← Champions
Rumble

Rumble

Junkyard Titan P

Junkyard Titan

Innate: Rumble's basic ability casts generate Heat, which decays by 10 Heat per second after not using any basic ability within 4 seconds or The Equalizer within 2 seconds. Rumble's mech enters the Danger Zone when at or above 50 Heat, and becomes Overheated while at 150 Heat.
Danger Zone: Rumble's mech enters the Danger Zone, empowering his basic abilities.
Overheated: Rumble's mech becomes Overheated, disabling his abilities as his Heat decays back down to 0 over 4 seconds. During this time, he gains 50% − 130% (based on level) bonus attack speed and empowers his basic attacks to deal 5 − 40 (based on level) (+ 25% AP) (+ 5% of the target's maximum health) bonus magic damage on-hit. The damage based on the target's health ratio is capped at 65 − 150 (based on level) against monsters.
Flamespitter Q

Flamespitter

Cooldown: 10/9/8/7/6

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.

Total Magic Damage: 60 / 90 / 120 / 150 / 180 (+ 110% AP) (+ 6 / 7 / 8 / 9 / 10% of target's maximum health)

Magic Damage Per Tick: 5 / 8 / 10 / 13 / 15 (+ 9% AP) (+ 1% of target's maximum health)

Total Minion Damage: 42 / 63 / 84 / 105 / 126 (+ 77% AP) (+ 4 / 5 / 6 / 6 / 7% of target's maximum health)

Minion Damage Per Tick: 4 / 5 / 7 / 9 / 11 (+ 6% AP) (+ 0 / 0 / 0 / 1 / 1% of target's maximum health)

Total Enhanced Damage: 90 / 135 / 180 / 225 / 270 (+ 165% AP) (+ 9 / 11 / 12 / 14 / 15% of target's maximum health)

Enhanced Damage Per Tick: 8 / 11 / 15 / 19 / 23 (+ 14% AP) (+ 1% of target's maximum health)

Total Enhanced Minion Damage: 63 / 95 / 126 / 158 / 189 (+ 116% AP) (+ 6 / 7 / 8 / 9 / 11% of target's maximum health)

Enhanced Minion Damage Per Tick: 5 / 8 / 11 / 13 / 16 (+ 10% AP) (+ 1% of target's maximum health)

Scrap Shield W

Scrap Shield

Cooldown: 6

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.

Shield Strength: 25 / 55 / 85 / 115 / 145 (+ 30% AP) (+ 4% of maximum health)

Bonus Movement Speed: 10 / 15 / 20 / 25 / 30%

Enhanced Shield Strength: 38 / 83 / 128 / 173 / 218 (+ 45% AP) (+ 6% of maximum health)

Enhanced Bonus Movement Speed: 15 / 23 / 30 / 38 / 45%

Electro Harpoon E

Electro Harpoon

Cooldown: 0.5

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.

Magic Damage: 55 / 80 / 105 / 130 / 155 (+ 50% AP)

Total Magic Damage: 110 / 160 / 210 / 260 / 310 (+ 100% AP)

Magic Resistance Reduction: 10 / 12 / 14 / 16 / 18%

Total MR Reduction: 20 / 24 / 28 / 32 / 36%

Slow: 15 / 20 / 25 / 30 / 35%

Total Slow: 30 / 40 / 50 / 60 / 70%

Enhanced Damage: 83 / 120 / 158 / 195 / 233 (+ 75% AP)

Total Enhanced Damage: 165 / 240 / 315 / 390 / 465 (+ 150% AP)

Enhanced Magic Resistance Reduction: 15 / 18 / 21 / 24 / 27%

Total Enhanced MR Reduction: 30 / 36 / 42 / 48 / 54%

Enhanced Slow: 23 / 30 / 38 / 45 / 53%

Total Enhanced Slow: 45 / 60 / 75 / 90 / 105%

The Equalizer R

The Equalizer

Cooldown: 130/105/80

Range: 1750

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

Magic Damage Per Tick: 70 / 105 / 140 (+ 18% AP)

Minimum Magic Damage: 140 / 210 / 280 (+ 35% AP)

Maximum Magic Damage: 700 / 1050 / 1400 (+ 175% AP)

Tier
Win Rate
Rank
Pick Rate
Ban Rate
Matches

Playing the matchup

Playing as Rumble

  • 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.

Playing against Rumble

  • 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.

Lore

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.