Rumble - The Mechanized Menace

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Rumble
RumbleSquare.png
The Mechanized Menace
Region: Bandle City.png Bandle City
Role: Fighter.png Fighter
Release: 04/26/2011
Cost: 4800IP 880RP
Resource: Heat
Statistics
Health: 450 (+80)
HP Regen: 7.0 (+0.7)
Heat: 100
Move Speed: 345

Attack Damage: 55.66 (+3.2)
Attack Speed: 0.644 (+1.85%)
Range: 125
Armor: 16 (+3.5)
Magic Resist: 30 (+1.25)
Friends/Rivals
Friends:

Rivals:

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.

Champion Spotlight

Description

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

Abilities

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.

PassiveJunkyard Titan
JunkyardTitan.jpg
INNATE : 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) + (0.3 per ability power) magic damage for the duration.


QFlamespitter
Flamespitter.jpg
ACTIVE : Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds.

While in "Danger Zone", the damage is increased by 50%.
MAGIC DAMAGE PER SECOND : 45 / 60 / 75 / 90 / 105 (+36% PER ABILITY POWER)
TOTAL MAGIC DAMAGE : 135 / 180 / 225 / 270 / 315 (+110% PER ABILITY POWER)
ENHANCED MAGIC DAMAGE PER SECOND : 37.5 / 66.7 / 95.8 / 125 / 154 (+58.5% PER ABILITY POWER)
TOTAL ENHANCED MAGIC DAMAGE : 112.5 / 200 / 287.5 / 375 / 462.5 (175.5% PER ABILITY POWER)
COOLDOWN : 10 / 9 / 8 / 7 / 6 seconds
RANGE : 600


WScrap Shield
ScrapShield.jpg
ACTIVE : Rumble creates a shield blocking incoming damage for 1.5 seconds, in addition Rumble receives a movement speed boost for 1 second.
While in "Danger Zone", the shield’s strength and movement speed boost are increased by 50%.
SHIELD STRENGTH : 80 / 110 / 140 / 170 / 200 (+40% PER ABILITY POWER)
ENHANCED SHIELD STRENGTH : 65 / 104 / 143 / 182 / 221 (+52% PER ABILITY POWER)
COOLDOWN : 6 seconds
MOVEMENT SPEED : 10 / 15 / 20 / 25 / 30%
ENHANCED MOVEMENT SPEED : 13 / 19.5 / 26 / 32.5 / 39%


EElectro-Harpoon
Electro-Harpoon.jpg
Active : Rumble shoots a taser that deals magic damage and applies a slow on the first enemy it hit for 3 seconds. A second shot can be fired for no additional cost within the next three seconds, even if Rumble overheats. If the second taser slows an enemy that has been slowed by the first, the slow is refreshed and its movement speed reduction is doubled.

While in "Danger Zone", the damage and slow percentage are increased by 50%.
MAGIC DAMAGE : 60 / 85 / 110 / 135 / 160 (+40% PER ABILITY POWER)
TOTAL MAGIC DAMAGE : 90 / 140 / 190 / 240 / 290 (+80% PER ABILITY POWER)
ENHANCED MAGIC DAMAGE : 56.25 / 87.5 / 118.75 / 150 / 181.25 (+50% PER ABILITY POWER)
TOTAL ENHANCED MAGIC DAMAGE : 112.5 / 175 / 237.5 / 300 / 362.5 (+100% PER ABILITY POWER)
COOLDOWN : 10 seconds
RANGE : 850
INITIAL SLOW : 15 / 20 / 25 / 30 / 35%


RThe Equalizer
TheEqualizer.jpg
ACTIVE : Rumble calls down a line of rockets over the target linear location, using a click and drag targeting system. The rockets leave a trail of destruction for 5 seconds that slows by 35% and deals magic damage every second to all enemies standing on the area. Starts 150 units closer to your cursor.
AREA MAGIC DAMAGE PER SECOND : 130 / 185 / 240 (+30% ABILITY POWER)
TOTAL MAGIC DAMAGE : 650 / 925 / 1200 (+150% PER ABILITY POWER)
RANGE : 1,700
WALL LENGTH : 1,000~
COOLDOWN : 120 / 110 / 100 seconds


Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
Worlds Logosmall.png 2015 World Championship 2 5 4 1 80 9.6
Esltumbnail.png IEM Season IX World Championship 6 5 3 2 60 57.9
Esltumbnail.png IEM Season IX - Cologne 1 4 1 3 25 35.7
WC2014.png 2014 World Championship 15 25 13 12 52 51.3
Ogn logo.png 2014 Season Korea Regional Finals 1 1 1 0 100 15.4

Patch History

Patch Notes 7.12

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.
Quote.png 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. Unquote.png

JunkyardTitan.jpg Passive - Junkyard Titan

  • 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




Flamespitter.jpg 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 ability power ⇒ 1.1 ability power




ScrapShield.jpg W - Scrap Shield

  • DURATION: 2 seconds ⇒ 1.5 seconds
  • BASE SHIELD: 50/80/110/140/170 ⇒ 80/110/140/170/200




Electro-Harpoon.jpg 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%

Patch Notes 7.7

E recharge time increased.
Quote.png 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. Unquote.png

Electro-Harpoon.jpg E - Electro Harpoon

  • RECHARGE TIME: 5 seconds ⇒ 6 seconds

Patch Notes 6.11

  • 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)

Patch Notes 6.8

Q deals full damage to minions. R’s cooldown lowered.
Quote.png 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. Unquote.png
  • General
    • RUMBLE IN THE JUNGLE: Now has a recommended item page for Jungle
  • Flamespitter.jpg Q - Flamespitter
    • DAMAGE TO MINIONS: 50% ⇒ 100%
  • TheEqualizer.jpg R - The Equalizer
    • COOLDOWN: 120/110/100 seconds ⇒ 110/100/90 seconds

Patch Notes 6.5

  • 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

Patch Notes 6.4

E works on an ammo system.
Quote.png 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. Unquote.png
  • Electro-Harpoon.jpg E - Electro Harpoon
    • NEW FULLY LOADED: Now works on an ammo system (max: 2 charges)
    • NEW 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)

Patch Notes 6.1

Q range and tick rate increased. Rumble's body is now smaller.
Quote.png 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. Unquote.png
  • General
    • COLLISION RADIUS: 50 ⇒ 35
  • Flamespitter.jpg Q - Flamespitter
    • RANGE: 550} ⇒ 600
    • TICK RATE: 0.5 seconds ⇒ 0.25 seconds

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." TheEqualizer.jpg R - The Equalizer

    • COOLDOWN: 105/90/75 seconds ⇒ 120/110/100 seconds
    • DRAG AND DROP: Now starts 150 units closer to your cursor

Patch Notes 5.14

Q and R don't damage untargetable enemies. Q can be outranged.
Quote.png 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. Unquote.png
  • Flamespitter.jpg Q - Flamespitter
    • PHANTOM PAIN: No longer damages untargetable enemies
    • OUT OF THE FRYING PAN: No longer damages enemies who outrange Flamespitter's distance
  • TheEqualizer.jpg R - Flamespitter
    • PHANTOM PAIN: No longer damages untargetable enemies

Patch Notes 5.1

Quote.png Haaa... Oh dear. This wasn't a massive difference, but there was one all the same that we didn't see until now. Unquote.png
  • Electro-Harpoon.jpg E - Electro Harpoon
    • WHOOPS: Fixed a bug where the cooldown between Harpoon casts was shorter on Super Galaxy Rumble

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."

  • 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

Patch Notes 4.5
"We're adding more danger to the Danger Zone in order to separate the good Rumbles from the great Rumbles"

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

Patch Notes 4.2
Flamespitter looks… okay. "Rumble now spits real flame instead of meatballs."

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

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.

  • 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)

Patch Notes 3.06

  • Flamespitter
    • 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.

  • 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)

Patch Notes 1.0.0.152

  • Base Movement Speed increased by 25.

Patch Notes 1.0.0.144

  • 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

Patch Notes 1.0.0.141

  • 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

Patch Notes 1.0.0.136

  • Updated Rumble's recommended items

Patch Notes 1.0.0.129

  • 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)

Patch Notes 1.0.0.123

  • Fixed a bug where The Equalizer would fizzle if Rumble died

Patch Notes 1.0.0.121

  • 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

Patch Notes 1.0.0.120

  • 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

Patch Notes 1.0.0.118b

  • 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

Patch Notes 1.0.0.118

  • 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

Patch Notes 1.0.0.116
April 28th Hotfix

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

  • Rumble
    is released.

Other Contents

Gallery

  • Classic Rumble
  • Rumble in the Jungle
  • Bilgerat Rumble (Legacy Skin)
  • Super Galaxy Rumble

  • Classic Rumble
  • Rumble in the Jungle
  • Bilgerat Rumble

  • Rumble in the Jungle
  • Bilgerat Rumble


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