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The Mechanized Menace
Release Date: April 26, 2011
Cost: 4800 BE 880 RP
Primary Attribute: Fighter
Secondary Attribute: Mage
Resource: Heat
Health Mini Icon.png Health: 589 (+ 85)
HealthRegen Mini Icon.png Health Regen: 8 (+ 0.6)
MovementSpeed Mini Icon.png Movespeed: 345
AttackDamage Mini Icon.png Attack Damage: 61.036 (+ 3.2)
AttackSpeed Mini Icon.png Attack Speed: 0.644 (+ 1.85%)
Range Mini Icon.png Range: 125
Armor Mini Icon.png Armor: 30.88 (+ 3.5)
MagicResist Mini Icon.png Magic Resist: 32.1 (+ 1.25)
Rumble in the Jungle Released: 2011-04-26 / 975 RP
Bilgerat Rumble Released: 2011-04-26 / 520 RP
Super Galaxy Rumble Released: 2014-04-03 / 1820 RP
Badlands Baron Rumble
Chroma Pack  (1320 RP)
Release Date: 2018-04-18
290 RP
290 RP
290 RP
290 RP
290 RP
Rose Quartz
290 RP
290 RP
290 RP
Chroma Icon.png
Released: 2018-04-12 / 1350 RP


  • Biography
  • League Judgement
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!"

- RumbleSquare.png Rumble

Candidate: Rumble

Date: 22 April, 21 CLE


Rumble clanks into the Great Hall with the least grace shown by any candidate since Gragas. He battles with the controls of his scraped-together battle-suit, peculiarly named "Tristy". The suit lumbers forward, a marvel of unrefined construction. Rumble's movements are jerky, quick; he seems to enjoy the frantic micromanagement.

The great ball of spikes that is Tristy's left hand rears back in front of the doors. As though self-aware, they fling open abruptly and the Reflecting Chamber's impenetrable darkness unfurls into the Great Hall. Rumble snorts with derision before urging the machine forward.


Humans did love playing their games. Rumble doubted that important humans like Prince Jarvan were dumped in a dark broom closet while some League goon got all fancied up for a beat down.

"Oh well, if the longlegs want to see what kind of champion I'll be, I'm happy to show ‘em."

He was bubbling with anticipation. "Itchy fist syndrome" someone once called it, except now his "fists" consisted of a pressurized, two-cylinder flame projection system and a pneumatic piston-mace assembly Rumble often referred to as "the short hello".

He was only worried for the guy they'd sent to test him.

"No need to worry," growled a gravelly, robotic voice behind him, "I will take it easy on you!"

Rumble hammered the control yoke, spinning Tristy's cockpit 180 degrees with nauseating speed. He half-pulled the trigger to launch his electro-harpoon before he realized he was staring at a wall.

"Over here now!" The voice was behind him again, amused.

Rumble punched one of the pedals when he spun back, whirling to face the owner of the voice. The instant the cockpit came to a stop, the harpoon misfired, hurtling straight for the poor League crony. Normally Rumble preferred to look someone in the eye before he impaled them on an electrified javelin, but he certainly wasn't one to stand on ceremony.

As his eyes came to rest on the target, his enthusiasm evaporated.

The harpoon plinked harmlessly off the shiny, finished exterior of a titanic battle-suit. It stood easily four times the height of Rumble's, supported by three multi-jointed legs thick enough to withstand mortar fire. Above them, the chest – an almond-shaped slab inset with purple gems – was visibly generating some sort of arcano-magnetic deflection field. The glowing plate was flanked by confoundingly intricate arm appendages which both suspended tactical, sixteen-cell missile arrays. Rumble knew by the heads of the missiles that each was outfitted with sorcerous motion tracking and remote guidance systems. The arms terminated in two ten-barrel rotary cannons nestled in exterior composite plating. The leering head of the behemoth was a fat bulb of tinted glass coated in sensory detection equipment, presumably housing the pilot. Where its mouth would have been, a gleaming cylinder protruded, clearly the business end of a focused-energy charging plasma emitter. In other words: a death ray. Worst of all, the armor of the colossus was anodized and decorated in flawless detail with blue flames, the exact pattern Rumble wanted to paint on his suit.

Someone ripped off his dream design.

Rumble's fury overtook his awe. With a howl, he pulled every trigger, punched every button, and kicked every pedal that would fire something at the hulking monstrosity. In response, his trusty suit Tristy sputtered and fell over.

Rumble tumbled from his seat, cursing. One of these days, he would install seat belts…right after he finished the designs for the Juicer. He rolled to his feet and gave Tristy a firm kick in the mace – the usual fix. Tristy shuddered back to life, but she became suddenly obscured by a looming shadow.

Rumble blinked.

When he opened his eyes, his vision was filled by one of the giant's tree trunk legs. It twisted slightly, and the wail of grinding alloys confirmed Rumble's worst fear.

Tristy had been stomped flat.

There have been times in Rumble's life when he's had lapses of memory. They usually occurred when he was being bullied or beaten badly enough that he didn't think he'd pull through. Things just went dark. Usually when he'd come out of it, there would be a bunch of yordles either on the ground bloodied or looking at him like he had a wrench sticking out of his head (which was only actually the case once).

In this instance, he was clawing madly at the foot of the steel mammoth, throat hoarse and fur in disarray. The foot remained in good condition.

With a popping hiss, the head of the beast split open, revealing an unmistakable bushy blonde afro.

"Heimerdinger!" Rumble bellowed, "You're gonna pay for this! Deserter! Traitor! Get down here!" His voice cracked more times than he'd have liked.

"That would be a poor strategy indeed!" Heimerdinger exclaimed, after brief consideration. "You can return to Bandle City. I'm sorry it didn't work out!"

"Return?!" Rumble laughed. "You think I'm done with you? This fight just got started! You already-" He was airborne before he could finish his sentence. It looked like something shot out from the death machine and exploded in front of him, but his vision was so blurry he couldn't confirm it. He soared almost casually through the air until the wall stopped him.

"The probability of your continued existence is rapidly approaching zero." Heimerdinger remarked absent-mindedly.

Rumble opened his eyes and coaxed his lungs to breathe. He was lying on his side facing Heimerdinger. Neither the wall nor the floor did a good job cushioning his fall. He wasn't going to be able to take many more shots like these.

"You missed." He choked, managing a smirk. He wobbled to his feet, bracing himself against the wall.

"Why do you want to join the League, Rumble?" He thought Heimerdinger's voice sounded strange, but it was difficult to tell through the ringing in his ears.

"Oh now you want to chit-chat."

"Your machine is destroyed. You will be unable to compete without-"

"Why's that? I'm too small? Too weak? Tell me a new one. I'm the one they invited here, not my machine, and I'm not leaving that easy. Bandle City needs more loyal champions, and I'm not gonna back down from some big-haired Piltover lapdog." Broken and battered, Rumble's voice didn't lose any attitude. He brought his fists up, the motion was excruciating.

"How does it feel exposing your mind?"

"How does it-? What kind of question is that? Let's finish this! You're gonna pay for what you did to Trist-"

Heimerdinger was gone. Rumble was sitting in the cockpit, looking at Tristy's instrument panel. The pain was gone. He was back in the broom closet, but someone apparently turned the lights on. He couldn't suppress the smile that crept across his face. He hugged the dashboard.

"I thought I lost you for a second there, girl. But don't worry, I would've fixed you. Now we gotta go pay someone back for this whole mess."

He took hold of the yolks and kicked the pedals. Tristy sprung to action, leaping forward.

Then she sputtered and fell over.


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. After 4 seconds of not using his basic abilities he will start losing heat at a rate of 10 every second.

Junkyard Titan.png Junkyard Titan [Passive]

Junkyard Titan2.png
Junkyard Titan3.png
Innate: When Rumble reaches 50 Heat he is in the Danger Zone granting all his basic abilities bonus effects.

When Rumble reaches 100 Heat, he starts Overhealting dealing bonus magic damage on his basic attacks but is unable to cast his spells for 6 seconds.

Magic Damage: 20 + (5 x level) (+30%)
Flamespitter.png Flamespitter [Q]
Cost: No Cost Cooldown: 10 / 9 / 8 / 7 / 6 seconds Range: 600

Active: Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. This spell deals reduced damage to minions.

Danger Zone Bonus: Deals 150% damage.

Magic Damage: 175 / 210 / 245 / 280 / 315 (+110%)
Danger Zone Damage: 202.5 / 270 / 337.5 / 405 / 472.5 (+165%)
Damage to Minions: 60 / 65 / 70 / 75 / 80%
Scrap Shield.png Scrap Shield [W]
Cost: No Cost Cooldown: 6 seconds

Scrap Shield2.png
Active: Rumble tosses up a shield for 1.5 seconds that absorbs damage. Rumble also gains Movement Speed for 1 second.

Danger Zone Bonus: 50% increase in shield health and Movement Speed.

Shield: 100 / 130 / 160 / 190 / 220 (+50%)
Danger Zone Shield: 150 / 195 / 240 / 285 / 330 (+75%)
Movement Speed: 10 / 15 / 20 / 25 / 30%
Danger Zone Movement Speed: 15 / 22.5 / 30 / 37.5 / 45%
Electro Harpoon.png Electro Harpoon [E]
Cost: No Cost Recharge: 6 seconds Range: 850

Electro Harpoon2.png
Active: Rumble shoots his opponent with up to 2 tasers, dealing magic damage and applying a stacking slow of 15% for 2 seconds.

Danger Zone Bonus: Damage and slow increased by 50%

Magic Damage: 60 / 85 / 110 / 135 / 160 (+40%)
Danger Zone Damage: 56.25 / 87.5 / 118.75 / 150 / 181.25 (+50%)
Slow: 15 / 20 / 25 / 30 / 35%
Danger Zone Slow: 22.5 / 30 / 37.5 / 45 / 52.5%
The Equalizer.png The Equalizer [R]
Cost: No Cost Cooldown: 110 / 100 / 90 seconds Range: 1700

Active: Rumble calls down a line of rockets that creates a burning trail for 5 seconds. Enemies in the area have their Movement Speed slowed by 35% and take magic damage each second. Magic Damage: 140 / 210 / 280 (+35%)
Total Magic Damage: 700 / 1050 / 1400 (+175%)

Patch History


W shield increased. R damage increased.

We're leaning into Rumble's lane bully strengths by making fights more favorable for him and letting him carry that lead more convincingly if he can secure it.

Scrap Shield.png W - Scrap Shield

BASE SHIELD : [80/110/140/170/200]
SHIELD RATIO : [0.4] 0.5 ability power

The Equalizer.png R - The Equalizer

MAX DAMAGE : [650/925/1200 (+1.5 AP)]
700/1050/1400 (+1.75 AP) over 5 seconds

Q damage increased at early ranks; damage to minions adjusted to be roughly unchanged.

Rumble could use more trading strength, but we don't want to give him too much waveclear in return.

Flamespitter.png Q - Flamespitter

BASE DAMAGE : [135/180/225/270/315]
DAMAGE TO MINIONS : [75% at all ranks]


BASE HEALTH : [584.4] 589
BASE ARMOR : [25.88] 31


A bit of subtle reinforcement for when Rumble’s about to enter the Danger Zone.

Junkyard Titan.png Passive - Junkyard Titan

CLARITY : Rumble’s Heat bar now turns orange when at or above 80 Heat

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.

Junkyard Titan.png Passive - Junkyard Titan

HEAT DECAY START : [3 seconds (4 if Flamespitter was used)] 4 seconds
HEAT DECAY RATE : [0.5] 1 second
HEAT DECAY AMOUNT : [5 per tick for 5 ticks, then 10 per tick] 10 per tick

Flamespitter.png Q - Flamespitter

DAMAGE TO MINIONS : [100%] 75%
COOLDOWN : [6 seconds at all ranks] 10/9/8/7/6 seconds
BASE DAMAGE : [75/135/195/255/315] 135/180/225/270/315
RATIO : [1.0] 1.1 ability power

Scrap Shield.png W - Scrap Shield

DURATION : [2] 1.5 seconds
BASE SHIELD : [50/80/110/140/170] 80/110/140/170/200

Electro Harpoon.png E - Electro Harpoon

BASE DAMAGE : [45/70/95/120/145] 60/85/110/135/160
SLOW : [30/40/50/60/66%] 30/40/50/60/70%

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.

Electro Harpoon.png E - Electro Harpoon

RECHARGE TIME : [5] 6 seconds

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.


RUMBLE IN THE JUNGLE : Now has a recommended item Rumble for Jungle

Flamespitter.png Q - Flamespitter

DAMAGE TO MINIONS : [50%] 100%

The Equalizer.png R - The Equalizer

COOLDOWN : [120/110/100 seconds] 110/100/90 seconds

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.

Electro Harpoon.png 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.



Flamespitter.png Q - Flamespitter

RANGE : [550] 600
TICK RATE : [0.5 seconds] 0.25 seconds

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.

The Equalizer.png R - The Equalizer

COOLDOWN : [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 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".
  • Flamespitter.png Q - Flamespitter
    • PHANTOM PAIN : No longer damages untargetable enemies
    • OUT OF THE FRYING PAN : No longer damages enemies who outrange Flamespitter's distance
  • The Equalizer.png R - The Equalizer
    • PHANTOM PAIN : No longer damages untargetable enemies

Mass Texture Rebalance (Part 9)

"We're continuing our comprehensive pass at the game's older character textures. As with previous installments, our goal is to improve parity with newer releases and make sure everybody looks at home on the Rift. "
  • KayleSquare.png Kayle
    • Base, Battleborn, Judgment, Silver, Unmasked, Viridian
  • Lee SinSquare.png Lee Sin
    • Base, Acolyte, Dragon Fist, Muay Thai, Traditional
  • PantheonSquare.png Pantheon
    • Base, Full Metal, Myrmidon, Perseus, Ruthless
  • RumbleSquare.png Rumble
    • Base, Bilgerat, Rumble in the Jungle
  • RyzeSquare.png Ryze
    • Base, Dark Crystal, Human, Pirate, Professor, Tribal, Triumphant, Uncle, Zombie


"Haaa... Oh dear. This wasn't a massive difference, but there was one all the same that we didn't see until now."
  • Electric Harpoon.png E - Electro Harpoon
    • WHOOPS : Fixed a bug where the cooldown between Harpoon casts was shorter on Super Galaxy Rumble
"We're making readability improvements to a bunch of the champion portrait icons which were added or updated over the past few months."
  • PORTRAITS : The following champion portrait icons have been updated:
    • Azir, Cho'Gath, Ezreal, Gragas, Graves, Janna, Jarvan IV, Kayle, Kog'Maw, Lee Sin, Malphite, Maokai, Orianna, Renekton, Rengar, Rumble, Shyvana, Sion, Talon, Tristana, Udyr, Vayne, Veigar, Viktor, Zilean

Splash Updates

"As we've mentioned previously, the splash art team is engaged in a long-term effort to update our oldest base splashes. A few more are ready to go this patch!"
  • SPLASH : The following champions have received updated base splashes (click the portraits for the full image!)

v4.15 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."
  • General
    • 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

"We're adding more danger to the Danger Zone in order to separate the good Rumbles from the great Rumbles."

  • Scrap Shield.jpg W - Scrap Shield
  • Electro-Harpoon.jpg E - Electro Harpoon
    • DANGER ZONE SLOW BONUS: 25% ⇒ 50%
    • BUGFIX: Harpoon slows now stack correctly

Flamespitter looks… okay.

Rumble now spits real flame instead of meatballs.

  • Flamespitter.jpg Q - Flamespitter
    • VISUAL UPDATE :: Spell effect has been updated

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.

  • Flamespitter
    • 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%
  • Electro-Harpoon
    • Damage decreased to 45 / 70 / 95 / 120 / 145 (+0.4 Ability Power) from 55 / 85 / 115 / 145 / 175 (+0.5 Ability Power)


  • Flamespitter
    • No longer prevents Rumble from automatically acquiring basic attack targets

v3.05 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.

  • Electro-Harpoon
    • 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%
  • Flamespitter
    • 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


  • Flamespitter
    • 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

April 28th Hotfix

  • Fixed a few bugs where RumbleSquare.png Rumble's ultimate was sometimes not showing properly related to fog of war. * Also fixed some team color bugs.

RumbleSquare.png Rumble released

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