[Tutorial] Rumble Aram, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode Aram)

Champion Info (Rumble lane aram )

Rumble Rumble Stats

Attack: 64

Defense: 6

Magic: 8

Difficulty: 10

Health: 625

Move Speed: 345

Armor: 36

Range: 125

Health Regen: 7

Critical Strike: 0

Attack Speed: 0.644

Rumble

the Mechanized Menace

Fighter Fighter Mage Mage


Rumble aram lane

LANE

  • Tier: A
  • Win: 49.60%
  • Pick: 7.23%
  • Games: 40867
  • KDA: 2.96
  • Score: 54.00

Rumble is a young inventor with a temper. Using nothing more than his own two hands and a heap of scrap, the feisty yordle constructed a colossal mech suit outfitted with an arsenal of electrified harpoons and incendiary rockets. Though others may scoff and sneer at his junkyard creations, Rumble doesn't mind—after all, he's the one with the flamespitter.

Rumble Tips (Ally)

  • Try and pace yourself to stay in the Danger Zone to maximize your effectiveness. It is easy to overheat if you rapidly use your abilities.
  • Try and keep targets in the range of your Flamespitter. It can deal a lot of damage overtime.
  • If you are winning a fight you can use your ultimate to wall off an escape path.

Rumble Tips (Enemy)

  • Watch Rumble's Heat bar carefully. If you see him Overheat, go in for the kill while his skills are disabled.
  • Rumble's ultimate can deal a lot of damage if you stay inside the area of effect. When you see the missiles falling, move out of the way as quickly as possible.
  • Rumble deals almost entirely magic damage. Build some Magic Resistance to reduce his damage.

Summoner Spells

Flash Flash

Consumable: 0

Cooldown: 300

Range: 425


Teleports your champion a short distance toward your cursor's location.

Mark Mark

Consumable: 0

Cooldown: 80

Range: 1600


Throw a snowball in a straight line at your enemies. If it hits an enemy, they become marked, granting True Sight, and your champion can quickly travel to the marked target as a follow up.


Rumble Masteries

Domination
Dark Harvest
Damaging a Champion below 50% health deals adaptive damage and harvests their soul, permanently increasing Dark Harvest's damage by 5.

Dark Harvest damage: 20-80 (based on level) (+5 damage per soul) (+0.1 bonus AD) (+0.05 AP)
Cooldown: 45s (resets to 1.5s on takedown)
Cheap Shot
Damaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level).

Cooldown: 4s
Activates on damage occurring after the impairment.
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.
Ultimate Hunter
Your ultimate gains 6 Ability Haste, plus an additional 5 Ability Haste per Bounty Hunter stack.

Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.
Sorcery
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...
Transcendence
Gain bonuses upon reaching the following levels:
Level 5: +5 Ability Haste
Level 8: +5 Ability Haste
Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.
Adaptive Force
+9 Adaptive Force
Adaptive Force
+9 Adaptive Force
Health Scaling
+10-180 Health (based on level)

Rumble Starting Items (PROBUILD)

Haunting Guise Haunting Guise

BUY: 1300

SELL: 910

35 Ability Power
200 Health


Madness
For each second in combat with enemy champions, deal increased damage.
Health Potion Health Potion

BUY: 50

SELL: 20



Active - Consume: Drink the potion to restore 120 Health over 15 seconds.

You may carry up to 5 Health Potions.

Rumble Recommended Items (PROBUILD)

Liandry's Torment Liandry's Torment

BUY: 3000

SELL: 2100

90 Ability Power
300 Health


Torment
Dealing damage with Abilities causes enemies to burn.

Suffering
For each second in combat with enemy champions, gain increased damage.
Sorcerer's Shoes Sorcerer's Shoes

BUY: 1100

SELL: 770

18 Magic Penetration
45 Move Speed


Malignance Malignance

BUY: 2700

SELL: 1890

80 Ability Power
600 Mana
20 Ability Haste


Scorn
Your Ultimate spells gain Ability Haste.

Hatefog
Damaging a champion with your Ultimate burns the ground beneath them, dealing damage and reducing their Magic Resist.
Stormsurge Stormsurge

BUY: 2900

SELL: 2030

95 Ability Power
10 Magic Penetration
5% Move Speed


Stormraider
Dealing 35% of a champion's maximum Health within a short duration applies Squall and grants Move Speed.

Squall
After a few seconds, strike the target, dealing magic damage. If the target dies before the strike, it detonates immediately, dealing damage in a large area and grants bonus gold.
Shadowflame Shadowflame

BUY: 3200

SELL: 2240

120 Ability Power
12 Magic Penetration


Cinderbloom
Magic damage and true damage critically strikes low Health enemies.
Rabadon's Deathcap Rabadon's Deathcap

BUY: 3600

SELL: 2520

140 Ability Power

Magical Opus
Increases your total Ability Power by 35%.
Elixir of Sorcery Elixir of Sorcery

BUY: 500

SELL: 200





Champion level 9 or greater required to purchase. Elixir of Sorcery's true damage effect has no cooldown when attacking turrets. Drinking a different Elixir will replace the existing one's effects.Active - Consume: Drink to gain 50 Ability Power and 15% Mana Regen for 3 minutes. While active, damaging a champion or turret deals 25 bonus true damage (5s cooldown).

Rumble Active Abilities

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QQQQQ
WWWWW
EEEEE
RRR
PassiveQWER
Junkyard Titan 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, gaining bonus Attack Speed and granting his basic attacks bonus damage, but making him unable to cast spells for a few seconds.

Flamespitter Flamespitter

Cooldown: 10/9/8/7/6

Consumable: 0

Range: 600

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 Scrap Shield

Cooldown: 6

Consumable: 0

Range: 20

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 Electro Harpoon

Cooldown: 0.5

Consumable: 0

Range: 850

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

The Equalizer The Equalizer

Cooldown: 130/105/80

Consumable: 0

Range: 1750

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

Rumble SKINS

Rumble default
Rumble in the Jungle
Bilgerat Rumble
Super Galaxy Rumble
Badlands Baron Rumble
Space Groove Rumble
Cafe Cuties Rumble

Rumble Counters (Over 50% win rate)

Rumble Countered By (Under 50% win rate)