png into overheat, you can catch them by surprise with your great up-front damage and not give them valuable time in which to escape.
This isn't something you'll want to do all the time, as flash is a very valuable cooldown, but in some situations it can be extremely useful. I'd recommend playing around with it in custom games before trying these things in normals or ranked.

b. Flash over incoming skillshots: This one's really tricky to get used to, but once you've got the hang of it, it can really swing fights in your favor. Against champions with a skillshot that they're heavily reliant on for damage, it's a death sentence: You gap close and dodge their important skillshot all in one movement. It's a pretty simple idea: You flash behind the skillshot when it gets near you, so it doesn't hit you. You'll want to save this for situations where you expect you can win a fight afterwards, as you will be flashing towards the origin of the skillshot. While the idea is simple, mechanically, this is hard to execute. Grab a friend and have them fire Jayce's Shock Blast, or some similarly easily trackable skillshot at you in customs if you want to practice.

Allies: Rumble's BEST FRIENDS Back to Top

32.png: Amumu is a great jungler to pair with Rumble. Rumble really wants a tank jungler, as he doesn't usually go as tanky as most top laners. Additionally, Amumu's curseofthesadmummy.png combos exceptionally well with rumblecarpetbomb.png, locking down the enemy team and forcing them to burn in your ultimate.

59.png: Jarvan fills a similar role to Amumu. His ultimate doesn't combo as well with yours as amumu's does, but it's still strong, and he has the added advantage of providing your team with a physical damage source and good tower damage, both things that Rumble lacks.

62.png: Again, a strong AD-tank jungler with AoE CC, wukong compliments our little yordle friend quite well.

254.png: While her CC ultimate may not be AoE, it can still be a solid setup for rumblecarpetbomb.png onto a high-value target, especially slippery ones like 18.png or 103.png. She also has great countergank pressure, for the inevitable hate you're gonna be drawing up top or in mid.

157.png: Yasuo is a fantastic thing to have in a mid lane with a Rumble top. AD mids are all good for Rumble, as you want to avoid ending up with the full ap team that I've come to dread as a Rumble main, and Yasuo deserves special mention among them because of his strong aoe knockup, which can be followed up by his ult to keep them in the air longer. This, coupled with rumblecarpetbomb.png, is a devastating way to start off a teamfight.

201.png: Braum provides more of that tankiness that Rumble loves to see on his team, not just because he doesn't bring as much as a lot of popular toplaners, but  also because he likes drawn-out teamfights, since his sustained DPS is so great. Braum gets bonus points for having an AoE knockup whose area is awfully similar to rumblecarpetbomb.png's. Layer them on top of each other and watch as the other team's squishies drop.

143.png: While she's not as tanky as some supports, her cc is still very good when combined with Rumble's CC-light kit, and between the two of you, your team's AoE damage is going to be absolutely brutalizing.

25.png: the hard engage with Morgana-Rumble both running Zhonya's is quite hard to deal with. She goes in with soulshackles.png and activates her Zhonya's, you follow up with rumbleflamethrower.png + rumblecarpetbomb.png and your Zhonya's, and the enemy team will usually devolve into chaos as they scramble to get out of the two massively powerful teamfight ultis. Bonus points if you can direct your ultimate in such a way that it walls off their escape from her shackles.

222.png: Jinx excels in the same kinds of fights as Rumble does: AoE-heavy wombo-fests where her rockets and jinxR.png can get massive value. Additionally, you're frequently going to find yourself short on tower damage, playing as an AP toplaner, and almost nobody is better at tower damage than the Loose Cannon.

21.png: Miss Fortune's missfortunebullettime.png is a great compliment to your rumblecarpetbomb.png, and with the two of them together, the enemy team will be fighting an uphill battle in every teamfight. Make sure to fight in areas that limit their escapes from your AoEs, and you'll be hard to beat.

150.png: If you find yourself in mid, Gnar is a fantastic top lane partner. His gnarR.png has the potential to set up an utterly devastating rumblecarpetbomb.png, throwing the whole enemy team into a line against a wall and stunning them.

In my opinion, an ideal team comp with Rumble would look something like this:
Top: 68.png
Jungle: 62.png
Mid: 157.png
Bot: 143.png222.png
Wukong initiates fights with monkeykingdecoy.png>monkeykingnimbus.png>monkeykingspintowin.png, Yasuo and Zyra follow up with yasuoR.png and zyraR.png respectively, you drop rumblecarpetbomb.png. Zyra's ultimate knocks up the enemy practically as soon as they land from Yasuo's, with them eating Equalizer damage and Jinx blasting them with Fishbones the whole time. As the various CC effects end, she launches jinxR.png, cleaning up anyone that's left at low health. This team is perhaps a little squishier than some, but has strong tower damage, insane teamfight potential, and good waveclear and anti-siege.

This list is by no means exhaustive, these are just a few things that synergize with Rumble that I wanted to highlight.

FAQ Back to Top

Q: But Pudding, I have this way that I play Rumble that's different from what you describe, and it works really well for me!

A: That's not really a question, random internet user, but it's a good point and I'm gad you brought it up! Very few champions have just one 'correct' way of doing things. If you find a playstyle that differs from mine that works really well for you, that's great! This guide is just meant to highlight the path I've taken with Rumble, how it works, and why it works. I'd love to hear more about differing playstyles, so feel free to drop me a comment if you play him differently, either here or in my stream!

Will be updated as people ask me more things.

About the Author Back to Top

Hi! I'm SFCPudding, a formerly Diamond Rumble main. I made Diamond in season 4 on almost exclusively Rumble. Unfortunately, I wasn't able to play very much at all last season, and so decayed down to gold. I'm back into the swing of things, though, and am currently burning my way back up into Diamond. I've played Rumble since two months after his release and probably have something on the order of 5000 games logged with him, between ranked and normals. He's by far my best and favorite champion! I'm planning on streaming ranked games all season long, and currently have been playing almost nothing but Rumble. Feel free to come check out my stream some time (Link), watch the Rumble gameplay, and ask any questions you may have!

Final thoughts Back to Top

Thanks for checking out my guide, and double thanks if you've read this far! I love seeing new people interested in Rumble. He is, in my opinion, one of the best, most thoughtfully designed champions in the game. He has clearly defined strengths and weaknesses, and he rewards active, intelligent play from both his player and his lane opponent. I hope you enjoy him as much as I do! Good luck out on the rift, and remember, heroes don't die. They're reborn as legends.

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Patch changelog Back to Top


6.10: Started here, will be including patch notes from here forward.

6.11(Link) Nothing much changed for Rumble. He got a quality of life change in the form of this little gem:
  • Rumble’s Q - Flamespitter now turns to face his target on basic attack command, rather than basic attack execution (think Corki’s E - Gatling Gun)
beyond that, a few things that Rumble might've struggled with (looking at you, Ekko) got nerfed. Nothing more to note here.

6.12: (Link) The only changes of particular note are the buffs to Veteran's Scars and Natural Talent. Both of these are masteries I recommend in my standard mastery setup, so the changes are welcome. Beyond that, this was a pretty small patch. The Fizz nerfs are welcome on the whole, even though he wasn't something Rumble particularly struggled with in lane.

6.13 (Link) Some good changes for overall game health here, but nothing in particular to mention in terms of Rumble's strength. Happy hunting!

6.14 (Link) Still testing to see how the Ryze changes play out. His solo queue winrate will be garbage for a while, so we'll see where things stand when the dust settles. The Sona changes overtuned her hardcore, it's a good thing they updated her mid-patch. The Taliyah changes are also something worth monitoring--she got a lot of help this patch.

6.15 (Link) The Illaoi changes of the past two patches should make fighting her less obnoxious, which is welcome. The turret changes, while certainly interesting, shouldn't be too impactful on solo queue, since they're mostly targeted at lane swaps. We'll see how things shake down on that front.

!! I disappeared for  a while here and wasn't able to keep up with the patch changes, sorry !!

The rylai's and liandry's changes a few patches back are something I wanted to touch on. Yes, the rylai's nerfs hurt. Overall, though, I still think that Ryliandry's is core status on Rumble--the nerf to the Rylai's slow isn't really a big deal, since you only really use it to make sure that once you land flamespitter, you can stick to people, and it still does that. Also, getting access to the slow earlier (since the item as a whole is cheaper) is definitely welcome. I haven't really seen a need to change up my build any due to the changes. I've felt them, for sure, but don't feel they're significant enough to warrant panic.

7.1 (Link) The Camille nerfs were definitely called for, and she's now not nearly as obnoxious in lane as she was. I'd actually rate this matchup as being relatively simple as Rumble now, at least in my experience. Overall, Rumble is still in a fairly comfortable place this patch.

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