All Guides Rumble Guides [Patch 8.15] The Best Rumble Guide by the Best Rumble Player
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Rumble Statistics for Nahde

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

Value
Average
Games Played
4
Win %
43
Kills
5.3
Assists
7.2
Deaths
6.5
KA:D Ratio
1.9
Gold Earned
10.7K
Creep Score
163.4
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash (Always)

Due to 68.pngRumble not having any innate escapes or gap closers (outside of rumbleshield.pngScrap Shield's Movement Speed), you don't have an option here, you have to take 4.pngFlash. Not only can you use it to escape from a gank or outplay your laner by dodging a crucial ability, you can also extend the cast range of your rumblegrenade.pngElectro-Harpoon.  (dot-pattern.pngExample

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12.png Teleport (Top Lane)

In 99% of your games you're going to want to bring 12.pngTeleport. Even with the channel time nerfs in Patch 6.13 and the cooldown nerf in Patch 8.1412.pngTeleport still has an incredible amount of uses and one good 12.pngTeleport play or roam can steamroll you or your team into winning the game. I would discourage the use of 12.pngTeleport to get back to lane unless you die REALLY early on in the game and don't want to miss a lot of Exp. The 6 minute cooldown means you have much tighter windows to influence the early game with global pressure, so use it wisely!

785.jpg

14.png Ignite (Mid Lane)

With the changes to Exhaust in Patch 7.5 and the buffs in Patch 8.6, I don't think taking 14.pngIgnite is totally out of the question. It provides heavy kill pressure on your opponent and if you're flat out more skilled than your laner you can create a soup kitchen Top Lane. You'll need to know how to manage your minion waves to minimize loss of gold/exp during recalls and roams, however. I would still say 12.pngTeleport is the optimal pick in most situations, as often times even after you kill your laner, you'll lose the game due to missing out on global pressure when your other lanes power int the game. However, the added one minute cooldown on 12.pngTeleport in Patch 8.14 do make 14.pngIgnite a more attractive summoner spell.

If you're going Mid Lane, I would take Ignite.

231.png

3.png Exhaust (Don't)

Exhaust was heavily nerfed in Patch 7.5. Due to the changes, I think it's greedy to take this as a Top Laner. Having more than one 3.pngExhaust is generally going to be sub-optimal and is only really used for gank pressure with the opportunity cost of 12.pngTeleport. I would avoid taking this since your jungler is probably 11.pngMaster Yi or something anyway.

179.png

11.png Smite

  • Jungle Clear is too slow with 10s Flamespitter CD
  • Meta favors strong early duelists, Rumble is not strong prior to level 3-4

180.png
Taking Smite Mid was a viable option, but with the addition of Patch 8.14, Riot changed the un-upgraded jungle item to: " If you have the most individual total gold on your team, lane minions kills will grant 10 less gold."

Since Rumble can't realistically upgrade the jungle item, this makes it a HORRIBLE purchase-- so until this restriction is removed and they find another way to discourage the gold funneling strat, I don't advise you taking smite to the middle lane.
179.png

Don't take anything else.

New Runes Back to Top


Honorable Mentions

1. Summon%20Aerie.png?width=32Summon: Aery
Despite the nerfs, Summon: Aery is essentially a mini-comet, it comes off 'cooldown' much quicker than Comet does early on and can definitely be some meaningful harass on your opponent. I'll occassionally swap out Arcane Comet in favor of Summon: Aery if I'm against something like an Ornn or another champion that I can easily bully. 

2. Taste%20of%20Blood.png?width=32Taste of Blood
Typically if you're opting for the Domination tree you're more than likely doing so because you're going to have an easy lane and can afford to sacrifice the durability from the Resolve tree in favor of the added damage from Cheap Shot. However, Taste of Blood can be a decent alternative, offering decent sustainability and staying power in lane when coupled with Scrap Shield and Doran's Shield, while still allowing you to pick-up Ultimate Hunter.


180.png


Standard Page Explanation


The Standard Rune Page is going to be your best "vs all" setup. Nimbus%20Cloak.png?width=32Nimbus Cloak is a no-brainer, we don't benefit from Manaflow%20Band.png?width=32Manaflow Band and often times even if Nullifying%20Orb.png?width=32Nullifying Orb seems like a good idea (I.E. vs Double AP), it's often going to be outweighed by the benefits of Nimbus%20Cloak.png?width=32Nimbus Cloak. 


Celerity.png?width=32Celerity is again a no-brainer, Absolute%20Focus.png?width=32Absolute Focus seems nice but it suffers from the same problems as Transcendence.png?width=32Transcendence where we're not really getting much benefit early on, as it's incredibly unlikely that you'll be above the 70% threshold very often in lane, whereas you will ALWAYS benefit from the Movement Speed and AP that Celerity.png?width=32Celerity brings to the table, especially with the synergy of rumbleshield.pngScrap Shield. 


Scorch.png?width=32Scorch is far superior to the other two options in this tree in early-game trades. Waterwalking.png?width=32Waterwalking could be beneficial in very niche circumstances (Contesting Herald, Roaming mid/bot and contesting the scuttle crab). More often than not you'll be wanting to take Scorch.png?width=32Scorch for the added damage in lane to help bolster 68.pngRumble's strength as a lane bully. If you're versus a champion that you won't really be able to harass very often you CAN take Gathering%20Storm.png?width=32Gathering Storm instead, since the recent 8.12 Patch, it's okay for us to go to late game with 68.pngRumble since our damage isn't ass later on thanks to rumblecarpetbomb.pngEqualizer buffs. 


Taking the Resolve tree already starts us off with a little bit of additional health, but the combination of Bone%20Plating.png?width=32Bone Plating and 5abd57da0f30230001f3edd9?width=32Chrysalis is incredible. Giving us an additional 50 health and some damage reduction, there's almost no other option until these runes are changed, the only alternative is if you're in an incredibly easy lane and can opt to take the Domination tree, favoring cheap%20shot1.png?width=32Cheap Shot and Ultimate%20Hunter.png?width=32Ultimate Hunter instead, but that's a really greedy setup, although the risk/reward is much higher. If you're able to consistently land your rumblegrenade.pngElectro-Harpoons you'll have a pretty significant damage boost. This is only really useful in an easier lane, but feel free to experiment!
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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

For additional/more detailed information on your Abilities, scroll down to the "Mastering Rumble: Abilities" Section!


231.png

Why do we start E now?


Even though it may seem tempting to start rumbleflamethrower.pngFlamespitter after the damage buffs from Patch 8.12rumblegrenade.pngElectro-Harpoon is almost always going to be the safer option. Opening with rumblegrenade.pngElectro-Harpoon allows you a lot more control of the wave and a lot more opportunity to harass your opponent than you would with rumbleflamethrower.pngFlamespitter. The high cooldown on your Q (Thanks Patch 7.12) also means that your opponent has a much larger window of opportunity to harass you before it comes back up.

68.pngRumble doesn't have the strongest Levels 1-2 either, level 3-4 is when he really starts to shine. Knowing this, it's best to take rumblegrenade.pngElectro-Harpoon first and opt for rumbleshield.pngScrap Shield second in order to further increase your staying power and ability to trade with your laner. 

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Items Back to Top

Starting Items

    These are your standard starting items, Dorans Shield increases your staying power in lane immensely. Take these every game.

Core Items

    You'll want to rush Morellonomicon as it's going to give you the biggest powerspike in lane and allow you to push your lead. After that, I'll usually build Liandry's first, followed by Void Staff.
    You can opt to get one of these first if necessary, I recommend picking up Seeker's Armguard versus strong AD opponents like Darius or Renekton, Ninja Tabi against auto attackers like Fiora and Mercury Treads against a champion like Kennen with lots of CC.

Situational Items

    After your core items, you'll generally want to pick up Rabadon's if possible. Your ultimate has a 1.75 AP Ratio and this still greatly improves the damage from your Q and E as well. If you don't desperately need another item, get this.
    If you built Seeker's Armguard during the lane phase, this could be your next item-- It really depends on how badly you think you need the active portion of Zhonya's since you wont gain any more armor from upgrading it.
    You can potentially build this if you're against a lot of squishy champions, it gives you a pretty big damage boost and a little bit of mobility and tank stats in the form of HP. Usually outshined by other items like Morello's or other more valuable stats.
    This item, even with the buffs to have 90 AP isn't my favorite. We already get HP from Morellonomicon which is a superior item. The only time you want to build this item is against "Bruiser Zerg" Champions, champs with little mobility who just run at you really fast (Think Udyr, Mundo, Shyvana.)
    Not that great unless the enemy has a double or even triple AP Comp, or only really has one AP Threat, almost always outshined by other items, potential 5th or 6th item though.
    If the game goes really really late and you have enough gold, You can sell one of your items to buy this, place it and sell it back. More useful if you're losing than if you're winning, since it would just waste time.
    I'm still experimenting with this item, but coupled with Celerity and your ability to charge this quickly, it's definitely a nice item. It can help you catch players out or catch up after using a max range ultimate.

Core Items on Patch 8.12 (and onward)

With the changes to AP items introduced in Patch 8.4, our core build has changed and I felt that the explanation deserved its own section instead of trying to shove it into the above boxes.

The Magic Penetration from Liandry's was removed and added to Morellonomicon, along with the Grievous Wounds passive that reduces healing. Morello's now gives 80 AP, 300 Health and 15 Magic Pen, along with the passive. Liandry's Torment was also changed and while it might seem like a great item for Rumble on paper, it's actually not very good, at least early on. 

Liandry's Torment costs 3100g, 100g more than Morello's while giving 80 AP, 300 HP (sound familiar?) and the passive that, for every second in combat with enemy champions, your damage is increased by 2%, stacking 5 times. That passive sounds great, but since our Flamespitter was changed the tick-rate to every 0.25 seconds, from 0.5 on Patch 6.1, it means that Flamespitter ticks for 26.3 damage at level 9 with no AP, the 10% additional damage is added to that, meaning Flamespitter ticks for 28.9 damage instead. 

However, the second passive on Liandry's Torment: " TORMENT: Dealing spell damage applies a damage-over-time effect for 3 seconds that deals a total of 3% of target's maximum health bonus magic damage, with each tick applying every 0.5 seconds. This total damage is doubled to 6% of target's maximum health against Slow icon slowed or Stun icon immobilized units, and capped at 100 damage per second against monsters."

Is the reason we still build it, the first passive is still beneficial for The Equalizer as well, so I'll generally build this item second and rush Morellonomicon instead to give a bigger spike in lane. 

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3340.png3364.png3363.png Trinket(s) 3363.png3364.png3340.png

Trinkets really deserve some kind of honorable mention here as correct use of your 3340.pngWarding Totem is crucial if you don't want to die to the enemy 421.pngRek'Sai 17 times.

  • Make sure you never have 2 charges of your 3340.pngWarding Totem, always have one placed especially since we'll be shoved in due to rumbleflamethrower.pngFlamespitter harass.
  • Don't place your Trinket in the River Bush if you're blue side-- we want to place it a little further down the river so we can spot out the enemy jungler doing scuttle or have an earlier warning of any gank attempts.
  • Recharge takes 240 seconds and each ward lasts 90 Seconds So plan your lane accordingly-- you may want to pull the wave when you wont have vision if against a Carnivore jungler or if you don't know where the enemy Jungler is.


Boots

more often then not, we don't have the luxury of just building 3020.pngSorcerer's Shoes in every game as the enemy team composition will call for either 3111.pngMercury's Treads or 3047.pngNinja Tabi. We'll want to build 3111.pngMercury's Treads if the enemy team has a lot of heavy cc champions like 1.pngAnnie or 25.pngMorgana.


If the enemy team is full of Auto Attacking champions (24.pngJax, 421.pngRek'Sai + AD Carry for example) than the extra survivability we get from 3047.pngNinja Tabi will be vastly superior to the powerspike we get from 3020.pngSorcerers Shoes, we can get Magic Penetration from 3135.pngVoid Staff or 3165.pngMorellonomicon later on, if necessary. 

 

linebreak.png


How Magic Penetration/Reduction works in LoL

  1. Magic resistance reduction, flat.  (Non-existent [32.pngOld Amumu]) [Applied First]
  2. Magic resistance reduction, percentage.  (Kayle Passive) [Applied Second]
  3. Magic penetration, percentage.  (Void Staff) [Applied Third]
  4. Magic penetration, flat.  (Runes/Morellonomicon) [Applied Fourth]


Matchups Back to Top

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

  • Easy
  • Aatrox
    Hard
  • Ahri
    Medium
  • Akali
    Easy
  • Anivia
    Medium
  • Annie
    Easy
  • Aurelion Sol
    Hard
  • Azir
    Medium
  • Brand
    Medium
  • Camille
    Medium
  • Cassiopeia
    Hard
  • Cho'Gath
    Easy
  • Corki
    Medium
  • Darius
    Hard
  • Diana
    Easy
  • Dr. Mundo
    Easy
  • Ekko
    Easy
  • Ezreal
    Easy
  • Fiddlesticks
    Easy
  • Fiora
    Easy
  • Fizz
    Easy
  • Galio
    Easy
  • Gangplank
    Easy
  • Garen
    Easy
  • Gnar
    Medium
  • Gragas
    Easy
  • Heimerdinger
    Medium
  • Illaoi
    Easy
  • Irelia
    Easy
  • Jarvan IV
    Medium
  • Jax
    Easy
  • Jayce
    Hard
  • Karma
    Medium
  • Karthus
    Easy
  • Kassadin
    Easy
  • Katarina
    Easy
  • Kayle
    Easy
  • Kennen
    Medium
  • Kled
    Medium
  • LeBlanc
    Hard
  • Lee Sin
    Easy
  • Lissandra
    Easy
  • Lulu
    Hard
  • Lux
    Medium
  • Malphite
    Easy
  • Malzahar
    Easy
  • Maokai
    Easy
  • Mordekaiser
    Easy
  • Nasus
    Easy
  • Nautilus
    Easy
  • Olaf
    Easy
  • Orianna
    Medium
  • Pantheon
    Easy
  • Poppy
    Easy
  • Quinn
    Medium
  • Rammus
    Easy
  • Renekton
    Medium
  • Rengar
    Medium
  • Riven
    Medium
  • Rumble
    Easy
  • Ryze
    Hard
  • Shaco
    Easy
  • Shen
    Easy
  • Shyvana
    Easy
  • Sion
    Medium
  • Swain
    Medium
  • Syndra
    Easy
  • Taliyah
    Hard
  • Talon
    Easy
  • Teemo
    Medium
  • Trundle
    Medium
  • Tryndamere
    Easy
  • Twisted Fate
    Easy
  • Urgot
    Hard
  • Varus
    Easy
  • Vayne
    Medium
  • Veigar
    Easy
  • Vel'Koz
    Easy
  • Viktor
    Easy
  • Vladimir
    Easy
  • Volibear
    Easy
  • Warwick
    Easy
  • Wukong
    Hard
  • Xerath
    Easy
  • Xin Zhao
    Medium
  • Yasuo
    Easy
  • Yorick
    Hard
  • Zed
    Easy
  • Ziggs
    Easy
  • Zilean
    Easy
  • Zyra
    Hard

VS

Easy

Level one Singed will either start proxying your wave or try to lane against you. 

  • IF HE PROXIES
Play your lane like normal, I recommend starting E so you can more easily secure all the cs under your tower without having to tank the wave. Don't worry about killing singed unless he messes up or you and your jungler have serious kill pressure (take his summoners into consideration when deciding whether you can kill him or not) 

He'll likely back after a few waves, and you'll be able to bully him heavily in lane regardless of his purchases.


General Tips
  • Ward well, freeze when possible. Singed has excellent set up potential for ganks.
  • It's important to utilize tethering as much as you can, getting flipped will be a serious problem-- you can likely go even in trades but you shouldn't have to do that.
  • After level 6, be careful of all-inning him, as he can likely pop his ultimate and run off of the equalizer and disengage-- it's better to use The Equalizer somewhere where it will be beneficial (Dragon Fights/Skirmishes). 
  • Use your TP for ganks, try not to use it to get back to lane. 

VS

Aatrox

Hard

Aatrox is an incredibly oppressive champion in the top lane currently, but luckily we're equipped with the tools to deal with him both inside of lane and for teamfights later on. 


Levels one and two you'll want to place safe and do your best to always dodge aatroxq.pngThe Darkin Blade (His Riven ability). It has a high cooldown early on, so abuse that after level 3 and punish him for missing it.

When he uses aatroxq.pngThe Darkin Blade, even if you get hit by one of the knockups, you should generally be able to avoid the other two. You'll never really want to fight him with this up, as he will heal when he damages you and the third knockup chunks you really hard.

Use rumbleshield.pngScrap Shield movement speed to kite him out and use the edges of rumbleflamethrower.pngFlamespitter in combination with rumblegrenade.pngElectro-Harpoons to harass him and stay even in CS. Focus on farm and look for skirmishes later on in the game or call for jungle ganks as he's really easy to either bait into an all in or kill if your jungler has any cc whatsoever.

The matchup is really easy if you can avoid aatroxq.pngThe Darkin Blade.

VS

Ahri

Medium

VS

Akali

Easy

With the update to Akali, the matchup got moderately more difficult, but not so much as to afford her a "medium" difficulty rating.

Early on in the lane you're going to want to look for poke with your rumblegrenade.pngElectro-Harpoon as it vastly outranges her akaliq.pngFive Point Strike. If she tries to fight you at any point after level 3, she wont have the damage to kill you before you burn her down so look to keep a health advantage and punish her when she walks up to CS.

Her akaliw.pngTwilight Shroud is slightly problematic, you don't want her to continually proc her passive on you while she's inside of it but it's really difficult for her to actually escape rumbleflamethrower.pngFlamespitter damage, and the shimmer can tell you where she is and you can attempt to land rumblegrenade.pngElectro-Harpoon. 

After level 6, be careful of committing too hard as her two part ultimate, akalir.pngPerfect Execution can allow her to easily disengage or reposition off of rumblecarpetbomb.pngThe Equalizer and all-in you. Continue keeping a health advantage and you should be okay, don't underestimate her post-6 damage!

VS

Anivia

Medium

VS

Annie

Easy

VS

Aurelion Sol

Hard

VS

Azir

Medium

VS

Brand

Medium

VS

Camille

Medium

Harass her with your rumblegrenade.pngElectro-Harpoons early on and make sure to block her camillew.pngTactical Sweep with your rumbleshield.pngScrap Shield and you'll be okay. Do your best to stay out of melee range and keep the minions in the middle of the lane, this makes it difficult for her to engage on you with her camillee.pngHookshot.

Camille is one of those match-ups where you need to manage your heat a little differently, it's important that if she looks like she IS about to land her camillee.pngHookshot on you, that you're able to react with a rumblepassive.pngDanger Zone empowered rumbleshield.pngScrap Shield, and you can even consider putting a second point in it to nullify the majority of her damage as once she's able to camiller.pngHextech Ultimatum on top of you and trap you inside, it's most important that you survive her burst damage.

You're going to want to get 3047.pngNinja Tabi and a 1028.pngRuby Crystal ASAP to help you survive against her once she gets to level 6, otherwise she can just trap you inside of her camiller.pngHextech Ultimatum and beat you down. However if you have some survivability, you'll be able to outdamage her with a well placed rumblecarpetbomb.pngEqualizer.

 

VS

Cassiopeia

Hard

VS

Cho'Gath

Easy

This matchup is super free for Rumble.

Try to pull the wave into your side of the lane whenever possible and zone him, walk up with rumbleflamethrower.pngFlamespitter and rumblegrenade.pngElectro-Harpoons whenever possible. You don't need a defensive item in this lane as you'll outdamage him at all stages of the game. 

If he goes tank, once you get access to rumblecarpetbomb.pngThe Equalizer you can start roaming mid or bot and looking for objectives across the map. (This means save your teleport) 

VS

Corki

Medium

VS

Darius

Hard

This is one of the more difficult lanes for Rumble, you'll want to play pretty safe until level 4. Pepper him with rumblegrenade.pngElectro-Harpoons whenever possible but prioritize staying even in CS. You can punish him when his dariusaxegrabcone.pngApprehend is on cooldown, also remember that his dariuscleave.pngDecimate does much less damage when you're hit by the HANDLE of the axe. 

it's okay to miss a few creeps if walking up to them is going to end badly for you, don't get too stressed out. If you can, play safe and call your jungle for help when he pushes. Worst case scenario just stay even in CS, forego trading and use your rumblegrenade.pngElectro-Harpoons solely to capture low hp creeps, you'll scale into the game and be able to skirmish better than 122.pngDarius.

Definitely rush 3191.pngSeeker's Armguard in this matchup!

VS

Diana

Easy

VS

Dr. Mundo

Easy

Typical tank match-up for you

If he has the opportunity to land infectedcleavermissilecast.pngInfected Cleaver, you can land rumblegrenade.pngElectro-Harpoon, keep that in mind.

This one is a war of attrition, before level 6 you'll want to whittle him down with rumblegrenade.pngElectro-Harpoon and rumbleflamethrower.pngFlamespitter's. You definitely have priority early on, just don't get hit by too many infectedcleavermissilecast.pngInfected Cleavers. 

After level 6, it'll be incredibly difficult to solo kill him without finishing 3165.pngMorellonomicon or jungle assistance, so it'll be better to use your rumblecarpetbomb.pngEqualizer in a gank or roam as oppose to trying to kill Mundo. 

VS

Ekko

Easy

VS

Ezreal

Easy

VS

Fiddlesticks

Easy

VS

Fiora

Easy

Fiora isn't necessarily too difficult early on, but it gets more difficult as the game goes on. 

Play safe for the first few levels, at level 4-5 is when you really have the most control over the lane. Try pulling the wave into you to make it difficult and risky for her to try and initiate trades with you, at level 4 is when you can actively look for aggressive trades. 

Be careful of her fioraw.pngRiposte, blocking a Danger Zone'd rumblegrenade.pngElectro-Harpoon with that is really gonna hurt your damage, try to read her and predict when she's most likely to use it. Is she waiting for you? Is she using it at the first sign of danger? Does she have parkinsons and is spamming it seemingly whenever it's off cooldown? these are the questions you have to ask yourself.

After level 6 you need to start playing a little more conservatively, the lane is generally 50/50 at that point unless you secured a lead earlier on. Once the fiora realizes she can go toe-to-toe with you she won't be playing as scared, be smart with your trades and you'll be okay. 

VS

Fizz

Easy

VS

Galio

Easy

VS

Gangplank

Easy

Super free match-up

Gangplank lacks the damage to kill you, just be careful of his barrels. You can confidently walk up to deny them since your rumbleshield.pngScrap Shield will absorb most of the damage from them, this will also really tilt the 41.pnggangplank if you can consistently do it (trust me). 

Block gangplankqwrapper.pngParrrley damage with Scrap Shield, block gangplanke.pngPowder Keg damage with Scrap Shield and look to hit him with rumblegrenade.pngElectro-Harpoon and follow-up immediately with rumbleflamethrower.pngFlamespitter. 

VS

Garen

Easy

Pretty simple matchup, his Q garenq.pngDecisive Strike will cleanse slows while also increasing his movement speed and silencing you should it hit, so if you can, look to land an rumblegrenade.pngElectro-Harpoon AFTER he's casted it, making it much harder to catch you, then you can kite him out. 

He's a lot like the 58.pngRenekton matchup (Garen is basically a budget Renekton) in that, once his ability to get on top of you (garenq.pngDecisive Strike) is down, all he can really do is stand there like an idiot inside of your rumbleflamethrower.pngFlamespitter, so punish him when he uses it poorly. 

VS

Gnar

Medium

Mildly annoying depending on the runes he's chosen, but overall a pretty simple matchup.


Avoid gnarq.pngBoomerang Toss or block the damage with your rumbleshield.pngScrap Shield, if you're looking to all in, it'll be better to block the third hit of gnarw.pngHyper as oppose to gnarq.pngBoomerang Toss. 

Punish him when his gnare.pngHop is on cooldown, but be careful of getting kited and don't let him proc gnarw.pngHyper on you too many times. 

After level 6, you still have lane priority for the most part, especially if his gnare.pngHop is down. Be very careful of diving him when his gnarr.pngGNAR! is up, if you get thrown against a wall, welcome to fifty shades of 150.pngGnar. 

So long as he's sitting in your rumblecarpetbomb.pngEqualizer, even if he manages to land the stun, if you were at equal health pools you should win. Just don't let him get a health advantage on you. 

VS

Gragas

Easy

VS

Heimerdinger

Medium

This matchup isn't as difficult as it is incredibly obnoxious. 

SUPER IMPORTANT: When laning against heimerdinger, Start your Electro-Harpoons level 1 and walk up before minions spawn, he'll start placing turrets. Two E's will take them out. This wont really make the lane that much easier but it will slow down his tempo. 

This lane isn't inherently difficult, you're just going to need to be really good at setting up the cs under turret. If you walk up to try and clear the heimerdingerq.pngturrets with rumbleflamethrower.pngFlamespitter, if he has more than 2 it's very likely that you take more than half your HP and realize you can't actually take out the turrets with a single rumbleflamethrower.pngFlamespitter alone. Do your best to take out the heimerdingerq.pngTurrets with two rumblegrenade.pngelectro-harpoons when possible and try to get your jungler to camp you, if you get ahead it should be fairly easy to flip the board on him and start solo-killing him. You should also be able to get rumblecarpetbomb.pngThe Equalizer to hit all Three heimerdingerq.pngTurrets, as well has 74.pngHeimer himself. Just be careful he doesn't stun you with heimerdingere.pngGrenade while he has turrets up, you'll be going back to base a lot if he lands them. 

VS

Illaoi

Easy

This one is pretty easily, she doesn't really have the damage to compete with you in lane until she gains access to her ultimate, illaoir.pngLeap of Faith. 


Prior to that, block her illaoiq.pngTentacle Smash with your rumbleshield.pngScrap Shield, try to clear out her tentacles that spawn  so her illaoiw.pngHarsh Lesson doesn't call down god's wrath upon you. 

*Important Note: illaoie.pngTest of Spirit's duration is lowered if she takes damage from the champion she pulled, keep that in mind when trading with her and don't immediately concede the engage if she lands a pull, you can lower the duration and therefore lower the damage you take from it!

Once she gets level 6 and has access to illaoir.pngLeap of Faith, it's going to be a lot more difficult to actually kill her. Even calling your Jungler up can have drastic consequences if not executed correctly-- her healing and immense damage could prove too much if you don't have the hard cc or burst damage to take her down. 

VS

Irelia

Easy

This match-up is really easy, like a lot of champions Irelia doesn't really have the damage to straight-up confront you in lane. 

Try to avoid her ireliae.pngFlawless Duet, if she lands it she can follow-up with a ireliaq.pngBladesurge and get a decent trade on you, especially if she has a low health minion to jump back to that will ensure you can't respond to her. If she misses her ireliae.pngFlawless Duet, you have free reign of the lane and can punish her for it. 


Other than that, the lane is pretty free for you. Pepper her with rumblegrenade.pngElectro-Harpoon's and rumbleflamethrower.pngFlamespitters when possible, she's good at setting up ganks so be careful for that, and once she gets ireliar.pngVanguard's Edge, you'll be fine if you just stay inside the ultimate and don't touch the walls, you can drop ireliar.pngThe Equalizer right on top of her when she ireliaq.pngBladesurge's in, kill her and drop your Mastery 7 spam.

VS

Jarvan IV

Medium

This matchup is pretty much determined by whether or not the Jarvan can land his jarvanivdemacianstandard.pngDemacian Standard & jarvanivdragonstrike.pngDragon Strike combo, if he does-- welcome to hell. 


He has a ton of damage right off the bat from level 2, and most likely brought 14.pngIgnite to really pound you into the next division. 


The good news is, if you dodge that ability, he's useless. But you'll definitely want to rush a 3191.pngSeeker's Armguard. Be careful of his jarvanivcataclysm.pngCataclysm as well, once he's level 6 he can set up ganks with his jungler really well. 

Try to stay topped off in HP and avoid his Flag and Drag and you'll be fine. 

VS

Jax

Easy

Like many others, Jax lacks the raw damage to duel you early on in the game.

If he uses jaxcounterstrike.pngCounter Strike, kite backwards with rumblegrenade.pngElectro-Harpoon and then chase him with rumbleflamethrower.pngFlamespitter when he realizes he shouldn't have actually gone for that trade. Other than that, play aggressive and zone him from creeps whenever possible. 

Punish him when he uses jaxleapstrike.pngLeap Strike or jaxcounterstrike.pngCounter Strike.

That's pretty much it honestly.

Also, this is the name of my handsome dog, Jax :) 
(Album)

VS

Jayce

Hard

Jayce is another one of the more difficult matchups, he doesn't have many windows of opportunity to really punish him.

Early on, play safe and try not to lose too much HP, use rumblegrenade.pngElectro-Harpoon to farm and get some harass if you can. If you can bait out his E+Q combo, he wont have the damage to retaliate well, you can also punish his jaycestancehtg.pngMercury Cannon when he swaps stances, as he's vulnerable for the next 6 seconds. He basically has 7 abilities, so be careful of just mindlessly running into him unless you're getting a gank. 

After level 6 when you get rumblecarpetbomb.pngThe Equalizer and you have a 3191.pngSeeker's Armguard, you'll definitely have the advantage. You're also strong than him around level 4 and 5, if you land an rumblegrenade.pngElectro-Harpoon you can follow up with a max range rumbleflamethrower.pngFlamespitter, if you have to fight him, do it in your creeps not his. 

VS

Karma

Medium

VS

Karthus

Easy

VS

Kassadin

Easy

VS

Katarina

Easy

VS

Kayle

Easy

VS

Kennen

Medium

Kennen isn't too difficult, but you're going to want to rush 3111.pngMercury Treads before anything so he can't perma-cc you with kennenshurikenstorm.pngSlicing Maelstrom. 

Just remember if you can land rumblegrenade.pngElectro-Harpoon, he can land kennenshurikenhurlmissile1.pngThundering Shuriken and vice-versa, so be careful! Try to let him us his kennenbringthelight.pngElectrical Surge passive on minions since the extra auto damage can hurt, you also want to get stunned as little as possible since that will open you up to a full combo. 

The lane is fairly volatile and you can look to trade early on whenever you can get a danger zoned rumbleflamethrower.pngFlamespitter, make sure you dodge kennenshurikenhurlmissile1.pngThundering Shuriken and it will be difficult for him to stun you unless he kennenlightningrush.pngLightning Rushes through you, which will allow for easy rumblegrenade.pngElectro-Harpoons. 

Post level 6, don't try to all-in without 3111.pngMercury Treads or you're liable to throw your lead. 

Lastly, if you're going to drop rumblecarpetbomb.pngThe Equalizer on him, do so after he's used kennenlightningrush.pngLighting Rush!

VS

Kled

Medium

This one isn't too difficult, if he ever manages to land kledq.pngBear Trap on a Rope, you can just run away from him with rumbleshield.pngScrap Shield while peppering him with rumblegrenade.pngElectro-Harpoons should he choose to press forward.

You definitely want 3191.pngSeeker's Armguard here. When his kledq.pngBear Trap on a Rope or kledw.pngViolent Tendencies are down, he's pretty weak, so there's plenty of opportunities for you to be the aggressor in this lane. 

After level 6, if he kledr.pngChaaaaaaaaarge!!!'s on you you can just drop rumblecarpetbomb.pngThe Equalizer and afk

VS

LeBlanc

Hard

VS

Lee Sin

Easy

VS

Lissandra

Easy

Block her lissandraq.pngIce Shard with your rumbleshield.pngScrap Shield, whenever that's down you can walk up with a rumblepassive.pngDanger Zone'd rumbleflamethrower.pngFlamespitter and attempt to land some rumblegrenade.pngElectro-Harpoons. She doesn't have the damage to retaliate early on, between levels 6-9 you need to be more careful as she gets a much lower cooldown on her lissandraq.pngIce Shard and gets access to lissandrar.pngFrozen Tomb. 

Get Mercury Treads early, but it's not necessary to rush them.

VS

Lulu

Hard

Be prepared to not play League of Legends.

During this lane, if you get a lead you'll generally keep it and be able to absolutely steamroll the Lulu, but acquiring that lead isn't easy. It's best to just focus on farming with your Electro-Harpoons, take good trades when you can (If her luluq.pngGlitter Lance is down).

Be careful of her Pix assisted Auto-Attack harass as it starts to really hurt. 

Take smart trades, after level 6 the lane becomes a lot more even, it's also really easy to gank her so just try not to tilt early on. 

VS

Lux

Medium

VS

Malphite

Easy

You really really don't need to look this one up

Block seismicshard.pngSeismic Shard with rumbleshield.pngScrap Shield and go wild

His landslide.pngGround Slam slows attack speed, so just be aware of that when taking melee trades, you don't really want to trade auto attacks too often since he'll just slow your speed and active obduracy.pngBrutal Strikes. 

After level 6, if you can dodge ufslash.pngUnstoppable Force with 4.pngFlash you're guaranteed to win, just be careful of getting ganked.

VS

Malzahar

Easy

VS

Maokai

Easy

Wow, people are playing this guy Top Lane?

His maokaiw.pngTwisting Advance can be really annoying, especially in combination with his maokaiq.pngBramble Smash since, the former can dodge a couple procs of rumbleflamethrower.pngFlamespitter and the latter can turn your character around, again dodging some rumbleflamethrower.pngFlamespitter damage.


Other than that, this matchup is pretty easy, if he goes on you, wait until he uses his cooldowns and turn on him when he runs out of abilities and has to run away from you. He's really really good at setting up ganks so be wary of that, otherwise just try not to get hit by a bush empowered maokaie.pngSapling Toss.

VS

Mordekaiser

Easy

This CAN be a difficult matchup, it's really  up to the Rumble player to decide how the lane goes.

This is one of those lanes where you're pretty much pretending that you're a ranged champion. You don't want to get into melee range of Mordekaiser, his mordekaisermaceofspades.pngMace of Spades and mordekaisercreepingdeathcast.pngHarvesters of Sorrow will shred you quicker than you can kill him. 

Use your rumbleflamethrower.pngFlamespitter at max range and pepper him with rumblegrenade.pngElectro=Harpoons until he's low enough to finish off. 

VS

Nasus

Easy

Do your best to block nasuse.pngSpirit Fire damage with your rumbleshield.pngScrap Shield, early on you really have control over the lane, peaking at levels 4-5, push that as hard as you can.

Do NOT shove him under tower, this is exactly where Nasus wants to be and his nasusw.pngWhither will guarantee a kill if you get ganked. Also, he slows Attack Speed with nasusw.pngWhither as well, so melee trades aren't really too effective. 

After level 6, if he activates nasusr.pngFury of the Sands, you'll know really quickly whether you're gonna beat him or not. Generally, if it's even, he'll win it. Call for a gank or play safe and poke him down before committing. Just remember he gains 300 health and some Magic Resistance over time during nasusr.pngFury of the Sands. 

VS

Nautilus

Easy

You just straight up outdamage him there's not really much to say here, just be careful of ganks as he can set them up really well.

VS

Olaf

Easy

VS

Orianna

Medium

VS

Pantheon

Easy

Try to play out of range of his pantheonw.pngAegis of Zeonia (the stun, I didn't even know the name of that ability until I saw it just now LOL) 

Other than that, block early game harass from pantheonq.pngSpear Shot with your rumbleshield.pngScrap Shield and work on peppering him with rumblegrenade.pngElectro-Harpoon's. Punish him when he uses pantheonq.pngSpear Shot and walk up with a rumbleflamethrower.pngFlamespitter-- even if he stuns you, he's sitting in the entirety of your rumbleflamethrower.pngFlamespitter.


At level 6, pantheon unlocks his inting ability, pantheonrjump.pngGrand Skyfall. This means nothing to you except that you get to pound him even harder than before, have fun :) 

You still definitely want 3191.pngSeeker's Armguard ASAP.

VS

Poppy

Easy

Poppy really has no way to deal with your damage early on, try not to fight her when she has her passive shield up and block her poppyq.pngHammer Shock with your rumbleshield.pngScrap Shield. Other than that the lane is pretty straight forward, punish her when her shield is gone and walk up with a rumblepassive.pngDanger Zone'd rumbleflamethrower.pngFlamespitter. 

Careful of walls so you don't get stunned by poppye.pngHeroic Charge.

VS

Quinn

Medium

This matchup is really annoying, but you definitely pull ahead in the mid-game since AD Carry itemization is pretty weird right now.

If you're able to land an rumblegrenade.pngElectro-Harpoon, you can follow up with a max range rumbleflamethrower.pngFlamespitter to win the trade. Just be careful of her quinne.pngVault, it'll actually turn you around 180 degree for a second and you'll lose some damage from your Q.


After level 6 you get a lot stronger against her and can drop rumblecarpetbomb.pngThe Equalizer when she quinne.pngVault's since she's locked in the animation. Use your rumbleshield.pngScrap Shield to block her passive damage.

VS

Rammus

Easy

VS

Renekton

Medium

Renekton has pretty crazy damage and it only gets worse when he gets renektonreignofthetyrant.pngDominus.

Level one in this matchup you should start rumbleflamethrower.pngFlamespitter and look to get some damage off on him level one before he's able to build up rage. Level two take your rumblegrenade.pngElectro-Harpoon but DON'T get into melee range, keep pushing to get the level advantage so he doesn't hit level 3 before you. 

Once he's level 3 he becomes a lot stronger, especially when he's able to build up rage. Punish him when he uses renektonsliceanddice.pngSlice and Dice as it has an 18 second cooldown. 

VS

Rengar

Medium

VS

Riven

Medium

You may be wondering why I haven't ranked Riven as Difficult. I personally think she's very easy to outplay early on in the lane! Let me explain.

Level one, start your rumblegrenade.pngElectro-Harpoon and if she chooses to fight you, kite back into your minions and pepper her with harpoons.

Level 2-3, when Riven looks to use her combo on you, stand far enough back to where she has to use 1-2 riventricleave.pngBroken Wings casts to get to you, then kite back into your minions as you spam rumblegrenade.pngElectro-Harpoon and use rumbleflamethrower.pngFlamespitter, you'll win the trade easily. Try to get your rumbleflamethrower.pngFlamespitter off on her before she uses rivenmartyr.pngKi Burst.

It's important to look out for ganks against Riven as she has a lot of CC to lock you down for her Jungler.

Once she hits 6 she becomes a lot stronger with rivenfengshuiengine.pngBlade of the Exile and if you're even/slightly ahead, you'll need to trade much more carefully and may need your Jungler to all-in. Don't push too far and try to freeze your wave closer to your turret for your jungler and call out summoners.

VS

Rumble

Easy

Better Rumble Wins (You if you read my guide) unless you're vs me

VS

Ryze

Hard

VS

Shaco

Easy

VS

Shen

Easy

Pretty easy, don't get into melee range of him as his shenq.pngTwilight Assault+the shield from his passive will often win him the trade. 

Avoid his passive sword, if it passes through you when he activates shenq.pngTwilight Assault he'll gain a ton of attack speed, he'll often combine this with shene.pngShadow Dash to guarantee the Q hits.


Punish him when his shene.pngShadow Dash is on cooldown since it's 18 seconds, other than that, pretend you're a ranged champion until he's weak enough to all in. But be wary of his shenw.pngSpirit's Refuge, since he can dodge auto attacks. Level 6 this lane becomes really easy for you. 

VS

Shyvana

Easy

VS

Sion

Medium

This is the most exhausting laning phase you will ever play I promise you. 


He's incredibly annoying to play against, it's difficult to get any meaningful damage off on him when he has sionw.pngSoul Furnace available. sionq.pngDecimating Smash has a 10/9/8/7/6 second cooldown, so early on try to punish him as much as possible for using it, or at least don't overcommit so you don't get hit by a full charge of it. 

Use rumbleshield.pngScrap Shield movement speed to block long range sione.pngRoar of the Slayer's and to escape or block sionq.pngDecimating Smash.


After level 6, the lane is easier for you with the added threat of rumblecarpetbomb.pngThe Equalizer. Just don't get hit by a fully charged sionq.pngDecimating Smash and you should win. 

VS

Swain

Medium

It's really important to dodge swaine.pngNevermove, if he hits it he can pull you towards him, getting more damage on swainq.pngDeath's Hand and guaranteeing he can hit swainw.pngVision of Empire. 

Poke him with rumblegrenade.pngElectro-Harpoon's until he's able to be all inned, remember that swaine.pngNevermove will hit and stun the first thing it collides with on the recall, so use that to your advantage when fighting in minion waves.

Early on, he lacks damage without swaine.pngNevermove so if you can dodge it or he uses it you can punish him heavily.

VS

Syndra

Easy

VS

Taliyah

Hard

VS

Talon

Easy

VS

Teemo

Medium

Not too difficult, make sure to block blindingdart.pngBlinding Dart with rumbleshield.pngScrap Shield and you're gonna be fine. Harass with rumblegrenade.pngElectro-Harpoons and  don't get auto attacked too much since toxicshot.pngToxic Shot damage will build up and proc Summon%20Aerie.png?width=32Summon: Aery on you repeatedly. 


After level 6, don't be scared of him. If you can land an rumblegrenade.pngElectro-Harpoon you can follow up and kill him, just be careful of teemorcast.pngNoxious Trap's!

VS

Trundle

Medium

Trundle's trundletrollsmash.pngChomp will lower your AD and also acts as an auto-attack reset, don't try to trade with Trundle at Melee Range. 

It's difficult for him to get on top of you if you kite back with rumblegrenade.pngElectro-Harpoons, punish him when he uses trundlecircle.pngPillar of Ice since it's the only way he's going to be able to catch you, and it has a 22 second cooldown. 

After level 6 it's best to avoid fighting him unless you have a solid lead or a jungle gank. 

VS

Tryndamere

Easy

This matchup is super annoying but it's not too difficult, try not to let him build up rage on the minion wave since he'll start tryndameree.pngSpinning Slash and be able to outtrade you. 

Play safe for the first few levels so you can really push your strengths at levels 4-5.

After level 6, you need to play more carefully so he can't run you down while undyingrage.pngUndying Rage is active, kite him out with rumblegrenade.pngElectro-Harpoons and you can still kill him. Get Ninja Tabi asap!

VS

Twisted Fate

Easy

VS

Urgot

Hard

Urgot has really high cooldowns early on, all of them around 12-13 seconds. He's also really weak when his urgotw.pngPurge (W) is on cooldown, so punish that. 


Dodge his urgotq.pngCorrosive Charge with rumbleshield.pngScrap Shield and look to harass when possible, but try to stay out of range urgote.pngDisdain, if he flips you you're not gonna have a good time. 


After 6, play the same way, just be wary of his urgotr.pngFear Beyond Death execution. Get Seeker's Armguard first.

VS

Varus

Easy

VS

Vayne

Medium

VS

Veigar

Easy

VS

Vel'Koz

Easy

VS

Viktor

Easy

VS

Vladimir

Easy

VS

Volibear

Easy

VS

Warwick

Easy

VS

Wukong

Hard

He's incredibly annoying early on since you don't really have any response for him when he monkeykingnimbus.pngNimbus Strike's in, monkeykingdoubleattack.pngCrushing Blow's you right to the dome, proccing Thunderlords and then just monkeykingdecoy.pngDecoy's out. 

Play safe early on, CS with rumblegrenade.pngElectro-Harpoon and don't die to him, once you get Seeker's Armguard and gain access to rumblecarpetbomb.pngThe Equalizer the lane gets a LOT easier and he can't bully you around anymore.

VS

Xerath

Easy

VS

Xin Zhao

Medium

VS

Yasuo

Easy

This matchup is very easy for Rumble, especially if you're top since you have a longer lane to chase him down in. 

You pretty much decimate him until he finishes Phantom Dancer, and by then he'll be so far behind it doesn't matter. Constantly look to use your rumbleflamethrower.pngFlamespitter to harass him when he yasuodashwrapper.pngSweeping Blade's through minions, your rumbleshield.pngScrap Shield should block any wayward yasuoqw.pngSteel Tempest Tornadoes. After 6 you unlock rumblecarpetbomb.pngThe Equalizer, which should be dropped on top of yourself if he ever looks to yasuorknockupcombow.pngLast Breath you. (Purposely get hit by a tornado to bait it out and kill him?) 

VS

Yorick

Hard

This is a difficult matchup for Rumble, you want to avoid his yorickw.pngDark Procession as best as you can, any time he lands it you're likely to die or blow a summoner, at least if he has ghouls he can summon. 

Do your best to avoid yoricke.pngMourning Mist or you'll lose a sizable chunk of HP, you also don't want to fight in melee range as that pretty much sets you up for all of his abilities. You can look to trade when yoricke.pngMourning Mist is on cooldown, or after he uses yorickq.pngLast Rites but ONLY if he has one or two graves up, if he has three he can summon them and hit you with yoricke.pngMourning Mist.


Level 6 becomes really difficult, his yorickr.pngEulogy of the Isles increases his dueling ability immensely and you should avoid fighting at all costs, look to 2v1 him or gain a lead elsewhere on the map.

VS

Zed

Easy

VS

Ziggs

Easy

VS

Zilean

Easy

VS

Zyra

Hard

Early Game + THE GOLDEN RULE Back to Top

Level 1-3

Before minions even spawn, regardless if you're red or blue side make sure you stand at your jungle entrances or in river to see if your jungle gets invaded (Unless you are vs 74.pngHeimerdinger). Most players will just walk top lane and AFK at turret, but you're different, we're here for ELO not to brainlessly lane. Look to use rumblegrenade.pngElectro-Harpoon to harass your opponent, keep them on their toes. Try to push for level two, but don't take any risky trades. Once you have access to rumbleshield.pngScrap Shield and rumblegrenade.pngElectro-Harpoon your lane is going to be much safer, just use rumbleshield.pngScrap Shield to block any harass and look for whatever poke you can get while prioritizing CS.  Once you hit level three and unlock rumbleflamethrower.pngFlamespitter, you can start actively bullying your opponent. Watch out between the 250-3:30 minute mark, as that's when junglers finishing their first clear will look to make an impact on lanes. 


 Summoners_Rift_Concept_Art.jpg

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Levels 4-6

There's really not much going on around the map at this time, continue to farm and harass your laner. It's incredibly important to ward the river as 68.pngRumble since any time you cast rumbleflamethrower.pngFlamespitter you're going to be pushing the wave. If you are Red side you can put a pink ward in Tri-Brush and use your Trinket in the river just past the River Bush, this should spot any pesky junglers looking to gank you.

If you have priority in your lane, you can look to shove and establish deep vision in the enemies jungle, as well as tap the scrying plant and blast cone to deny the enemy jungler. Any intel you can get on the enemy jungler can be hugely beneficial to your team. Also be aware of when the scuttle crab is spawning so you can assist your jungler or look to contest.

After unlocking rumblecarpetbomb.pngThe Equalizer at level 6. You can begin to look for roams into the enemy jungle or mid and bot lane. Don't play too aggressively unless you know where the enemy jungler is-- otherwise he could show up in the middle of your 1v1 and you wont have any means of escaping once you've committed. If your enemy laner has a lot of mobility (92.pngRiven) make sure they use all of their gap closers/movement spells before you drop rumblecarpetbomb.pngThe Equalizer otherwise they can just disengage and run away from you.


Most importantly: keep an eye on the map to see if you can assist your team on any invades into the enemy jungle or if your own jungler gets invaded-- you can quickly show up and turn the tides of battle and secure a kill for your team.

180.png


Level 7-9

What did your laner build? Is he a Sion who's built a Spirit Visage and Mercury Treads? Look to roam either Mid or Bot lane with rumblecarpetbomb.pngThe Equalizer. If your opponent becomes too tanky to kill your best option is to look for objectives or gank another lane. Be sure to shove your lane as far as you can (safely) and either 12.pngTeleport or walk to another lane (saving 12.pngTeleport to get back to lane). Try to time your roams so that when you get back to lane you haven't missed many creeps, this will ensure you don't get too far behind when you roam. If your laner hasn't bought any MR or has very little, you can kill him or call your Jungler up to dive and take the turret before roaming/grouping.



*Important Note!

Know approximately how long it will take your laner to push the wave back and be at your turret, if you're gone too long on your roam, he might be able to take more than one! It's okay to lose your turret if you can get a LOT off of your roam, but always try to get back top lane before you lose too much.


179.png

THE GOLDEN RULE 

"Do anything within your power to accelerate the pace of the game for your team, this means roaming bot lane for first tower, securing rift herald or placing deep wards in the enemy jungle. Worry less about 1v1ing your laner and more about making macro plays to propel your teams lead; you can't be a selfish top laner."


To coincide with this, another big tip I can give is to not use flash unless it's for an objective. 

"But Nahde, what if I can kill that 10 HP Riven that just flashed away from me!"

Will it get you first tower? Can you get Rift Herald? Will it help you hit a big powerspike? If you answered no to all of those questions, save your flash. If you got that close to killing your laner with flash, you can do it without flash next time-- time that bad boy and look to squeeze as much out of that cooldown as possible.

231.png

Mid Game + HOW TO MAKE PLAYS Back to Top

Level 9

At this stage in the game, Rumble's ability to be a lane bully begins to diminish. You'll find that you just don't have the stats to stand up to an enemy tank or bruiser and will consistently get out-dueled unless you have a significant gold lead. You should really be looking to use The Equalizer to contest objectives, gank lanes and fight in skirmishes. This is where your ability to land a great equalizer can really turn the tide of the game.
179.png

It's important to always return to your lane and push it as far as you can (safely) to pressure the map and force someone from the opposing team to come and deal with it while you rotate and make a play elsewhere while the enemy is a man down. Even if the opposing player who deals with the wave you shoved in has 12.pngTeleport, you have 4.5 seconds to do what you can while he channels if you're looking for a pick or an objective. This is incredibly important for top laners, it's how you stay relevant and keep up in gold/exp as well as make game-winning plays. Master this!

506.png


Teamfighting Back to Top

   68.png Teamfighting with Rumble rumblecarpetbomb.png
180.png

68.pngRumble has a lot of options open to him for teamfights, typically you will want to stay with your AD and AP Carry and not go too deep into a teamfight without Zhonya's Hourglass. using rumblecarpetbomb.pngThe Equalizer correctly is crucial during this stage of the game. Think about the enemy champions, do they have immobile carries? You can drop your ultimate onto their backline while simultaneously damaging their tanks with your rumbleflamethrower.pngFlamespitter and rumblegrenade.pngElectro-Harpoons. Do their carries have escapes like 81.pngEzreal or 103.pngAhri? Wait for them to use their repositioning abilities before dropping rumblecarpetbomb.pngThe Equalizer. You can also use your ultimate to cut a teamfight in half or stop the enemy team from running away, forcing them to run through it or turn and fight (Make sure you always at least clip them with an edge of it). Keep a constant eye on how the teamfight is developing, typically fights will start with the tanks in front and all the carries further behind them, but once a fight breaks out the battle lines will blur and you will have a chance to switch focus to a carry who's out of position or land a massive 5 man ultimate!

179.png

The Equalizer is going to take some Trial and Error before you start landing 5 man ultimates, but don't get discouraged! After a couple of games you will get the hang of it and start landing multi-man ults.  All you need is hope. And a giant metal suit. You've already got the giant metal suit.


Mastering Rumble: Abilities Back to Top

This section is dedicated to explaining all the extra little mechanics and juicy information that didn't have a place anywhere else in the guide, equipped with the information contained in this section you too can become a Rumble Master just like me.

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Your Abilities

linebreak.png

[PASSIVE] Junkyard Titan

Rumble gains 20 / 10 Heat every time he uses a basic ability and loses 10 Heat per second after 4 seconds of not using his abilities.


Rumble's basic abilities are enhanced when cast at 50 Heat or above.


At 100 Heat, Rumble Silence icon silences himself for 6 seconds, which he cannot mitigate or cancel by any means, but his basic attacks each deal 25 - 110 (based on level) (+ 30% AP) bonus magic damage for the duration, during which his Heat also decays to 0.


Tips

  • When under the effects of Junkyard Titan you may cast your second charge of Electro-Harpoon if you stored it before overheating.
  • Make sure to Overheat during 1v1's and Trades, especially early on in lane as the on-hit damage from your passive is incredibly strong when trading auto attacks.
  • Don't forget to drop The Equalizer before overheating, otherwise you can't use it for 6 seconds and may miss an opportunity for a massive game-changing ultimate!
  • During lane keep your Heat at about 50-55 so you can get a full rotation of your abilities before overheating, an easy way to do this is by casting Scrap Shield when at 30-35 heat.

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[Q] Flamespitter

Rumble activates his flamethrower for 3 seconds, granting 20 heat and dealing magic damage every 0.25 seconds to all enemies in a cone in front of him.


Danger Zone(When Cast at 50+ Heat): Flamespitter's damage is increased by 50%.

Cooldown: 10/9/8/7/6 Seconds                                          Range: 600

Damage every 0.25 Seconds: 14.6 / 17.5 / 20.4 / 23.3 / 26.3 -- (+9.17% AP Per Tick)
Total Damage: 175 / 210 / 245 / 280 / 315 (+ 110% AP)

Minion Damage: 60 / 65 / 70 / 75 / 80%

[Danger Zone] Damage every 0.25 Seconds: 21.9 / 26.3 / 30.7 / 35 / 39.4 -- (+12.5% AP Per Tick)
[Danger Zone] Total Damage: 262.5 / 315 / 367.5 / 420 / 472.5 (+ 165% AP)

Tips

  • Flamespitter has no cast time and Rumble will instantly face your cursor when cast, you can use it to last hit(Since it has 0 cast time) or change the direction you're facing in a split second. (Last hit with it as the damage ticks IMMEDIATELY once pressed, so if you do ~45 damage every .25 seconds, you can last hit a creep at 45 health.)
  • Use flamespitter and tag enemies with the very end of its range so they can't retaliate. The 600 range is enough to hit 95% of champions you will play against top lane, and many of the mid laners as well.
  • You can cast Flamespitter before you use Zhonya's Hourglass and the ability will continue to deal damage while you're invulnerable, the same goes for when you're eaten by an allied Tahm Kench.


RumbleFlamespitterNoDangerZone.gif

RumbleFlamespitterDangerZone.gif

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[W] Scrap Shield

Rumble shields himself for 1.5 seconds, generates 20 heat and grants himself bonus movement speed until the shield is broken or the effect ends. 


Danger Zone(When Cast at 50+ Heat): Scrap Shield's effects are increased by 50%.

Cooldown: 6 Seconds

Shield Strength: 100 / 130 / 160 / 190 / 220 (+50% AP)
Movement Speed: 10 / 15 / 20 / 25 / 30%

[Danger Zone] Shield Strength: 150 / 195 / 240 / 285 / 330 (+75% AP)
[Danger Zone] Movement Speed: 15 / 22.5 / 30 / 37.5 / 45%

Tips

  • Use this ability to mitigate poke in the early game, you can put a second point in it at level 4 if you'll need the extra Shield to survive laning phase. (Not recommended)
  • Cast this ability while at 30-35 heat (which brings you to 50-55) to maintain your danger zone!
  • Use your Danger Zoned Scrap Shield to get back to lane faster and/or maneuver around the map.
  • Using Scrap Shield will not effect any previous orders (Basic Attack animation is canceled upon cast)

ScrapShieldNoDangerZone.gif

ScrapShieldDangerZone.gif

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[E] Electro-Harpoon

Passive: Rumble stores a charge of Electro-Harpoon periodically, up to a maximum of 2 stored at once.


Active: Rumble shoots a harpoon that deals magic damage to the first enemy it hits and Slow icon slows them for 2 seconds. Charges of Electro-Harpoon stored prior to Junkyard Titan 3.png overheating can be used even while overheated. The Slow icon slow is enhanced if used on the same target. Generates 10 heat.


Danger Zone(When Cast at 50+ Heat): Electro-Harpoon's effects are increased by 50%.

Recharge Time: 6 Seconds            Range: 850            Speed: 2000

Damage: 60 / 85 / 110 / 135 / 160 (+40% AP) (x2 if you land both)
Slow: 15 / 20 / 25 / 30 / 35% (x2 if you land both)

[Danger Zone] Damage: 90 / 127.5 / 165 / 202.5 / 240 (+60% AP) (x2 if you land both)
[Danger Zone] Slow: 22.5 / 30 / 37.5 / 45 / 52.5% (x2 if you land both)


Tips

  • Use this ability to set up creeps and last hit under tower, poke your laner and last hit from range.
  • Each cast will build up 10 Heat, you can use this to keep your bar at/above 50.
  • When fighting, land your first E and then save your second charge in case they try to run away or if they flash.
  • You can press your E and then use Flash for a surprise long range cast! The Flash essentially cancels the cast time of Electro-Harpoon.
  • You are able to cast Electro-Harpoon a second time even if you go into Overheat, as long as the charge was stored prior to overheating.

ElectroHarpoonNoDangerZone.gif

ElectroHarpoonDangerZone.gif

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[R] The Equalizer

Rumble calls down a line of rockets along the target path which remains for 5 seconds, dealing magic damage every half-second to all enemies within and Slow icon slowing them by 35%. The Equalizer can be fired in any direction in any point from any point within range. After leaving the area, the damage will linger for 1 second. Does not generate heat.

Cooldown: 110/100/90 Seconds

Magic Damage Per Half-Second: 70 / 105 / 140 (+17.5% AP per tick)
Total Magic Damage: 700 / 1050 / 1400 (+175%)

Tips

  • It takes 1 Second for all the rockets to land.
  • Your Ultimate can be used several ways:
  1. Cut a Teamfight in half or close an escape route
  2. Damage the Backline (While you simultaneously hit the Frontline)
  3. Hit as many people as possible, especially in Jungle fights
  4. Whiff it completely
  • For Quick Cast, Click and hold R and 'drag' along the direction you want the rockets to land; It's gonna take some practice but don't be afraid to fail a few times!

TheEqualizerBabyBreadAndButter.gif

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Mastering Rumble: Heat Back to Top

68.png Rumble's Passive rumblepassive.png


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Heat: Rumble gains Heat each time he uses a basic ability

rumbleflamethrower.pngFlamespitter: 20 Heat
rumbleshield.pngScrap Shield: 20 Heat
rumblegrenade.pngElectro-Harpoon: 10 Heat (per cast)
rumblecarpetbomb.pngEqualizer: 0 Heat

Rumble loses 10 heat per second after not using any abilities for 4 seconds.

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Danger Zone: Rumble's basic abilities are enhanced when he is at or above 50 heat.

rumbleflamethrower.pngFlamespitter Damage is increased by 50%.
rumbleshield.pngScrap Shield Strength and Movement Speed are increased by 50%.
rumblegrenade.pngElectro-Harpoon's Damage and Slow are increased by 50%.

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Overheating: At 100 Heat, Rumble becomes Overheated and silences himself for 6 seconds. While silenced, his basic attacks deal 25-110 (based on level) (+30% AP) bonus magic damage while his heat decays back to 0 over the duration.

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How to Maintain Danger Zone


His passive seems pretty straightforward, but mastery of this is what really makes up an amazing Rumble player. Level one and two it's going to be difficult to keep yourself in Danger Zone (Remember, that's 50 heat.) which is okay, your only focus should be trying to land electro-harpoons and using Scrap Shield and Electro-Harpoon to cs and avoid harass. 

As SOON as you hit level three, you'll need to focus on keeping your heat right at 50.

But Nahde, how do I do this?!

There are plenty of ways to manage your heat, but the SIMPLEST way is to repeatedly cast your Scrap Shield whenever your heat hits 30-35. Scrap Shield will generate 20 heat which will bring you right up to the sweet spot of 50-55 heat, that way you can still get an entire rotation out before overheating.

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When Should I Overheat?

You'll want to overheat most of the time when you're trading Auto Attacks with your opponent (safely) and when you're all-inning them. It's important to do so in most cases as the bonus damage that's applied to your auto's will be incredibly beneficial. 

Before overheating you'll want to consider the state of the lane-- overheating to use rumbleflamethrower.pngFlamespitter on the riven under her turret probably isn't the best idea since she can engage on you while you're weak, as your abilities aren't very threatening unless you're in the Danger Zone.

In Teamfights, it's okay to overheat once you've used your full combo and you have dropped rumblecarpetbomb.pngThe Equalizer.


If you're keeping your heat at 50-55, it will be really easy to overheat when you use your full rotation.

50 Heat+20 From Flamespitter = 70
70 Heat+20 From Scrap Shield = 90
90+10 from Electro-Harpoon = 100
(and you can cast the second one if you stored it before overheating)

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Mastering Rumble: Mechanics Back to Top

Mechanics

Rumble as a champion doesn't really require much mechanical skill to play, but in this section I will go over the few-- but incredibly important mechanics that make up an expert Rumble player.506.png
  • Settings: Player Stop Position
This is a small but vital tool in our kit, the ability to stand still to allow our Flamespitter to tick on our Laner or minion wave, or towards absolutely nothing to maintain heat while freezing your wave is a valuable tool.

- How do I do it? go into your settings under "Hotkeys" and scroll down to "Player Movement", there you will find the setting "Player Stop Position" and "Player Hold Position". The difference is that Hold Position will still auto-attack any enemy units in range while Stop Position will stop any action and you will stand still. We want to use 'Player Stop Position'. My hotkey for this is 'X', but you can set it to whatever is most comfortable for you.


  • Mechanic: Flash+Harpoon Combo
This one is fairly simple, and self-explanatory.

- How do I do it? Use your E before your flash, this will cancel the cast time and will be more of a surprise engage/kill on the enemy, making them less likely to be able to react in time. Much faster than flashing and then casting E.


  • Mechanic: Flamespitter+Zhonya Combo
Again, incredibly simple and easily mastered.

- How do I do it? After casting your Flamespitter, at any point over the duration you may also press your Zhonya's Hourglass. If done correctly, you will continue to cast Flamespitter while invulnerable, just make sure you're facing the right way since it will be easier to walk out of/away from!

  • Mechanic: Tethering
This is basically a combination of how you pilot your champion, and how you trade with your opponent. This is really a mechanic that needs its own section, so the article below this one is dedicated solely to Tethering. To read about it in-depth, check out "Mastering Rumble: Tethering" below!

Mastering Rumble: Tethering Back to Top

What is Tethering?

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Previously, I awkwardly described this concept as being both a 'ranged and a melee' champion-- or having forms like Jayce. While not inherently incorrect, a little less than a month after I explained this concept, LS (YouTube) mentioned something similar that he called 'tethering'.

Tethering is essentially keeping the enemy champion at the end of your 'rope' or, range of abilities. For Rumble, this is 600 units for Flamespitter and 850 for Electro-Harpoon. While Rumble can't auto-attack his opponent from range, he is, essentially, a ranged champion, and often times you will have to play like he is, as getting into melee range of a Trundle or a Swain or a Darius isn't the best game plan. 

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How do I Tether?


In order to tether effectively, you want to hit the enemy with the end of your Flamespitter. This means that you will need to walk forward when they walk backwards, and walk back when they walk forwards. Simple right? It also means you need to pilot your character well-- and it will help if you click closely around your champion to make your movement feel tighter and more responsive.

Rumble also has his 850 Range Electro-Harpoons and a brief movement speed boost from Scrap Shield to assist in tethering. 

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Okay, I've learned to tether! Now when do I actually auto attack my opponent?


This isn't a question that's easily answered since it's going to change based on the matchup, where the enemy jungler is, what abilities the enemy laner has, and what direction the wind is blowing-- but I can give you a good idea of when you want to trade auto's with your opponent.

First, Ask yourself these questions:

1. If I trade auto attacks with my opponent, will he do more damage to me?
2. Can I kill my opponent? (Or force him to recall) 
3. Is the enemy jungler nearby? (Or is my jungler nearby to gank/countergank)
4. What abilities does my opponent have access to that I'll need to respond to?

After asking yourself those questions, you should have a good idea of whether or not you should engage your opponent with auto attacks. Don't forget to overheat if you're trading/all-inning your opponent!



This is by far the most important technique to mastering Rumble, and it's important that you learn to do it well!
If you have questions, feel free to leave them in the comments!

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A Winning Mentality: Ranked Anxiety and Tilt Back to Top

The most important aspect of your play isn't your Stellar Mechanics, Game Knowledge, Foresight or Map Awareness. Although all of these qualities are important, the real catalyst to improvement is Attitude. In the next few sections I will go over several purely mental issues that could be stunting your improvement, as well as how to fix them.


    bronze-rewards-lol.pngLadder Anxiety diamond-rewards-lol.png

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If you don't know what this is (you probably don't suffer from it, lucky you!) it means you're afraid to play or lose ranked games. Back in Season 3/4 I had a huge issue with Ladder Anxiety, playing ranked games was scary as losing means -20 of our hard earned LP and other people might judge us! But don't worry, it's a simple fix-- So how do we get rid of it?


Ultimately, it's up to you.


Ladder Anxiety wont just go away, you have to actively pursue the 'cure'. In order to cure my Ranked Anxiety-- I spammed Ranked Games until I didn't care anymore, this meant losing a lot of games but eventually I stopped caring about my rank and started to focus on improving, which you can do whether you win or not! However, I know this method wont work for all of us so below are a few tips to help get rid of Ladder Anxiety.

  • Realize that with every loss we get matched against worse players, this makes it easier for us to win and get all that sweet sweet LP back, stay focused!
  • Losing is normal, even the best players in the world lose games; losing games doesn't mean your opponent was better than you nor does winning mean you were better.
  • Start focusing on Improving as oppose to winning, this way you get better with every game-- win or lose.
  • Maintain physical health, I've found that when I eat healthier and get a little bit of exercise that I'll play a lot better and be able to focus more, we can pig out on pizza once we get Diamond!
  • Stay calm, listen to some calming music or '/mute all' if people flaming you or the things people say in /all chat tilts you (Like when you make a questionable play and the enemy 24.pngJax says "?" in /all chat.)
  • Learn to recognize when you're tilted or tilting and take a short break. Play another game, watch some videos or punch a hole in your wall and come back when you're ready to play again.
  • You're going to have to accept that you suck, it's the first step in actually improving. Realize that there are players better than you and look to emulate them, once you have their style down you can begin to change it up and make it your own.
  • Lastly, never look up your opponents on OP.GG/Lolking or whatever-- if they're a higher rank than you, you'll play scared and if they're lower you'll be overconfident. 

Always assume you're the better player.


Citations/More Resources on dealing with Ladder Anxiety.

Not Caring: The Secret to Ladder Anxiety

Five Tips to Overcoming Ladder Anxiety

Dealing with Ladder Anxiety 1

Dealing with Ladder Anxiety 2

Mind Games Weldon Episode 87



Stopping and/or Recognizing Tilt.

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First off, what even is 'Tilt'?

"Tilt is a poker term for a state of mental or emotional confusion or frustration in which a player adopts a less than optimal strategy, usually resulting in the player becoming over-aggressive."

In English? Your team is feeding and you're more focused on how effectively you can flame them than you are on winning the game. Once you're tilted you will start to make bad decisions in-game because you're upset or angry with something you can't control. Symptoms of tilt include not warding, dying solo to your laner repeatedly and flaming your 2-10-0 157.pngYasuo. What can you do about tilt?

  • Always focus on what you can do to win a game, don't dwell on the mistakes you've made or what you should of done, always think "What can I do to start winning this game?"
  • Focus only on what you can control. Your Jungle 20.pngNunu running it down mid with Boots of Mobility and Raptors Cloak? Unlucky, you can't do anything about that but you can control your state of mind. Don't let something as trivial as a feeding 20.pngNunu break your mental, be stronger than that.
  • Even if you're tilted, realize that no matter how much you flame your teammates, they will never realize how bad they are so don't waste your time trying to tell them, soon you'll be out of their ELO bracket and never have to see them again unless you watch the Salty Teemo Stream on Twitch.tv (Link).
  • Learn to not give a f*ck (Video)


Additional Resources on 'Tilt'

Dignitas wrote a great article on Recovering from Tilt.
The Science behind Tilt by Gbay99



Don't Play to Win

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But why would I queue for ranked if I'm not trying to win? Well, winning and improving aren't synonymous and you aren't exactly playing to lose either. Think of winning as a secondary goal, a side quest that can be completed by playing well-- 'improving'. Playing to improve is the only method that can and will help you win more games.

"If you live through defeat, you’re not defeated. If you are beaten but acquire wisdom, you have won..." -RZA


Playing to improve rather than win is the single greatest decision I've ever made while playing League of Legends. Once you stop caring about your rank and shift your focus to becoming a better player-- not only will you feel better, tilt less and get rid of your Ladder Anxiety but you will also improve much quicker than playing to win, winning is for losers anyway.


  • Stop caring about your rank, nobody else does! All your friends are focused on trying to get to the next rank as well, if it really bothers you, play on a smurf account. A smurf will ensure you don't care whether you win or lose and can focus completely on improving (you can buy an unranked level 30 account pretty cheap).
  • Once you stop caring about your rank and losing, you can start playing balls out aggressive every game to learn the limits of your champion and what you can/can't do in certain situations, if you're too afraid to make mistakes you simply can't improve. Playing passive might win some games, but it doesn't make you a better player.


If you enjoyed these tips and want to know more about being mindful or how your attitude can help you improve I urge you to check out Weldon Green-- he is an eSports Psychologist formerly of Team SoloMid and G2 eSports.


MindGames.gg

@MindGamesWeldon (Twitter)

MindGamesWeldon Youtube

Curated Playlists Back to Top

Music Playlists for each Rumble Skin


These playlists are statistically proven to increase performance by up to 300%. Each playlist created specifically with its own skin in mind, although many of the songs will appear across all playlists. Click on the name of the skin to view the playlist! I suggest putting them all to shuffle.

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Classic Rumble - Featuring rock legends such as Queen, Twisted Sister, AC/DC and goofy classics like School of Rock and Sonic Heroes OST!

Rumble in the Jungle - Featuring iconic jungle tunes like Tarzan's 'Son of Man' and classics from Donkey Kong 64 including Jungle Japes with some island-like tunes from Super Mario Sunshine and Final Fantasy X!

Bilgerat Rumble - Featuring Pirate Shanty's, Island sounds and rugged rock tunes to really get you into the mindset of a pirate... yordle... mechanic?

Super Galaxy Rumble - Featuring tunes that, like the skin are out of this world! Turns out Rumble likes Nightcore and inspirational techno beats from Gurren Lagan, One Punch Man and more!

Badlands Baron Rumble - Featuring rough, mad max inspired tunes and catchy rock tunes from Cage the Elephant, Jonathan Young, and Papa Roach!

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If you have suggestions for any of the playlists, comment below or message me on Discord! (Nahde#4046)

Rumble QnA Back to Top

All Questions previously listed here are all irrelevant as they referred to the outdated runes/mastery system or item preferences that are now answered elsewhere in the guide.

If you have any questions, feel free to ask them in the comments below, or add me on the League of Legends Client! 

My Main Account: Topiane Hokage
My Smurf: King of the Rift

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Other Contact info can be found in the section directly below this one!

About the Author Back to Top

Who am I?

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Hi, my name is Connor Nelson. I go by Nahde in game, the name doesn't really mean anything, it's just something I came up with when I decided I needed a new name. It might have been partially inspired by Dade and/or Nagne from the LCK a few years ago. I started playing League of Legends in Season 3 shortly after Zacs release. I placed Bronze III after going 2-8 in my provisional games and quickly found myself in the depths of Bronze V, stuck there for months.  I had a huge passion for the game and watched a ton of streamers, read guides, and kept learning and I eventually climbed out to plateau in gold before finding Rumble, and I've been the best Rumble in the world ever since. Hunger x Hunger, PDD, & Dyrus are my main inspirations for choosing Rumble as my main Champion. I'm a big fan of the old ROX Tigers from the LCK and the current Echo Fox in the NALCS. I don't play with my fingers on Q-W-E-R, I play with my pinkie on Tab and my Ring/Middle/Pointer on Q-W-E respectively, without a finger on R. There's no tactical reason to why I do this, it's just more comfortable. It actually makes it kind of difficult to play some champions that have multi-button combos that need to be executed quickly (Rakan/jayce). League of Legends introduced my to Korean culture and I've been really interested ever since, I plan to teach myself Korean and hope to one day visit the country! Thanks for Reading :) 

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My Contact Info

If you have more questions or this guide has inspired you to pick up Rumble (or lost a ton of LP)because of my guide-- I want to hear about it! Let me know! 

Discord (Nahde#4046)
Business Email: CLNelson825@gmail.com 
Snapchat: SCNahde
IGN: Topiane Hokage
Smurf: King of the Rift

Comment below(:

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Additional Resources Back to Top

Previous Patch Notes (8.14)
Current Patch Notes (8.15)
The Art of League (HIGHLY Recommend)
Mechanics Training Game by Mobalytics

Have questions? Add me on Discord!
Nahde#4046

Improve Aim and Accuracy:
(The Lab) (AimBooster) (osu Download)

LS Youtube (Coaching videos)
Ward.tv (Curated streams)
OP.GG (Summoner lookup, analytics)
U.GG (Analytics)

 
If you have any questions that you would like answered, be sure to reply with a comment and I will respond or edit your suggestion into the guide! I would like to thank my old friend Hunger x Hunger (his Twitch.tv/Dignitas Interview), one of the first people to inspire me to play Rumble and my good friend Leo "Lyze" Zhang for giving some suggestions and helping me learn the game since I was Bronze V. Lastly I'd like to thank everyone who reads this, I sincerely hope this guide was informative and will inspire a new generation of Rumble Gods.

*Disclaimer: I'm not THE best Rumble player obviously, but this is most definitely the best Rumble guide.





Whether you're Bronze, Silver, Gold or Platinum-- Diamond and beyond is within your grasp. Be a Champion and push it 'till the limit breaks.

Change Log Back to Top

Updates

[8/12/2018] Version 2.1.3
  • Singed Champion Matchup Updated
  • Now that the guide is, what I would consider 'finished', I'm going to work on slowly updating champion matchups to make them as detailed as possible. I want this to be the BEST Rumble guide on the planet, so over the next few weeks I'll be slowly updating champion matchup info whenever possible.

[8/8/2018] Version 2.1.2
  • Updated Akali's matchup to reflect the update

[7/29/2018] Version 2.1.1
  • Minor text updates to several articles (finally fixed the issue in the Ladder Anxiety article of the pictures jumping to the next line!)

[7/27/2018] Version 2.1.0
  • Two words: Curated. Playlists.
    They're far from perfect and I'll look to build on them and really flesh them out and really give them their own feel, but for now-- enjoy! If you have any suggestions, I strongly encourage you to message me on Discord @ Nahde#4046!

    Yes Super Galaxy Rumble listens to Nightcore.

[7/27/2018] Version 2.0.3
  • Updated Mastering Rumble: Tethering (hopefully it makes sense now LOL)
  • Working on SUPER special section that has no practical application, but will be very cool and fun so look out for that.
  • Updated Patch Notes in Additional Resources and added a link to Patch 8.14 in Summoner Spells
  • Updated Summoner Spells explanation 
  • Currently investigating alternative Rune Pages!! Be on the potential lookout for those soon.

[7/25/2018] Version 2.0.2
  • Updated Summoner Spells to exclude Rumble Mid w/ Smite.
  • Working on updating the Mastering Rumble: Tethering section to seem 'smoother'-- new update coming soon.

[7/13/2018] Version 2.0.1
  • Updated Aatrox matchup to match the rework
  • Added new section Mastering Rumble: Heat!!
  • Changed the title to reflect the current patch
  • Updated Patch Note Info in Additional Resources & Closing
  • Changed 'and' to '&' in Additional Resources & Closing
  • Added new line spacer in About Me at the bottom
  • Reverted the '&' back to an 'and' due to bug 8)
  • Nevermind just changed the section to say "Additional Resources"

[6/24/2018] Version 2.0 

  • Updated Rune Page and added Second Page + Detailed Explanation & Honorable Mentions of usable Runes
  • Updated Core Items, Explanation and trinkets.
  • Updated ALL Top Lane Matchups!! This has been LONG awaited and I'm sorry it took so long-- I might get around to the mid lane matchups at some point but I'm working on a really big project for LoL and wanted to at least get all the Top Lane ones done. (Check the Jax matchup for a surprise) 
  • Updated Early+Mid Game and made the seperations more distinct & readable
  • Added new section Mastering Rumble: Melee vs Ranged
  • Removed Rumble QnA, all the questions were irrelevant, if you have questions-- check my contact info in the About Me or leave a comment!
  • Updated the About the Author and Added U.GG to the Additional Resources, as well as cleaning up some links.
  • Also, reinstated the Change Log :) 

    Thanks to everyone who's ever read or provided input on my guide, and thank you to all of you who WILL read it, I appreciate each and every one of you. Keep checking back for updates with every new patch!


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