Rumble, the Mechanized Menace Review

The newest champion released by Riot Games into League of Legends, is Rumble, the Mechanize Menace.  Rumble is a yordle that rides a huge machine that is equipped with a flamethrower, taser harpoon, and everyone’s favorite rockets!  Now Rumble is another champion that is a tanky DPS adding to the tanky DPS metagame.  Rumble however is a melee AP tanky DPS, which varies a bit from the norm as he is a melee mage.  Rumble also has a new resource system called heat.  Each of Rumble’s skills uses about 20 heat except for his ultimate which is free.  When Rumble goes above 50 heat he is in the danger zone, which gives three of his abilities bonus effects.  When Rumble reaches 100 heat though his passive activates because he overheats.  Junkyard Titan is his passive and upon overheating he gains bonus magic damage on his basic attack and is unable to cast his spells for several seconds while he cools down. His passive does scale with AP and its pretty decent damage if you are in melee range when this occurs.  But the challenge is keeping yourself in range of the champion as well as trying to have your Q be the skill you have active when you overheat.   So his passive is good in most cases but still pretty difficult to use late game as he needs to be in range of everyone but is silenced during this.  So this passive is a double-edged sword in teamfights.

Rumble’s Q is 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.  This ability isn’t too bad, its not that great for farming as its damage is lower against minions.  This ability is nice for farming still nonetheless but you have to be careful as this pushes the lane easily and is hard to sometimes get last hits with just this skill.  Flamespitter is great for early game harassment though against champions since it’s on a relatively short cooldown so that by the time its done channeling its off cooldown practically so you can continually spam your Q.  This I will say is great for harassment purposes but can get you in trouble as you have to be relatively close to the champion.  The AP ratio on it isn’t terrible but like the rest of his skills relatively low.  So going full AP on Rumble isn’t very viable as you become too fragile for teamfights and your damage becomes useless as most of it is damage over time.

Rumble’s W is 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.  The shield is not a bad but it needs to be leveled up relatively early after your Q spell since your Q is your main damage ability.  Your W however keeps you alive late game as the shield and speed boost helps you chase people down and absorb some damage as you get into melee range in teamfights or ganks.  The ratio is once again low probably like .4-.5 for all his abilities is what it looked like when I played Rumble.  This spell coupled with your Q is your bread and butter combination for damage and survivability.  Which isn’t bad for Rumble but it would be nice for him to have other skills be just as useful to make him more viable.

Rumble’s E is Electro Harpoon. Rumble launches a taser, electricuting his target with magic damage and slowing their Movement Speed. A second shot can be fired within 3 seconds. While in Danger Zone the damage and slow percentage is increased. This skill is good for chasing people down but has a mediocre skill cap as it is a skill shot.  The second shot being able to be fired and cost no heat is nice for this skill as well as the fact is stacks the slows on the target making it easier to deal damage to the target.  This skill however for damage as well as cooldown is mediocre at best and therefore not really a high skill priority.  Even with AP this skill brings no real burst damage like other casters but is merely there to bring some kind of CC utility to fit with the rest of Rumble’s abilities.

Rumble’s ultimate is The Equalizer. Rumble fires off a group of rockets, dealing magic damage in a line and creating a wall of flames that damage and slow enemies. His ultimate is nice to have for finishing people and for teamfights as it creates a damaging line/wall that slows.  The damage is pretty good for burst as it lands as well as the damage over time.  This ability is great for catching people off guard as well as the range is fairly large which makes sense since you are launching rockets.  This ability feels like the only ability in Rumble’s arsenal that makes him feel slightly like a mage in my opinion as it provides some burst damage on impact.  However, this skill is a skill shot that you pick a start point then drag to farm your wall so you have to be careful about how you use it.

Overall Rumble is a decent champion in my mind after having played Rumble for awhile and trying different masteries and builds with different rune sets on him.  By far Rumble is indeed a tanky DPS and must be played as such as he needs to be in melee range to deal any significant damage.  However, he also feels a bit underwhelming at times as his damage output seems to draper off late game since he needs more survivability in order to have some kind of presence late game.  This causes him to lose his early game damage effectiveness for survivability.  I feel that Rumble could use a bit higher AP ratios or base damage on his abilities in order to make him a viable choice seeing as he has no other form of CC other then slows.  This is no hard CC such as a stun or fear, but instead of a soft CC in order for him to catch up to champion in order to be able to do mediocre damage late game.  This damage can be considered negligible by enemy carries as well by build some magic resist which most carries build late game so they are not easily taken out by your own team’s carry.  So in the end, Rumble isn’t a champion that will help carry a game or be considered overpowered except early game, but can be considered a force to be reckoned with when coupled with other tanky DPS as you can’t easily kill them all and Rumble before your own team falls.  I still believe he could use some buffs but overall not a terribly overpowered champion by far.  However, the fact Rylai’s Crystal Scepter being a core item in Rumble’s build makes him seem not as fun a champion as you can’t really try to make various changes aside from 4 other items.

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About adrelion

League of Legends player, Minecrafter, overall gamer, music enthusiast, nerd, paintballer, anime watcher, manage reader, and overall nice guy. View all posts by adrelion

3 responses to “Rumble, the Mechanized Menace Review

  • Gorgosch

    Hello,

    nice writen blog entries so far. Keep the good work going.
    I myself play Mordekaiser. So if you ever played him i would be interested in your suggestions.

    • adrelion

      Hi,

      Thank you. Mordekaiser, well I have played him and I consider him more of a tanky DPS then a tank. Currently I am using an Akali rune page for him that revolves around magic penetration for marks and 2 quintessences, health per lvl seals, ap per lvl glyphs, and 1 physical damage quintessence. Then going 3/6/21 for masteries. However if you can afford it the ip or already have the runes. I’d suggest grabbing magic penetration marks and 1-2 quintessences, armor seals, magic resist glyphs, and 1-2 health or health regen quintessences. Then going 9/0/21 for masteries. As for items I’d suggest starting either with a regrowth pendant or a doran’s shield. Then building Sorcerer’s Boots, Force of Nature, Rylai’s Crystal Scepter, Randiun’s Omen as your core build. Then decide from how the game is going and your playstyle if you prefer more beefy or more dps. If you want to go beefy then build Warmog’s or Sunfire Cape and then Hextech Gunblade. If you want more damage then go Hextech GUnblade, Rabadon’s Deathcap.

  • Gorgosch

    Currently I am waiting to be level 20 finally. to add the level 3 runes.
    So far i use my 10/8/0 masteries .-)

    Working fine so far. Radniuns Omen I have only tried once. Lately I rush to the Rylai’s Crystal Scepter for the AP and slow. And going for Warmog’s 3rd. To get it faster charged.

    Depending on how much I was feed or their best hero I go for the responding mitigation.

    Lot of stuff to experiment with.

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