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[Tutorial Patch 12.9] Rumble Mid, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode 5V5)

Champion Info (Rumble mid 5v5 patch 12.9)

Rumble Rumble Stats

Attack: 61

Defense: 6

Magic: 8

Difficulty: 10

Health: 589

Move Speed: 345

Armor: 36

Range: 125

Health Regen: 8

Critical Strike: 0

Attack Speed: 0.644

Rumble

the Mechanized Menace

Fighter Fighter Mage Mage


Rumble 5v5 mid
Rumble 5v5 jungle
Rumble 5v5 top

MID

  • Tier: B
  • Win Rate: 50.83%
  • Role Rate: 27.26%
  • Pick Rate: 0.62%
  • Ban Rate: 0.29%
  • Games: 4001
  • KDA: 2.59
  • Score: 52.52

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.

Ignite Ignite

Consumable: 0

Cooldown: 180

Range: 600


Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.


Rumble Masteries

Sorcery
Arcane Comet
Damaging a champion with an ability hurls a comet at their location, or, if Arcane Comet is on cooldown, reduces its remaining cooldown.

Adaptive Damage: 30 - 100 based on level (+0.2 AP and +0.35 bonus AD)
Cooldown: 20 - 8s

Cooldown Reduction:
Single Target: 20%.
Area of Effect: 10%.
Damage over Time: 5%.
Nimbus Cloak
After casting a Summoner Spell, gain a Move Speed increase that lasts for 2s and allows you to pass through units.

Increase: 5% - 25% Move Speed based on the Summoner Spell's cooldown. (Higher cooldown Summoner Spells grant more Move Speed).
Absolute Focus
While above 70% health, gain an adaptive bonus of up to 18 Attack Damage or 30 Ability Power (based on level).

Grants 1.8 Attack Damage or 3 Ability Power at level 1.
Scorch
Your next damaging ability hit sets champions on fire dealing 15 - 35 bonus magic damage based on level after 1s.

Cooldown: 10s
Domination
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
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.
Adaptive
+9 Adaptive Force
Adaptive
+9 Adaptive Force
MagicRes
+8 Magic Resist

Rumble Starting Items (PROBUILD)

Doran's Shield Doran's Shield

BUY: 450

SELL: 180

80 Health
  • Focus: Attacks deal an additional 5 physical damage to minions.
  • Recovery: Restores 6 Health every 5 seconds.
  • Endure: Restores up to 40 Health over 8 seconds after taking damage from a champion, large jungle monster, or epic jungle monster. Restoration increases when you are low Health.

    Endure 66% effective when owned by Ranged champions or when taking damage from area of effect or periodic damage sources.
  • Health Potion Health Potion

    BUY: 50

    SELL: 20

    Active - Consume: Drink the potion to restore 150 Health over 15 seconds.

    You may carry up to 5 Health Potions.

    Stealth Ward Stealth Ward

    BUY: 0

    SELL: 0

    Active - Trinket: Place a Stealth Ward on the ground that lasts between 90 - 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 - 120 seconds.

    Rumble Recommended Items (PROBUILD)

    Sorcerer's Shoes Sorcerer's Shoes

    BUY: 1100

    SELL: 770

    18 Magic Penetration
    45 Move Speed

    Hextech Rocketbelt Hextech Rocketbelt

    BUY: 3200

    SELL: 2240

    90 Ability Power
    6 Magic Penetration
    250 Health
    15 Ability Haste


    Active - Supersonic: Dash in target direction, unleashing an arc of magic missiles that deal (125 +15% Ability Power) magic damage. Then, gain 30% Move Speed towards enemy champions for 1.5 seconds (40s cooldown).

    Mythic Passive: Grants all other Legendary items 5 Magic Penetration.

    Supersonic's dash cannot pass through terrain.

    Zhonya's Hourglass Zhonya's Hourglass

    BUY: 2600

    SELL: 1820

    65 Ability Power
    45 Armor
    10 Ability Haste


    Active - Stasis: You become Invulnerable and Untargetable for 2.5 seconds, but are prevented from taking any other actions during this time (120s cooldown).

    Shadowflame Shadowflame

    BUY: 3000

    SELL: 2100

    100 Ability Power
    200 Health

  • Cinderbloom: Damage to champions benefits from 10 to 20 additional Magic Penetration based on their current Health (max benefit when the target has 1000 or less Health). If the target was recently affected by Shields, gain the maximum benefit against that target (20 bonus Magic Penetration).
  • Morellonomicon Morellonomicon

    BUY: 2500

    SELL: 1750

    80 Ability Power
    250 Health

  • Affliction: Dealing magic damage applies 40% Grievous Wounds to enemy champions for 3 seconds. If the target is below 50% Health, this effect is increased to 60% Grievous Wounds.

    Grievous Wounds reduces the effectiveness of Healing and Regeneration effects on the target.
  • Void Staff Void Staff

    BUY: 2800

    SELL: 1960

    65 Ability Power
    45% Magic Penetration

    Stealth Ward Stealth Ward

    BUY: 0

    SELL: 0

    Active - Trinket: Place a Stealth Ward on the ground that lasts between 90 - 120 seconds, is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 - 120 seconds.
    Elixir of Sorcery Elixir of Sorcery

    BUY: 500

    SELL: 200

    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).

    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.

    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: 100/85/70

    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