[Tutorial] Rumble Jungle, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode 5V5)
Champion Info (Rumble jungle 5v5 )
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 Mage
Rumble 5v5 mid
Rumble 5v5 jungle
Rumble 5v5 top
Rumble 5v5 adc
Rumble 5v5 support
JUNGLE
- Tier: C
- Win: 53.32%
- Role: 10.25%
- Pick: 0.41%
- Ban: 3.02%
- Games: 3043
- KDA: 2.81
- Score: 58.63
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
Consumable: 0 Cooldown: 15 Range: 500 Deals 600-1200 true damage to target monster. |
Consumable: 0 Cooldown: 300 Range: 425 Teleports your champion a short distance toward your cursor's location. |
Rumble Masteries
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Damaging a Champion below 50% health deals 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) |
Damaging champions with impaired movement or actions deals 10 - 45 bonus true damage (based on level). Cooldown: 4s |
Collect eyeballs for champion takedowns. Gain an Upon completing your collection at 10 eyeballs, additionally gain an Collect 1 eyeball per champion takedown. |
Your ultimate gains Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion. |
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After casting a Summoner Spell, gain a Increase: |
Gain bonuses upon reaching the following levels: Level 5: +5 Level 8: +5 Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%. |
+8 |
+9 |
+10-180 Health (based on level) |
Rumble Starting Items (PROBUILD)
BUY: 450 SELL: 180 |
BUY: 50 SELL: 20 |
BUY: 0 SELL: 0 |
Rumble Recommended Items (PROBUILD)
BUY: 1100 SELL: 770 |
BUY: 3000 SELL: 2100 Dealing damage with Abilities causes enemies to burn. For each second in combat with enemy champions, gain increased damage. |
BUY: 2500 SELL: 1750 Dash in target direction, unleashing an arc of magic missiles that deal magic damage. |
BUY: 2900 SELL: 2030 Dealing 35% of a champion's maximum Health within a short duration applies 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. |
BUY: 3200 SELL: 2240 |
BUY: 3250 SELL: 2275 Enter |
BUY: 0 SELL: 0 |
BUY: 500 SELL: 200 |
Rumble Active Abilities
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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Q | Q | Q | Q | Q | ||||||||||||||
W | W | W | W | W | ||||||||||||||
E | E | E | E | E | ||||||||||||||
R | R | R |
Passive | Q | W | E | R |
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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. |
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. |
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. |
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. |
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. |