Rumble Build Guide
AP Rumble- Overheat ? More Like MELTDOWNwritten by snufxd
Table of Contents
|Why Pure AP ?||6|
|Runes and Masteries||8|
|Skills for the Payement of Bills||10|
|Heat, how do I manage it ?||13|
|Working in the team||16|
Junkyard Titan Rumble's basic abilities generate 20 heat. When Rumble reaches 50 heat, he is in the "Danger Zone", causing all his basic abilities to have enhanced effects. When Rumble reaches 100 heat he overheats, silencing himself for 6 seconds to cooldown completely and causing his basic attacks to deal an additional 20 + (5 x level) + (0.35 per ability power) magic damage for the duration. While not overheated, after 4 seconds of not using his basic abilities he will start losing heat at a rate of 5 every half second, and 2.5 seconds later at a rate of 10 every half second.
what alot of people don't understand, is that when they are in the "danger zone" they get free AP ratio's, how ? I will explain later in the guide.
Flamespitter Rumble begins torching the area in front of him with his flamethrower dealing damage to all units (deals half damage to minions) in a cone in front of him for 3 seconds. He can move, attack and use other abilities while the flamethrower is on.
Cooldown: 6 seconds
While in the "Danger Zone", this spell deals 30% additional damage.
Magic Damage Per Second: 30 / 60 / 90 / 120 / 150 (+0.45 per ability power)
the bread and butter of every rumble player, and for obvious reasons. it allows you to deal alot of damage to alot of people while moving and auto attacking, and because it isn't channelled silence's won't affect it once you started.
from now FS
Scrap Shield Rumble creates a shield blocking incoming damage for 2 seconds, in addition Rumble receives a movement speed boost for 1 second.
While in the "Danger Zone", the shield’s strength and movement speed boost are increased by 30%.
Cooldown: 6 seconds
Shield Strength: 50 / 80 / 110 / 140 / 170 (+0.4 per ability power)
Movement Speed: 10 / 15 / 20 / 25 / 30 %
the second skill rumble needs, why defence and not offence ? because you are melee, besides that isn't the main reason the skill is there, do you see that speed boost ? yeah, tha's why it's there, to chase people and dodge skill shots.
from now SS
Electro Harpoon Rumble shoots a taser that deals magic damage and applies a slow on the enemy hit for three seconds. A second shot can be fired for no additional cost within the next three seconds, even if Rumble overheats. The slows from these two tasers can stack with themselves and the duration will be refreshed with the second hit.
While in the "Danger Zone", the damage and slow percentage are increased by 30%.
Cooldown: 10 seconds
Magic Damage: 55 / 85 / 115 / 145 / 175 (+0.5 per ability power)
Slow: 15 / 20 / 25 / 30 / 35 %
the last skill that rumble needs, why ? because the other two are more important. FS deals more damage, while SS gives more survivability. it's there for the slow, nothing more, until late game when you get your AP, it isn't worth maxing. tried that once and got very dissapointed because I lacked the AOE of FS.
from now EH
The Equalizer Rumble calls down a line of rockets over the target linear location, using a click and drag targeting. The rockets deal initial magic damage to all enemies hit on arrival, and also leave a trail of destruction for 5 seconds that slows by 35% and deals magic damage to all enemies standing on the area.
Cooldown: 105 / 90 / 75 seconds
Initial Magic Damage: 150 / 225 / 300 (+0.5 per ability power)
Area Magic Damage: 100 / 140 / 180 (+0.2 per ability power) per second
this is you'r ultimate,and boy what an ult it is. aiming this right or wrong and the way you use it is what makes the difference between the good, the bad and the pro rumble players.
lots of AOE damage, lots of AOE slow, and lots of utility in one skill. besides it's the first (and currently only) skill that can be shot not horizontally to you'r character.
from now TE
Hello, and this is my rumble guide. I bought him the moment he came out and I was astonished by the amount of guides which miss a certain point about him, his insane AP ratios. so I decided to write one here.
I will try to update it along with the patches that affect him or his main items and/or enemies, and with the comments about it. I will give credit to people who help do this.
if you want a different style focusing on his passive, I suggest Sasuga's terminator build
so you started a match and took rumble without reading and you need details fast ? this is the right place for you:
Summoner spells :
starting items :
best offensive options:
best MRes option :
/[item_icon=force of nature]/
best armor options :
-4/6/11 published the guide
-11/6/11 updated the item section and detailed more about each item
-17/6/11 updated the quick reference section and organised it+changed opinion about void staff so updated the item section as well
-22/6/11 updated the skill tool-tip,the item section and the skill builder, will add a patch notes when the guide builder gets fixed
-3/7/11 fixed some typo's and updated the item section again after playing a few more games with other builds, and added explanation's to the rune section
-8/7/11 patch notes came out, bringing more nerfs to this guy's ability's and items, so I updated all the required sections
-28/7/11 patch yesterday, so again I'm updating the sections related
Trail's burning damage reduced to 100/140/180 per second from 120/160/200.
Trail's burning damage ability power ratio per second reduced to 0.2 from 0.25.
Cooldown increased to 105/90/75 from 90/75/60.
a nerf obviously, which probably came because of dreamhack. he was constantly banned, because of the stupid AOE damage his ulti did when landed correctly. doesn't affect us too much, we lose 300 damage end game with the build I use.
Base damage changed to 30/60/90/120/150 from 40/65/90/115/140.
Ability power ratio reduced to 0.45 from 0.5.
the AP ratio nerf is actually more than it looks, actually we lose 0.15, so that impacts our late game. besides that you can say the change is more of a nerf, because we need that 30 damage early game to bully people away from creeps and not to kill someone late game.
base ability power reduced to 140 from 155.
again, this nerf is more than it seems. because of the passive you would get 201.5 AP just from this item, but now it's down to 182, so rushing it won't give s**tloads of damage just from one item. this item is still really good on rumble because the passive didn't get nerfed.
combine cost reduced to 800 from 1000.
finally a patch which does not nerf him, because he is now balanced out. while this is aimed more at morgana, it helps all none channel mages, including rumble.
Why Pure AP ?
so at the beginning I said this guide will focus on pure AP, why ? well lets have a look at his AP ratios while not in the "Danger Zone":
Junkyard Titan has a 0.35 ratio
Flamespitter has a 0.5 ratio for 3 seconds, making it 1.5
Scrap Shield has a 0.4 ratio, the lowest amount. but its for defence, not for damage.
Electro Harpoon has a 0.5 ration per harpoon, you have 2 harpoons making it 1
The Equalizer has an initial 0.5, and another 0.2 for 5 seconds, making it 1.5
this all totals at a whopping 4.6 points of usefulness per AP.
now lets apply the bonus 30% while in the "Danger Zone":
Junkyard Titan 0.35 which isn't affected
Scrap Shield 0.4*0.3+0.4=0.52
Electro Harpoon 1*0.3+1=1.3
The Equalizer 1.5 which isn't affected
if you add this all up it's 5.075, tell me of another character which scales so well which AP, without adding items like or .
this is exactly the reason I build him with lots of AP, those ratio's are god sent, and not to use them is a sin.
-has insane AP ratio's
-insane damage output through all the game
-can slow so much it's a snare
-ultimate is just a beast if used correctly
-can kill people from the brush if they are not careful
-so much AOE damage that stealth characters can't escape
-has escape mechanisms
-entirely cooldown based
-can go 1vs2 in lane due to lots of AOE
-when all cooldowns are used, he still has insane damage thanks to his passive
-can't stack pure AP items due to not having mana and being melee
-maintaining is hard if you pick it up
-mastering the heat system can be troublesome and tough
-requires a team with stuns
-if you overspam you silence yourself
-need alot of practice to land ultimate without failing
Runes and Masteries
well there are a few paths that you can follow, but what I recommend is :
obviously skip the mana related ones, because you don't use it.
if you think you die too quickly then take :
runewise there's is alot of choices:
Marks - /
MPen is pretty obvious, boosting your damage by reducing their defence. another plausible option is flat AP, because it gives and even better early game, but doesn't hit you too hard late game because of the high ratio's you have.
Seals - //
this place is reserved for survivability. personally I run dodge, but if you prefer armor because of AD casters or HP per lvl so mages won't stomp you in one combo I won't blame you.
Glyphs - //
I always felt like the glyphs are for utility, so I run flat CDR runes, because the CDR per lvl suck.if you feel like you need the MR or you just have those runes they'r fine as well, otherwise more damage throughout the game is also good, but my least favourite option.
Quints - ///
again its all about personal preference. I like flat HP on almost all of my champions, but if take MPen in quints and marks you can reduce them to 0 MR at lvl one which is badass. Flat AP is here for the same reason it appears in marks and glyphs. another option which is viable on alot of champions is MS, simply because its awesome
there area a few options for summoner spells:
personally I run and , why ? ghost is just awesome in terms of positioning for FS, and ignite makes sure you finish the job
other viable spells:
there are some people which really like this, and I don't blame them. take this if you want. I found this not as helpful because rumble doesn't a stun/root to land, ghost can allow you to be on someone's face long enough for the slows and DOT's to kill them.
I personally think this is an overkill, because you already have alot of slows so this only helps you with reducing the damage they do. still if want to substitute one of the other spells take this
while I don't recommend going middle, this is actually good because you clear minions like a fat guy eating at mcdonalds
yes you'r not a supporter, but you can still take this because map awareness is OP
spells I'd recommend against:
this is only useful at the early levels (both summoner wise and in-game wise), meaning you don't take a better spell.
get out, now. you don't have any mana, and I don't care how much your supporters need it, it doesn't help you so don't take it
[spell_icon=fortify] this has too much cooldown to actually be useful, and the bonus damage vs minions is useless
delete the game if you thought about taking this with any champion
Skills for the Payement of Bills
after a bit of testing I changed my mind, and now I'm taking 2 ranks in EH during early game, why ? because we don't need the AOE over-push that FS generates early game, and it gives us a better harass/poke/ranged last hitting. but I still max FS first because the AOE is way to important to miss out on during teamfights. another thing I noticed is that some people take EH at lvl 1, don't do it. it is the skill with the longest cooldown, meaning you don't generate heat, meaning you lose alot of damage/shielding during laning. remember, a cold rumble is a sad rumble.
well there something that every character needs, items. the items you will use depend on the enemy team
starting items :
after starting a few games with +1 I found that the regen it gave me is alot more useful then the bonus HP and armor that gave me, yet don't discard it as useless as it might still come in handy if they are purely physical harassers or you simply like it. or if you like starting with boots then +3, these will obviously later turn into your boots of choice
also, if you are laning with a supporter or are just confident + should work as well.
core item : , why?
it gives AP? check
it gives survivability? check
it gives utility? check
AP is obvious, and the survivability is important because you are melee, it helps you get up close, lastly do you see that slow ? yes, its great. your FS slows everyone by 15% in addition to the damage. your EH can slow people up to a snare, 35*2+35=105 or 35+35=70, means someone is standing still and getting owned.
lastly your TE now slows for 50%, now they have a really hard time coming off of it and they are receiving alot of damage from you and you'r team
there isn't a single character which doesn't need shoes at some point at the game, and most need them all the time. after you get your , you need to look at the other team.
do they have alot of CC ? then go
do they have alot of fed carry's ? , but I'd rather get the next option
do you wipe the floor with their faces ?
the core should look like this :
more important items :
every mage wants one, and for obvious reasons. this item alone gives you 182 AP with it's passive, and guess what ? because of that very passive this item scales with other items as well, this makes us want to stack other items which give AP. after the nerf in V22.214.171.124 don't rush it, first get a defensive item (IE or ) and then this one.
tried this item once or twice, and the results were very satisfying. because all of your regular spells have such a short cooldown it gives a tremendous boost to your damage. but something I want to point out that is wrong with EVERY guide that tells you to take this, you don't go spell>auto attack>spell>autoauto attack, why ? because it has a 2 sec cooldown between proc's, so use 2 spells>auto attack> delay>spell>auto attack. also turns you into one badass pusher in case you have teleport
well after saying it isn't too good because you rather have more AP instead of MPen, I ran into a team who stacked MRes and I had to get one, and the results were amazing. all of them had at least one major MRes item and it was turned useless. the results can be very satisfying if they have AT LEAST 3 MRes stackers.
this is here for the combination of stat's it provide's. MRes vs those annoying casters, and some AP for your Rabadon's Deathcap and ability's. and to top all that off it REDUCES your enemy's Mres, and why is that better than Mpen ? because it also helps your team-mates, and as we all know LoL is a team game.
the best defence option vs dps carry's and ad casters. again the bonus's it provides are too good to ignore, the armor really helps, and it's also the only item which gives both armor and AP. also there's that bad-ass active, there are alot of ways to use it, from activating while waiting for your cooldown's to using it to buy your team 2 more secondds to coem to you and save you. but be careful with it because it can be a 2 second stun you just used on yourself.
[item_icon=force of nature] this item is excellent for someone who is both melee and squishy like you, why ? the MS is golden, because unless you'r a 6k MS rammus you don't enough movement speed. the MRes is there to help you survive some serious nukes, and what alot of people don't understand, is that the HP regen is there to return your HP between combo's so you can survive a few of them if given enough time between each.
if they have alot melee dpsers, this will help you survive, and you wont lose alot of damage. but notice this remains ineffective vs range dps because you ened to be melee range to hit them with this one, so for the love of god, don't take it if they have an ashe or kogmaw, because one will slow you and kite your ass off, while the other has such range, that by the time you arrive, he is on the other side of the map, still shooting you.
if they have fed carry's this will cause them to kill themselves eventually. personally, I prefer this over Sunfire Cape, because Sunfire Cape an early game item, and early game we take Zhonya's Hourglass because of the AP. late game the tanking stat's suck, and the damage isn't noticeable because everyone has enough MRes to ignore it.
basically this is what you want to end your game with:
vs balanced team
vs heavy physical team
vs heavy caster
after me saying that AP rules with rumble I don't take , why ? because I have a problem with snowballing items. every time I take one I fail and every time I don't take it, I have a great game. if you'r a fan of such item's then take one. if you do take, it means you know what you are doing and you will find where to put it in the build
Items no to get:
spell vamp - //
why not you ask ? because you have only one single target nuke. how does this affect your spell vamp ? AOE skills only benefit from 30% of your spell vamp, so 30% turns to 10%. so why waste so much money on spell vamp ? at the beginning I would understand why would you take it, because your passive would let you heal alot of health with it. but it was nerfed/fixed, his passive doesn't proc any spell affects, meaning Rylai's Crystal Scepter doesn't slow and spell vamp doesn't apply.also after patch 126.96.36.199 ignite reduces healing received from spell vamp, so that is the nail in the coffin of the hextech rumble.
hybrid items - //[item_icon=Malady]
your skills don't scale with AD, meaning you aren't hybrid like jax/nidalee/akali, so why waste money on item's which give you AD ? your auto attacks don't apply any on-hit effects like teemo/kog'maw/kayle unless you'r overheated, so why waste money on AS ?
if you have any suggestions for any other items which you believe are viable, tell me in the comments and if I think they'r good, I'll add them with credits
now its time to explain how to use all of those skills you have
Junkyard Titan - your passive and what makes rumble, good use of the "danger zone" and the "overheat" is the difference between good, bad and pro rumbles. it's also important to notice that it silences you so only use it to ensure a kill when all of your spells are on cooldown, because otherwise you wont be able to activate SS and get away or use EH to slow them down for the kill.
another important thing to note is that your ultimate doesn't generate heat so open your combo with it.
Flamespitter - your bread and butter. this is the main skill with which you will be generating heat during laning, you melt people. luckily to allow you to keep spamming it without overpushing it deals only half the damage to minions. there are a number of interesting uses I noticed while playing him:
-use it to harass, duh
-use it to generate heat for the SS speed boost increase to get to your lane faster
-use it to scare people from coming near your minions, if they see flames, they'r scared
-try standing in the bush in such an angle that your flames reach the enemy, they get the damage, but don't see the flames causing alot of confusion
-use it to net kills on invisible champion, you hit them and because it deals insane damage you might kill them and prevent the escape
-there are some really thin walls, and sometimes this can help you net a kill through the fog of war.
-activate it as the last spell before you overheat for even more damage
Scrap Shield - your chase and escape mechanism. even though it can shield alot of damage if your fed, its not there for that, its there for the speed boost. blitz trying to grab you ? strafe to the side quickly, Ezreal's/Ashe's/Lux's ultimate ? dodge it, karthus or cassiopeia using their q near you ? move away from it. other uses I learned from playing :
-chase or escape with this, duh
-shield yourself after you harass with FS, also helps to get away from the minions after you pull agro
-get to the lane faster after you blue pill
-generate heat before teamfights without using offensive cooldowns
-activate simply to survive // and other DOT's
-activate it as the last spell before you overheat for a shield and a speed boost the catch up to people with your blazing fists.
Electro Harpoon - your badass slow. you get two harpoons, and the slow stacks, so you either slow 2 people for 35% or 1 guy for 70% WITHOUT ITEMS at lvl 5. if you are overpushing, I'd recommend using this instead of FS for last hitting so you don't keep pushing. some more interesting uses:
-slow them, duh
-you can poke at them from a relatively safe distance
-lock down 1 champion completely if you have a or two champions down to half the movement speed they had
-scout the bushes, because if it hits someone a shock comes through telling you that
-scout for stealth champions, because of the same reason as the above
-help your team-mates escape by slowing the guys who chase them
-steal buffs from enemies if you see them in the jungle
-hit someone from a bush with it, while they will know you are there, they won't be able to see you
-use it to burst someone because late games it deals more burst damage then your FS(which is overtime)
-use it to prevent someone from ksing you a kill you deserve
-while I don't like doing that, use it to ks yourself
-just like FS, it can be used to net a kill from the fog of war
-activate it as the last skill before you overheat for the combination of damage and a slow, since you can fire the second harpoon while being overheated
The Equalizer - the only ultimate of its kind. the aiming system is really hard to get used to get used to, but when mastered its devastating for your enemy's. it has 2 damaging parts. the first is the landing, and the second is the AOE left on the ground. just so you know, when you die the AOE on the ground disappears when you die. lastly its the only skill which does not generate heat. interesting ways to use the skill:
-place in the middle of a teamfight for massive damage, duh
-to slow the entire enemy team for a chase/escape
-to scare enemy's from your tower
-to block an escape path to force a teamfight
-to block an entrance to a teamfight, so everyone joining gets damaged.
-to put it on someone's escape rout so they will die
-use the slow to prepare for some other major AOE skill (IE //)
Heat, how do I manage it ?
This is probably the most important part of the guide, because no matter how you build rumble, this is the most important.
the ways of managing heat change with the progress of the game. early game is probably the hardest to do properly, while late game isn't too easy.
the reason why managing heat early game is so hard is that generating heat pushes the lane if you do it incorrectly, and you don't wanna be near the enemy tower early on. basically you want to be between 30-70 heat all the time. because is these limits you can get the most out of your spells. since SS and FS have the same cooldown, I like using SS more because it doesn't push the lane and it gives you a shield+ speed boost for zoning. also shooting an EH every once in a while allows you to last hit from a safe distance and keep your heat up. generally avoid FS for heating up because it pushes so hard, but if you can harass with it-burn them even if it pushes
every time you pass at the jungle at levels past 6, I recommend clearing at least one camp, why ? because all of it with gather up into alot of EXP and gold, and it means that if they have a jungler he doesn't
it terms of the jungle buffs, you don't really need them, why ?
the lizard buff (red) is there for the slow not the damage, and you slow enough, give it to the carries in your team.
the golem buff (blue) does give you the option to cap your CDR, but I bet that one of your team members needs it more then you for the mana/energy regeneration.
this is both easy and problematic, why ? because your main farming tool is FS.
it deals alot of AOE damge, meaning that you kill minions fast and get the gold, but sadly it also means that you can overpush and get ganked if you spam it too much, try to find a balance between killing minions and pushing. also, there's EH, which can be used to last hit from a distance.
finally while overheating last hitting is a piece of cake due to the large amounts of bonus damage you gain.
Working in the team
your role in the team consists of two parts, the first is to slow everybody down and the second is to kill them afterwards.
use all of your skills in a teamfight and try to manage your heat wisely so you don't end up silencing your self
also during the laning you have a third role, denial. because of your excellent harass and the fact you'r cooldown based you need to force them away from the minions so they wont have last hits and lose exp while your lanemate (if your not 1vs2) gets farmed.
this will update along with the guide.
1)hyfe's nasus guide for being the first guide having a quick reference section
2)the LoL wikia for the ability details and for explaining how spell vamp works
3)grasshyren for breaking the landspeed record with rammus
Submitted by snufxd