Rumble - The Mechanized Menace
This is the approved revision of this page, as well as being the most recent.
|HP Regen:||7.0 (+0.7)|
|Attack Damage:||55.66 (+3.2)|
|Attack Speed:||0.644 (+1.85%)|
|Magic Resist:||30 (+1.25)|
Rumble, the Mechanized Menace, is a melee AP Carry that excels at dealing damage over time. With the constant damage from Flamespitter, a reliable slow from Electro Harpoon, a go to escape/chase mechanic in Scrap Shield, the ability to turn his damage from area of effect damage over time into single target burst with his passive, and one of the best area of effect ultimates, The Equalizer, Rumble is a force to be reckoned with in both the top and middle lanes. While he can be fragile early, if he is played right he will one of the biggest damage dealers during team fights by using his AoE abilities to hit all his enemies at once with everything he's got.
|Lore:||Even amongst yordles, Rumble was always the runt of the litter. As such, he was used to being bullied. In order to survive, he had to be scrappier and more resourceful than his peers. He developed a quick temper and a reputation for getting even, no matter who crossed him. This made him something of a loner, but he didn't mind. He liked to tinker, preferring the company of gadgets, and he could usually be found rummaging through the junkyard.
Rumble showed great potential as a mechanic, and his teachers recommended him for enrollment at the Yordle Academy of Science and Progress in Piltover. He may very well have become one of Heimerdinger's esteemed proteges, but Rumble refused to go. He believed that Heimerdinger and his associates were sellouts, trading superior yordle technology to humans for nothing more than a pat on the head while yordles remained the butt of their jokes.
When a group of human graduates from the Yordle Academy sailed to Bandle City to visit the place where their mentor was born and raised, Rumble couldn't resist the temptation to see them face-to-face (so to speak). He only intended to get a good look at the humans, but four hours and several choice words later, he returned home bruised and bloodied with an earful about how he was an embarrassment to enlightened yordles like Heimerdinger.
The next morning, Rumble left Bandle City without a word, and wasn't seen again for months. When he returned, he was at the helm of a clanking, mechanized monstrosity. He marched it to the center of town amidst dumbfounded onlookers and there announced that he would show the world what yordle-tech was really capable of achieving.
| "Ugh, it's gonna take forever to scrape your face off my suit!"
Rumble's abilities don't have any cost related to them, so the use of his abilities is only limited by cooldowns. Instead, he uses Heat as his secondary bar. Rumble starts with 0 heat, and it caps at 100.
Rumble's basic abilities generate 20 heat when used. When Rumble reaches 50 heat, he is in the "Danger Zone", causing all his basic abilities to have enhanced effects. When Rumble reaches 100 heat he overheats, silencing himself for 6 seconds after which he will cooldown completely. 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.
|In Premier Tournaments|
|Event||Bans||Picks||Wins||Losses||Win %||Picked/Banned in % of Games|
|2015 World Championship||2||5||4||1||80||9.6|
|IEM Season IX World Championship||6||5||3||2||60||57.9|
|IEM Season IX - Cologne||1||4||1||3||25||35.7|
|2014 World Championship||15||25||13||12||52||51.3|
|2014 Season Korea Regional Finals||1||1||1||0||100||15.4|
Heat drains more slowly. Q cooldown higher early, damage increased, now does decreased damage to minions. W shield amount up, duration down. E slow and damage up.
We want Rumble’s opponents to have a clearer window to pick fights against him during laning phase. Flamespitter’s short cooldown allowed Rumble to be a constant threat against champions while taking no minion damage from trades (fun fact: ability damage doesn’t draw minion aggro), and this left no window for opponents to capitalise on him. We’re also making the heat system more intuitive and easier to pick up for new Rumble players.
- HEAT DECAY START:
3 seconds (4 if Flamespitter was used)⇒ 4 seconds
- HEAT DECAY RATE:
0.5 seconds⇒ 1 second
- HEAT DECAY AMOUNT: 5 per tick for 5 ticks, then 10 per tick: ⇒ 10 per tick
- DAMAGE TO MINIONS:
6 seconds at all ranks⇒ 10/9/8/7/6 seconds
- BASE DAMAGE:
1.0 ability power⇒ 1.1 ability power
2 seconds⇒ 1.5 seconds
- BASE SHIELD:
- BASE DAMAGE:
E recharge time increased.
Since Electro Harpoon changed to an ammo system last season, Rumble's had too easy of a time managing waves, controlling his Heat, and last-hitting from safety. (Turns out being able to pace harpoons one at a time makes the ability suuuper versatile.) We’re reintroducing some of that laning challenge, as well as giving enemies more breathing room in prolonged fights, by extending the downtime between harpoon charges.
- RECHARGE TIME:
5 seconds⇒ 6 seconds
- Rumble’s Q - Flamespitter now turns to face his target on basic attack command, rather than basic attack execution (think Corki’s E - Gatling Gun)
Q deals full damage to minions. R’s cooldown lowered.
Once a professional staple, Rumble’s struggled to succeed in 2016. This scrappy yordle’s game is one of attrition; nickel-and-diming opponents with persistent damage and forcing them out of lane (or Equalizing them for overstaying their welcome). This season’s premium sustain options - Corrupting Potion and Grasp of the Undying - has left Rumble lacking the ability to get damage to stick. Rather than commit ourselves to an arms-race of upping his damage to compete with early game sustain (which we’re taking a swing at further below), we’re opting to instead give Rumble greater flexibility in lane control.
- If Rumble Overheats by casting E - Electro Harpoon, casting a second charge while Overheated no longer causes heat to continue rapidly draining after Overheated ends
E works on an ammo system.
Rumble's ability to dominate mid-game with well placed Equalizers has always been gated by how strong or weak his laning phase lets him become. While we're taking care not to reinstate the flame-spitting lane oppressor of seasons past, Rumble's long due for some upgrades. We're suiting him up with a stronger fallback pattern for managing heat and last hitting, preventing Rumble from being shut down off of a few mistakes. This gives seasoned veterans and new pilots alike the flexibility to navigate tough situations to achieve Rumble's end-game fantasy of setting everything on fire.
- E - Electro Harpoon
- FULLY LOADED: Now works on an ammo system (max: 2 charges)
- RECHARGE TIMER: 1 charge per 5 seconds
- COST: 10 heat per charge
- SLOW DURATION:
3 seconds⇒ 2 seconds
- BABY DON'T FAIL ME NOW: If Rumble overheats using Electro Harpoon, he’ll always be able to fire while silence as long as he has 1 charge (same as live)
Q range and tick rate increased. Rumble's body is now smaller.
Piloting a literal junkyard, you almost expect Rumble to feel clunky. Alas, you can have too much of a good thing, often leading Rumble to feel like he's better left for the scrap heap than in top lane. Adjusting Rumble's specs for maneuvering in minions while upping the consistency of Flamespitter means he can focus on the complexities that really matter, like not entirely missing his Equalizer.
Patch Notes 5.16
R's cooldown increased. Equalizer's origin point starts closer to your cursor. "When it comes to game-changers, there are few out there as impactful as The Equalizer - assuming you’re not just using it on a minion wave, knowing it’ll be off cooldown for a big fight anyways. We’re really focusing on separating the good from the great (hey morello) Equalizers with this change, making every ‘zoning’ ult a call-to-action for the enemy team. Good placement will still win fights singlehandedly, but elongating Rumble’s reload-time should keep players asking ‘Is this ult worth it?’ before really committing to the cast. Important note about the cursor change - while this is a very slight nerf to the ultra-max-range use-case, the adjustment makes it almost impossible to over-shoot someone your cursor was on, as the Equalizer used to always start further ahead of where you intended it to go. This should help players that historically have trouble landing Rumble’s ult (read: everyone) lining it up correctly for the big play." R - The Equalizer
105/90/75 seconds⇒ 120/110/100 seconds
- DRAG AND DROP: Now starts 150 units closer to your cursor
Q and R don't damage untargetable enemies. Q can be outranged.
Over 3 years ago, Rumble's Flamespitter that changed it to apply damage-over-time effect to give him greater control of his harassment tool, especially when turning or stuck in minion waves. While this greatly improved Rumble's usability, it also functionally increased his DPS by 33% on his highest damage ability. Needless to say, this was a pretty big deal. So what's that history lesson got to do with 5.14? Well, the downsides of making a DoT were some weird cases where people thought they could escape the 'last tick' of Flamespitter, blowing flashes or movement abilities at the last second only to die a fiery death. We're still investigating if Rumble might need heavier changes as a result of 5.13's AP Refactor (we'll get back to you on that), but cleaning up some edge-cases and removing traps keep his counterplay where we'd like it to be.
- Q - Flamespitter
- PHANTOM PAIN: No longer damages untargetable enemies
- OUT OF THE FRYING PAN: No longer damages enemies who outrange Flamespitter's distance
Patch Notes 4.15
Many Rumble bug fixes. "Heat management is what separates the good Rumbles from the great Rumbles, so when we heard of bugs that punish Rumble for playing at his best (and a few that reward him when he shouldn't be), we felt we needed to act. That said, some of these changes might be a significant buff to Rumble's power, and that'll be something we'll need to keep a close eye on."
- RESPONSIVE RUMBLE: Fixed a bug where Rumble's Flamespitter and Scrap Shield should be more responsive in being affected (or not affected) by Danger Zone bonuses even if they're cast immediately after going above or below 50 heat
- PROPER VENTILATION: Fixed a bug where Rumble's basic attack would cancel if he was in the middle of attacking while Overheat expired
- PUNCHING UNDER FIRE: Fixed a bug where Rumble would occasionally not receive bonus magic damage on his first basic attack during Overheat
- TOO HOT TO HIDE: Fixed a bug where Rumble wouldn't fade out when he entered brush during Overheat
- SUPER GALAXY MISSILES: Fixed a bug where Super Galaxy Rumble would occasionally fire a "Danger Zone'd" Electro Harpoon missile on his second cast, even if his first cast wasn't in the Danger Zone
Patch Notes 4.5
"We're adding more danger to the Danger Zone in order to separate the good Rumbles from the great Rumbles"
Patch Notes 4.2
Flamespitter looks… okay. "Rumble now spits real flame instead of meatballs."
Patch Notes 3.07
We did tone down some of Rumble's overall damage, but we also took this opportunity to make Danger Zone more impactful in Rumble's overall play. Here we've decided to increase his benefits for staying in the Danger Zone, so Rumble players will have more incentive to carefully manage their abilities.
- Damage decreased to 75 / 135 / 195 / 255 / 315 (+1.0 Ability Power) from 90 / 160 / 230 / 300 / 370 (+1.35 Ability Power)
- Danger Zone damage bonus increased to 50% from 25%
- Damage decreased to 45 / 70 / 95 / 120 / 145 (+0.4 Ability Power) from 55 / 85 / 115 / 145 / 175 (+0.5 Ability Power)
- No longer prevents Rumble from automatically acquiring basic attack targets
Patch Notes 3.05
Rumble's ultimate was intended to be an area control effect but, with the large upfront damage it deals, it tends to be used more as a long-range nuke instead. With this patch, we're adjusting The Equalizer to better match its original intent.
- Fixed a bug where the visual effect would disappear before the actual end of the projectile
- The Equalizer
- No longer deals initial impact damage but the area burn damage now starts immediately instead of after a 0.5 second delay
- Burn damage per second increased to 130 / 185 / 240 (+0.3 Ability Power) from 100 / 140 / 180 (+0.2 Ability Power) (total damage dealt across the full duration is unchanged)
- Base Movement Speed increased by 25.
- Junkyard Titan (Passive) Danger Zone damage bonus reduced to 25% from 30%
- Damage reduced to 90 / 160 / 230 / 300 / 370 from 90 / 180 / 270 / 360 / 450
- Bug fixed where it would last slightly longer than intended
- Rumble now has a marker at 50 Heat to denote when he has reached the Danger Zone
- Flamespitter is now more responsive especially while moving and turning
- Electro-Harpoon now has a swirling icon overlay and a slight icon shift to denote the second shot
- Updated Rumble's recommended items
- The Equalizer now works with smart cast (Hold down the smart cast hotkey to mark the beginning of the line, and release the hotkey to cast)
- Fixed a bug where The Equalizer would fizzle if Rumble died
- Damage adjusted to 30 / 60 / 90 / 120 / 150 from 40 / 65 / 90 / 115 / 140
- Ability power ratio reduced to 0.45 from 0.5
- The Equalizer
- Burning damage reduced to 100 / 140 / 180 from 120 / 160 / 200
- Burning damage ability power ratio reduced to 0.2 from 0.25
- Cooldown increased to 105 / 90 / 75 from 90 / 75 / 60
- Junkyard Titan bonus damage on basic attacks no longer procs Rylai's Crystal Scepter or works with Spell Vamp
- Flamespitter cooldown increased by 1 second
- Fixed a bug where Rumble's ultimate would display the wrong team indicator on some machines with low graphics settings
- Fixed a bug where Flamespitter particle was lasting longer than intended
- Fixed a bug where the Electro Harpoon particle traveled further than the actual projectile
- Pathing size has been reduced