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RUMBLE BUILD GUIDE: Rumbling in the jungle by Tortillagirl

by Tortillagirl (last updated over a year ago)

137,139 Views 3 Comments
9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
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9 Offense
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mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
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21 Defense
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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

Runes

Masteries

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mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
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mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/1
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mastery 1 mastery 1 1/1
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21 Defense
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mastery 1 mastery 1 0/1
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0 Utility

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

Champion Matchups

S3 updates

Updating for Season 3 over the coming weeks.

Machete helps to counteract the nerfs during season 2. New DFG is nice, upgrade for haunting guise gives the full magic pen build a strong lategame.

Changes to Magic Pen calculations also makes going flat pen + percentage pen also a very good choice.

Spirit Stone + Revolver is the new item recipe for AP spirit stone upgrade. Less wasted mana regen stats now and a very cost efficient spell vamp item.

Introduction

Hi, With Season 3 and the new jungle changes and items, Jungle Rumble should once again be viable since the nerfs he received midway through season 2. Rumble has always been a very gold efficient toplaner, which made him an alright jungler in season 2, and the increased gold and better itemisation in season 3 will make this stronger.


Pro's to Rumble:

  • He has a Skin Made for jungling, you cant get a better reason to jungle than that..unless your a tree.
  • Manaless Jungler
  • AP Jungler
  • Can fool the other team into counterpicking a rumble toplane (not that there are many)
  • Strong Damage with little farm or Gold efficient some would say
  • Strong Map Presence after level 6 because of the range of his ultimate
  • Doesnt need Red to gank so can give it to Top or Bot early for strong lane Dominance

Con's to Rumble:

  • Isn't your standard Bruiser Jungle so people will assume he can be counterjungled
  • Isn't a full one tanky CC bot like a Maokai/Nautilius which can be a detriment if your team doesnt pick champions with this in mind
  • Slower than Mundo jungle

Masteries

The new defense tree is stronger than ever for tankiness unfortunately it did lose the Cooldown reduction which was realy nice for rumble.

The new Utility is also realy nice but you want to maintain tankiness from offense and those first 9 point in offense are still realy good to give you decent damage.

[http://img850.imageshack.us/img850/2751/rumbles3jm.png]

This is the runepage i use most often, its fairly standard for tankiness. You can switch some points around depending on opponents.

For example swapping out the point in Defender and Safeguard to Relentless to give yourself 15% reduction on slows when facing Olaf/Skarner to reduce the effectiveness of their peel.

Alternatively you can swap the 9 in offense to the utility tree and pick up movement speed and cooldown reduction for summoners and Runic Affinity. I personally dont because i feel that while as a jungler you do have buffs alot of the time they are not massively needed to be an effective jungler in either your ganking or clearing of the jungle, So extending its duration isnt as big as that extra 8& magic penetration is going to be later.

Why not 21 offense?

There are two ways you can effectively play rumble and more times than not do well. You can choose to go 21 offense masteries and then build tanky with Warmogs/Rylais/Wota or you can do 21 defense and go more offense going with mass penetration build into Deathcap/Zhonya.

You can go 21 offense and build full damage but you are squishy and a melee which can make it very hard to teamfight unless the fights only last 4-5 seconds. Alternatively you can build realy tanky with 21 defense and then even tankier but you are going to lack that damage abit and be more reliant on your ad carry to be that massive damage source. This can work well for 'protect the kog'maw' comps at times but if that ad carry dies from a dive onto him your team essentially melts.

With that done, Jungle rumble can be open to invasions just because its rarely played and people will invade it with no prior knowlege. Having the early tankiness from the 21 defense masteries can just sure you up and allow you to trade well against any invades without instantly being forced to flash and lose buff camps from the invades.

This way of building gives you a tankier earlygame with more damage for mid/lategame compared to 21 offense into tanky with gives you more damage early but a tankier/more utility based mid/lategame.

Runes

Full list of decent runes;

Marks :

Magic Penetration - Jungle Monsters dont have Magic Resist, but these allow for stronger ganking potential
Attack Speed - Faster jungling speed, espcially with the passive off of machete and to increase the amount of auto attacked while overheated

Seals :

Armour - No other real option, you need armour in the jungle so you can get beat on two hard and seals are the most efficient slow for armour

Glyphs :

Magic Resist - Better generaly tankiness, you can go either flats or per level for stronger lategame. Generally a normal rumble build has a pretty early abysall scepter so these can be forgone for a more damage orientated glyph
Ability power per level - More damage, faster clearing and stronger ganking. Rumble has high base damage and high ratios with all of his damaging abilities having ratios above 1.0 when in the danger zone.


Quintessences:

Movement speed - General all purpose quints, helps catch people and helps run away.
Ability power - More damage for clearing jungle and killing people.
Spell Vamp - In season 2 i ran these so i didnt ever need to build a hextech as the gold from the jungle was meager at best and i didnt want to have to spend 1200g every game on a revolver, might still want them in season 3 but the machete upgrade grants 20% at a good efficient price along with CDR. Also machete allowing a 5 potion start over the boots + 3 potion start allows you to not need them in the early clears.
Armour - take less damage in the jungle by running these, depending on how hard the new jungle hits it might be worth running armour quints so you dont drop so low.


Typical rune set:

Magic Pen or Attack Speed Marks
Armour Seals
Magic Resist per level Glyphs
Ability Power Quints or Movespeed Quints


You can go more offensive and run Ability power glyphs if you wish but you have to remember you will have zero extra magic resist until youu build an Abyssal Scepter, and if your midlaner does a Abyssal rush then you may not have any at all which can severly hamper your teamfighting potential.

Movement speed quintessences are also still realy strong espcially as most junglers start machete, having a movement speed advantage can allow you to safely survive any potential counterjungling or to counterjungle yourself safely with the knowledge you can safely walk away along with the movement boost from .

If you lack spare rune pages you can just run a very standard Attack speed/Armour/Magic Resist/Movespeed rune page that 90% of junglers run and be effective with it.

Summoner Spells



Explanation:

Smite is well Smite, control buffs/dragons and barons. Nothing more to it.

Flash because you have no inherant escape when you start dropping low in teamfights and need to juke out to recover some hp before going back in. Allows you to flash if you get caught being dumb somewhere aswel.


Other Options:

I would say there are no other options as Flash and Smite are the best two and should always be run, But if you want to try some crazy strats then there are choices.

Firstly i would say Smite is always needed even if you have a chogath/nunu on your team. So the question if what do you want to run as a second summoner and replace flash with.

- Barrier is new for season 3, the shield is strong but it only lasts for 2 seconds so you have to have lightning quick to react to damage intake. It also has this short duration so that it cant just absorb an entire ignite.

- Exhaust is great for making ganks stronger if you lack CC or just for teamfighting and exhausting a diver as they dive onto your team.

- Heal was changed in season 3 to be a better AoE heal for a group and not as strong for a single target, this was to make it stronger for a support.

- Ghost can allow you to cover a much larger distance than flash but you cant make it over walls.

- Teleport on junglers is a gimmick that can surprise people early on and can give you stronger map control later with the potential to splitpush without global ultimates.

- Ignite can make ganks stronger if your lanes didnt take ignite or their ignite is on cooldown from a previous gank. It also gives you a summoner advantage when 1v1 against the enemy jungler if they took flash, but exhaust is generally considered as a stronger 1v1 summoner than ignite.

Skills

Passive: Junkyard Titan
Rumble's abilities don't cost anything but generate 20 heat. When Rumble reaches 50 heat, he is in the "Danger Zone", causing all his basic spells to have additional effects. When Rumble reaches 100 heat he overheats, silencing himself for 6 seconds to cooldown completely and causing his physical attacks to deal an additional 20 + (5 x level) + (0.35 per ability power) magic damage for the duration. While not overheated, after 4 seconds of not using his basic abilities he will start losing heat at a rate of 5 every half second, and 2.5 seconds later at a rate of 10 every half second.

Explanation:

Good use of Heat makes Rumble very strong. Bad use gets you killed. While jungling, Making good use of Overheating on the jungle creeps makes your jungling very fast because of the extra damage on your autos.



Q: Flamespitter
Rumble begins torching the area in front of him with his flamethrower, dealing 30/60/90/120/150 (+45% of ability power) magic damage per second to all units in a cone in front of him for 3 seconds. He can move, attack and use other abilities while the flamethrower is on.

While in the "Danger Zone", this spell deals 30% additional damage.

Cooldown 6 seconds


Explanation:

Your Aoe Farming ability, players who play pheonix Udyr alot will be used to positioning yourself to Aoe Everything while also hitting the big creep of the group (only vaguely important on the wraiths)



W: Scrap Shield
Rumble creates a shield blocking 50 / 80 / 110 / 140 / 170 (+40% of ability power) incoming damage for 2 seconds, in addition Rumble receives a 10 / 15 / 20 / 25 / 30% movement speed boost for 1 second.

While in the "Danger Zone", the shield's strength and movement speed boost are increased by 30%.

Cooldown 6 seconds


Explanation:

Movement speed increase makes going in for ganks better, shield is nice for jungle sustain and the short cooldown makes manaing heat in the jungle very easy so you stay in the yellow for longer periods.




E: Electro-Harpoon
Rumble shoots a taser that deals 55 / 85 / 115 / 145 / 175 (+50% of ability power) magic damage and applies a 15 / 20 / 25 / 30 / 35% slow on the enemy hit for three seconds. A second shot can be fired for no additional cost within the next three seconds. The slows from these two tasers can stack with themselves and the duration will be refreshed with the second hit.

While in the "Danger Zone", the damage and slow percentage are increased by 30%.

Cooldown 10 seconds


Explanation:

2 harpoons that hurts and the slow portion stacks. Landing this makes or breaks your early ganks. Strong for peeling melee's and not letting people get away from teamfights.



R: The Equalizer
Rumble calls down a line of rockets over the target linear location, it uses click and drag targeting. The rockets deal an initial 150 / 225 / 350 (+50% of ability power) magic damage to all enemies hit on arrival, and also leave a trail of destruction for 5 seconds that slows by 35% and deals 100/140/180 (+20% of ability power) magic damage per second to all enemies standing on the area.

This ability does not generate heat.

Cooldown 105/90/75 seconds


Explanation:

Aoe Slow, Long Range, Loads of Damage. Landing a good Ultimate can destroy teamfights for the opposing team. Great for ganks as it can cut off peopls escape roots.

For new rumble players it takes a few goes to get used to using this skillshot as the only spell that acts in a similar fashion is Viktors Death Ray.


Skill Order

The skillorder is pretty basic. Your Flamespitter is your largest Damage source so best to level it for jungling speed and ganks. Maxing your harpoon second again makes the most sense, stronger damage and stronger slow. Taking your Ultimate whenever possible is obvious.

> > >

The only time you deviate from this path is levels 1-3, Level 1 is always evem when fighting level 1 but you have to rely on another player for applying level 1 peel as all flamespitter does is damage.

Depending on your leash you will want to take either or at level 2. Most of the time i take scrap shield to keep myself healthy in the jungle. If my team are kinda and give me a good smiteless leash i will take harpoon and go straight to the other buff camp and clear that for a very fast level 3.

Item Builds

Start : +

There wont be any way around not starting like this with rumble unless you are very well organised and get a super leash on wolves + blue buff and can start boots.

First buy : + + (gold allowing)

Boots to make ganking easier/more successful, even though they nerfed level 1 boots 25 move speed is still a large amount and i cant see many laners not starting boots or minimum buying them first buy back either. The spirit stone is a 500g upgrade from the machete and increases on the monster damage buff by 10% from 10% damage on machete to 20% on the stone. If also adds innate health regen and some mana regen but that part is useless on rumble.

After this you are going to want to start filling out your build, If you are looking for fighting and damage you are going to want to build into;

+ - this will give you a good 30 magic penetration and some AP and Health, giving good damage and some survivability.

If you want a continued jungle farm fest then completing out the spirit stone into a would make sense, It builds from the + + 400g recipe.

It further increases damage to monsters by another 5% making it a total 25% extra monster damage, and a further 8% spellvamp ontop of the 12% from revolver and 10% CDR. For a 400g recipe cost that is pretty darn efficient gold wise.

I would suggest building sorceror shoes and haunting guise before considering the full upgrade because you are more likely to be fighting enemy champions than monsters at this time into the game.

Once you have your sorceror shoes and haunting guise you are going to want to look towards building full lategame items.

If you want to deal tonnes of damage and be the carry of the game then building + and upgrading your haunting guise into will give you all the damage you need.

If you would rather go a more tanky route then are options to go for.

Other options to consider:
- Voidstaff is great for killing high MR targets and should be picked up if killing the enemy frontline is becoming problematic.

- Sometimes you may need to active from the Sash for removing exhausts or CC's stopping you from teamfighting effectively.

- New Dfg is realy good for assasinating a single target, its been changed now to 15% Max HP always and apply a Vladimir style magic damage taken debuff on that target. This debuff applies to your entire teams magic damage and not just your own.

- Randiuns Omen is still a very strong item, season 3 changes has made it less random on the slow proc now and can be a good choice for a higher armour item if you want to be that tanky initiator that junglers have to be at times.

- In a similar vain to randiuns omen, its a strong tanky item that gives a very strong 30 Mr and 10 armour Aura for your team.


Magic Penetration

With Season 3 comes changes to how penetrations are calculated. This section will try to cover them to make it more understandable.

In season 2, Percentage Magic penetration (such as Void staff) was calculated after Flat Magic Penetration (Sorc Shoes/Haunting Guise). This meant that Stacking both types of penetration together was counter productive as the more flat penetration you built the weaker your Percentage magic penetration became.

With season 3, this is reversed so that Percentage Magic Penetration is calculated first and then flat penetration after. Making them alot stronger, which is why the numbers were reduced from 20 to 15 magic penetration on both Sorc Shoes and Haunting Guise.

One other thing to note is with this change still applies its 20 Magic Resist reduction aura before Percentage penetration is accounted for because it applies the aura to the enemies Magic resist rather than increasing your own penetration.

Now for Rumble jungle specifically because you dont usually run Magic Pen Marks you dont need to factor in the 7.8 Magic Penetration from them.

As a general rule you want to build if mutliple opponents that you are killing have over 100 Magic Resist.

The other option is to upgrade to if the opponents have gone for the tank route and have both Health and Magic resist.

Timers

No jungling guide is complete without a point made about timers. Its a very basic timekeeping concept that requires no skill whatsoever just cement it in to your brain to type timers out so people dont forget them.

Wraith Camp : 50 seconds
Double Golem Camp : 1 minute
Wolf Camp : 1 minute

Blue Buff : 5 minutes
Red Buff : 5 minutes

Dragon : 6 minutes

Baron Nashor : 7 minutes

Basic time keeping and just general knowledge of standard jungle paths can essentially win you the game without doing much more than denying the enemy jungler from being effective.

For example, as Blue side you can do a Wraiths - Smiteless Red - Blue start and be at toplane and ready to deny the normally starting blue junglers an easy gank and turning it around for a very simple first blood and potentially snowballing toplane to far for the enemy to come back without lots of pressure.

From there you just need vision of where there jungler is trying to make his plays and mirror them to deny him this. Knowing he started blue means he will probably be near botlane or midlane at 7-8 minute mark and potentiall hitting 6 for his ultimate aswel. Because you started Red aswel you will also be that side of the map and be able to counter any ganks he tries.

Jungling

Jungling itself is pretty simple, you as rumble are manaless so you can spam abilities and clear camps.

Once you have all 3 abilities it makes sense to use scrap shield and flamespitter then fire off your harpoons instantly as you start the flamespitter. This will allows both harpoons and all your flamespitter ticks to deal damage while in the danger zone which is a 25% damage buff.

Route:

It doesnt realy matter which buff to buff you go, only where you want to be on the map as you hit level 3/4.

Wolves -> Blue -> Wraiths -> Wolves -> Red -> Wraiths will put you near midlane as you hit 4 on either side.

You can start Wraiths -> Redbuff if you want also, i prefer to get blue first and then Red just because you can generally get a few autos off while ganking as rumble as long as you land Harpoons and the added damage can secure the occasional kill while ganking if the lane damage is abit lower than expected.

One Tip that is very good though is when you are waiting on your wolves to spawn you want to power up your heat guage by spamming flamespitter, by starting to use your flamespitter on cooldown around 1.05 you will be around 60-70 heat as the wolves spawn allowing for faster clearing of both wolves and blue buff. It should also allow you to overheat while on the Blue buff allowing for overheated auto attacks killing it faster aswel.

Counteracting Early Invades

Rumble doesnt actually need buffs to jungle or gank effectively, but the XP from taking them both early is a massive XP loss to any jungler.

Level 1 fighting is always risky but you have to weigh up all 5 members of your team and all 5 of theirs whether or not you want to fight level 1.

If your level 1 is weaker you may have to surrender a buff to the enemy or you can plan for this and counter is by taking one of theirs if you ward where you think they will invade and be ready to counter it by taking their opposite buff instead.

Rumble's level 1 isnt bad as a jungler, you would take Flamespitter in a level 1 fight whether jungling or not because of its sustained damage compared to say an amumu taking bandage toss level 1 for the stun putting him back early in his jungling. Its not CC but it is strong AoE damage that will hit an entire group of them, also because you are charging up your heat in preperation for jungling you should get the danger zone 25% damage buff for it when fighting unless they are instantly invading at 30 seconds.

Teamfighting as Rumble

Teamfighting as jungle rumble is like any other bruiser, you need to decide before you walk into fights whether you are diving their carries or protecting your own carries.

Once this is decided then you carry this out.

Protecting your carry - Rumble has 2 built in slows, one in the double harpoon which stacks and his ulitmate slows. You can use your ultimate to either stop their bruisers getting to your carry or stopping their carries from entering the fight.

Diving the enemy carry - A Sorc Shoes/Haunting Guise/Abysall Scepter Rumble can generally kill any midgame ad carry unless they have 6 items at 30 minutes themselves solo. You land your full combos of harpoons and ultimate while flamespittering them while dealing true damage the entire time and any squishies literally melt in front of your eyes.

Late game fights in season 2 generally made it harder for rumble to do this, but with the changes in how Penetrations work by building an abysal scepter on top of flat penetrations you should still be able to melt them pretty fast. Then you add ontop the upgrade of haunting guise dealing % current health and you can also help damage those 200 MR tanks instead.

Final Thoughts

Hopefully if you are reading this then you read the guide and liked it. If so thanks for reading, any comments are greatly appreciated.

I'll be updating this as season 3 goes live and hopefully new season 3 videos of it in action as all my old footage from lolreplay is mostly corrupt.

Thanks for reading

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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