Rumble Build Guide

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Rumble: Extensive Guide (Everyone Should have Rockets)

written by Sasuga

Rumble Build



Table of Contents

  • Introduction: Rockets for All !!!

    Welcome to my take on Rumble, the most fun I've with a champ since i started playing LoL.
    Though he is much harder to play than I expected. Therefore, I present this guide.

    I play Rumble for fun, but he quickly spirals out of control if you have too much fun (my first game with him: 21/1/8)
    There are many ways to play Rumble. He has very few limits due to the fact he has no mana or even energy.
    I'll go over the many ways to play him and how you can add your own touch with the right strategy.

    Here is a You Tube link to the Rumble Champion Spotlight by Riot Games if you haven't seen it yet
    http://www.youtube.com/watch?v=Dghwqj_Qddc&feature=player_embedded

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  • Changes and Edits

    April 27th
    - Guide Published
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    April 28th
    - Guide Updated!!! (added "Terminator" Item Build)
    Very fun, VERY VERY effective, but also less forgiving for making mistakes and is an advanced build.
    Still under construction, but i will be adding a section just for mastering this devastating build.
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    April 28th
    - Revamping a lot of the guide, changing it to make it faster to find what you want. Less Clutter
    - Added item builds to Quick Reference Section
    - Added more to Summoner Spell Choices
    - Massive Redo of Rune Choices
    - Redid Skill Lvling Choices

    More to go:
    - Including more about the Terminator Build
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    April 29th
    - Renamed a few things
    - Reorganized a LOT of things
    - Finishing My Reconstruction today
    - I'll update here when i finish

    - Possibility of abusing Zhonya's hourglass was brought up again, so I added it in a few areas.
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    May 12th
    - Game Patched to 118
    - Release Notes v1.0.0.118
    - No real changes to Rumble

    Fixed a bug where the Flamespitter particle was lasting longer than intended
    Fixed a bug where the Electro Harpoon particle traveled further than the actual projectile
    Rumble's pathing size has been reduced
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  • Cheat Sheet / Quick Reference

    For those who don't want to read my words of wisdom and just want to get to it. Or you just forgot something.

    NOTE:
    Runes I suggest in this section are what i use when i play that build.
    If you want to see all the other options or suggestions go to the RUNE section of this guide, this is just a Quick Reference section.

    These rune builds are NOT set in stone. Add your own flavor if you don't like mine.
    Builds are defined more by items and play style, pay attention to that part.

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    WORKSHOP:
    What I Recommend for starting Rumble Players as they can experiment with items
    This build has the most versatility and can go many ways based on Item Choices

    Difficulty: Medium to Hard (depending)

    Greater Mark of Insight x 9 (8.5 Mag Penetration)
    Greater Seal of Defense x 9 (24 Defense at lvl 18)
    Greater Glyph of Shielding x 9 (24 MagReS at lvl 18)
    Greater Quintessence of Swiftness x 3 (4.5% current movespd)

    Masteries: 9/0/21
    (Make sure to skip the mana related ones and take improved exhaust if you are using it)

    Spells (take at least one movement spell)
    Movement: Ghost - AND/OR - Flash
    Offensive : Ignite ---- OR ---- Exhaust

    What to Strive for:


    OR (If you are confident)

    Extra EndGame Items: Tanky Choices
    [item_icon=Force of Nature]

    Extra EndGame Items: Damage Choices

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    TERMINATOR:
    Hybrid Overheat Spam AKA the "Terminator" build (not for amateurs)(Runes still UNDER CONSTRUCTION)
    Very fun, VERY VERY effective, but also less forgiving for making mistakes and is an advanced build.
    This Rune build isn't final as i'm still testing the Terminator build, so i just used my fav runes.

    Difficulty: ADVANCED!!!

    Greater Mark of Insight x 9 (8.5 Mag Penetration)
    Greater Seal of Defense x 9 (24 Defense at lvl 18)
    Greater Glyph of Shielding x 9 (24 MagReS at lvl 18)
    Greater Quintessence of Swiftness x 3 (4.5% current movespd)

    Masteries: 9/0/21
    (Make sure to skip the mana related ones and take improved exhaust if you are using it)

    Spells (take at least one movement spell)
    Movement: Ghost - AND/OR - Flash
    Offensive : Ignite ---- OR ---- Exhaust

    What to Strive for:


    OR (If you are confident)

    Extra EndGame Items:
    [item_icon=Force of Nature] (Yes another is good!!!)

    OverKill:


    All Terminators need Time Travel:
    (get this to add both atk and defense)


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    INFERNO MELTDOWN:
    Pure AP build that melts faces and leaves no traces

    Difficulty: Medium (very fragile though because he has no stun)

    Greater Mark of Insight x 9 (8.5 Mag Penetration)
    Greater Seal of Vitality x 9 (175 Heath Points at lvl 18)
    Greater Glyph of Force x 9 (28 Abilty Power at lvl 18)
    Greater Quintessence of Potency x 3 (15 Flat Ability power at all lvls)

    Masteries: 9/0/21
    (Make sure to skip the mana related ones and take improved exhaust if you are using it)

    Spells (take at least one movement spell)
    Movement: Ghost - AND/OR - Flash
    Offensive : Ignite ---- OR ---- Exhaust

    What to Strive for:


    OR (If you are confident)

    Extra EndGame Items:



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    PRESSURE TANK:
    Control Spam Tank
    A tank that can lock down the ENTIRE enemy team with slows and damage

    Difficulty: Easy (but not much burst damage output)

    Greater Mark of Insight x 9 (8.5 Mag Penetration)
    Greater Seal of Defense x 9 (24 Defense at lvl 18)
    Greater Glyph of Shielding x 9 (24 MagReS at lvl 18)
    Greater Quintessence of Swiftness x 3 (4.5% current movespd)

    Switch for these if you like dodge (make sure to take the related mastery)
    Greater Seal of Evasion x 9

    Masteries: 9/21/0
    (Make sure to skip the mana related ones and take improved exhaust if you are using it)

    Spells (take at least one movement spell)
    Movement: Ghost - AND/OR - Flash
    Offensive : Ignite ---- OR ---- Exhaust

    What to Strive for:


    OR (If you are confident you can spam Shield and overheat safely)

    Extra EndGame Items:
    [item_icon=Force of Nature]

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    Any more ideas for builds? Comment and i'll review them

  • Abilities

    Junkyard Titan
    Here is the main skill that will separate the good Rumbles from the bad.
    The one that will make you a threat and match MVP, or will make you useless and mad.

    This skill is the key to Rumble's spamtastic and spastic gameplay.
    Think of it as the reverse to energy based champs, you gain as you use skills instead.
    The ability to multitask is needed, to be aware of your heat and available skills and cool-downs at all times. To stay in that fantastic danger zone that is only dangerous for your unfortunate targets... I mean opposing team.

    Being in this Danger Zone (DZ from here on) is like a tryndamere that has stacks of bloodlust, enemies should approach with caution or be destroyed. Stay in the DZ and you will pressure your lane just by existing in it. If the enemy doesn't realize this... TEACH THEM.

    Notes:
    - Your heat accumulates faster than you think.
    - Your heat dissipates faster than you think.
    - Staying in the danger zone CONSTANTLY while dealing with CC and not overheating is an ART.
    - REMEMBER, after your Overheat finishes... your main skills will all be ready to use!
    - My "Terminator" build ABUSES this passive, both Danger Zone and Overheat.


    Flamespitter
    The reason people hate to lane against a good Rumble, is this.
    This is your main skill. Use it. Use it more. ABUSE THIS SKILL

    3 seconds of fire that mows down minions and champs alike.
    Keep in mind it adds on half of your AP to its damage, and does half damage to minions.

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    DANGER ZONE BONUS: +30% damage!
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    Scrap Shield
    This ability is crazy. Think of it as Shen's shield... but MUCH MORE SPAMMABLE, uses no energy, AND gives you a speed boost!!!

    Use this as much as possible. Ashe Volley incoming? Shield it. You get a speed boost that might let you dodge it, and if it does hit it needs to eat thru the shield first. Even if it slows, the speed boost helps you manage the CC, getting you closer to a teammate or turret.

    Use it to close the gap to your opponent, to run from a gank, to position yourself for an atk, to mitigate damage as much as possible. Besides, just using the shield generates only 20 heat, by the time its availible again (very soon) all the heat from it is gone. Spam it all day and you won't overheat.

    I like to use this to dodge skill shots or aimed moves. Like Cho'Gath's Rupture or Morgana/Lux/Ezreal Skill shots of doom. That speed boost really helps to move you out of danger and IF it still hits... well, you have a shield up don't you? win/win for you.

    To sum it up:
    SPAMMABLE DAMAGE SHIELD!!!
    SPAMMABLE SPEED BOOST!!
    Perfect Dodging skill!

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    DANGER ZONE BONUS: +30% to shield HP and movement% bonus!
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    Electro Harpoon
    This is the only skill I'm disappointed with early game. (rank this fast if you want results)
    Does almost no noticeable damage, horrible to last hit minions with, has the MOST cool-down of all of your skills but your Ult, and just doesn't cut it. (until you invest in it)

    EDIT: If you rank this to 5 at lvl 9ish... you get some VERY nice damage i've found
    EDIT: In my new "Terminator" build and my Inferno Meltdown build, these things are now lethal

    This skill is really great for controlling your opponent, stack that slow. Stall them. Annoy them. Between the slow from double harpoon and your scrap shield speed boost, not much can catch you or run from you if you don't want it to. I use it to close the gap and put me into the DZ if I'm not already.

    Note: Once you get Rylais, this skill gets a massive upgrade

    Fun Uses:
    - Last hitting
    - Keeping your heat
    - separating teammates
    - Harass, they hate the slow

    - RIPPING OFF THOSE DAMN BANSHEE'S VIEL SHIELDS!!!!!
    Take off 1 and STILL slow them, or take off 2 people's shields and drop missiles on them.

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    DANGER ZONE BONUS: +30% to damage and slow% bonus!
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    The Equalizer
    THEY GAVE US GUIDED ROCKETS?!!!!!!
    We had rockets and guns... but riot finally went further.

    This skill is CRAZY. The Slow, the Burn and the new aiming mechanism are all fantastic.
    Also, this is the other skill that makes and breaks Rumble players. Due to its odd way of aiming, you will see a LOT of poor players missing entirely with this skill. Either it was a misfire from panic, or lag, or misread of running patterns... w/e.

    If used RIGHT, its a gamebreaker. The Nuke that ends all. If i fire this off, someone is dying... or at least I'm living. That's right, I'll say it first, this can be used to flee like a pro. Or maybe just soften them up while fleeing. More often than not they will chase thru the line of fire, being slowed and taking burn damage. This adds up. Toss in your rylais effect and you can chalk up a kill just by popping your shield and running up to them after your ult has nicely burned most of their hp to a crisp AND massively slowed them. Fish in a barrel! Harpoon them like the fish they are and BBQ yourself a kill or 5.

    The main fun is its CONTROL.
    This new way of aiming is fantastic, no awkward movements to get in line or give away where this will hit. NO. Just fire away, and they will land where you want them. 5 missiles that turn the tide. Keep them in this burn/slow combo effect and they will melt.

    Team Fight usage (combo time)
    This ult is great if you have a teammate that likes when enemies stay in one place.
    Your ult has range/versatility and will multiply the effect of their attacks by slowing AND damaging all that are in your range. Serve up a pentakill for Katarina. Keep them in place for Nunu. Extend your ownage with Amumu. Group them up for Ryze. Turn them into cannon fodder with Gangplank or line them up for Miss Fortune's Bullettime.

    Tear off Banshee's Veils with harpoon and let it rain missiles. Try to lay down your fire to cover both routes of escape AND the route they will take to YOU. Either way they burn. XD

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    DANGER ZONE BONUS: ... for once? NONE (but, this causes no heat)
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  • Rune Choices and WHY

    What I am using:
    ---------------------
    Greater Mark of Insight x 9 (8.5 Mag Penetration)
    Greater Seal of Defense x 9 (24 Defense at lvl 18)
    Greater Glyph of Shielding x 9 (24 MagReS at lvl 18)
    Greater Quintessence of Swiftness x 3 (4.5% current movespd)

    I'll go into depth as to why these choices were made and what other options you have (Math done for you)
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    My Choice:
    Greater Mark of Insight x 9 (8.5 Mag Penetration)
    Rumble is AP based, so these are really our only choice... Not too many choices for Marks

    Other Options:
    Greater Mark of Alacrity x 9 (15.3% Atk spd up)
    You could try this to really turn his Overheat passive into a monster, but i don't recommend these

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    My Choice:
    Greater Seal of Defense x 9 (24 Defense at lvl 18)
    I want to focus on getting AP damage items so letting my Defense scale with level helps me survive

    Other Options:
    Greater Seal of Resilience x 9 (+12.69 Armor at all levels)
    Greater Seal of Vitality x 9 (175 Heath Points at lvl 18)
    Greater Seal of Evasion x 9 (+6.75% dodge chance)

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    My Choice:
    Greater Glyph of Shielding x 9 (24 MagReS at lvl 18)
    I want to focus on getting AP damage items so letting my Resistance scale with level helps me survive

    Other Options:
    Greater Glyph of Force x 9 (28 Abilty Power at lvl 18)
    Greater Glyph of Focus x 9 (+5.89 Cooldown Reduction)

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    My Choice:
    Greater Quintessence of Swiftness x 3 (+4.5% movement speed)
    I prefer movement% because it isn't offered in any items I would take.
    I like to have options and control. This gives both to me and more.
    Very Expensive though. 2050 IP EACH!!! 6150 IP total for 3.

    See my section on Move Quints for more info and some math too.

    Other Options:
    Greater Quintessence of Vigor x 3 (8.1 HP regen/5 seconds) What Phreak Says to Use
    Greater Quintessence of Regeneration x 3 (15.12 HP regen/5 seconds at LVL 18)
    Greater Quintessence of Fortitude x 3 (78 HP at all lvls)
    Greater Quintessence of Vitality x 3 (+145.8 HP at lvl 18)
    Greater Quintessence of Potency x 3 (15 Flat Ability power at all lvls)
    Greater Quintessence of Force x 3 ( Ability Power at lvl 18)
    Greater Quintessence of Insight x 3 (5.67 Magic Penetration)
    Greater Quintessence of Resilience x 3 (12.75 Armor at all lvls)
    Greater Quintessence of Defense x 3 (20.52 Armor at lvl 18)
    Greater Quintessence of Warding x 3 (13.5 Resistance at all lvls)
    Greater Quintessence of Shielding x 3 (19.98 Resistance at lvl 18)
    Greater Quintessence of Evasion x 3 (+4.5% Dodge Chance at all lvls)

    Greater Quintessence of Focus x 3 (+4.92% Cooldowns at all lvls)
    Greater Quintessence of Celerity x 3 (+7.02% Cooldowns at lvl 18)

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    Masteries:
    (Make sure to skip the mana related ones) Nothing Fancy

    9/0/21 OR 9/21/0

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    Cool-Downs and timers (for those worried about heat spam and using CD Reduction runes)
    i'll post this later when i stop having fun with Rumble
    i need to experiment more

  • Summoner Spell Choices and WHY

    What I Use and WHY:
    Ghost + Exhaust

    Also i make sure to take masteries that make the most out of my spells.
    [mastery=Haste] + [mastery=Cripple] + [mastery=Presence of the Master]

    Ghost and Exhaust combo very well together.
    Rumble isn't a burst caster, it's sustained damage and control.
    Therefore he needs sustained mobility to abuse his abilities and keep control.

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    Ghost - lets you keep that flame spitter so close to them, it looks like part of their champion.
    Ghost - lets you abuse scrap shield to run as well as hunt them down, keep spamming that shield!
    Ghost - lets you position yourself around creeps for that harpoon harass. Pew Pew.
    Exhaust - Takes away THEIR mobility (which makes your mobility deadly now)
    Exhaust - Slow them to line up for your Rockets, make sure they cant run at all. Stack that slow!
    Exhaust - Fantastic for first blood as most damage at lvl 1 is auto atks, ignite only does so much...
    Exhaust - Keep them pinned down in your Firespitter until your harpoon is back up or they are crispy!

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    Legitimate Spell Choices (take at LEAST one movement spell)
    Movement: Ghost - AND/OR - Flash
    Offensive : Ignite ---- OR ---- Exhaust

    Don't argue.
    Rumble has no mana, no need to rally troops, no need to heal (he has a shield - USE IT), no need to fortify as he has no way to stun or move the opponent, and Clairvoyance? It's important, but let someone else take it.

    Teleport - The only room for changes i can see is to take this if you abuse ward warping or split pushing.
    Although, as rumble doesnt use mana and should have HP regen items and can't tear down turrets like DPS can... this is a poor choice.

  • Skill Leveling Order Choices and WHY

    After more testing I have found his skill order can be mixed up nicely and be tailored to what you need.
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    Take MORE in Flame Spitter if
    - you are getting pushed and don't like it
    - you have a lane partner with a stun or snare where you can pile on the damage

    Take LESS in Flame Spitter if
    - you are pushing the lane too much and/or are missing last hits

    Take MORE in Scrap Shield if
    - you taking too much harassment
    - you are against an opponent that has a skill shot that you can dodge (like Cho'Gath or Ezreal)

    Take MORE in Electro Harpoon if
    - you have problems Last-Hitting
    - your lane partner LOVES your slow
    - your opponents are turret hugging and you want to still harass and last hit safely.
    - they are really aggressive but have no way to close the gap. Stop them with this Slow
    - you have TOTAL control of the lane and aren't even taking much damage, use it to Exp DENY!

    This has been happening more and more as i get better with Rumble
    I'm ranking Harpoon earlier and earlier. Rank 5 at lvl 9, the damage is FANTASTIC when you double hit.

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    OTHERWISE FOLLOW THIS:

    Priority Always goes to
    The Equalizer

    Then Max
    Flamespitter

    Then Max
    Scrap Shield

    and Finally Max
    Electro Harpoon
    (but take 1 Level of this skill at lvl 3-4)

    You could also max Electro Harpoon by lvl 9, I'm starting to like that more and more
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    If you get a huge AP boost item or even rage blade, push for more Harpoon Levels.
    The damage is very NOTICEABLE.

  • "Workshop" - Item Build and Strategy

    WORKSHOP:
    What I Recommend for starting Rumble Players as they can experiment with items
    This build has the most versatility and can go many ways based on Item Choices
    Very Varied, build into what is needed.
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    Difficulty: Medium to Hard (depending)
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    Start Items:
    OR x1

    Rush These Items:
    OR (If you are confident)

    Midgame into Endgame Items:
    [item_icon=Force of Nature]

    This Game Wont END?!! Take your pick!
    If you want more damage
    Best CC defense out there
    For the spell vamp and damage boosts
    If you can't seem to damage at all
    If you want more staying power or are getting focused
    If they have heavy Attack damage output
    To control teamfights more and shutdown DPS

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    Strategy and Reasoning:

  • "TERMINATOR" - Item Build and Strategy

    TERMINATOR:
    Hybrid Overheat Spam AKA the "Terminator" build (not for amateurs)(Runes still UNDER CONSTRUCTION)
    Very fun, VERY VERY effective, but also less forgiving for making mistakes and is an advanced build.
    This Item build isn't final as I'm still testing the Terminator build, so i just used what worked.
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    Difficulty: ADVANCED!!!
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    Start Items:


    Rush These Items:


    OR

    Midgame into Endgame Items:


    This Game Wont END?!! Take your pick!






    Test Items: (I need to see if they are worth it) maybe late game?


    NOTE: YES, GET ANOTHER GUNBLADE!! Dualwield GunBlades!! (40% life steal and 50% spell vamp with 2)
    Still Testing this build... comment if you have suggestions
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    Strategy and Reasoning:

    This build is all about momentum. Keep yourself in the danger zone. Keep your rageblade stacks up. By juggling both of these, you are truly worthy of being called a terminator.

  • "Pressure Tank" - Item Build and Strategy

    PRESSURE TANK:
    Control Spam Tank
    A tank that can lock down the ENTIRE enemy team with slows and damage
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    Difficulty: Easy (but not much burst damage output)
    --------------------------------------------------------------------------------------------------------------------------------------------------------
    Start Items:
    OR x1

    Rush These Items:


    Midgame into Endgame Items:
    [item_icon=Force of Nature]

    This Game Wont END?!! Take your pick!
    Best CC defense out there
    Great Mag Res and AP boost
    If they have heavy Attack damage output
    To control teamfights more and shutdown DPS

    NOTES:
    - If you are making be sure to RUSH making the [item_icon=Heart of Gold]
    - Remember to mix it up to fit your play style

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    Strategy and Reasoning:

  • "Inferno Meltdown" - Item Build and Strategy

    INFERNO MELTDOWN:
    Pure AP build that melts faces and leaves no traces
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    Difficulty: Medium (very fragile though because he has no stun)
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    Start Items:
    OR x1

    OR to rush this build!!!

    x3

    Rush These Items:


    If you want to get spell vamp rush these after Rylai's:
    into AND/OR

    Midgame into Endgame Items:


    This Game Wont END?!! Take your pick!
    Best CC defense out there
    If you can't seem to damage at all
    If you want more staying power or are getting focused

    --------------------------------------------------------------------------------------------------------------------------------------------------------
    Strategy and Reasoning:

  • Laning Phase

    Early Game:
    Positioning/Laning/Farming/Harassing/ and last hitting (CS-ing)
    Check out the Tips and Tricks Section for more in depth strategy and terms i use.

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    Positioning:
    - You are NOT a good choice for mid, don't try to be.

    - Solo top is VERY good if you can manage your HP.
    ----> ESTABLISH CONTROL AND DOMINATE THAT LANE

    - Dual Laning is even better, his firespitter has more damage to do!
    Team with someone with a stun or snare to really make them fear fire.
    ----> ESTABLISH CONTROL AND DOMINATE THAT LANE

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    Early Laning Advice:

    - Try to spam FireSpitter on your way to lane, or whenever you think you'll engage minions or champions.

    - If you want to check bushes at the start, face-check them with a danger zone fueled FireSpitter!!!!

    - Getting to that danger zone is key, you get so much more damage and ability usage when in that zone.

    - Dance around on fire as much as possible (Disco Inferno!), Hit minions and champions at the same time.

    - Try to last hit with harpoon or careful fire control (turn away from minions until the last moment)

    - Create a buffer zone and teach them not to get close or they will be punished. Your enemies are MIA? Face-Check those bushes with FIRE! Teach them they cant do sneaky things. Careful with champs that can stun or DPS the crap out of you though. Try to have scrap shield or ghost/flash ready in case it goes bad.

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    About Pushing your Lane:

    Be careful of pushing too fast and too far.
    When in lane I know i said spam Fire Spitter, But unless you have a lane partner that can keep up with you and still harass turret (ranged is nice), its just annoying to your partner. It puts you both at EXTREME risk for ganks or getting RUSHED by your lane opponents if you slip up.

    Pushing at insane speeds is just bad. You want to just pressure your enemies OFF the wave so they cant last hit, this denies them gold. Keep them even further away and this denies them exp AND gold.

    - If you are facing champs that have a blink move or a stun/snare be very careful when in turret range.
    - BE EXTREMELY OVERLY CAREFUL if they have a move that relocates you (Alistar, Blitzcrank,SINGED!!!)
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    About Chipping Away at Turret:

    Rumble is NOT ranged, he cannot harass turret well at ALL. If you can keep them so pushed back that your lane partner can wail on the turret with little or no risk, go for it! ...just watch for the gank and be sure to keep last hitting as much as you can. Also, keeping the lane pushed to their turret is another way to deny gold as most players are bad at last hitting under their turret (the turret steals the last hits), and they have to choose between clearing minions or getting you off their turret.

    - Keep the spam up, you just need to back away from minions. Dance around with fire for all i care.

    - Use Harpoons to last hit with precision. Work with your lane partner so you don't waste Last Hits.

    - Also pushing too much will just be BEGGING the other lanes or jungler to gank you.

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    IMPORTANT NOTE: LEARN TO BACK OFF!!!! (cannot stress enough)
    Your fire only faces forward, if you overextend and have to back off... you do nothing
    After a round of flaming good times, turn around during the cool-down.
    Create that buffer zone i mentioned. Advance only with fire!!!
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    Basically... ESTABLISH CONTROL. That lane is yours. Let them know you can go Terminator on them if they get cocky and think they can actually DO things and harass. Slow them, negate attacks, close the distance and burn them into oblivion.

  • Mid Game

    For those confused as to when this starts, its about when the ganks start or a turret goes down and continues till about the time that serious pressure is put on a team's base or the game has degraded into NOTHING but team fights...

    Everyone should have a few items, maybe even lvl 6 and fun new skills of death.
    The more mobile or deadly champs will start roaming to try to kill you or pressure your lane to relieve their teammates who you SHOULD have cornered by now and claimed the lane... or at least burnt them a bit.

    Rumble's ability to survive ganks is decent considering his Scrap Shield BOTH protects him AND boosts his speed. A reflexive harpoon can also stop a gank in its tracks. If someone is MIA, keep your harpoon and shield on the ready. You may have to show this would-be-ganker you don't like them in your lane.

    If all else fails, TURN THE TIDES WITH ROCKETS!!!
    yes, massive life-threatening damage usually makes them think twice about trying to claim your life.
    It will at least slow them to almost no movement, coupled with a harpoon of "stay the hell away from me"
    The slow and damage, in my experience, can sometimes REVERSE the gank. Allowing you to laugh at his corpse, will you enjoy the gold and possibly the stolen Blue/Red buffs of ill gotten gain.

    You have a decent ganking game due to your fantastic new aiming system on your ultimate.
    Drop the line of hurt and slow them, flash/ghost/scrap shield into range. Combine them for great results.
    finish with more fire or toss everything on to overheat and punch them into a bonfire shape.

    YOUR time to gank really picks up when you get Rylais Crystal Scepter.
    The slow stacks with harpoon AND your Ultimate
    You now have napalm instead of just fire

    Rockets are now "stay put while i cook you" rockets of icy doom.
    FlameSpitter now spits IcyHot frozen flames of napalm.

    NOTE: REMEMBER TO STAY IN DANGER ZONE at the start of ganks, or when reversing them.

  • END GAME and Team Fights

    When the players do nothing but team fight is when i consider END GAME to start.
    If you aren't farmed or fed... this phase is quite frustrating, as all the game is focused on kills now.

    Its kill or be killed, with turrets and inhibitors as the usual prizes.
    Blue/Red buffs changing owners faster than the corpses can be announced by the nice lady with the loud voice.
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    You have many roles in a team fight. Initiating is NOT one of them. Remember this.
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    You have damage, you have a shield, you have a getaway and you have TONS of Crowd Control (CC).

    Try to pop in and out of battle, abusing your firespitter and scrap shield. Only use harpoon to nab people fleeing or those who are way too aggressive. Pop Banshee's Viels with Harpoon, your skill is low damage and you would rather hit them with a team mate's Ulitmate. Drop YOUR Ultimate when the enemy is clustered or CC'd, or channeling an ablity and CANNOT move (or they lose their ability)

    Make sure they don't have Banshee's Viels up or something. Drop your rockets when your team is ready to pile their ultimates on TOP of yours. Enjoy the result of your napalm keeping them in place.

    Your Priority is CONTROL. Slow the whole team with your ultimate and rylais-infused skills. Chase down fleeing foes with the scrap shield speed boost and harpoon slows. Make sure to swing out of the fight to manage your cooldowns and heat. Going into OverHeat is BAD in a teamfight, unless you need the damage to focus down a foe. You want your shield and firespitter to slow them, not be restricted to only melee.

    CONTROL that fight and get out alive so you can chase down the rest like the Terminator you are.
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    Any Ideas? Comments? Advice? let me know, i'm still learning him.

  • Jungling (under construction and review by others)

    Getting there...
    ---------------------
    Basically put enough into scrap shield to keep you alive, stay in dangerzone with spitter.
    Use flat armor or dodge seals and go into the defense mastery tree.
    Get the standard cloth armor and 5 hp pots.

    GET SMITE. (dont jungle without smite you idiots)

    Smite = GG

  • COUNTERING RUMBLE

    I know, I know. It is bad to point out weak points in a guide for the same champ.
    BUT, you need to know your weaknesses before you can work around them or eliminate them to some degree.

    After i play more with Rumble i'll list here strategy to deal with him and also champs who counter well.
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    Those i KNOW are problem champs (at least at one point, early or late game)

    - ASHE (dont even need to play much to see this) O_o
    - Yi [Fed or lategame] (Yi cant be slowed during his Ultimate... this is a problem as usual)

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    More will be added in a while
    Comment if you have a champ in mind and WHY.

  • Tips and Tricks

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    Fiery Face Check:
    -------------------
    A favorite move of mine is face-checking bushes with a Danger Zone fueled Fire Spitter and Scrap Shield.
    It surprising and (usually) effective. I don't suggest face-checking randomly, this gets you killed...

    Use this early game to face-check your lane's bushes. The damage output is very good for lvl 1 and if they auto atk you, they will be taking more damage when you unleash your next spam fire spitter. Combine this with a teammate's exhaust (or your own) or ghost to chase... and you have a first blood served up extra crispy. If nobody is there... then no cost to you. Either cool-down or keep spitting to keep your danger zone up for when THEY try to face check!
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    Disco Inferno
    -------------------
    Keep spitting fire to stay in the Danger Zone. It makes you hard to approach when you are dancing around on FIRE, even if they use a blink move or flash in, you are STILL spitting fire. If xin rushes you, or you get stunned or silenced, you are STILL spitting fire. Its hard to approach you while threatening to melt their faces just for getting close. REALLY great with sunfire cape and rylais.
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    Scrap Shield Salvage:
    -------------------------
    Scrap Shield should be held in reserve for when they try to harass. If you are in range of them, keep it on standby. Ashe Volley? Nunu snowball? Teemo dart? Annie/Ryze/Anivia/Leblanc/etc Nuke? Pop the shield. It will be back soon enough. Hell, even for standard attacks coming your way, pop the shield. Make them annoyed that they wasted time on you. It costs you nothing to toss up scrap shield.
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    Scrap Shield Surprise:
    -------------------------
    very early game when they have few spells... try to block with scrap shield and close the gap at the same time. Toss a firespitter at them when they have nothing to retaliate with. This is really great at lvl 2. If you followed my advice and got to lane in the danger zone, you should farm faster than them, as you will hit minions even if you arent focusing them. You should hit lvl 2 first and can use this scrap shield trick to really push on them. If they don't turn, they will burn.
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    Harpoon Halting:
    --------------------
    If they get aggressive, poke them with harpoon. The slow will mess up their timing and give you time to regroup or even retaliate. Combine this with the Scrap Shield surprise and really make them waste time and resources on you.
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  • Afterword

    Rumble is still brand new, still learning and having fun.
    Share your results in the comment section, I'll be glad to listen and see how you fared.
    This guide will keep changing as I gauge what is good and what doesn't work as well.

    Be sure to Rate this so i can keep it at the top! I'll update more if this stays at the top.



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