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RUMBLE BUILD GUIDE: Rumbling in the jungle by tortillagirl

by tortillagirl (last updated 3 weeks ago)

139,567 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)
View Rune Details
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 your standard rumble build, Depending on your team composition and the opponents affects the path in which you build and whether you deviate from this build.

If you are against a double AP comp then i would suggest an Abyssal Scepter rush or at the very minimum and early negatron cloak to help deal with them. Sometimes though a Zhonyas Hourglass is better than an abyssal scepter as a counter to AP champions because of the stasis it gives and the outplay potential to avoid damage with it. One such champion is Syndra where a well timed zhonyas can avoid her entire ultimate making it do zero damage in a teamfight.

Liandries rushing is generally the preferred style of rumble, but if the opponent does not have a frontline then you can forgoe rushing it for other items.
Build Order
This is the base of the majority of your build, from here you branch out into what you need first as i explained a little bit above.

Liandries against tanks, Zhonyas for specific champions counters like Syndra or Zed, Abyssal Scepter for Double AP. Rylai's if your ultimate is the only engage on your team and you need to catch people with it.

It is always better to be able to use your Equaliser as a follow up to another engage, but Soloqueue doesnt allow this to always be so. Heck even pro teams draft terrible and dont add in additional engage often as well. Rylai rushing in those situations allows for a strong engage and more potential to catch people with it.

Situational Items

Abyssal Scepter
I previously have explained this, but this is the number 1 situational item that you are likely to pick up that deviates from the standard core build.

If your team already has someone building it then you could go for a Banshee's Veil instead, but first consider whether the other builder will be in range of you during teamfights for you to make use of it. Ever since the range nerfs to Abyssal back in season 3, its usually beneficial to have multiples of it to make sure there is coverage of the aura across an entire fight unless you are fighting a pure wombo combo style fight.

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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