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Rumble
RumbleSquare
General Information
TitleThe Mechanized Menace
PronounsHe/Him
Release DateApril 26, 2011
Cost4800 BE 880 RP
PrimaryFighter
SecondaryMage
Statistics

HP
625 (+ 105)

HPR
8 (+ 0.6)

MS
345

AD
64 (+ 3.2)

AS
0.644 (+ 1.85%)

RNG
125

AR
36 (+ 4.7)

MR
28 (+ 1.55)
Developer Info
DDragon KeyRumble
Integer Key68
External Links
Universeuniverse.leagueoflegends.com
Game Info Wikileagueoflegends.fandom.com

Rumble is a champion in League of Legends.

Lore[]

For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
Rumble is a young inventor with a temper. Using nothing more than his own two hands and a heap of scrap, the feisty yordle constructed a colossal mech suit outfitted with an arsenal of electrified harpoons and incendiary rockets. Though others may scoff and sneer at his junkyard creations, Rumble doesn't mind—after all, he's the one with the flamespitter.
"Ugh, it's gonna take forever to scrape your face off my suit!"

- RumbleSquareRumble

SHURIMAN TRASH
SHURIMAN TRASH

So I was walking through this little plaza off the library district in Nashramae—super dusty, flagstones older than empires, and usually pretty quiet. Having just out-negotiated those dumb human merchants in the Grand Marketplace, I was feeling good. I’d been all “You want how much for that teapot?!” and “There’s no way that’s an authentic Ascended-age mace with that iconography!”

But a whole day around mortals was enough for me. If I had to hear another cheery “Water and shade to you!” greeting, I was gonna get heated.

Anyway, I’d almost gotten my cart full of treasure to my stall, thinking how great it’d be to get back in my junkyard, when whammo! I was flat on my backside.

I jumped back on my feet in a heartbeat, surrounded by mortals again. But these were younger humans, a bunch of ’em, and most of ’em were laughing at the scrawny kid who’d slammed into me and my cart. He was trying to pick himself up off the ground and onto the sorriest excuse for a mech I’d ever seen—a board with wheels—and he wasn’t laughing. Just kept apologizing.

“Sorry, Obujan!”

I said, “Do I look like your grandfather?” This kid didn’t have my winning smile, or my razor-sharp cheekbones, and his ears weren’t even furry, so there was barely any family resemblance.

Anyway, the laughing kids had a ringleader: a nasty-looking boy wearing an oversized Noxian-style tunic and iron-capped boots. He said, “Where d’you think you’re rolling, armadillo-bug?”

My hackles went up until I realized he was talking to the scrawny kid. But still, that’s a pretty mean thing to say!

This ringleader didn’t stop there. He was all, “You’re Shuriman trash, Anaktu. You’re ugly and you can’t even walk.” He pointed at my broken cart. “The empire doesn’t need useless things. We should throw you with the rest of the garbage on this old man’s pile of junk.”

Now I was seeing red. Steam right outta my ears. So I got up in the big bully’s face—well, up in his knees—and I said, “Hey, kid. You better apologize.”

He scoffed with his stupid face, “You don’t know who you’re dealing with, old man. I’m Kesu Rance. Son of Governor Rance! Walk away, or we’ll clear this plaza of all its trash!”

Of course, I walked.

I mentioned my stall, right? Shuttered, overlooked, and full of bric-a-brac that’s way too good to ever sell to humans. It’s a cover—a front—for where the portal back home appears once I set things up juuuuust right.

So I wasn’t walking away from this bully. I was walking to my stall. Not to escape, obviously—I was walking to an especially large, tarpaulin-covered, metallic form…

Meanwhile, Kesu was so busy monologuing to his club-wielding amateur thugs about being the strong future of Shurima that he didn’t even notice me until I was blocking out the sun from the cockpit of the sweetest of bipedal mechs, my beloved Tristy.

Walker and shade to you, Kesu.”

Oh, his face! Kid looked like I’d harpooned him!

I hadn’t, of course. That comes later.

Now, I’m an unbiased storyteller, so I’ll mention Tristy might have had an ever-so-slight malfunction around this point. Barely worth noting, really, but in the interest of tellin’ you everything, there was… a hiccup. A hesitation. A stoppage.

Tristy and me were the definition of intimidating, but that hitch was making some of those older kids bold, and one of them bashed my mech’s leg with a club! “You’re just a dumb old man with a dirty pile of junk. There’s only one of you against all of us,” she said, swinging her hand to indicate about a dozen armed, angry-looking snots.

And then who should roll up—still piloting the worst mech ever—but the scrawny kid, Anaktu.

While I applied percussive maintenance to Tristy’s precision mechanisms, I noticed he’d grabbed the “one hundred percent authentic” Ascended-age mace from my cart. I’d have to have a chat about personal property with my “grandson” later.

Anyway, Anaktu yelled, “He’s not alone!”

But Kesu just laughed and tried to kick him! The little guy pivoted on his rolling board and swept the mace under Kesu’s other leg, and whack! The bully went down hard.

With a shout, Anaktu took the fight to the rest of ’em. Surprised ’em, too, because within seconds, he’d gotten two big ones backed into a corner. Too bad he didn’t see Kesu coming at him from behind with the torn-off handle of my cart, ready to clonk him.

But Anaktu wasn’t alone either.

Tristy sprang back to life, and bam! I was zooming across the plaza. We skidded to a stop, kicking up dust, and I pulled the trigger.

Zap!

Remember that harpoon I mentioned? Yeah, I electro-harpooned that cart handle mid-swing. I’d like to see a certain other yordle pull off a demonstration of extreme marksmanship like that!

And Kesu? He toppled into the dust. Anaktu heard the commotion and spun around. Gave me a big smile.

Obujan!

“Yeah, yeah, get up here,” I said, giving him a hand up to Tristy’s cockpit. “The view’s better.”

He said something like, “You don’t have to tell me twice!” which is a pretty cool thing to say under the circumstances.

And then Tristy went pew pew and zap zap zap, and I let Anaktu activate the flamespitter, but only to scare the bigger kids. Anyway, Tristy and me were awesome and I guess Anaktu wasn’t bad for a mortal, and soon the bullies were running away.

Grinning, I said to Anaktu, “This is gonna be bumpy.” Then everything shook and the air was full of rockets.

The bullies got as far as the archway over the plaza’s exit when boomboomboom the rockets slammed into the ground, flaming and zapping anything nearby, barring their escape.

So there they were, stuck between the Equalizer’s wall of fire and Runeterra’s finest mechanized pilot. I was about to demand that apology, when Anaktu climbed down, rolled up to Kesu, and asked, “Why are you so mean?”

Kesu whined something about his new Noxian dad, how he wanted to impress him. It was pretty boring, really.

The rockets sputtered and died, and the other bully kids fled, leaving Kesu behind. He started to back away, too.

Hold it!” I yelled, harpoon at the ready. “What about my apology?”

As I pulled back my hood, he finally figured out I wasn’t just some old man, because his eyes were buggin’. He bowed down in the dust, saying, “Master Yordle, I’m sorry I threatened you—”

But I stopped him. “You think I care about threats? Ha! Try again.”

He said, “I’m sorry for fighting—” but I cut him off there, too.

“Nope. I’m ready for round two if you don’t apologize for the right reason.”

“I shouldn’t have been so mean to Anaktu—”

You disrespected junk!” I shouted. “Junk is not garbage. It’s pure potential! Dumb people don’t see its worth, but with imagination and hard work and love, junk can be turned into the finest mech a yordle could dream of! And other stuff.”

Kesu was obviously awestruck at my logic, because he was speechless. When he found words, he said, “Uh… I’m sorry…?”

Thank you!”

So I finally got the apology that junk deserved.

Anaktu helped Kesu out of the dirt. They clasped arms and there were tears or something, but I’d had enough of mortals, so Tristy and I turned to head home.

“Obujan, your mace! You must want it back.” Anaktu rolled over to hand it to me.

Wouldn’t you know, a mortal who respects junk.

“Keep it,” I said. I mean, if you can’t spoil your grandkids, what’s the point?

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 150.

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 Junkyard Titan [Passive]

Junkyard Titan2
Junkyard Titan3
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 Overheating gaining bonus attack speed and dealing bonus magic damage (capped against monsters) on his basic attacks but is unable to cast his spells for 4 seconds.

Magic Damage: 5 - 40 (based on level) (+25%) [+6% taget's max]
Bonus Attack Speed: 50 − 130% (based on level)
Damage Cap (vs. Monsters): 65 - 150 (based on level)
Flamespitter 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: 125 / 140 / 155 / 170 / 185 (+110%) [+6 / 7 / 8 / 9 / 10% target's max]
Danger Zone Damage: 187.5 / 210 / 232.5 / 255 / 277.5 (+165%) [+9 / 10.5 / 12 / 13.5 / 15% target's max]
Damage to Minions: 55 / 60 / 65 / 70 / 75%
Scrap Shield Scrap Shield [W]
Cost: No Cost Cooldown: 6 seconds

Scrap Shield2
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: 25 / 55 / 85 / 115 / 145 (+25%) [+4% max]
Danger Zone Shield: 37.5 / 82.5 / 127.5 / 172.5 / 217.5 (+37.5%) [+6% max]
Movement Speed: 10 / 15 / 20 / 25 / 30%
Danger Zone Movement Speed: 15 / 22.5 / 30 / 37.5 / 45%
Electro Harpoon Electro Harpoon [E]
Cost: No Cost Recharge: 6 seconds Range: 850

Electro Harpoon2
Active: Rumble shoots his opponent with up to 2 tasers, dealing magic damage, reducing their magic resistance for 4 seconds, and applying a stacking slow for 2 seconds.

Danger Zone Bonus: Damage, slow and magic resist reduction increased by 50%

Magic Damage: 60 / 85 / 110 / 135 / 160 (+50%)
Danger Zone Damage: 90 / 127.5 / 165 / 202.5 / 240 (+75%)
Slow: 15 / 20 / 25 / 30 / 35%
Danger Zone Slow: 22.5 / 30 / 37.5 / 45 / 52.5%
Magic Resistance Reduction: 10 / 12 / 14 / 16 / 18%
Danger Zone Magic Resistance Reduction: 15 / 18 / 21 / 24 / 27%
The Equalizer The Equalizer [R]
Cost: No Cost Cooldown: 130 / 105 / 80 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[]

Patch 11.11

Passive on-hit damage cap against monsters decreased.

There's been a-rumbling and a-grumbling in the jungle that a yordle has been a-blazing through Gromps and Bramblebacks galore. To cool his jets, we’re toning down his single-target damage to monsters.

Junkyard Titan Passive - Junkyard Titan

ON-HIT DAMAGE CAP AGAINST MONSTERS : [120] 80


Patch 11.9 Passive Overheated bonus on-hit damage decreased.

Rumble is heating up in the mid lane, specifically against squishier melee targets, so we’re hitting an all-too-reliable source of his damage so his enemies have a chance to cool down.

Junkyard Titan Passive - Junkyard Titan

OVERHEATED BONUS ON-HIT DAMAGE : [10-50 (+30% AP)] 5-40 (+25% AP)


Patch 10.3 Base stats rounded. W bonus movement speed and shield decreased.

Cleaning up some stats to nice, clean whole numbers and pulling power out of his W defenses so he's not such a terror in the mid lane.

Base Stats

ARMOR : [30.88] 31
ATTACK DAMAGE : [61.036] 61

Scrap Shield W - Scrap Shield

BONUS MOVEMENT SPEED : [20/25/30/35/40% (30/37.5/45/52.5/60% when enhanced)]
15/20/25/30/35% (22.5/30/37.5/45/52.5% when enhanced)
SHIELD : [80/110/140/170/200]
60/95/130/165/200


Patch 9.15
W shield decreased.

Rumble shouldn't be able to shrug off early damage so easily.

Scrap Shield W - Scrap Shield

BASE SHIELD : [100/130/160/190/220]
80/110/140/170/200
BASE EMPOWERED SHIELD : [150/195/240/285/330]
120/165/210/255/300


Patch 9.7
W movement speed increased. R cooldown decreased.

We're giving Rumble some love so he can compete better against other top laners.

Scrap Shield W - Scrap Shield

MOVEMENT SPEED : [10/15/20/25/30%]
20/25/30/35/40%

The Equalizer R - The Equalizer

COOLDOWN : [110/100/90]
100/85/70 seconds


v8.12
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 W - Scrap Shield

BASE SHIELD : [80/110/140/170/200]
100/130/160/190/220
SHIELD RATIO : [0.4] 0.5 ability power

The Equalizer R - The Equalizer

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


v8.7
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 Q - Flamespitter

BASE DAMAGE : [135/180/225/270/315]
175/210/245/280/315
DAMAGE TO MINIONS : [75% at all ranks]
60/65/70/75/80%


v7.22

BASE HEALTH : [584.4] 589
HEALTH GROWTH STAT : [80] 85
BASE ARMOR : [25.88] 31


v7.18

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

Junkyard Titan Passive - Junkyard Titan

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


v7.12
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.

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 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 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 W - Scrap Shield

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

Electro Harpoon 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%


v7.7
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 E - Electro Harpoon

RECHARGE TIME : [5] 6 seconds


v6.8
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.

General

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

Flamespitter Q - Flamespitter

DAMAGE TO MINIONS : [50%] 100%

The Equalizer R - The Equalizer

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


v6.4
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 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)


v6.1
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.

General

COLLISION RADIUS : [50] 35

Flamespitter Q - Flamespitter

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


v5.16
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.

The Equalizer R - The Equalizer

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


v5.14
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 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 R - The Equalizer
    • PHANTOM PAIN : No longer damages untargetable enemies

v5.6
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. "
  • KayleSquareKayle
    • Base, Battleborn, Judgment, Silver, Unmasked, Viridian
  • Lee SinSquareLee Sin
    • Base, Acolyte, Dragon Fist, Muay Thai, Traditional
  • PantheonSquarePantheon
    • Base, Full Metal, Myrmidon, Perseus, Ruthless
  • RumbleSquareRumble
    • Base, Bilgerat, Rumble in the Jungle
  • RyzeSquareRyze
    • Base, Dark Crystal, Human, Pirate, Professor, Tribal, Triumphant, Uncle, Zombie

v5.1

"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 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

v4.19
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

v4.6
"We're adding more danger to the Danger Zone in order to separate the good Rumbles from the great Rumbles."

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

v4.2
Flamespitter looks… okay.

Rumble now spits real flame instead of meatballs.

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

v3.07
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)

v3.06

  • 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)

v1.0.0.152

  • Base Movement Speed increased by 25.

v1.0.0.144

  • 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

v1.0.0.141

  • 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

v1.0.0.136

  • Updated Rumble's recommended items

v1.0.0.129

  • 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)

v1.0.0.123

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

v1.0.0.121

  • 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

v1.0.0.120

  • 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

v1.0.0.118b

  • 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

v1.0.0.118

  • 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

April 28th Hotfix

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

v1.0.0.116
RumbleSquareRumble released


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