Rumble
(Top)
15,845 matches (
Last 2 days )
2.7%
Popularity
49.8%
Winrate
1.5%
Ban Rate
Popularity History
Winrate History
Ban Rate History
Skill Orders
Q
E
W
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Q | Q | Q | Q | Q | |||||||||||||
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W | W | W | W | W | |||||||||||||
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E | E | E | E | E | |||||||||||||
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R | R | R |
Popularity: 49.9% -
Winrate: 49.7%
Starting Build
Popularity: 76.3%
Winrate: 49.7%
Winrate: 49.7%
Core Build
Popularity: 10.0%
Winrate: 52.8%
Winrate: 52.8%
Boots
Popularity: 50.9%
Winrate: 49.8%
Winrate: 49.8%
Final Item Options
Rumble Pro Players Builds
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Wizer
11 /
7 /
13
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VS
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Q
E
W
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StarScreen
4 /
4 /
2
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VS
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Q
E
W
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Sinmivak
3 /
4 /
8
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VS
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Q
E
W
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Sinmivak
1 /
5 /
0
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VS
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Q
E
W
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Kiin
4 /
5 /
2
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VS
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Q
E
W
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Recent changes
Patch 16.4
Rumble is not in pro jail. I repeat, Rumble is not in pro jail! After fixing a long-standing bug that substantially reduced his damage when played on the red team and associated follow-up, he's just a very strong champion at almost all levels of play once players get over his steep learning curve. As a result, we're looking to bring him to a more appropriate power level so we're making him more susceptible to aggressive laners and worse at simply equalizing away poor wave states.
Patch 15.17
Passive damage decreased. Q damage decreased at higher ranks.
Rumble has climbed greatly in win rate since the consistency changes we made last patch, so we're moving some power out of Flamespitter and Junkyard Titan's damage output. Passive - Junkyard Titan
Patch 15.16
Q damage decreased. Q and R QoL improvements, power impacting bugfixes.
In this patch we’re fixing a long-standing set of issues with Rumble that caused him to deal less damage to champions when played on the red side. In addition, we’re refactoring his Flamespitter to work more like a true damage over time effect. Each hit will light his target on fire and they’ll take another two ticks of damage in all contexts, which is a buff to the tail end of the spell. We’re also retiming The Equalizer to keep each zone hot for exactly as long as the visuals persist on the map, which makes the beginning of his ult more responsive and makes the end remain dangerous for longer. As these changes will result in substantial buffs in your average game, we’re delivering a preemptive nerf to Flamespitter’s damage, which should still leave him in a stronger position than before these changes and hopefully make the experience of playing him much more consistent.
Patch 15.12
Q damage decreased. E slow decreased.
Rumble has been the frontrunner alongside Gwen in top lane as of late, so we’re looking to take away some of his power. For Rumble, his low cooldowns and target agnostic damage have made him a strong blind pick. We’re taking some power out of his Flamespitter and reducing the potency of his E slows, which should make him less dominant of an option.
Patch 14.24
Q damage increased. W shield increased.
Rumble ended up in a not-so-hot spot after several nerfs to reduce his power levels in Pro. Since he's weaker in the early game, we're compensating him with better late-game damage on his main damaging ability with improved survivability on his W.
Patch 14.22
Base Health increased.
Rumble's early damage has been nerfed several times and he's performing worse in lane than we think is ideal. Instead of just walking back previous damage nerfs, we'd like to improve his baseline survivability now that his laning is less oppressive.
Patch 14.18
Q damage decreased. E damage decreased.
Rumble has been crowding out the top lane pool in Pro play this summer and our recent nerfs didn’t do enough to knock him off that pedestal. We’re once again looking to reduce his early lane dominance since it’s pretty much impossible to dodge a flamethrower.
Patch 14.17
Passive damage decreased.
Rumble is the highest presence top laner in Pro and is possibly stronger in Solo Queue than his win rates suggest, particularly if he builds Riftmaker as his second item instead of Shadowflame. We are reducing the potency of his all-ins, as he already has effective tools for trading in lane through the damage and range provided by his Q and E, along with the utility and defense offered by his W.
Patch 14.14
Q base damage decreased, minion damage modifier adjusted, minion last hitting logic improved.
Rumble has been a top performer in Pro play for this entire split, so it's time to nudge him down where he has the least counterplay: a skill that goes through minions, can't miss, and has no permanent resource cost. We're hoping that his opponents feel like the early laning phase is a lot more interactive instead of belonging to Rumble by default.
Patch 13.12
Base health decreased, health growth increased, base health regeneration decreased. Passive heat limit increased, overheat monster damage cap adjusted, overheat attack speed increased, overheat duration decreased. Q damage adjusted, minion damage decreased, monster damage cap added. W shield adjusted. E heat generation increased. R cooldown increased.
Rumble has historically had a higher play rate in top than in mid and we've let those players down over the years by not maintaining top Rumble as viable. He's also an extremely Elite-skewed champion due to his primary strength around pushing and roaming to bot lane. These changes are meant to lower his early roam threat and give him melee 1v1 power and late-game scaling in its place. Reshaping his heat structure is an attempt to make the Danger Zone more forgiving, his heat costs more intuitive, and lessen Overheat's punishment. We're hoping for a result where top lane becomes Rumble's best role with jungle and mid lane being viable alternatives for fans of those play styles. Though he's got new incentives to build health, we're not hoping to turn him into a juggernaut, just simply make him a bit more durable in the mid game.
Patch 13.5
E magic resist shred increased, total shred on two hits increased.
Rumble is very sad and definitely not overheating, especially in his primary role of top lane. He's historically been an early spiking champion whose entire power budget is wrapped up in his ability to win the first few team fights. This time we’re giving him some tools aimed at scrapping it out in the late game.
Patch 12.4
Base armor increased.
Rumble is weak, especially in the top lane. We're fortifying him to be more in line with other melee laners so he can get scrappier with his enemies.
Patch 11.18
Passive bonus attack speed decreased early; now scales with level. W cooldown decreased and no longer scales.
In 11.13, we simmered down Rumble's early game to temper his extreme jungle power in Pro play. This ended up being a huge damper to Rumble players all around, so we're rekindling his flame by buffing that back and nerfing his early jungle clear using a different approach. Now we're cookin'!
Patch 11.15
Various Rumble heat system bugfixes and other QoL adjustments!
We’re addressing some frustrating bugs around Rumble’s Overheated system that were left from our changes in patch 11.13. These fixes should even out some abnormalities and help players feel more in control of Tristy.
Patch 11.13
W cooldown increased early and now scales; bonus movement speed decreased.
Despite his constant visits to the patch notes this season, Rumble’s still hot on his enemies’ tracks in both the mid lane and jungle. We’re cooling down his early clear speed and slowing down his roaming and ganking power.
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.
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.
Patch 11.8
Base magic resist and magic resist growth decreased. Passive Overheating bonus damage decreased; now scales with target’s maximum health; now grants attack speed. E now reduces the target’s magic resistance.
Although mid Rumble’s been doing well, he’s been feeling rather tepid up in top lane. We like supporting both sides of the yordle, so we’re finding a middle ground in power for both roles by making top Rumble better at beating down tankier targets, while making mid Rumble more vulnerable, particularly when laning against mages.
Runes
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Popularity: 50.8% -
Winrate: 49.9%
Best Rumble players
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Netanjahu#WINQ
EUW (#1) |
83.3% | ||||
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T1tus#KMG
EUW (#2) |
76.2% | ||||
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ONBET TNhật#2112
VN (#3) |
78.0% | ||||
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깜둥이와함께#KR1
KR (#4) |
75.8% | ||||
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uciu#uciu
EUNE (#5) |
75.0% | ||||
Mastery points ranking
| 1. | 10,804,769 | |
| 2. | 10,504,540 | |
| 3. | 9,948,655 | |
| 4. | 8,865,214 | |
| 5. | 8,697,910 | |