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Posts: 4,891
Joined: Jul 14 2007
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Jun 28 2011 04:48pm
Masteries


Runes


Summoner Spells
Exhaust and Flash
Ignite and Flash


I prefer Exhaust and Flash for those early fights you may have, gives an amazing advantage. It also does a fair amount late-game to those pesky AD carries.

Rumble Stats Per Level
Health 450 (+80) Heat 100 (Manaless) Damage 56 (+3.1) Attack Speed 0.632 (+1.2%) Range 125
Health Regen. 7.0 (+0.7) Heat Regen. N/A Armor 16 (+3.4) Magic Res.

Abilities

Junkyard Titan: When Rumble reaches 50 Heat he is in the Danger Zone granting all his basic abilities bonus effects.
When Rumble reaches 100 heat he overheats, silencing himself for 6 seconds to cooldown completely and causing his basic 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.

Flamespitter (Active): Rumble begins torching the area in front of him with his flamethrower dealing damage to all units (deals half damage to minions) 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.
Magic Damage: 40 / 65 / 90 / 115 / 140 per second (+0.5 per ability power)

Scrap Shield (Active): Rumble creates a shield blocking incoming damage for 2 seconds, in addition Rumble receives a movement speed boost for 1 second.
While in the "Danger Zone", the shield’s strength and movement speed boost are increased by 30%.
Shield Strength: 50 / 80 / 110 / 140 / 170 (+0.4 per ability power)
Movement Speed: 10 / 15 / 20 / 25 / 30 %


Electro-Harpoon (Active): Rumble shoots a taser that deals magic damage and applies a slow on the enemy hit for three seconds. A second shot can be fired for no additional cost within the next three seconds,
even if Rumble overheats.
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%.
Magic Damage: 55 / 85 / 115 / 145 / 175 (+0.5 per ability power)
Slow: 15 / 20 / 25 / 30 / 35 %


The Equalizer (Active): Rumble calls down a line of rockets over the target linear location, using a click and drag targeting. The rockets deal initial magic damage to all enemies hit on arrival,
and also leave a trail of destruction for 5 seconds that slows by 35% and deals magic damage to all enemies standing on the area.
Initial Magic Damage: 150 / 225 / 300 (+0.5 per ability power)
Area Magic Damage: 100 / 140 / 180 (+0.2 per ability power) per second



How to play:
Items


After those it's entirely situational. If you're hurting for damage grab a Rabadons. If you need to be tankier go tankier.
The natural damage on your abilities lets you be a menace with the AP from Rylais until about 30 minutes. Then you need to maybe grab Abyssal Scepter or Void Staff.


Skill Order: Q>E>Q>W>Q>R
Then R>Q>E>W (I don't always follow this because sometimes I need the shield to escape or chase better)

Rumble is always about harassing, his Q is obvious. Cone that does half damage to minions means you wont be pushing too hard, but the damage you do to your opponent is decent.

Don't be scared to Overheat, especially at lower levels, his melee attacks hurt a lot and can force an enemy to go back if you've already combo'd Q+E a couple times.

His E and W combine to keep your opponent in range of Q, as long as you can land one of the easiest skill shots in the game you'll be fine. Then range on E is a little bugged, the tip goes beyond the ring.
Not by much maybe 25 range, but it's still a little extra to work with.

If you've been harassing properly your opponent will either have backed to refill health or just be low. Which is great cause with the mastery and rune set-up you can dive pretty easily if you land your ultimate properly.
Then range on his Ultimate is INSANE for the damage output. With the landing and 1 second in the ult you put out 250 damage at level 6 with 0 AP. This is where Exhaust comes in, a 40% slow and a MR reduction keep them on the flames longer.
That is the kill set-up. Harass with Q+E then when the time comes throw on the R and dive with Q+E.. If you got him low enough say hello to 300 gold.

The way I play Rumble he is best suited for a top lane, and in all the games I've played I have never lost the top turret before my opponent.

Top lane Challenges:
Mordekaiser: the damage from flamespitter is almost completely nulled by his shield (which is always up).
It's a difficult battle but if you can get some decent harass in between minion waves (since you both clear rather quickly) you'll win the fight.
This is a lane I'd call for ganks in, cause if his jungler comes and Morde drops his ult it's probably lights out.

Vladimir: Your damage is greater than his, keep Q and E on him as much as possible and he won't have the CD reduction to heal through it yet.
His pool is a bitch with your ultimate so try and get him to pop it sooner rather than later.

Irelia: Harass, a lot. Keep her away from the minions so her CS is abysmal. You really need to crank out the damage to negate the Gp5 items.
She has pretty low base HP so unless she starts with a Doran's Shield it's pretty easy to get an early kill.

Jarvan IV: Same set up as Irelia, except he's a bit tankier has a nice escape and a shield.
You may need ganks to finish him off, but we won't out damage you if it comes down to a 1v1

Ezreal: His built in flash makes it a bit harder to trade harass. Try camping out in the bushes closer to his turret so you can poke him while it's on CD.
The biggest problem I have is when a good Ezreal pokes me then runs away before I can get in range. I've only faced one though so it's kind of hard to know exactly what I should be doing to counter.

Most squishy carries that top-lane are so easily harassed by the damage out-put that either you'll be farming kills or they will have their jungle going after you consistently.
Which means other lanes can be pressed harder by your jungle.

If there are other champions you want specifics on just let me know, and I'll see what details I can provide.

Rumble is Archer, Lana is your lane opponent. Make your presence known Rumbles.[/B]


Member
Posts: 24,166
Joined: Apr 19 2008
Gold: 1,340.69
Jun 28 2011 04:49pm
Add some pics, visual effect
Member
Posts: 9,834
Joined: Feb 27 2008
Gold: 157.41
Jun 28 2011 04:49pm
rumble
pisses
me
off
I
contemplated
suicide
but
I
decided
to
declare
him
op
instead
Member
Posts: 7,766
Joined: Mar 8 2009
Gold: 11,295.00
Jun 28 2011 04:51pm
what are those pumpkins runes?
Member
Posts: 12,410
Joined: Jul 23 2007
Gold: 1,000.01
Jun 28 2011 04:54pm
WHERE IS YOUR SPELL VAMP BRO?

Member
Posts: 65,046
Joined: Jul 7 2008
Gold: Locked
Jun 28 2011 04:58pm
Quote (Mathlavoie70 @ Jun 28 2011 03:51pm)
what are those pumpkins runes?


Health quints I think.
Member
Posts: 6,285
Joined: Jul 29 2008
Gold: 46.69
Jun 28 2011 05:03pm
W > E and if you have trouble against those champs in lane you are bad
Member
Posts: 4,891
Joined: Jul 14 2007
Gold: 346.01
Jun 28 2011 06:21pm
Quote (Vantre @ Jun 28 2011 03:54pm)
WHERE IS YOUR SPELL VAMP BRO?


IM A TANK BRO, and I get it if I'm raping but I don't see the point really.

Who do you think Rumble would have trouble against?

This post was edited by sharper333 on Jun 28 2011 06:21pm
Member
Posts: 23,663
Joined: Jan 18 2010
Gold: 30,000.00
Jun 28 2011 06:24pm
Rush revolver on Rumble 1000000%
makes that flamethrower 3x more OP
Member
Posts: 45,763
Joined: Dec 17 2008
Gold: 1,982.00
Jun 28 2011 10:37pm
Rumble comes to top lane.
But it's ok I am Jarvan.

I have 500 hp. Rumble has 800 hp.
Rumble spit flames
Rumble make me rage
fuck my life
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