IntroductionRumble, as of when I'm writing this guide, is the latest released champion. Like any other champion, he looks intimidating before you buy him -- especially if you faced against one, and you never played as him. However, he became probably my most favorite champion due to:
1) He is easy to learn.
2) He is fun.
3) There are many reasons to pick him over another laner.
4) He is high quality, and his model is one of the best looking.
5) Voiced by Alpha 5 from the original Power Rangers.
6) He is balanced in my eyes.
Why you want to pick Rumble over another champion:
1) Assassin + Roamer + Initiator: The combination of his move speed buff, Rylai's Crystal Scepter, and ultimate allow him to cover a lot of ground and gank easily.
2) Tank: You can build him to be hard to kill while still keeping his damage up to par.
3) Support: You can babysit -- peel away any enemies -- with all of those slows a hard carry such as Caitlyn.
MasteriesI run 9/21/0 because:
1) You don't need anything that's deep in the Offensive tree.
2) You're mostly in melee range, so the Defensive tree really does have a lot of useful stuff. I don't get Ardor, because you don't need the +AS. It's either you get Ardor or Nimbleness. I chose Nimbleness, because during laning you go through the creep waves in order to harass. So, the +MS will proc a lot, without you taking too much damage because you have a lot of defenses already (shield + Defensive mastery tree + runes).
3) You would only go Utility for the cooldown reduction. Rumble doesn't really need CDR because it makes him overheat too fast for my tastes. Meditation (+Mana regen) is useless, and we never want the blue buff. Basically, a lot of stuff from the Utility tree won't help much.
RunesMarks: standard Mpen marks.
Seals: I like the flat armor for early laning dominance.
Other options: You could get Dodge, but it won't help you versus a champion such as Urgot.
Glyphs: I like the flat magic reset for the same reason.
Other options: Scaling magic resist, but then again, I really prefer not to fail versus a powerful AP champion such as LeBlanc or Vladimir. You need to destroy them during early laning, and flat runes have always helped me with that.
Quintessances: Flat health quints are good for when you don't know what kind of opponent you're laning against.
Other options: Flat armor or magic resists might better if you know who you will be laning against. You can also try +Move Speed.
Ignite: It helps you build upon your early damage dominance.
Flash: You already have all of those snares and the +Move Speed from your W. Flash is good for getting out-of-sticky situations, and avoiding AoE ult champions.
Other options: Ghost + Exhaust works. It depends on your play-style if you want to use it over Ignite + Flash.
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.
This is what makes Rumble: Heat. It is the hardest part about him to master: which ability to use in the Danger Zone, when you want to overheat yourself, and when to not overheat. It makes your auto-attacks proc Rylai's 35% slow and spellvamp (only off the bonus magic damage).
Rumble begins torching the area in front of him with his flamethrower, dealing 40 / 65 / 90 / 115 / 140 (+50% 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 5 seconds
Your standard spamming and farming ability. If you have Zhonya's Hourglass, when you cast Q and use the Hourglass, your flames will still shoot out while you take no damage.
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
Another spamming skill when getting from one point to the other. It also helps you to harass. The Danger Zone increases are multiplicative. See FAQ chapter for the math.
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
This is your nuke and CC ability. The tasers are additive, so at rank 5 the slow would be 70% if you landed both. The Danger Zone increases are multiplicative. See FAQ chapter for the math.
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 120 / 160 / 200 (+25% of ability power) magic damage per second to all enemies standing on the area.
This ability does not generate heat.
Cooldown 90 / 75 / 60 seconds
I see this as one of the best ults in the game, as long as it doesn't bug out (sometimes you cast it and it goes on cooldown without anything happening). You use it to initiate; to control the battle; to push lanes; to farm; and to score a kill. It also is pretty damaging for an AoE ult.
When trying to score a kill, you have to cast it on your target and parallel to where they are running (basically you make them run across the "burning trail").
You cast it perpendicularly when you want to zone out more than one enemy, or you're pushing a tower.
Please note that the ult has a tick on impact.
When is it OK to overheat?
--Laning phase: Overheating changes your auto-attacks into nukes. If you need the extra oomph to finish someone off, then you should overheat.
When is it not OK to overheat?
--Do not overheat against full health opponents, at the start of a team battle, or when you're chasing or need to peel off someone.
How much attention should I give? Won't heat make it too complicated to have fun playing Rumble?
It's easy and simple to understand. There's no count that you need to keep track of (like if you were playing Udyr with bear stance). Here's all you need to do:
1) Spam whatever you need until you reach the Danger Zone, when your Heat meter turns into a yellow color. Basically, you just do what you have to do. Don't force yourself to keep the meter up at any point.
2) Now that you're in the Danger Zone (your Heat meter is yellow, right), you cast one more ability. Then you ask yourself one question: "Do I want to be silenced for 6 seconds?" Will overheating prevent you from finishing your enemy off? Will it allow the enemy to kill you? Alright, just stick to that one question in quotation marks. It makes life easier for everyone. If you need only more damage, then go overheat. If you need to escape, then you should wait, so you can use both W + E, or even R.
Early GameYou have a few options at the start.
1) Does the enemy have a roamer? If yes: 1) You go make sure your teammate successfully got blue. 2) Go hide in a mid brush to make sure your buddy doesn't get ganked. If they do, you can quickly rush to assist them and take off half of the health of the enemy roamer. The roamer usually has boots, so don't chase too much.
2) You can go hide near mid or top (if you're not solo), and hope the enemy overextends. Then you just walk behind them and take a good chunk of their health.
3) You go lane.
Once you are laning, you should wait until level 2 before harassing. Your Q+W should enable you to easily harass. If the enemy is too passive, and you can't successfully use Q+W, then you should wait until level 4, when you will have your snare. All the while, make sure your lane is pushing. Don't even last hit if you have to make it push. You can easily zone out your opponent. If you reached level 4 and it doesn't look like you will kill your opponent any time soon, you should wait until you have your ultimate. As soon as you reach level 6, prepare to kill the enemy. Hopefully, they are not too close to their tower. The second he is about to shoot you or a minion, you cast your ult on him; run up to him, while making sure your flamethrower is hitting him; and make sure to nuke him with your slow. You will either finish him off with your auto-attacks or Q.
Important note: It is excellent to be overheated, as long as you are in auto-attack range, at this phase of the game. Your overheated auto-attacks hit hard.
Mid GameHopefully, you've been dominating your opponent, and making them realize how worthless they are. If you haven't, fear not!
A) I am Whooping the Enemy's Ass
You now have these options:
A.1) Going to another solo lane, and helping to gank it.
A.2) Roaming the enemy's jungle, and kicking his ass.
A.3) Staying in your lane, even after the first tower went down, because you can kick anyone's ass; and you don't want the enemy solo to have any comeback. I would stick to this one, unless your team is severely losing other lanes. Go farm a few jungle monsters, when there are no minions.
B) I Couldn't Do Much Versus My Opponent
You now have these options:
B.1) Try to gank other lanes. You will be able to quickly return to your original lane to kill any large minion waves approaching your tower (one ult from far away instantly kills everything).
B.2) Help secure Dragon. Rumble has a big advantage when it comes to team fights, especially at the start.
Late Game and Team FightsThis is the part when you need to push as a team. It's also good advice for whenever team fights happen, at any stage of the game (early, mid, late). Late game is mostly team fights, so I grouped these two together. You have several jobs:
1) You can roam with your teammates, and pick-off any stragglers with your ult.
2) You can initiate by diving a tower, when your team has a slightly better advantage (items, levels, buffs, etc.)
3) You can poke or zone-out with your ult. The snare from your slow will keep the squishies from running away, when someone like your Amumu or Malphite ults.
4) You can peel. Stick with a carry such as Caitlyn or Ashe, and snare anyone that tries to get to her.
Is your silence from overheating affected by Mercury Threads, Quicksilver Sash, or Tenacity?
No. Overheating, which silences you, is tagged as a buff. MT, QSS, and Tenacity only affect debuffs. Therefore, you're always silenced for 6s.
Are the +30% Danger Zone buffs multiplicative or additive?
Your W (+move speed) and E (+snare) get +30% buffs when in the Danger Zone. That +30% is multiplicative.
Example: Your W is rank 3 and has +20% move speed. When in the Danger Zone, it gets +30% move speed.
Math: Your base move speed with boots is 400 (picked this number arbitrary). Use W: 400*1.2 = 480. Use W when in Danger Zone: 400*[(0.2*1.3)+1] = 506.
Your E (snare) stacks additively. At rank 3, 25% + 25% = 50%. So, 400*0.5 = 200. With Danger Zone: 400*[1-(0.5*1.3)] = 140.
Does your Q still work while Zhonya is active?