All Guides Rumble Guides [8.3] Get Ready to Rumble!
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Rumble Statistics for Rocoman

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

Value
Average
Games Played
181
4
Win %
56
44
Kills
5.9
5.2
Assists
7.5
7.2
Deaths
4.3
6.4
KA:D Ratio
3.1
1.9
Gold Earned
12K
10.7K
Creep Score
187.0
163.3
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png12.pngFlash and Teleport is standard. 4.pngFlash is great because we are already very immobile. 12.pngTeleport is great in any situation. If you're behind you can use at as a reset. If you're ahead you can help snowball the entire map.

14.pngIgnite is an option instead of TP if you are very confident. I would recommend sticking with 4.png12.pngFlash/TP, but if you want a more aggressive option, 14.pngIgnite will be your best bet. 

New Runes Back to Top

Sorcery

Sorcery tree will be 68.png's primary tree. It offers too much for us to pass up relative to the other trees.

Arcane%20Comet.png?width=32Arcane Comet synergizes amazingly with 68.pngRumble. A full duration rumbleflamethrower.pngQ will reduce the Arcane%20Comet.png?width=32Comet cooldown by 60%. In midgame teamfights it won't be unusual to release 4+ Arcane%20Comet.png?width=32Comets. This is will be your best bet for great teamfights. I'd suggest going Arcane%20Comet.png?width=32Comet every game, but you can consider Summon%20Aerie.png?width=32Aery in matchups like 92.pngRiven where she will be able to dodge most of the Arcane%20Comet.png?width=32Comets.

The%20Ultimate%20Hat.png?width=32Ultimate Hat works great with Rumble's kit. Lower cooldown on rumblecarpetbomb.pngEqualizer is always welcome. If you're vs a magic damage laner or a heavy magic damage team it may be worthwhile to switch to Nullifying%20Orb.png?width=32Nullifying Orb.

Movement speed will always be good for us, so I'd suggest going with Celerity.png?width=32Celerity. Absolute%20Focus.png?width=32Absolute Focus is fine in matchups where we won't be poked down. 

Scorch.png?width=32Scorch may seem underwhelming, but the damage from it definitely adds up. Gathering%20Storm.png?width=32Gathering Storm is underwhelming at the moment only because games currently seem pretty short on average. If the meta leans towards longer games then Gathering%20Storm.png?width=32Gathering Storm becomes a much more compelling option.

Resolve
Dipping into the resolve tree can be a great option for tough matchups like 126.png17.png150.png85.png74.png.

Iron%20Skin.png?width=32Iron skin or Mirror%20Shell.png?width=32Mirror Shell depending on the matchup. Iron%20Skin.png?width=32Iron Skin against AD champions like 126.png150.pngMirror%20Shell.png?width=32Mirror shell for AP champions like 17.png74.png. Our rumbleshield.pngW refreshes the passive buff for both of these runes so while we won't be scaling it a lot by building a lot of armour or MR, we will have a lot of uptime on the buff. 

Second%20Wind.png?width=32 Second Wind helps keep us topped up to survive our lane a little longer. Paired with 1054.png we'll have a decent amount of sustain to help us farm when we'd otherwise be forced to recall.

Revitalize.png?width=32Revitilize if we're in a matchup where we might want the flat armour or MR from Iron%20Skin.png?width=32Iron Skin or Mirror%20Shell.png?width=32Mirror Shell but won't be poked constantly so Second%20Wind.png?width=32Second Wind won't be very useful. Consider in matchups like 92.png6.png122.png2.png, although if we're confident in the matchup, Domination or Precision may be better.


Domination

Domination can also be considered for our secondary. It has some great stuff that helps us out a lot. I think this is the tree with the least merit, I'd only consider Domination if we're against a gank heavy jungler where we need as much early vision as possible. 

Zombie%20Ward.png?width=32Zombie Ward is almost enough reason to come down the Domination path on its own. It helps keep us safe and helps spot out ganks that we may not have seen that would have otherwise set us behind. I wouldn't pass this up for any other option if we're heading down Domination tree. 

Taste%20of%20Blood.png?width=32Taste of Blood and Ravenous%20Hunter.png?width=32Ravenous Hunter are both good options if we'd like to have some extra sustain. Taste%20of%20Blood.png?width=32Taste of Blood will be more consistent, but if you can land a couple unique takedowns Ravenous%20Hunter.png?width=32Ravenous Hunter becomes much better. 

Cheap%20Shot.png?width=32Cheap shot works ok if we're able to hit our rumblegrenade.png in trades a lot. The post game damage on this one has seemed underwhelming when I've tried it. Value on Cheap Shot increases immensly if/when 3116.pngRylai's or a similar item gets buffed.


Precision 

If you plan on brawling a lot in lane Precision gives us a couple of runes that will help give us an edge in early fights. These have been nerfed a bit, but they are still good options for our lane.

Coup%20De%20Grace.png?width=32Coup de Grace is the main reason we would choose to head down Precision. It gives us some decent value early in the lane to help give us an extra push to snowball good matchups. It also gives us a nice little buff on takedowns for 10 seconds, this buff might not be extremely useful for our lane but might help us a lot in teamfights. 

Triumph.png?width=32Triumph is a much better version of the old 6343.pngDangerous Game for Rumble. It tops our hp up a little after close fights as well as giving us a bit of extra gold for takedowns.


Inspiration

As of patch 8.3 I believe it is no longer worth going down inspiration. This is likely going to remain the same in the future, as they are continuing to nerf (needed) Perfect%20Timing.png?width=32Perfect Timing. Consider Resolve or Domination instead. 

Abilities Back to Top

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

Starting Qrumbleflamethrower.png will usually bait you into pushing the wave early while trading level 1 which will leave you open to early jungle ganks. Erumblegrenade.png start still lets you trade fairly well if you can hit your harpoons, and it lets you keep the wave exactly where you want it. After the first two levels your skill order will always be the same (Qrumbleflamethrower.png->Erumblegrenade.png->Wrumbleshield.png). 


rumblepassive.png Each basic ability increases his heat. 0-40 his abilities aren’t empowered. 50-90 his abilities are 50% more effective. Only abilities that are cast when he reaches 50+ heat are given danger zone bonus, so rumbleflamethrower.png cast at 40 or less heat won’t do increased damage even if he is still casting it while in the danger zone. At 100 heat Rumble silences his abilities (can still use summoners and items) for 6 seconds. During this time his autoattacks do massively increased damage.


rumbleflamethrower.png Rumble shoots fire in a cone in front of him. This is your main damage through most phases of the game when your ult is down.


rumbleshield.png Rumble shields himself and increases his movement speed for a short amount of time. This is your tool to maintain heat for the most part of the game. This is also a great tool to use at the start of trades to mitigate a bit of damage to come out with an advantageous trade.


rumblegrenade.png Shoots a projectile that slows and deals damage. Stores 2 charges, each charge increases your heat by 10. Hitting the same target with two consecutive harpoons will stack the slow.


rumblecarpetbomb.png Rumble shoots down a line of rockets that creates an area that slows and damages anyone inside of it. The equalizer lands 1 second after casting and lasts for 5 seconds. This is one of the most gamechanging ults in the game. A well placed rumblecarpetbomb.png can turn a fight that would otherwise be lost into a win.

Items Back to Top

Starting Items

    Standard starting item . It’s a good all around defensive item against most champions. Especially good against ranged laners that will harass you over the course of the lane phase.
    Don’t let the mana confuse you, this is still a great start for Rumble. Build this into lanes that you think you have kill pressure on. Even if you don’t snowball with this item, you only lose 105g from when you buy it to when you sell.
    I’m not a fan of this start recently, but it’s good into lanes where you want a very early Haunting Guise. I tend to favour Dark Seal over Ruby Crystal most of the time now. With early Haunting Guise being more important in preseason I might start giving this a shot more.

Core Items

    These are the items you will be working towards on your first/second recall. Reasoning on when to build each item is in the notes.
    Your early core items. This is usually when you'll be at the strongest. Boots are very situational.
    This is your late core. Keep Deathcap to a 5th or 6th item. Void can be built as early as second if you're against tanks.

Situational Items

    You can build this as a first or second item if you're snowballing vs a team with a low amount of tanks.
    This feels pretty bad to build. Only build this if you're against a heavy AP team.
    If you started Dark Seal and have 8-10 stacks this can be a good purchase to keep the snowball going.

Early item (first/second recall):

3136.png: Since Rumble’s base damage on his abilities is very high, magic penetration will increase his early damage by a very large amount.

3191.png: Vs heavy AD lanes. Can go into Seeker’s after Guise if you don’t think you need the armour immediately.

3020.png: These will be your boots most of the time. As stated earlier Magic pen works really well with Rumble’s kit, so sorcs are really strong on him. Can be a good pickup if you recalled with 1100 gold.

3047.png: If your enemy laner is an AD autoattacker like 23.png240.png266.png6.png then getting these early can help negate a lot of their damage and come out ahead in trades that you'd otherwise lose.

3111.png: If the enemy team has a heavy CC team then mercs can be a great buy. If you need MR in your lane buy it early, otherwise you can hold off until after you've finished your first item.


Core Items:

3151.png: This will be your first item in most games. If you need a 3157.png early it’s ok to buy 3136.png and finish 3151.png after finishing 3157.png

3157.png: This will usually be your best bet after your 3020.png and 3151.png are finished. Gives you the potential to go a lot more aggressive in teamfights. Keep in mind that rumbleflamethrower.png keeps casting while you are in 3157.pngrumblecarpetbomb.png+rumbleflamethrower.png+3157.png on the backline in a 5v5 teamfight will usually do a lot of work.

3135.png: It’s better to have 3135.png earlier than you need it rather than regret building it too late. Look at the enemy team. If you already see MR being built or you anticipate that MR will be built next by the enemy then start towards 3135.png. If you’re vs a tank in lane then it will sometimes be best to build 3135.png straight after 3151.png.

3089.png: Don't fall into the trap of building this too early. Keep this to a 5-6 item.


Situational items: 

3152.png: Is a good purchase when you are snowballing and won’t need an early 3157.png. Don’t build this when you are behind, only suggested when ahead. I would also only build this when you already have a frontline tank and/or heavy initiation on your team. Build 3152.png as a first or second item to get a nice early powerspike.

3102.png: If you’re vs a decent amount of AP (2+ heavy AP threats) on the enemy team then it might be good to get 3102.png as part of your core items. Otherwise this will will be an item that you’ll build 5th or 6th, or in some games never. The spell shield passive isn’t great. It will rarely stop anything of impact and will only ever proc once in a teamfight. The stats we’re paying for aren’t gold efficient so only build this item early if we REALLY need the MR.

3285.png: This should only ever be built as a 6th item or as a 3rd item after 3151.png3157.png before 3135.png3089.png if you're against a no tank team. Your choice will usually be between 3285.png and 3102.png. Build 3285.png when the enemy doesn’t have a large AP threat on their team.

3041.png: If you started 1082.png and it’s at 8-10 stacks it can be ok to buy 3041.png if you’re feeling that you can continue the snowball. Don’t fall into the trap of playing super safe to conserve your stacks. If you’re snowballing you need to keep up the pressure, if you are playing only to conserve 3041.png stacks then you likely won’t be pressuring as much as you can.


Don’t build:

3116.png: This item has become a noob trap for Rumble players. It was great before it was nerfed because it was very gold efficient and it gave you a nice slow for your Q. It is now a very cheap item that isn’t gold efficient and the slow only affects your Q since slows no longer stack and the slow on your E and R are stronger. This has become a better purchase in the preseason with runes like Approach%20Velocity.png?width=32Approach Velocity and Cheap%20Shot.png?width=32Cheap Shot, but I would still stick away from it.

3001.png: The 10% damage passive seems great, but we’re funneling too much gold into useless stats and passives (mana) for it to be worthwhile. 

Matchups Back to Top

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

  • Aatrox
    Medium
  • Akali
    Easy
  • Annie
    Medium
  • Camille
    Easy
  • Cho'Gath
    Easy
  • Darius
    Medium
  • Dr. Mundo
    Medium
  • Ekko
    Medium
  • Fiora
    Easy
  • Galio
    Easy
  • Gangplank
    Easy
  • Garen
    Easy
  • Gnar
    Medium
  • Heimerdinger
    Hard
  • Illaoi
    Medium
  • Irelia
    Medium
  • Jarvan IV
    Medium
  • Jax
    Easy
  • Jayce
    Hard
  • Karma
    Medium
  • Kassadin
    Medium
  • Kayle
    Medium
  • Kennen
    Medium
  • Kled
    Medium
  • Lissandra
    Easy
  • Malphite
    Easy
  • Malzahar
    Hard
  • Maokai
    Medium
  • Mordekaiser
    Medium
  • Nasus
    Easy
  • Nautilus
    Easy
  • Olaf
    Hard
  • Ornn
    Hard
  • Pantheon
    Easy
  • Poppy
    Medium
  • Quinn
    Hard
  • Renekton
    Medium
  • Rengar
    Easy
  • Riven
    Hard
  • Ryze
    Easy
  • Shen
    Medium
  • Singed
    Medium
  • Sion
    Medium
  • Swain
    Easy
  • Tahm Kench
    Medium
  • Teemo
    Hard
  • Tryndamere
    Medium
  • Urgot
    Medium
  • Vladimir
    Medium
  • Wukong
    Easy
  • Yasuo
    Easy
  • Yorick
    Medium

VS

Aatrox

Medium

VS

Akali

Easy

VS

Annie

Medium

VS

Camille

Easy

VS

Cho'Gath

Easy

VS

Darius

Medium

VS

Dr. Mundo

Medium

VS

Ekko

Medium

VS

Fiora

Easy

We win early trades but she will be a problem when she gets to 2 items.


Levels 1 and 2 we are fairly even. We want to keep our distance and don't want to let her get onto us. Max range Qrumbleflamethrower.png is pretty safe. Both Qrumbleflamethrower.png and Erumblegrenade.png are good choices level 1. Erumblegrenade.png is a safer option if we want to keep her from trading onto us. With Qrumbleflamethrower.png we can bully her as soon as we get to lane, but try not to push the wave too hard.

Level 3 is where we really start to win trades hard. We want to max range Qrumbleflamethrower.png and use Erumblegrenade.png as poke when we have 2 charges. Save an Erumblegrenade.png charge for when she fioraq.pngLunges towards you. Do your best to Wrumbleshield.png shield the initial damage and Erumblegrenade.png slow her to keep her off of you while you're kiting away. 

Poke her down to under half hp before going for an all in. If you take an extended trade when you're both at full hp you'll likely lose it on even ground. If you have a significant hp lead on her you can easily win pre-6 all ins without much trouble

You don't have any immobilizes so her fioraw.pngW Parry is mostly worthless. She can use it for a bit of damage mitigation but that's mostly it.

At level 6 the lane can turn sour if we misplay it. We want to bait her into thinking that we're going for an all in then when she uses her Rfiorar.png kite her back with Erumblegrenade.png and Wrumbleshield.png. When her ult times out (8 seconds) we can turn back onto her and win the all in. If she manages to stick onto us when she has her Rfiorar.png active, do you best to hug a wall to prevent her from hitting all 4 vitals.   

Be careful when ulting her for an all in. Her Qfioraq.png dash is on a very short cooldown so leading with your ult will usually just Qfioraq.png out of danger.

We want a 3136.pngGuise on our first back if possible. If we don't have gold for 3136.pngGuise then 3191.pngSeeker's or 3047.pngTabi are good options.

Since we want to win lane we want an aggressive rune setup. These will set you up for the best chance at crushing her in lane:

Standard down Sorcery (Arcane%20Comet.png?width=32Comet, The%20Ultimate%20Hat.png?width=32Hat, Celerity.png?width=32Celerity, Scorch.png?width=32Scorch) will work great.

Secondary I'd stick with Precision taking Triumph.png?width=32Triumph and Coup%20De%20Grace.png?width=32Coup de Grace.


VS

Galio

Easy

VS

Gangplank

Easy

GP will mostly be looking to farm and poke with Qgangplankqwrapper.png. DO NOT play this lane passively and DON'T just let him farm. Every time he walks up to Qgangplankqwrapper.png you trade back onto him. You are much stronger than he is early especially if he's running Kleptomancy.png?width=32Kleptomancy. Post level 3 we can Wrumbleshield.png every time he looks for a gangplankqwrapper.png. There is enough of a windup on his Qgangplankqwrapper.png animation that we can react to it and mitigate most of his poke. 


If we don't exit the lane ahead a couple kills or a lot of cs it may come back to bite us because he will outscale us and if we let him get to 2+ items without punishing him, he will be able to influence the game more than we will. 

For runes we want to go standard down the Sorcery tree (CometArcane%20Comet.png?width=32>HatThe%20Ultimate%20Hat.png?width=32>CelerityCelerity.png?width=32>ScorchScorch.png?width=32).

For our secondary tree I recommend going Precision and taking Coup de GraceCoup%20De%20Grace.png?width=32 and TriumphTriumph.png?width=32.

This rune setup will set you up for the most successful early game. 


VS

Garen

Easy

VS

Gnar

Medium

VS

Heimerdinger

Hard

In my opnion this is the hardest lane matchup for 68.pngRumble. If there was a difficulty higher than high I would pick it. 


Your rumbleflamethrower.pngQ ticks barely do damage to his turrets, 2 danger zone rumblegrenade.pngE charges won't kill a single heimerdingerq.pngturret. He'll push you in the entire lane and if you try to fight back he'll trade onto you better than you can trade onto him. 

Your best bet is to survive the lane. You'll be down cs nearly every time, but do your best to minimize your losses by farming well under tower. Ping your jungler off ganks, especially post 6, he can 2v1 you and nearly and jungler. You'll be much more relevant than he will be in the midgame, so just play patiently and don't give him a big lead.

The opportunities that we have to fight him are when he gets right back to lane and doesn't have a heimerdingerq.pngturret line set up, or if he set his heimerdingerq.pngturret line too far back and is playing very far ahead of them. Fighting him inside his heimerdingerq.pngturret line is pretty much suicide.

He can take neutral objectives and buffs very quickly, so your team needs keep vision up, especially on baron. If him and someone else are off the map for 20 seconds and you don't have vision on Baron, it's likely just about to be gone.

Early 3111.pngMercs will help a bit with MR to help us survive lane. We can choose to grab a 1057.pngNegatron and sell it after lane to help us survive. If Heimer is the only AP on the team you shouldn't need a 3102.pngBanshee's, but if there are 2-3 AP threats on the team grabbing an early 1033.pngMantle would be good to give us a but of MR, finish your 3102.pngBanshee's after you've finished 3151.pngLiandry's and 3111.pngMercs. 

For runes we run Resolve, no questions asked. Mirror%20Shell.png?width=32Mirror Shell and Second%20Wind.png?width=32 will give us the best chance to leave lane as unscathed as possible. 


VS

Illaoi

Medium

VS

Irelia

Medium

VS

Jarvan IV

Medium

VS

Jax

Easy
Early on Jax is fairly easy for us to deal with. Once he gets to 2-3 items, like most splitpushers he starts becoming very tough for us to deal with. The trick is for us to beat him early and delay him from getting to 2-3 items for as long as possible. This isn't to say that Jax is completely useless early, he can definitely fight back well, but we have range on on him so keep distance and poke away.

Levels 1 and 2 are pretty even, be VERY careful if Jax hits level 2 before we do, he'll put a point into his jaxcounterstrike.pngE then jaxleapstrike.pngQ onto us and if he gets his stun off he will get an extremely good trade. Wait until level 3 to turn on the aggression. 

At level 3 we can do some nice damage to him. Try to zone him away from low hp minions, he'll be tempted to use his jaxleapstrike.pngQ for cs. If he does, we can take a pretty free trade onto him. If he starts winding his jaxcounterstrike.pngE then we can rumblegrenade.pngE him in return and just walk away from the stun range. If he miss our rumblegrenade.pngE and he manages to stun us it'll end pretty poorly for us. 

Rinse and repeat the process. At level 6 we can usually win an all in if we played the early part of the lane well. Bonus points if kill him after you've already forced him to recall and use 12.pngTP. Wait on using your rumblecarpetbomb.pngR until after he has used his jaxleapstrike.pngQ. If your jungler is making his way top, try to bait him into using his jaxleapstrike.pngQ onto you before the your jungler shows in vision. 

Jax is one of the AD bruisers who tends to not like building a 3155.pngHexdrinker early since it delays his 3078.pngTriforce powerspike. This means our lane will be stronger than vs most AD bruisers since 3136.png will be very effective. 3047.pngTabis will be a solid purchase for us if we recall with 1100 gold since it will mitigate a lot of his damage in all ins.

When he gets to 2-3 items and beyond if you don't have anyone else that can match hims splitpush, you need to. You don't want to fight him 1v1 outside of tower range unless you're very far ahead of him. You'll want to be near your team and only heading towards the lane that he's in when he's close to pressuring tower damage. Don't use your 12.pngTP to get to the lane that he's pressuring, if you do, he will 12.pngTP and force a 4v5 fight that you won't be a part of. 

For runes we want to go standard down Sorcery (Arcane%20Comet.png?width=32Comet, The%20Ultimate%20Hat.png?width=32Hat, Celerity.png?width=32Celerity, Scorch.png?width=32Scorch).

We can take any tree except for Resolve as our secondary and be happy about it.

Precision, Triumph.png?width=32Triumph and Coup%20De%20Grace.png?width=32Coup de Grace for lane power.

Inspiration, Perfect%20Timing.png?width=32Perfect Timing and Magical%20Footwear.png?width=32Magical Footwear for gold value at the cost of some lane power.

Domination, Zombie%20Ward.png?width=32Zombie Ward and Taste%20of%20Blood.png?width=32Taste of Blood is a good option if you want an early safety net against a gank heavy jungler. 

Full game highlights:

VS

Jayce

Hard

VS

Karma

Medium

VS

Kassadin

Medium

VS

Kayle

Medium

VS

Kennen

Medium

VS

Kled

Medium

VS

Lissandra

Easy

VS

Malphite

Easy

VS

Malzahar

Hard

VS

Maokai

Medium
Maokai is one of the harder tanks for us to deal with. We beat him early before his first recall, so that's when we need to push our advantage. Start rumbleflamethrower.pngQ and harass him either outside of the minion wave or when the first melee line is just about to die. Don't hard push the wave until the second minion line comes. When the second minion line crashes get a full rumbleflamethrower.pngQ on him and the minion wave. You'll hit 2 off the first melee minion that dies when your poke him with a couple of rumblegrenade.pngE charges and get another full rumbleflamethrower.pngQ off on him. Ideally this should do a decent chunk of damage, but it will likely push the wave a decent amount, now would be a good time to ward and hard push the wave to reset.

Keep up the pressure while being wary of where the jungler is. Maokai has great gank assist with his maokaiw.pngW root. Paired with almost any jungler he can kill you if you're at all overextended. We have pretty high kill pressure early and if we burn him low enough a 2v1 is even possible at level 6 with a good rumblecarpetbomb.pngR. 

Once he recalls if he has a 3211.pngCowl we're very likely never going to solo kill him again. The MR + regen from 3211.pngCowl plus his sustain from his maokaiq.pngpassive as well as sustain from a likely 1054.pngDoran's Shield is enough that he will likely outsustain all of our damage. 

Mid game map plays are the way to win these games. Look to push the wave into his tower and make roam plays mid and 12.pngTP plays bot on cooldown. Don't neglect farm toplane, we still need to keep up our CS, but we want to snowball the map before Maokai gets 3+ items and becomes unkillable to everyone. At this point it's probably not worth using rumblecarpetbomb.pngult only on Maokai unless he's caught out in the middle of no where and we have someone with us to help kill him. Try to save your rumblecarpetbomb.pngR cooldown to pressure midlane or for when you're going for 12.pngTP plays botlane. 

Having a 3135.pngVoid Staff early will likely be very good. We can build it as early as second item, espcially if our midlane is also a magic damage dealer. You will regret having it too late. If Maokai is the only early MR builder then a second item 3157.pngZhonya's may be better.

For runes we can opt for Nullifying%20Orb.png?width=32Nullifying Orb, especially if the enemy jungler and/or midlaner are AP. Otherwise the rest of sorcery will be standard (Arcane%20Comet.png?width=32Comet, Celerity.png?width=32Celerity, Scorch.png?width=32Scorch). 

I'd suggest going Inspiration secondary since the lane will be rather passive after the first recall. Magical%20Footwear.png?width=32Magical Footwear and Approach%20Velocity.png?width=32Approach Velocity would be my two choices depending on the enemy team. If the jungler and midlaner are AD like 121.png107.png104.png and 238.png91.png126.png then Perfect%20Timing.png?width=32Perfect Timing will be a good option instead of Approach%20Velocity.png?width=32Approach Velocity to help is with an earlier second item 3157.pngZhonya's.

Full game highlights:

VS

Mordekaiser

Medium

VS

Nasus

Easy

VS

Nautilus

Easy

VS

Olaf

Hard

VS

Ornn

Hard

VS

Pantheon

Easy

VS

Poppy

Medium

VS

Quinn

Hard

VS

Renekton

Medium

VS

Rengar

Easy

VS

Riven

Hard

This is one of Rumble's biggest skill matchup. If you misplay and give her a kill or two she will likely snowball pretty hard. 


Play around her Qriventricleave.png. If she uses it to farm, or needs to use two charges to close the gap towards you, you can win the trade. Make sure that you Qrumbleflamethrower.png her before she hits you with her third Qriventricleave.png activation. You will get knocked up, but she will either need to stop the trade or will take a full duration Qrumbleflamethrower.png. We can poke with our E to try to draw her Erivenfeint.png out before going for longer trades. Our big window to trade/all in her early is when her Q is on cooldown. If she's greedy with her usage of Qriventricleave.png we are able to abuse her and win the lane. 

Be very careful for her level 6 all in.

We are pretty happy if we can get out of the lane even. If we can gain a lead on her we're going to be in a good spot. The burden is mostly on her to snowball and we can punish her aggressive moves. Default way to play the lane is calculated passive. Turn aggression on when she misuses her skills and puts herself into bad trading situations. 

We can consider taking AerySummon%20Aerie.png?width=32 if we want to punish her in lane. Since her kit is loaded with dashes CometArcane%20Comet.png?width=32 will end up missing a lot. CometArcane%20Comet.png?width=32 will still be more useful outside of lane. 

The other 3 options in sorcery will stay the same. HatThe%20Ultimate%20Hat.png?width=32, CelerityCelerity.png?width=32, ScorchScorch.png?width=32.

Our secondary tree we have a couple options depending on how confident we are.

Take Precision if we are confident in lane and want to trade a lot with her. Coup de GraceCoup%20De%20Grace.png?width=32 and TriumphTriumph.png?width=32 will be our choices.

Take Inspiration if we are semi confident in the matchup but just want to play passive while being able punish her cooldown windows. We can take Perfect TimingPerfect%20Timing.png?width=32 and Magical FootwearMagical%20Footwear.png?width=32. This will give us some free gold, but won't be great for our lane. Perfect TimingPerfect%20Timing.png?width=32 is nice to 

VS

Ryze

Easy

VS

Shen

Medium

Early on wait for him to use his Qshenq.png on minions. Once he has, you'll want to go for trades onto him. If he goes for a trade with all of his abilities up and hits his Eshene.png taunt you'll lose the trade every time.


If our jungler is coming up we want to bait out his Eshene.png. Play agro without chasing him too far away so that he's tempted to trade onto you with Eshene.png. If he has his Eshene.png up when the jungler comes it likely won't be a kill and could even go bad if their jungler also happens to be around.

Keep in mind that his shenw.pngW creates a zone where autoattack damage is blocked. If you're about to overheat and he puts down his Wshenw.png hold off a second before overheating then you can go for an all in, especially if his other skills are down.

When he turns 6 make sure to tell your team that he is now 6 and that he'll have Rshenr.png available. Try your best to not use any 12.pngteleports to get back to lane. If we can follow him bot when he uses Rshenr.png and help our team it'll be much better than getting an extra minion wave.

He's likely going to build 3111.pngmercs and 3211.pngcowl. If they have another tank on their team that's building MR early (like a support building 3190.pngLocket or a jungler building 3211.pngCowl) it may be worth it to go for 3135.pngVoid second after finishing 3151.pngLiandry's. If it's just the 98.pngShen building MR and/or they have a lot of AD on their team then it may be better to go for 3157.pngZhonya second then finish 3135.pngVoid after.

Our runes are going to be standard Sorcery (Arcane%20Comet.png?width=32Comet, The%20Ultimate%20Hat.png?width=32Hat, Celerity.png?width=32Celerity, Scorch.png?width=32Scorch)

We'll take Precision since we're going to be brawilng a lot and we'd like to come out ahead in lane. Triumph.png?width=32Triumph and Coup%20De%20Grace.png?width=32Coup de Grace will be our choices.

We can choose to go Inspiration, it can give us some nice efficiency, but it doesn't help our lane that much. If you're choosing Inspiration then Perfect%20Timing.png?width=32Perfect Timing and Magical%20Footwear.png?width=32Magical Footwear will be our best option. Keep in mind that against tanks we may want to build 3135.pngVoid second, so the Stopwatch from Perfect%20Timing.png?width=32Perfect timing may clutter our inventory.

Domination is also a safe choice. It won't help our lane power as much as precision, but will enable us to play more aggressive with the extra vision from Zombie%20Ward.png?width=32Zombie Ward. Take Taste%20of%20Blood.png?width=32Taste of blood as our second choice for a bit of extra lane sustain. 

VS

Singed

Medium

VS

Sion

Medium

VS

Swain

Easy

VS

Tahm Kench

Medium

VS

Teemo

Hard

While I have this listed as a hard matchup if we play it patiently it can easily turn to our favour. Early in the lane we want to stay out of his autoattack range. He will be looking to poke us out of lane if we give him the chance. We can poke him down with our Erumblegrenade.png from max range, but otherwise we're looking to keep our distance.


Levels 4 and 5 we can look to go for some big trades if we can catch him outside of his minion wave with an Erumblegrenade.png. If we manage to hit him we can look to go for a big trade or all in. Keep in mind that his Qblindingdart.png blinds us, so if we are going for an overheat all in keep an eye on our status. If we are blinded hold off until the blind wears off to go for an overheat autoattack or two. 

We will not be pushing the minions much, so it's unlikely that their jungler comes top very much. He'll likely be pushing into us, so if we can bait him into trading when our jungler is about to come into lane we can usually kill him or force a flash4.png on him.

Post level 6 is where the lane turns to our favour. Our roams and TP12.png plays are better than his, and if he steps too close to you we can go for a good all in with our ultrumblecarpetbomb.png. If he is kiting you back while trading be careful, he could be bringing you into his mushroomsteemorcast.png. Many trades or all ins can go sour when you get led into his mushroom field, so don't extend your trades too far unless you're 100% sure that you will win.

Post 20 be very careful when walking in the baron area, he likely has 3-6 mushroomsteemorcast.png in that area and stepping into one or 2 will hurt a lot.

We usually will want to build 3111.png if he is going AP or 3047.png if he is going AD. Take the rest of his team into consideration when building boots.

For our primary runes we want to go down sorcery and take CometArcane%20Comet.png?width=32>Nullifying OrbNullifying%20Orb.png?width=32>CelerityCelerity.png?width=32>ScorchScorch.png?width=32

For our secondary tree we benefit best from resolve in this matchup. Second WindSecond%20Wind.png?width=32 and Mirror ShellMirror%20Shell.png?width=32 will help us survive through his poke.

If we leave the lane even or ahead it will be a great sign for the rest of the game.

VS

Tryndamere

Medium

VS

Urgot

Medium

VS

Vladimir

Medium

VS

Wukong

Easy

VS

Yasuo

Easy

When he has his passive shield up you can use your Qrumbleflamethrower.png at max range to take it down. Try to initiate trades/all ins when his passive shield is down. We win short trades, he wins long trades. Our pattern will be to use Qrumbleflamethrower.png to disable his passive shield, then wait until it comes back off cooldown to initiate a trade. 


Post 6 be careful when he has his second stack of Q (when he has wind swirling around him). He'll have his knockup primed and will be able to win all ins. You can win short trades right after he uses his third Q activation.

On your first back you can get either 3047.pngtabi or 3191.pngarmguard if the lane is even. If you're ahead and want to keep the pressure up against him 3136.pngguise is definitely a good option especially if he's not building into a 3155.pngHexdrinker.

Take your standard Sorcery setup as primary (Arcane%20Comet.png?width=32Comet, The%20Ultimate%20Hat.png?width=32Hat, Celerity.png?width=32Celerity, Scorch.png?width=32Scorch)

We have a lot of options for our secondary tree:

Precision will like be our best bet with the standard Triumph.png?width=32Triumph and Coup%20De%20Grace.png?width=32Coup de Grace. Take this if you want to win lane hard, this will set your snowball up against him very well.

Inspiration is a good option if we want to play the lane a little conservatively. I'd go for Perfect%20Timing.png?width=32Perfect Timing and Approach%20Velocity.png?width=32Approach Velocity which will help our lane and teamfights. We want to skip Magical%20Footwear.png?width=32Magical Footwear in this matchup since we may want 3047.pngtabi on our first back.

We can opt for Domination if we want to have a safe lane vs a gank heavy jungler. Take Zombie%20Ward.png?width=32Zombie Ward and Taste%20of%20Blood.png?width=32Taste of Blood. Zombie ward will keep you safer early vs their jungler and Taste of Blood will keep you topped up for when you get ganked.







VS

Yorick

Medium

General Game Strategy Back to Top

Levels 1 and 2


Be careful when starting Qrumbleflamethrower.png level 1. If you try to harass them too much you'll end up putting the minion wave in a bad spot and will open yourself up to be ganked by the enemy jungler. You can definitely start Qrumbleflamethrower.png and it is a stronger level 1 than Erumblegrenade.png, but be very careful to not push the minion wave too much when harassing level 1.

Erumblegrenade.png level 1 is great against ranged laners like 126.png17.png that will harass you with autoattacks the moment you get to lane. Erumblegrenade.png lets you last hit minions that you otherwise wouldn't get. It also lets you poke and get some damage without taking too much damage in return.

Level 1 and 2 we're looking hit our laner with as much harass as possible while getting all the cs that we can. We can do this by using our Erumblegrenade.png on the enemy champion if there are no low hp minions that are too far away. If there is a low hp minion that you won't be able to get to without taking too much damage, save your Erumblegrenade.png to last hit it.

Don't neglect too much cs early. While we are a lane bully in most matchups we can easily lose a lead by getting outfarmed, the consistent way for us to gain a lead is through bullying the enemy off cs while we get all the cs we can. If we see kill potential or potential for a good trade we can definitely take it, but don't play overaggressive if it won't help get us a lead.

Levels 3, 4, 5


Level 3 is where we can really start to take aggressive trades. Our Wrumbleshield.png is very important for heat management. Our default trading pattern will be to cycle our Wrumbleshield.png cooldown at 50 heat. This will maintain our heat between 50-70 heat and we will always be in the danger zone. Look for good opportunities for trading, if your opponent uses any major cooldown wait for your heat to drop to 50 then use Wrumbleshield.png>Qrumbleflamethrower.png>Erumblegrenade.png>Erumblegrenade.png. Early Wrumbleshield.png will mitigate some damage and speed you into melee range. Your first Erumblegrenade.png will overheat you, but you will still have a few seconds to cast your second Erumblegrenade.png while overheated. If you hit them with your first Erumblegrenade.png you can extend the trade with a couple of overheat autoattacks. If you are in melee range, the second E will help you stick onto them to keep chunking them with your big autoattacks. The ideal trade should look something like: walk into Qrumbleflamethrower.png range then at 50 heat Wrumbleshield.png>Qrumbleflamethrower.png>Erumblegrenade.png>AA>Erumblegrenade.png>AA. This pattern should win most if not every trade if we can hit our E, especially if your enemy has just used a major cooldown.

Levels 4 and 5 is mostly rinse and repeat our trading pattern with our Qrumbleflamethrower.png becoming stronger each level. We can use our Erumblegrenade.png charges to poke without going for major trades. We can also Qrumbleflamethrower.png at max range vs melee champions which means they can't do much to return damage. Again, make sure that we're not sacrificing too much of our cs to get trades. Outfarming is a very consistent way to gain leads, getting kills will not happen every game.

Try to always be aware if where the enemy jungler is. You need to play relatively safe if you aren't sure where they are. As soon as you seen them you can be aggressive, but if there's a possibility that the jungler will be toplane we need to respect it since we don't have great tools to escape ganks.


Level 6-10


Getting our ultrumblecarpetbomb.png opens up a lot of options for us. We can take a very good all in against our enemy laner. We can look to punish overaggressive enemy botlanes with a good teleport12.png. Try to ask your botlane for a good tp ward if they can manage before making the play. You can look to roam mid and kill the enemy midlaner. Make sure to push your lane before roaming so you don't lose much/anything for the roam. 


Mid Game

Once we have a couple of items we want to play around our team. When we have our teleport12.png available we can go into a side lane to apply pressure, but be careful because you won't be able to match a lot of champions in 1v1 scenarios. If you can draw someone to you who does not have a teleport12.png you can look to use your teleport12.png to force a 4v5 teamfight and look to get objectives off teamfight wins. Good ultimates will win teamfights. If we have AoE cc on our team like 32.png59.png113.png a well placed ult after their cc will melt their team. Look fights around Dragon, especially if it's an Infernal since that will usually draw some sort of contest. We can solo Rift Herald fairly easily, although it'll take us a decent amount of time so I'd suggest doing it with a jungler.


Late Game


Post 20 minutes we're looking to snowball the game through Baron fights. We want as much vision as possible in the baron area so buying lots of Control wards2055.png is never a bad idea. If we have complete vision control in the area the enemy team will be tempted to walk into fog of war to check to see if you guys are doing baron. Having the enemy team funneled inside their jungle can lead to some great ultsrumblecarpetbomb.png for us. If we can get on top of the enemy backline, a good Rrumblecarpetbomb.png>Qrumbleflamethrower.png>Zhonya3157.png will make you a very large threat that make you a pseudo frontline and will take their backline out of the fight which lets your backline clean up. 

Tips and Tricks Back to Top

Your rumbleflamethrower.pngQ keeps casting while you are under the stasis effect of 3157.pngZhonya's. Use this to your advantage to surprise people with big damage while invulnerable during all ins. 

rumblecarpetbomb.pngR + rumbleflamethrower.pngQ + 3157.pngZhonya's is a nice combo that opens up some nice plays. You can do this in the middle of a teamfight to burn down the backline while zoning them off from the rest of the fight. Caught in a bad spot and you're  surely about to die? rumblecarpetbomb.pngR+rumbleflamethrower.pngQ+3157.pngZhonya might take one or two people down with you. You can do this when assasins/bruisers jump onto you to make them question who the real assassin is. This can also be done with the Stopwatch from Perfect%20Timing.png?width=32Perfect Timing.


Use your rumbleshield.pngW to get back to lane. I see so many 68.pngRumbles that don't take advantage of this, or don't do it properly. When you recall or respawn cast your QWE then shop, then rumbleshield.pngW away to lane. If you drop below 50 heat just rumbleflamethrower.pngQ back up over 50 then keep on rumbleshield.pngW'ing back. Danger Zone not only applies to damage and shield amount, but also to the movespeed that rumbleshield.pngW gives.

You only get the danger zone bonus for spells CAST at 50 or more heat. Casting rumbleflamethrower.pngQ at 30 heat won't give you bonus damage even though it's still casting while you are in the DZ.

Your rumblecarpetbomb.pngult doesn't generate any heat, however it does reset your timer for heat decay. Keep that in mind when your heat is dropping, if you cast rumblecarpetbomb.png your heat will stop dropping.

Your overheat autoattacks do not do increased damage to structures. 

Who am I? Back to Top

Hey guys, I'm Rocoman. I've mained Rumble since Season 4, mostly one-tricking him. Over the course of the years I've put over 1000 games into him. His insane teamfight pressure really drew me into playing him when I was in Gold V. I started playing him and quickly climbed to plat at the start of season 5. Early in season 6 I reached Diamond. If you want a champion that can bully most lanes and has crazy teamfight potential then Rumble is for you!


I stream every day that I can on Twitch starting at around 8 PM EST. Come stop by and say hi if I'm live!

Coming Soon! Back to Top

I have all my matchups rated. Currently working on text write ups for each in order of popularity. 


Completed: Riven, Gangplank, Teemo, Yasuo, Fiora, Shen, Maokai, Jax, Heimerdinger.

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