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Rumble

(the Mechanized Menace)

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  • League of Legends
  • Season 9 - Patch 9.10.1
  • Games played: 3754
  • Pick Rate: 4.9%
  • Win Rate: 52.7%
  • Lane: middle
  • Core

Best Starting Items:

Doran's Shield
Doran's Shield

Doran's Shield

+80 Health

Passive: Restores 6 Health every 5 seconds.
Passive: Basic attacks deal an additional 5 physical damage to minions on hit.
UNIQUE Passive: Regenerate up to 30 health over 10 seconds after taking damage from an enemy champion, based on percent missing health.
Health Potion
Health Potion

Health Potion

Limited to 5 at one time. Limited to 1 type of Healing Potion.

Click to Consume: Restores 150 Health over 15 seconds.
Warding Totem (Trinket)
Warding Totem (Trinket)

Warding Totem (Trinket)

Limited to 1 Trinket.

Active: Consume a charge to place an invisible Stealth Ward which reveals the surrounding area for 90 - 120 seconds.

Stores one charge every 240 - 120 seconds, up to 2 maximum charges.

Ward duration and recharge time gradually improve with level.

(Limit 3 Stealth Wards on the map per player.)

Winning ProBuild Order

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10

6/4/7

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    Doran's Shield

    +80 Health

    Passive: Restores 6 Health every 5 seconds.
    Passive: Basic attacks deal an additional 5 physical damage to minions on hit.
    UNIQUE Passive: Regenerate up to 30 health over 10 seconds after taking damage from an enemy champion, based on percent missing health.
  • 0:30
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    Health Potion

    Limited to 5 at one time. Limited to 1 type of Healing Potion.

    Click to Consume: Restores 150 Health over 15 seconds.
  • 0:30
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    Warding Totem (Trinket)

    Limited to 1 Trinket.

    Active: Consume a charge to place an invisible Stealth Ward which reveals the surrounding area for 90 - 120 seconds.

    Stores one charge every 240 - 120 seconds, up to 2 maximum charges.

    Ward duration and recharge time gradually improve with level.

    (Limit 3 Stealth Wards on the map per player.)
  • 0:30
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    Ruby Crystal

    +150 Health
  • 3:36
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    Refillable Potion

    Limited to 1 type of Healing Potion.

    UNIQUE Active: Consumes a charge to restore 125 Health over 12 seconds. Holds up to 2 charges and refills upon visiting the shop.
  • 3:37
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    Amplifying Tome

    +20 Ability Power
  • 5:33
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    Haunting Guise

    +35 Ability Power
    +200 Health


    UNIQUE Passive - Madness: Deal 2% more damage for each second in combat with champions (10% maximum).
  • 7:27
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    Sorcerer's Shoes

    Limited to 1 pair of boots.

    +18 Magic Penetration

    UNIQUE Passive - Enhanced Movement: +45 Movement Speed
  • 10:41
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    Blasting Wand

    +40 Ability Power
  • 13:02
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    Liandry's Torment

    +75 Ability Power
    +300 Health


    UNIQUE Passive - Madness: Deal 2% more damage for each second in combat with champions (10% maximum).
    UNIQUE Passive - Torment: Spells burn enemies for 3 seconds, dealing bonus magic damage equal to 1.5% of their maximum Health per second. Burn damage is increased to 2.5% against movement-impaired units.
  • 14:59
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    Oblivion Orb

    +20 Ability Power
    +200 Health


    UNIQUE Passive - Touch of Death: +15 Magic Penetration
  • 17:25
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    Morellonomicon

    +70 Ability Power
    +300 Health


    UNIQUE Passive - Touch of Death: +15 Magic Penetration
    UNIQUE Passive - Cursed Strike: Magic damage dealt to champions inflicts them with Grievous Wounds for 3 seconds.
  • 19:52
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    Stopwatch

    UNIQUE Active - Stasis: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (One time use).
  • 21:27
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    Fiendish Codex

    +35 Ability Power

    UNIQUE Passive: +10% Cooldown Reduction
  • 23:52
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  • Doran's Shield
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    Doran's Shield

    +80 Health

    Passive: Restores 6 Health every 5 seconds.
    Passive: Basic attacks deal an additional 5 physical damage to minions on hit.
    UNIQUE Passive: Regenerate up to 30 health over 10 seconds after taking damage from an enemy champion, based on percent missing health.
  • 28:18
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    Zhonya's Hourglass

    +75 Ability Power
    +45 Armor
    +10% Cooldown Reduction


    UNIQUE Active - Stasis: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (120 second cooldown).
  • 28:19
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    Amplifying Tome

    +20 Ability Power
  • 30:38
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    Blasting Wand

    +40 Ability Power
  • 30:39
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    Void Staff

    +70 Ability Power

    UNIQUE Passive - Dissolve: +40% Magic Penetration.
  • 33:32

Most Popular Skill Order

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Junkyard Titan

Every spell Rumble casts gives him Heat. When he reaches 50% Heat he reaches Danger Zone, granting all his basic abilities bonus effects. When he reaches 100% Heat, he starts Overheating, granting his basic attacks bonus damage, but making him unable to cast spells for a few seconds.

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Flamespitter

Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased.

Cooldown: 10/9/8/7/6s
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Scrap Shield

Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in Danger Zone, the shield strength and speed bonus is increased.

Cooldown: 6s
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Electro Harpoon

Rumble launches a taser, electrocuting his target with magic damage and slowing their Movement Speed. Rumble can carry 2 harpoons at a time. While in Danger Zone the damage and slow percentage is increased.

Cooldown: 0.5s
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The Equalizer

Rumble fires off a group of rockets, creating a wall of flames that damages and slows enemies.

Cooldown: 100/85/70s
skill img 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
skill order

Q

Q

Q

Q

Q

Q

Q

Q

Q

Q

Q

Q

Q

Q

Q

Q

Q

Q

skill order

W

W

W

W

W

W

W

W

W

W

W

W

W

W

W

W

W

W

skill order

E

E

E

E

E

E

E

E

E

E

E

E

E

E

E

E

E

E

skill order

R

R

R

R

R

R

R

R

R

R

R

R

R

R

R

R

R

R

Nerf Runes:

Win Rate: 58.8%

252 (Middle Rumble) Games were found following this Rune.

This Rune Set has a pickrate of 20%

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  1. Domination

    DOMINATION

    Burst damage and target access

  2. Electrocute

    ELECTROCUTE

    Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage.

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    ELECTROCUTE

    Hitting a champion with 3 separate attacks or abilities within 3s deals bonus adaptive damage.

    Damage: 30 - 180 (+0.4 bonus AD, +0.25 AP) damage.

    Cooldown: 25 - 20s


    'We called them the Thunderlords, for to speak of their lightning was to invite disaster.'
  4. Taste of Blood

    TASTE OF BLOOD

    Heal when you damage an enemy champion.

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    TASTE OF BLOOD

    Heal when you damage an enemy champion.

    Healing: 18-35 (+0.2 bonus AD, +0.1 AP) health (based on level)

    Cooldown: 20s
  6. Eyeball Collection

    EYEBALL COLLECTION

    Collect eyeballs for champion takedowns. Gain permanent AD or AP, adaptive for each eyeball...

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    EYEBALL COLLECTION

    Collect eyeballs for champion takedowns. Gain an adaptive bonus of 1.2 Attack Damage or 2 Ability Power, per eyeball collected.

    Upon completing your collection at 10 eyeballs, additionally gain an adaptive bonus of 6 Attack Damage, or 10 Ability Power.

    Collect 1 eyeball per champion takedown.
  8. Ravenous Hunter

    RAVENOUS HUNTER

    Unique takedowns grant permanent healing from ability damage.

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    RAVENOUS HUNTER

    Heal for a percentage of the damage dealt by your abilities.
    Healing: 1.5% + 2.5% per Bounty Hunter stack.

    Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.

    Healing reduced to one third for Area of Effect abilities.
  1. Sorcery

    SORCERY

    Empowered abilities and resource manipulation

  2. Nullifying Orb

    NULLIFYING ORB

    Gain a magic damage shield when taken to low health by magic damage.

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    NULLIFYING ORB

    When you take magic damage that would reduce your Health below 30%, gain a shield that absorbs 40 - 120 magic damage based on level (+0.1 AP and +0.15 bonus AD) for 4s.

    Cooldown: 60s
  4. Gathering Storm

    GATHERING STORM

    Gain increasing amounts of AD or AP, adaptive over the course of the game.

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    GATHERING STORM

    Every 10 min gain AP or AD, adaptive.

    10 min: + 8 AP or 5 AD
    20 min: + 24 AP or 14 AD
    30 min: + 48 AP or 29 AD
    40 min: + 80 AP or 48 AD
    50 min: + 120 AP or 72 AD
    60 min: + 168 AP or 101 AD
    etc...
  1. Adaptive Force

    OFFENSE

    +6 AD or 10 AP

  2. Adaptive Force

    FLEX

    +6 AD or 10 AP

  3. Magic Resist

    DEFENSE

    +6 Magic Resist

Counters Rumble

Vel'Koz

Vel'Koz

33.3%
Vel'Koz

Vel'Koz

Win Rate: 33.3%
Games: 42
Taliyah

Taliyah

44.4%
Taliyah

Taliyah

Win Rate: 44.4%
Games: 90
Cassiopeia

Cassiopeia

Win Rate: 44.4%
Games: 45
Orianna

Orianna

46.5%
Orianna

Orianna

Win Rate: 46.5%
Games: 101
Lissandra

Lissandra

Win Rate: 46.6%
Games: 73

Rumble Counters

Jayce

Jayce

67.1%
Jayce

Jayce

Win Rate: 67.1%
Games: 70
Nautilus

Nautilus

Win Rate: 64.3%
Games: 42
Azir

Azir

62.2%
Azir

Azir

Win Rate: 62.2%
Games: 45
Ekko

Ekko

61.1%
Ekko

Ekko

Win Rate: 61.1%
Games: 54
Neeko

Neeko

60.9%
Neeko

Neeko

Win Rate: 60.9%
Games: 46

Pro History

Time Player Rank Status KDA Gold Items Spells Runes Length
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