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RUMBLE BUILD GUIDE: Rumbling in the jungle by tortillagirl

by tortillagirl (last updated 4 months ago)

145,794 Views 3 Comments
9
Greater Glyph of Ability Power(10.71 ability power)
3
Greater Quintessence of Attack Speed(13.5% attack speed)
9
Greater Seal of Armor(9 armor)
9
Greater Mark of Attack Speed(15.3% attack speed)
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Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
21
9
0
mastery 1 1/1
mastery 2 4/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 2/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 2/2
mastery 1 1/1
mastery 2 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Junkyard Titan
QFlamespitter
WScrap Shield
EElectro-Harpoon
RThe Equalizer
View Skill Order Details

Introduction

Welcome to Season 5 Jungle Rumble, Season 4 was terrible for the yordle king in the jungle but the wide changes to the jungle and items have brought him back to power. As always i hope Rumble will get some love and his flamespitter would deal 100% damage to jungle monsters rather than the halved values he currently has for his lane power balance. But i am biased and this would make him op in the jungle :)

Runes

This is the most basic and Safest jungling rune set from my testing. But this assumes no leashes which can sometimes happen but for the most part dont in soloqueue. Ranked 5's setups on the other hand require you to somtimes solo clear your first clear and this rune page covers this.

If you are sure you are safe and will be getting leashes then you should drop some attack speed and pickup Magic Penetration for teamfighting. This depends on what Runes you already have or whether you have spare IP to get.

Options are;

11 AP (Glyphs) + 14% Attack Speed (Quints) + 7.8 Magic Pen (Glyphs)
15 AP (Quints) + 15% Attack Speed (Marks) + 5.7 Magic Pen (Glyphs)
11 AP (Glyphs) + 15% Attack Speed (Marks) + 6 Magic Pen (Quints)

My preference is the first option because i value Magic Pen over AP from runes for Rumble, espcially with the changes in itemisations making AP easier to get. (Jungle item is 80 AP very cheaply and Rylai's AP amount was buffed too)

Depending on what roles you 'main' would changes how simple it would be to make the rune pages from other runes you already have. ADC mains usually have Attack Speed Quints already from the standard ADC page thats been used for the past 2 years. While junglers have Attack Speed Marks for the most part on a page somewhere.

If you feel you need Magic Resist i would suggest building Abyssal Scepter in the games you need it for a double AP comp you are against rather than getting some through your runes. But replacing the glyphs for Magic Resist wont affect your early clearing speed too much just your lategame teamfighting strength.

Masteries

mastery 1 1/1
mastery 2 4/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 2/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 2/2
mastery 1 1/1
mastery 2 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
Pretty generic page, you can drop 1 point in Archmage to Expose Weakness for your teamfights. Espcially as Rumble can usually apply it on multiple people at the same time between his Equaliser and Flamespitter AoE damage.

Attack Speed is taken over Cooldown Reduction because unlike Lane Rumble you want the extra attack speed for faster clearing of camps espcially early. With the new AP jungle item giving 20% CDR, your late game isn't affected by not having that little bit of CDR for heat maintenance.

Summoner Sets

Flash & Smite
Standard jungling spells, You could be cheesy and run exhaust with smite for dueling. But flash is flash and is always useful espcially as a melee character for fleeing or chasing kills.

Item Builds

Starting Build(s)
Default Starting Build
Standard jungle starting items, isnt really much to say other than machete is required.
Final Build(s)
Standard Final Items
This is a fairly generic final build, but your build on rumble changes depending on what you are against but also what your team needs. Espcially with the heavy focus on tank junglers, building a liandries to shred those tanks down to size is very useful. But also you must remember in picking rumble you deny your own team a potential tank from the jungle, so you may sometimes need to build abit on the tanky side to cover your team maybe not having a frontline occasionally. In these circumstances i still suggest AP based tanky items with Zhonya, Abyssal Scepter and Rylai's depending on if you need armour, magic resist or health.
Build Order
This is the Core build behind jungle rumble, AP jungle item with stalker upgrade. The slowing smite is really good for rumble, keeping people in your flamespitter and equaliser for longer and also making landing your harpoons easier and to stack multiple slows on top of each other.

While CDR isnt normally a great stat for rumble, for jungle rumble it is great for two reasons;

The first is for the cooldown of equaliser, jungle ganks and how often you can pull them off with high success rate is usually based on how often their engage tools are available. Jarvan can gank every 10 seconds with his E->Q combo, where as warwick for example as a 2 minute cooldown on his level 1 ultimate and is fairly useless without it. While rumble can gank without his ultimate, it is reliant on landing harpoons to give you time to flamespitter people to death. Having the slowing smite can help with this ofcourse but having 20% cooldown reduction for more Equalisers gives a much higher success chance to your ganks or skirmishes.

The second is for jungle clearing, the extra CDR allows you to overheat over and over and use the empowered auto attacks on the single target jungle monsters for a lot faster clearing speed and more shields while clearing allowing you to stay healthy in the jungle without using the rangers trailblazer smite upgrade.

Situational Items

Abyssal Scepter
If they have a 3 or 4 AP team lineup, or that 1 person on the enemy team whos 10/0 and fed like no ones business is an ap. Then grabbing some MR when your runes/masteries have no bonus MR is a great idea. Abyssal scepter is the perfect item for this, it not only gives you the much needed MR but applies an MR shred to opponents near you.
Liandry's Torment
For heavy tank lineups, Liandries is great for shredding through large health pools. Paired with a rylai's so all of your damage procs the double strength liandries aswell for the control it brings teamfights.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Junkyard Titan
QFlamespitter
WScrap Shield
EElectro-Harpoon
RThe Equalizer
With the new jungle pathing and buffs depending on what you smite, you can easily just use smite on either the krugs or gromp camps and not need to use flamespitter on it to clear it fast. This works in two ways, the early shielding of damage helps massively with extending your first clear if you wish it. And you no longer need to spam your Q from 55 seconds into the round to get it into overheat for your first camp to gain extra damage. While they have the same cooldown, because flamespitter is 3 seconds long it delays you losing heat allowing you to build it up while your scrap shield does not. So you cant actually get it to above 50 for your first camp. This isnt an issue because of the new smite buffs as previously explained though.

From testing a Krugs -> Red -> Raptors -> Blue -> Murkwolves -> Gromp route to a very early level 4 is possible without basing to buy. This allows you to buy your upgraded jungle item and boots with potions to spare on your first buy.

The opposite route of Gromp -> Krugs is slightly hairier but doable just not safely because the stun proc from smiting krugs keeps you healthier than the AoE poison damage of the Gromp.

Either way though you will probalbly want to get to double buffs and base and then look to pressure a lane.

Comments

August 13, 2012 - 09:43 PM #1

Thx it worked :D

July 26, 2012 - 10:34 PM #2

I'll have to try this. Good job on finding something unique. +1 for innovation. Good Job

March 18, 2012 - 07:53 PM #3

You're missing several vital chapters. What you can do to fix this is when you go to add a new chapter, every one of the default chapters listed there should be included, or some equivalent or replacement.



There are a few forum threads on how you can improve your guide that are much better done than I could do, and will explain everything you need to know.



One thing that is very helpful to writing a guide is to compare yours to other approved guides, not even necessarily for the same champion. See what they have in their guide that makes it great.

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