I go 9-21-0 simply for the fact that rumble needs to be beefy and up-front in team fights in order to dish out his damage/ soak damage. It is basically the only way to go. I have tried going all offence with 21-0-9 or 21-9-0 and noticed that I was doing damage, but was not lasting long enough in a team fight to make a difference. I basically walked in and did damage for about a second or 2 and got raped to death immediately. I have tried 9-0-21/0-9-21 for the cdr/etc utility stuff, but i noticed that you don't really need cdr as rumble. As i mentioned in the video, it takes 3 abilities used consequetively to get into the yellow zone, then an additional 2-3 for overloading. Getting CDR makes little/ no noticable difference. I actually didn't even have time to use my abilities when i reached my yellow zone. When i was in this spec, i literally walked into a team fight using my 3 abilities to get into the yellow zone and melted immediately. As I went 9-21-0, you'll notice a big difference on your survivability while still maintaing your dmging power against enemy opponents.
RunesGlyph: 9x ap per level/ flat mr/ mr per level
Seals: armor/ Health per level
Marks: Magic Pen Marks
Quints: Health quints/flat ap quints
In my opinion, runes are totally up to you. I use Ap per level glyphs/health per level seals/health quints because i generally like having more health and ap as I level when i play champions and take advantage of this in the mid-late game, where rumble is the most effective. I sometimes go Flat MR/armor seals and glyphs if we have no tank in the team. But in general, the runes are totally up to your choice/ playstyle.
Explanation:Generally, these summoner abilities do great with almost any ap champion. Ignite just adds on to your DoT flamespitter/ sunfire cape (If you get it)/ultimate and cant literally mow down a champion to daeth in about 3-4 seconds. An alternative way to go is exhaust/ignite. It is very likely you'll get first blood if you go this way because of the added slow, arm/magic pen that increases the damage of your flamespitter/auto attack. The only negative thing about it is that you wont have a clutch ability to get-in-get-out/ get-out-of-free card in the mid-late game where positioning really matters.
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: Self explanitory. When you overheat, you get a buff for your auto attacks that adds a bit of magic damage. You're not really going to use this passive unless your 1v1 because you should only be using abilties in the yellow zone and trying to keep yourself in that zone to maximize your damage output. But this passive does come in handy when you overheat with your flamespitter still firing as you punch opponents in the face.
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 6 seconds
Explanation:This is rumble's bread and butter skill. It works like Singed's poison trail but instead its in front of you and your spraying it. Pretty self explanatory. It shoots in a cone in front of him so basically you have to aim it by walking a tid bit forward into an enemy champion. You want to use this ability first, then the other 2 in whatever order, so that when you reach the yellow zone, flamespitter is the first off cooldown.
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:The shield is pretty decent at level 1-4 but generally gets torn up after that. The movement speed buff is not noticeable at all in early levels. You can see the change only when you have 4-5 ranks into it. Other than that, this should be maxed out either 2nd or last. If you are going more as a tank, go with this ability 2nd. If you are going for offensive which should be almost 95% of the time, take this last.
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: You should max this ability 2nd.(unless your going the tank route of rumble). This ability has about half the range of Ezreal's Q move and can activate it twice within 3 seconds. This ability is basically a pistol with 2 bullets, with each bullet having an add-on slow effect if you hit the target consecutively.
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
Explanation: This ult goes REALLY well with Rylai's Crystal Scepter. It produces a flame wall that can cut off/poop on/ slow anyone affected by it. It has a new skill shot mechanic. You have to click on a spot and hold... then you drag a line on where you want the flame wall appear and then release. After this, missiles fire from rumble's back and lands onto where you wanted to shoot it. You want to land this ability in choke holds or areas that usually clutter teams which are shown in the last half of the video. I can't really explain the area you should use it in so watching the video gives a better understanding of what I'm trying to talk about.
Item BuildsThe first build which is show above is usually the route I go when I play rumble. Below I will give scenarios on whether I take one item over another.
The enemy has a lot of poking/long lasting champions/has a roamer = Doran's Shield
If i know i can dominate the other team/ no poking/weak champions= Amplifying Tome+health pot
First trip back:
Boots + Giant's Belt= Good Game
Blasting Wand= Meh game
Amplifying Tome= decent bad game
You should always aim to be getting Giant's Belt+ boots your first trip back because it already gives you alot of health and gives you an advantage when trading blows with other opponents with your flamespitter.
2nd Trip Back: Get giant's belt if you haven't already and finish your Rylai's Crystal Scepter.
You want to rush Rylai's crystal scepter because it synergies with your flamespitter/ harpoons/ ultimate really well and turns rumble into a godlike/slow machine. It also gives him the beefiness to soak some damage as he walks into battle. All along giving him much needed ap.
3rd trip back: Either get Merc Treads/ Sorc Boots. Merc treads if they have a lot of CC and Sorc boots if they dont.. or if i just want to go a dps route.
4th trip back: It raelly depends on how good/bad your game is going. If your dominating and its a "ROFL THEY SUCK" round, i go stacks or rabadons deathcap. If they are AD heavy or pretty even/squishy I go Sunfire cape which adds to your flamespitter damage as you walk and mow your opponent. If they are AP heavy and have lots of cc, i go banshee's veil.
5th item- very rarely i get to this item but its usually a deathcap if i roll sunfire cape or bv, or abyssal scepter if i rushed Deathcap/stacks.
Alternative Item Build (Having a Terribad Game)This build is for when you have that typical bad game and are just getting raped in the ass multiple times in the first 10 minutes of the game. There aint no shame to having a bad game..everyone has em and its inevitable. This build helps cope with your bad game and helps turning your momentum around.
In your first trip back: I get boots and get an amplifying totem or just buy a straight up hextech revolver. This goes really well with doran's shield because when you use ur flamespitter on minnions, you heal up + doran's passive.
2nd trip back: I get my boots if i haven't already and grab a Ruby Crystal to get some tankiness in the early game because i'm getting raped really hard. HAving additional health sometimes discourages enemies to focus you anymore .
3rd Trip: I turn my ruby crystal into a Haunting Guise and finish my sorc boots to have 48.5 flat magic pen because of my 8.5 Magic pen from marks+ 20 from sorc shoes + 20 from Haunting Guise. This early build will now shred any squishy/champion that has less than 48 mr and also give you the tankiness to help last you untill the end of the laning phase.
After this I beging to get Rylai's Crystal Scepter and follow my previous build above.
Early GameIn early game, Rumble isn't very strong nor is he weak. He is pretty descent but above average. If he takes a solo lane against a MELEE champion, you should pretty much win that lane. The only melee champions that would probably give you a hard time is Renekton. If you're going to solo lane, you should almost always go doran's shield for the lasting power of it. Other than that,he should always be in a dual lane because he works really well with anyone with a cc because he can land all his ticks from his flamespitter on a stunned target. This combo does a ridiculous amount of damage early on, especially if you run a Exhaust/ignite setup for your summoner spells. In my video, it shows some things you should and should not do in early game that explains it more easily than i can when writing. You'll begin to notice Rumble's power when you reach level 5-6 , as this is the time rumble begins to get touch his beefiness.
Mid GameEarly-mid to early-late game is where rumble begins to shine. Once you have your rylai's crystal scepter you become just the God of slows . With your defense masteries and health provided from doran's shield + rylai's crystal scepter + runes, you'll be tanky enough to take damage while dealing more damage to your opponents. You'll begin to notice that you can last a lot longer in a team fight and soak damage than you can in early game. When you want to be aggressive, Mid game is the time to do it with Rumble. I go into more things you can do in mid game in my video that i cant explain in writing. As rumble in mid game, try your best to end things quick as rumble transitions into more of a soak/slow machine in late game because his damage begins to fall off as the game drags on.
Late Game + TeamfightsRumble begins to lose his damage in lategame. You go from good dmg output to meh or decent dmg output. You're basically tranisition into a soak/slow machine in late game and want to give your carries the kills so they can *carry* you end game now. In team fights, you should not iniate at all unless you are cutting off/ganking someone . You really have nothing to initiate with . You can iniate with your ult but they/ll just walk out of it and render you useless for a teamfight. You want to wait till everyone is cluttered and then land your ult on top of em. When you land your ult on top of them, the enemies tend to run out of your ult in first reaction, enabling your team to rape them as they try to get out of your ult. Rumber's ult should also be used in choke holds which i show in the video. I go more in depth or show better examples of what you should do in team fights in the video, as it makes it easier to explain than writing it in this guide.