WildPick
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Rumble
the Mechanized Menace

Rumble

Passive · Junkyard Titan

Rumble generates Heat from abilities; over 50 Heat empowers his spells with bonus damage.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage3
  • Durability6
  • Magic8
  • Difficulty10
  • Mobility3
  • CC8
Counters by laneEach lane has counters + tips
Top
Primary

How to play as Rumble

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Rumble

Top: punish wave-states and ward river/jungle to dodge ganks.

Jungle

How to play as Rumble

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Rumble

Jungle: ward objectives, never walk blind into brush.

Strong against

No data yet

Weak against

No data yet

Mid

How to play as Rumble

Mid: shove wave fast and roam to side lanes.

How to beat Rumble

Mid: watch for roams and save Flash for the next gank.

ADC

How to play as Rumble

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Rumble

ADC: stay behind minions and focus the enemy ADC in fights.

Strong against

No data yet

Weak against

No data yet

Support

How to play as Rumble

Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.

How to beat Rumble

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Strong against

No data yet

Weak against

No data yet

Abilities

Junkyard Titan

PC
Passive

Innate: Rumble's basic ability casts generate Heat, which refreshes on subsequent casts and decays by 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 Heat, and becomes Overheated while at 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+((130-50)/17)*(x-1)*(0.7025+0.0175*(x-1))% bonus attack speed and empowers his basic attacks to deal 5 to 40% (+ 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+((150-65)/17)*(x-1)*(0.7025+0.0175*(x-1))% against monsters.

Flamespitter

PC
Q

Active: Rumble generates Heat to activate his flamethrower for 3 seconds, dealing magic damage every 0.25 seconds to enemies hit in a frontal cone, reduced to 70% against minions.

Junkyard Titan 2 Bonus: Flamespitter's damage is increased by 50%.

Flamespitter's damage based on the target's health ratio against monsters is capped at 65+((300-65)/17)*(x-1)*(0.7025+0.0175*(x-1))%.

Cooldown10 to 6Range600 -50

Scrap Shield

PC
W

Active: Rumble generates Heat to grant himself a shield for 1.5 seconds.

Rumble also gains bonus movement speed for 1 to 1.32 seconds.

Junkyard Titan 2 Bonus: Scrap Shield's shield strength and bonus movement speed are increased in effectiveness by 50%.

Cooldown6

Electro Harpoon

PC
E

Active: Rumble generates Heat to shoot a harpoon in the target direction that deals magic damage to the first enemy hit, inflicting them with magic resistance reduction for 4 seconds and slow them for 2 seconds. These effects stack additively with multiple harpoons, refreshing their duration and stacking up to 2 times.

Rumble periodically stocks an Electro Harpoon charge, up to a maximum of 2.

Junkyard Titan 2 Bonus: Electro Harpoon's effects are increased by 50%.

Cooldown0.5Range950 / 890

The Equalizer

PC
Ultimate

Active: Rumble deploys a barrage of rockets along the target path that land in a line over 0.75 seconds, creating a field of fire for 4.5 seconds after the last rocket lands.

Enemies struck by the impact or within the field are marked as Burning for 1 second, which deals magic damage every 0.5 seconds, slow by 35%, and refreshes continuously while in the area.

Cooldown130 to 80Range-175 / 1135