Health
660
Health Reg. (5s)
8
Armor
46
Magic Res.
36
Move Speed
355
Attack Dmg.
62
Attack Spd.
0.80

Rumble is a AP fighter who can play in the Solo Lane. He's a lane bully. He can use Flamespitter and Electro-Harpoon to bully champions in the early game to get an advantage in the laning phase. Rumble is also one of the best teamfight champions in the game. The Equalizer covers a massive area of the map, dealing damage and slowing enemies, making it easier for you and your team to follow up with tons of damage. When playing Rumble, it's essential to ensure you manage his heat. For most of the game, you want to stay above 50 heat to enhance your abilities, but sometimes you want to Overheat to gain bonus attack speed and on-hit damage.

Every ability Rumble casts generates heat. When above 50 Heat, Rumble enters the Danger Zone, causing his basic abilities to gain bonus effects. When he reaches 150 Heat, he becomes Overheated for a few seconds.
Overheated: Rumble silences himself, unable to cast any abilities, but gains bonus attack speed and empowers his attacks to deal additional magic damage.
Since Rumble generates heat from his abilities, he doesn't use mana; the bar underneath your health bar will show you how much heat you have generated. Each bar is 50 Heat. Throughout the game, Rumble wants to stay above 50 heat as much as possible so his abilities will be enhanced.
Rumble ignites his flamethrower, dealing magic damage in a cone over a few seconds. During Danger Zone, Flamespitter deals increased magic damage.
Rumble can move and use other abilities whilst his flamethrower is dealing damage. The direction of Flamespitter is dependent on the direction you are looking.
You can spin around and change directions during Flamespitter to do massive aoe damage around you. When you use stasis, Rumble's flamethrower will still deal damage in the direction he is facing.
Rumbles tosses up a barrier, gaining a shield that absorbs damage and movement speed for a second. During Danger Zone, Scrap Shield gives more movement speed and a bigger shield to absorb more damage.
Scrap Shield can be used to maintain heat throughout the game. It has a low cooldown, and if you use this ability at every opportunity, you can stay above 50 heat to enhance your other abilities.
Rumble launches an electrified harpoon, dealing magic damage, slowing and reducing the enemy's Magic Resist for a few seconds. Hitting an enemy who is already slowed by Electro Harpoon increases the slow and Magic Resist reduction. During Danger Zone the magic damage, slow and Magic Resist reduction is increased.
Before you start a fight, you almost always want to use Electro Harpoon before any other abilities. The Magic Resist reduction can make a huge difference to Rumble's damage with his other abilities. The only time you cannot use Electro Harpoon first is when you are using The Equalizer at range.
Rumble launches a line of rockets that creates a burning trail on the ground on impact, dealing magic damage and slowing enemies in the trail for a few seconds.
The Equalizer is one of the biggest and best teamfight ultimates in the game. It can cover a huge area and deal a lot of damage to the whole enemy team. You always want to try to manually aim The Equalizer since tapping the abilities won't always give you the best positioning during a teamfight.







Liandry's Torment helps with Rumble's survivability and gives him ramping damage over time, synergising well with Flamespitter and making his poke hit harder.
Hextech Rocketbelt gives Rumble a dash, giving you extra mobility to close the gap, reposition or dodge enemies while dealing damage. Rumble's Electro-Harpoon slows enemies, letting you get into range more reliably to auto-attack and use Flamespitter.
Bloodletter's Curse synergises well with Rumble's kit since he deals constant damage over time, allowing you to stack the item's passive Magic Resist shred almost instantly.
For runes, we have the following:
Phase Rush gives Rumble a burst of movement speed after hitting a quick combo, helping him stick to enemies or escape after overheating
Battle Zeal increases Rumble's basic ability damage the longer he stays in a fight (Flamespitter & Electro-harpoon), helping you stay a threat during skirmishes and fights.
Cut Down helps Rumble deal more damage to tanks and bruisers that build a lot of health.
Legend: Haste gives Rumble more Ability Haste so you can cycle through his abilities more often in fights. This lets you manage his Heat from his passive more effectively by giving you more opportunities to use his abilities.
Nimbus Cloak gives Rumble movement speed after using a Summoner Spell, helping you stick close to enemies to continue burning them to death.

In the Early Game, Rumble is a lane bully. You can use his Flamespitter and Electro-Harpoon to poke enemy champions and get an advantage early on. Hitting Electro Harpoon also helps when stacking Arcane Comet, so this Rune can deal more damage as you get into the Late Game. If you cannot win trades in the early game and need to play safe, you can use Electro Harpoon to hit minions at range.

In the Late Game Rumble's general gameplan stays the same. Deal as much damage as possible with Flamespitter and Electro-Harpoon until they're low enough for you to overheat and kill with Rumble's enhanced auto attacks with his Junkyard Titan. When you get into teamfights around objectives, The Equalizer becomes the most crucial ability that can change the tie in your favor. Try to manually aim The Equalizer and use it to cut off enemies path to escape so they are trapped between you and the ultimate.

Overall Rumble is an aggressive champion that has incredible teamfight potential and tons of damage. If you can manage his heat to the limit you'll be able to carry any game.
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Flamespitter
Scrap Shield
Flamespitter
Flamespitter
Scrap Shield
Scrap Shield
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