Rumble, the Mechanized Menace Guide by Enryuu

Here we are again folks/summoners.  Another week has passed since the release of the newest champion, which means another guide by me, Enryuu.  The newest champion or shall I say Yordle to join League of Legends is Rumble, the Mechanized Menace.  This little Yordle isn’t so small when compared with the rest as he has the genius intellect of Heimerdinger since he has made a robot to ride on to do his bidding.  Anyways enough of the idle chit chat and onto the guide starting off with familiarizing everyone with his abilities.

Champion spotlight by Phreak.

Abilities:

Junkyard Titan
When Rumble reaches 50 Heat he is in the Danger Zone granting all his basic abilities bonus effects.When Rumble reaches 100 Heat he starts Overheating gaining bonus magic damage on his basic attack and is unable to cast his spells for several seconds while he cools down.
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.
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.
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.
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.

Rumble’s Q is a cone channeled attack that has a decent range for something that requires you to be in melee range.  The range on his Q is shorter then Corki’s Gattling Gun ability.  Your Q is your main damage dealing ability aside from your ultimate since Rumble is a tanky DPS mage.  This ability is great for harassment and pushing the lane early on allowing for early lane dominance depending on if you are in a solo lane or not.  Rumble’s W is a shield that is pretty good for allowing you to survive into the late game when teamfights happen and helps you out of stick situations early game as well.  His W’s speed boost is great for starting a fight with in order to catch up to people with your Q as well as chase or run away.  Rumble’s E is good for helping chase people down as it provides a good slow that stacks if you land the second shot since it stacks the slow on the champion you hit first.  This ability does some fairly decent damage but like all of Rumble’s skills and passive, his AP ratios are fairly low being at .4 to .5 causing him to not be a nuke mage.  Rumble’s ultimate is a good burst ability and adds to his kit to allow him to catch up to people because of the slow it has for people that stand where the rockets landed.  The ability also has a good range for a skill shot ultimate, which is good as the only other decent ranged ability that Rumble has is his E to allow him to catch up to his opponents.

Skill Order/Priority:

Skill Order Level 1-6:

Q>W>E>Q>Q>R

Priority:

R>Q>W>E

Runes:

For runes on rumble I tend to build him a bit more tanky to start so I can grab points in the utility tree and play him slightly like a standard caster.  Magic penetration marks because all of Rumble’s abilities and damage comes from magic damage.  4 flat armor seals so you have some extra armor to start and 5 armor per level seals so as you level you gain a bit more extra armor on top of the armor you get as you level.  Magic resist per level glyphs because having extra magic resists as you level makes you tankier as a tanky DPS and because as you level you gain no passive magic resist like you would armor.  Flat magic resist quintessences because that makes you tankier to burst magic damage dealers early on as you let your magic resist per level glyphs grow as you level.  All of these combine together to make a fairly decent tanky melee caster without the need for talent points in the defensive tree.


Masteries:

For Masteries I go the standard 9/0/21 build for all casters but ignoring all the mana oriented talents in the utility tree since Rumble as no mana.  I don’t go into the defensive tree as this isn’t necessary with the runes I have.  If you want to use caster runes then I’d suggest following Phreak’s spotlight and using his 9/21/0 mastery build for Rumble.  I grab all the standard points in the offensive tree down to Archaic Knowledge.  Then grab all the necessary non-mana points in the utility tree so as to make Rumble level quickly, but also to have reduced cooldowns on your summoner spells and movement speed to help catch your opponents.


Summoner Spells:

Item Build:

These are your end game items.

I start off with a Doran’s Shield so as to make yourself a bit more tanky health wise and armor wise as your starting armor value even with these runes is relatively low.  After farming and hopefully a nice kill either first blood or just a kill in your lane you should return to buy boots and hopefully a defensive item.  This item will either be a Negatron Cloak or a Chain Vest depending on the opponent you are fighting against in the lane.  If the person is a caster then Negatron Cloak otherwise Chain Vest if the person if a physical damage dealer.  Afterwards you want to start building some AP for Rylai’s Crystal Scepter and the health item such as a Giants Belt so as to increase your health pool.  This will make you tankier and more beefy so you can soak the incoming damage as you keep yourself in melee range for your Flame Spitter ability or Q.  Towards the mid game you want to have at least Rylai’s Crystal Scepter almost complete or built along with either a Sunfire Cape for armor and health or a Force of Nature for magic resist and movement speed.  Also you should have your boots built by now as well and I would suggest Mercury Treads over Sorcerer’s Shoes because you will eventually have to build Void Staff anyways for magic penetration as the opposing team builds magic resist themselves.  If you need more magic resist and the enemy team does not have much magic resist then I would suggest building an Abyssal Scepter instead.  Of course Guardian’s Angel and Void Staff will be your late game items that you finish especially Guardian Angel if the game seems to be dragging on.


Laning:

For laning you want to harass as much as possible while picking up last hits with your Flame Spitter ability.  This will allow you to not only control your lane, but also keep your enemy denied from experience if you are in a solo lane or poor if you are in a dual lane by having the tower take most of the last hits as you push to their tower.  However this will take some time to get used to because you have to know your limits as well of when to harass and when not to harass.  Your shield or W ability is relatively weak early game so it will not absorb much damage as you are prioritizing the damage on your Q spell over your shield first.  But to sum up the laning in a nutshell harass, harass, harass, that is all you want to do and if you are allowed use your passive and keep chasing them until they die and are afraid of you.

Also use your W ability to catch up to people and to increase your heat output when coupled with your Q spell.  Be sure to overheat with your Q spell and not some other ability as you will do massive damage with your Q and passive while you are overheating.  Your E spell in the lane is mainly used as your range harass so be sure to use it for that but also use it for people that are running away in order to slow them so you can catch up to them with your W.  This will allow you to maximize your damage with your abilities and kit that Riot has built Rumble around.

As it turns into late game you have to be more careful with Rumble because your damage output will not be amazing but you need to be able to survive in order to make use of all your abilities and passive hence this build with very little AP.  You want to start teamfights if possible with your ultimate so as to keep the enemy slowed and to weaken them.  Afterwards you want to focus the enemy team’s carry or someone squishy so you make quick work of them.  Otherwise try to be a soaker for your team along with your tank so your carry and DPS are free to wreak havoc on the enemy team.

Conclusion:

Overall Rumble isn’t a bad champion but he has an amazing early game harass that is borderline overpoweredBut as the game progresses his early game damage and harass becomes negligible and he becomes borderline underpowered.  Honestly I would rather trade Rumble’s early game harassment for better AP ratios in order for Rumble to be able to be a presence late game.  As of right now Rumble feels a bit like Urgot when he was released or is in his current state where if fed he can do well and has a great early game.  But otherwise seems to still fall off the map in terms of damage especially for the lack of CC and utility he has.  Mainly because Rumble only has soft CC with slows while there are other more viable tanky DPS with far better utility abilities and roles.  Other then that Rumble is a fun champion to play and his animations and skills add a bit of flavor to the game and is a job well done by the Riot Games team.


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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

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