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All Guides Rumble Guides [Patch 8.7] The Best Rumble Guide by the Best Rumble Player
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Updated
3 weeks ago
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Comments
14

Rumble Statistics for Nahde

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

Value
Average
Games Played
6
Win %
43
Kills
5.7
Assists
7.7
Deaths
7.1
KA:D Ratio
1.9
Gold Earned
11.6K
Creep Score
155.6
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash

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

 506.png

12.png Teleport

In 99% of your games you're going to want to bring 12.pngTeleport. Even with the channel time nerfs in Patch 6.13, it 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. 12.pngTeleport isn't just for getting back to lane if you die or are forced to recall, it's also used to give top laners global pressure, you can snowball your bot lane from the top of the map or countergank the enemy Jungler once they've committed to a gank. TP has endless uses, be creative!

785.jpg

14.png Ignite 

With the changes to Exhaust in Patch 7.5, I don't think taking 14.pngIgnite is 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, but don't hesitate to take 14.pngIgnite if you think you can create a large enough lead to carry the game or you just aren't skilled enough with 12.pngTeleport.

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 (Jungling)



Rumble can NOT jungle (10s Flamespitter CD makes it impossible to survive)

179.png

Don't take anything else.

New Runes Back to Top


[Quick Explanation] Possible Alternatives

TAKE THE NEW CHRYSALIS RUNE, NOT THE REMOVED IRON SKIN.
1. Nullifying%20Orb.png?width=32Nullifying Orb instead of The%20Ultimate%20Hat.png?width=32The Ultimate Hat against triple AP teams.
2. Gathering%20Storm.png?width=32Gathering Storm instead of Scorch.png?width=32Scorch in ranged matchups, or any matchup you can't reliably proc it or if you feel you'll need to play for late game. 
3. Why Resolve? Bone%20Plating.png?width=32Bone Plating and Chrysalis maximize our ability to scrap with and duel our laner, the only real alternatives are Domination for cheap%20shot1.png?width=32Cheap Shot which is getting nerfed in an upcoming patch, but I feel the survivability and tank stats of Resolve outweigh the boost in damage we get from Domination. 

180.png


Why this page over Others?

I think this combination of Runes gives you the most combat stats in the form of direct damage as well as the ability to survive your opponents blows. Bone Plating and Chrysalis are a potent combo with Chrysalis becoming an offensive rune after getting four takedowns. You'll start the game with around 794 health with Dorans Shield, coupled with your Scrap Shield you should be able to survive lane as well as output meaningful damage on your opponent with the Sorcery Tree. 


179.png

Secondary: Domination Tree (Food for Thought)

cheap%20shot1.png?width=32Cheap Shot is perfect on Rumble. With a 4s cooldown, you get to proc an additional 12-30 bonus true damage essentially with each rumblegrenade.pngElectro-Harpoon. This adds up to a surprising amount of damage and helps with our poke in all situations. 

Ravenous%20Hunter.png?width=32Ravenous Hunter mostly because none of the others are really great, but this gives us a little bit of sustain early on-- even though the effectiveness is only 1/3rd for AoE abilities, you'll get a surprising amount of healing once it's stacked. You'll be able to push a wave and gain quite a bit of HP back, while also gaining a sizeable chunk of HP during teamfights with multi-man Equalizers and Flamespitters.

NOTE: I have seen some 68.pngRumble players taking Domination as a primary tree and opting for Electrocute.png?width=32Electrocute over Arcane%20Comet.png?width=32Comet. The rune from the second tier of this tree is entirely up to you, and for secondary tree I would recommend Sorcery for a really aggressive playstyle-- taking Scorch.png?width=32Scorch and Celerity.png?width=32Celerity. 

179.png


Secondary: Inspiration Tree (Food for Thought)


I don't recommend taking Inspiration in any situation as it cuts down our power during the laning phase and doesn't give us any combat stats like Resolve and Domination or Sorcery would, but there are some runes that may be useful to your playstyle. 

1. Magical%20Footwear.png?width=32Magical Footwear or Perfect%20Timing.png?width=32Perfect Timing are both nice as they reduce the amount of gold required to get your items, but Rumble doesn't always want a quick 3157.pngZhonya's and will often opt to sitting on 3191.pngseeker's armguard for awhile before upgrading. The boots are also nice as any additional movement speed or item cost reduction is beneficial to 68.pngRumble.
2. Minion%20Dematerializer.png?width=32Minion Dematerializer or Biscuit%20Delivery.png?width=32Biscuit Delivery might be good, the biscuits will give you 20% of your missing HP which is a pretty sizable amount of sustain while dematerializer will help you shove in the wave and roam against tanks, I don't recommend mindlessly shoving vs laners you want to bully, however. 
3. All of the options in this tier could benefit you, Cosmic%20Insight.png?width=32Cosmic Insight is probably the weakest, whereas Approach%20Velocity.png?width=32Approach Velocity would augment our Celerity.png?width=32Celerity (If you took it) and help us stick to targets while Time%20Warp%20Tonic.png?width=32Time Warp Tonic could augment Biscuit%20Delivery.png?width=32Biscuit Delivery and Celerity.png?width=32Celerity and give us stronger sustain. 


231.png

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?


rumblegrenade.pngElectro-Harpoon gives you a lot more control over the wave whereas rumbleflamethrower.pngFlamespitter has the tendency (especially a non-danger zone'd one) to kind of fuck up the wave for us and make it difficult to cs while also having mediocre damage. Opening rumblegrenade.pngElectro-Harpoon also gives us the option to take rumbleshield.pngScrap Shield second if we need to and play really safe, or take rumbleflamethrower.pngFlamespitter to push our lead and punish our opponent. You also generally have many more opportunities to harass with Electro-Harpoon than you do with rumbleflamethrower.pngFlamespitter since the nerfs that occured in Patch 7.12, increasing the cooldown of rumbleflamethrower.pngFlamespitter at early ranks
.

Items Back to Top

Starting Items

    These are your standard starting items, Dorans Shield helps your sustain immensely, as well as last hitting minions. Take this in 99% of games.
    Ruby Crystal or Amp Tome start is an extremely greedy start you can use to get a quicker first item if your early laning phase is going to be really easy and they don't have an aggressive jungler.

Core Items

    After the changes to AP Items, these are still your go-to. They give you insane damage, 10% increased damage on your ALREADY high base abilities, magic pen will help you cut through any MR they might have as Void is good in two scenarios: When the enemy has very little MR and when they have a lot of it, at this stage in the game, the former is very likely.
    Go ahead and get Seeker's Armguard first if you're against a strong AD laner. Don't finish Zhonya's until later since you don't get more armor from the upgrade. (more important if their jungler is AD too) Also Mercury Treads is a viable rush against strong AP laners with CC like Kennen.
    Building Ninja Tabi first can also be a really strong option against Auto Attackers like Fiora or Gnar, allowing you to survive lane and trade more effectively. Better if against more Auto Attackers (Varus lol)

Situational Items

    Rumble has a lot of options open to him after his core items are built, I'll dedicate a section to each item so I can better explain when I would go that item and under which circumstances it's best.
    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 after the item update is a little underwhelming. It's still a great pickup against "Bruiser Zerg" Champions-- champions that lack mobility and their "engage" is just running at you really fast (Shyvana, Mundo)
    This item after the update is fantastic for us, before we'd have no way to deal with champions like Vladimir if our braindead ADC refused to build executioners calling. Decent pick-up for us as it provides us with magic pen, grievous wounds and some health, all around good if you need to cut down the enemies healing in order to win a fight.
    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, sell one of your items, buy one of the above, use it and sell it back. Zz'Rot will be better if you're losing and BoC if you're winning/even.

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 120 seconds and each ward lasts 1 minute (60 seconds) So plan your lane accordingly-- you may want to pull the wave when you wont have vision if against a Carnivore jungler/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/Masteries/Liandry's) [Applied Fourth]


Matchups Back to Top

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

  • Aatrox
    Medium
  • 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
    Medium
  • 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
    Medium
  • Irelia
    Medium
  • 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
    Medium
  • Lux
    Medium
  • Malphite
    Easy
  • Malzahar
    Easy
  • Maokai
    Easy
  • Mordekaiser
    Easy
  • Nasus
    Easy
  • Nautilus
    Easy
  • Olaf
    Easy
  • Orianna
    Medium
  • Pantheon
    Medium
  • Poppy
    Easy
  • Quinn
    Hard
  • Rammus
    Easy
  • Renekton
    Medium
  • Rengar
    Medium
  • Riven
    Medium
  • Rumble
    Easy
  • Ryze
    Hard
  • Shaco
    Easy
  • Shen
    Easy
  • Shyvana
    Easy
  • Singed
    Easy
  • Sion
    Easy
  • Swain
    Medium
  • Syndra
    Easy
  • Taliyah
    Hard
  • Talon
    Easy
  • Teemo
    Medium
  • Trundle
    Medium
  • Tryndamere
    Easy
  • Twisted Fate
    Easy
  • Urgot
    Medium
  • 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
    Medium
  • Zed
    Easy
  • Ziggs
    Easy
  • Zilean
    Easy
  • Zyra
    Hard

VS

Aatrox

Medium

This matchup is moderately difficult, 266.pngAatrox' sustain makes him a formidable laner.

He's very strong in all-ins, whereas 68.pngRumble wants to butter his laner up with a few rumbleflamethrower.pngFlamespitters before committing to an all-in attempt. Avoid aatroxq.pngDark Flight (the knockup) at all costs, if he lands this the trade will NOT go well for you. Try to block any stray aatroxe.pngBlades of Torment with your rumbleshield.pngScrap Shield, if you can do that, just play the lane like normal and you should be fine. 

Aatrox is easy to bait if your Jungler is looking for a gank as well, just don't let him stack your passive on you.

VS

Ahri

Medium

VS

Akali

Easy

VS

Anivia

Medium

VS

Annie

Easy

VS

Aurelion Sol

Hard

VS

Azir

Medium

VS

Brand

Medium

VS

Camille

Medium

VS

Cassiopeia

Hard

VS

Cho'Gath

Easy

VS

Corki

Medium

VS

Darius

Medium

VS

Diana

Easy

VS

Dr. Mundo

Easy

VS

Ekko

Easy

VS

Ezreal

Easy

VS

Fiddlesticks

Easy

VS

Fiora

Easy

VS

Fizz

Easy

VS

Galio

Easy

VS

Gangplank

Easy

VS

Garen

Easy

VS

Gnar

Medium

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

Medium

VS

Irelia

Medium

VS

Jarvan IV

Medium

VS

Jax

Easy

VS

Jayce

Hard

You can trade evenly at level 1, if he tries to use jaycetotheskies.pngTo the Skies! on you, your rumbleflamethrower.pngFlamespitter+Minion wave should out-trade him as long as you are Danger Zone'd. Make sure to punish his jaycestancehtg.pngMercury Cannon/Mercury Hammer cooldown whenever he switches forms (6 seconds). Other than that, try to play safe and farm as much as possible, 126.pngJayce is also easily baited into all-ins if you're able to call your Jungler for a gank.

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

VS

LeBlanc

Hard

VS

Lee Sin

Easy

VS

Lissandra

Easy

VS

Lulu

Medium

VS

Lux

Medium

VS

Malphite

Easy

VS

Malzahar

Easy

VS

Maokai

Easy

VS

Mordekaiser

Easy

VS

Nasus

Easy

VS

Nautilus

Easy

VS

Olaf

Easy

VS

Orianna

Medium

VS

Pantheon

Medium

VS

Poppy

Easy

VS

Quinn

Hard

VS

Rammus

Easy

VS

Renekton

Medium

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 1-3, 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

Dodge.

VS

Shaco

Easy

VS

Shen

Easy

VS

Shyvana

Easy

VS

Singed

Easy

VS

Sion

Easy

VS

Swain

Medium

VS

Syndra

Easy

VS

Taliyah

Hard

VS

Talon

Easy

VS

Teemo

Medium

VS

Trundle

Medium

VS

Tryndamere

Easy

VS

Twisted Fate

Easy

VS

Urgot

Medium

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

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

Medium

VS

Zed

Easy

VS

Ziggs

Easy

VS

Zilean

Easy

VS

Zyra

Hard

Early Game + THE GOLDEN RULE Back to Top

Level 1

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 and shove the lane to get level two first.

 Summoners_Rift_Concept_Art.jpg

180.png

Levels 2-6

There's really not much going on around the map at this time, continue to farm and harass your laner. Watch out between the 2:50 to 3:30 mark for the enemy Jungler, this is around the time most junglers who started bottom lane will look to make a play after finishing their clear. 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. You can also look to push in your wave and roam into the enemies jungle to see if you can spot him as well as taking the scrying plant and the blast cone so they can't be used against you(RED SIDE ONLY). At level 4 68.pngRumble hits a big powerspike, make sure to ward up and push your lead if possible. 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 6-9

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.

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Mid Game + HOW TO MAKE PLAYS Back to Top

Level 9

At Level 9, 68.pngRumble gains a pretty substantial increase in power since his rumbleflamethrower.pngFlamespitter will be maxed and is once again restored to its 6 second cooldown, with an added 1.1 AP Ratio. Here you still have priority over your lane opponent in most situations but this is also the time where 68.pngRumble will find himself liable to getting all-inned by any bruisers or duelists that look to challenge him while in a solo lane. It's important now to use 68.pngRumble's strong teamfight and skirmish ability to push your wave and rotate for objectives. Sitting in lane will not win you games. 

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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!

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Teamfighting Back to Top

   68.png Teamfighting with Rumble rumblecarpetbomb.png
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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!

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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

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[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, dealing magic damage every 0.25 seconds to all enemies in a cone in front of him. Generates 20 heat.


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: 11.3 / 15 / 18.8 / 22.5 / 26.3 -- (+9.17% AP Per Tick)
Total Damage: 135 / 180 / 225 / 270 / 315 (+ 110% AP)

[Danger Zone] Damage every 0.25 Seconds: 16.9 / 22.5 / 28.1 / 33.8 / 39.4 -- (+12.5% AP Per Tick)
[Danger Zone] Total Damage: 202.5 / 270 / 337.5 / 405 / 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.


RumbleFlamespitterNoDangerZone.gif

RumbleFlamespitterDangerZone.gif

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[W] Scrap Shield

Rumble shields himself for 1.5 seconds and grants himself bonus movement speed for 1 second. Generates 20 heat.


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

Cooldown: 6 Seconds

Shield Strength: 80 / 110 / 140 / 170 / 200 (+40% AP)
Movement Speed: 10 / 15 / 20 / 25 / 30%

[Danger Zone] Shield Strength: 120 / 165 / 210 / 255 / 300 (+60% 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.

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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 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. Does not generate heat.

Cooldown: 110/100/90 Seconds

Magic Damage Per Second: 130 / 185 / 240 (+30% AP per tick)
Total Magic Damage: 650 / 925 / 1200 (+150%)

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: Mechanics Back to Top

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.


Mechanics

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  • 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!

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.pngRanked/Ladder 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 shittier 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 dumbass shit 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 brain-dead 2-10 157.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 inbred 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 fuck (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

Rumble QnA (UPDATED) Back to Top

  • "Ignite. Probably not the best, but situationally useful against lifesteal/sustain/healing champs?" -O_OwlX (Reddit)

I wouldn't take 14.pngIgnite as a response to the enemies composition since your AD Carry can just buy 3123.pngExecutioner's Calling for 800g, best explanation in my "Summoners" section towards the top of the guide. 


  • "Why not have the option of taking flat mpen glyphs and quints as well? AP can be acquired through plenty of items but flat mpen is harder to come by. I think it makes your power spike more dramatic when u actually pick up ap items like revolver and can catch your opponent off guard." -O_OwlX (Reddit)

I think the video below by Scarra will explain it better than I can. If you don't want to watch it, basically we take Flat Ability Power Quints instead of Magic Pen because it's not only more efficient but will help us push minion waves and will do more damage early on while Magic Pen is more of a scaling stat that will do more damage as the game progresses. (I still recommend watching the Video, Scarra is incredibly smart about the game.)


  • "I take perseverance. Like you said rumble favors a war of attrition so wouldn't it give him even more sustain? I used to take insight but since i've switched to perseverance I haven't really missed it." -O_OwlX (Reddit)

Rumble has a lot of damage mitigation/nullification tools at his disposal already-- on top of Dorans Shield providing more health regen then Perseverance early on (unless below 25% HP). Using Scrap Shield and staying at the end of Flamespitter should be enough in 95% of matchups to ensure you wont dip below 25%, unless your laner is lower then that. This being said, Perseverance isn't a completely horrible mastery to take but you need to really consider the advantage you get with having your flash and teleport on a 4:15 minute cooldown, if your laner didn't take Insight then you a 45 second window of opportunity to roam, make a tp play or use flash to kill them. I think the reduced cooldown is much more valuable than a little bit of extra health regen as dorans shield and proper use of Scrap Shield should be enough, you don't need to 'overload' on health regen, you just need 'enough'.

Inside the mind of Nahde Back to Top

Who am I?linebreak.png

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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. I'm a big fan of the old ROX Tigers and I'm hoping for a Longzhu Victory at Worlds 2017! I'm currently unemployed but looking to go into the United States Air Force in the next few months for Cyber Surety or Cyber Systems Operations before going to college for Cyber Security. I was on a team called "CyberPatriot" in JROTC during highschool which is where I found my passion for Computers and Cyber Security in general. Also, something else a lot of people find interesting is that 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). Lastly, even until recently I've struggled with being a really toxic player. Early on in Season 7 my main account, "Nahde" was permanently banned after 4 years of playing every day and spending over $2,000 on my own account as well as gifts. I've since worked on improving my behavior and would like to think I'm not nearly as toxic as I was a year ago. I've begun playing on the account "Ichinahde". I guess that's about it, I hope you enjoyed the guide! Thanks for reading :)

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! 

My Stream (Soon)
Discord (Nahde#0380)
Business Email: OfficialNahde@gmail.com
Snapchat: SCNahde

Comment below(:

Additional Resources and Closing Back to Top

Current Patch Notes (8.6)
The Art of League (HIGHLY Recommend)
Mechanics Training Game by Mobalytics

Need One on One Coaching? Add me on Discord!
Nahde#0380
(Personal Discord Invite)

Improve Aim and Accuracy:
(The Lab) (AimBooster) (osu Download)
 
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 beautiful girlfriend Destiny for helping me proof-read this guide and make sure I don't look like a brainless retard, Hunger x Hunger (his Twitch.tv/Dignitas Interview), one of the first people to inspire me to play Rumble. 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 guide out.





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.
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