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![[image loading]](http://i.imgur.com/FkcmZ.jpg)
Rumble, The Mechanized Menace
Rumble is a tanky AP champ who uses the heat resource system, meaning he's not gated by mana concerns. He excels at lane bullying and small skirmishes, but has to get close and personal to deal maximum damage, which makes teamfighting / certain matchups tricky.
Currently he doesn't see much play because I have no fucking clue why. He went from insta-ban in dreamhack to not even considered in bans/picks in ranked. Whatever.
I think it's because his skins suck.
+ Show Spoiler [Patch Notes] +v1.0.0.121 - 2011-07-08
* Flamespitter o Damage adjusted to 30/60/90/120/150 from 40/65/90/115/140 o Ability power ratio reduced to .45 from .5
v1.0.0.120 - 2011-06-22
* The Equalizer o Burning damage reduced to 100/140/180 from 120/160/200 o Burning damage ability power ratio reduced to .2 from .25 o Cooldown increased to 105/90/75 from 90/75/60
v1.0.0.118b - 2011-05-24
* Junkyard Titan bonus damage on basic attacks no longer procs Rylais 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 - 2011-05-10
* Fixed a bug where the Flamespitter particle was lasting longer than intended * Fixed a bug where the Electro Harpoon particle traveled further than the actual projectile * Rumble's pathing size has been reduced
Abilities:
+ Show Spoiler [Abilities Breakdown] +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 to 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.
Junkyard Titan
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.
Flamespitter (Q)
Magic Damage Per Second: 30 / 60 / 90 / 120 / 150 (+0.45 per ability power) Cooldown: 6 seconds Range: 350
Rumble begins torching the area in front of him with his flamethrower dealing damage to all units (deals half damage to minions) in a cone in front of him for 3 seconds. He can move, attack and use other abilities while the flamethrower is on.
While in the "Danger Zone", this spell deals 30% additional damage.
Scrap Shield (W)
Shield Strength: 50 / 80 / 110 / 140 / 170 (+0.4 per ability power) Movement Speed: 10 / 15 / 20 / 25 / 30 % Cooldown: 6 seconds
Rumble creates a shield blocking incoming damage for 2 seconds, in addition Rumble receives a movement speed boost for 1 second.
While in the "Danger Zone", the shield’s strength and movement speed boost are increased by 30%.
Electro-Harpoon (E)
Magic Damage: 55 / 85 / 115 / 145 / 175 (+0.5 per ability power) Slow: 15 / 20 / 25 / 30 / 35 % Cooldown: 10 seconds Range: 800
Rumble shoots a taser that deals magic damage and applies a slow on the enemy hit for 3 seconds. A second shot can be fired for no additional cost within the next three seconds, even if Rumble overheats. The slows from these two tasers can stack with themselves and the duration will be refreshed with the second hit.
While in the "Danger Zone", the damage and slow percentage are increased by 30%.
The Equalizer (R)
Initial Magic Damage: 150 / 225 / 300 (+0.5 per ability power) Area Magic Damage Per Second: 100 / 140 / 180 (+0.2 per ability power) Cooldown: 105 / 90 / 75 seconds Range: 1100 Wall Length: ~1000
Rumble calls down a line of rockets over the target linear location, using a click and drag targeting system. The rockets deal initial magic damage to all enemies hit on arrival, and also leave a trail of destruction for 5 seconds that slows by 35% and deals magic damage to all enemies standing on the area. Cliff notes: Q is your main damage dealer, W lets you close distances and negate some damage, while E ensures you stay in range to keep dealing damage. R is great as a follow up initiation, counter-initiation, or just to cheap out somebody running away at low health. His passive is some decent damage on top of his autos, but being silenced for 6 seconds limits your options a lot, so overheat with extreme care.
His AP ratios are deceptive. While in danger zone, the 30% damage increase carries over.
Summoner Skills:
Flash/Ignite or Flash/Exhaust, whatever will win your lane. That usually means Ignite vs champs with self-sustains and Exhaust vs champs with strong burst. You don't reaaaally need Ignite that much for the extra damage, it's more important to keep them in range of your abilities.
Masteries:
Leaguecraft is being dumb, so 0/21/9. Take dodge masteries if you plan on speccing dodge runes (super situational), else take ardor. Don't take SoS for the love of god, and take the greed mastery since there are better carriers of red and blue buff. If you took exhaust, ignore greed and take improve exhaust instead. CDR is useless on Rumble, and the 15% penetration is not going to do much in lane where you need to excel.
Runes:
Rumble has a lot of versatility in rune choice. Your main goal should be to maximize your early game potential, which means you want to counter the lane you'll be in. However, if you choose incorrectly you can screw yourself up pretty hard (e.g. running full MR vs Urgot).
All of the following are good choices: Flat AP, Move Speed, Flat HP, HP Regen, MPen, Flat MR, Flat Armor, Scaling MR.
My personal setup is as follows:
Quints: Move Speed Marks: Flat MR Seals: Flat Armor Glyphs: Flat MR
Jiji's setup is the same, except he runs scaling MR blues, while TreeEskimo runs Flat HP for Quints. I'm starting to seriously consider HP/5 Quints, but I'm cheap and they're expensive.
EDIT: Screw movespeed. HP/5 is king.
Skill Order:
QEQW or QWQE or Q[EW]Q into R > Q > E > W
More on this in the playstyle section.
Item Build:
Start boots + 3 pots (4 if you really need it and don't expect a lvl 1 fight), into optional Revolver -> Rylai -> situational. Upgrade your boots if your lane opponent did in order to outrun you, otherwise delay them. Start with Giant's belt to make the most out of your resistances, as the base damage of the skills are enough until later. Doran Shields are a decent buy early game if you need to win vs a physical damage dealer.
Some item discussion:
Boots should be Sorcs if you can get away with it, Mercs if you can't.
Revolver stack was all the rage, but with the rollback to 15% spellvamp and uniqueness patch it's not as good anymore. It's decent as a damage boost and cheap sustain (with E), and can help you pull some retarded 2v1s along with your ult. It falls off too hard nowadays though, and unless you have another AP carry that wants the WotA later, it's getting harder and harder to justify. It's main purpose at the moment is to win your lane harder cheaply.
Rylai is great as it gives you everything you want. Once you hit any spell you can stay in range to deal full damage, and it gives you enough HP to stay alive while going rambo. Since the rune/masteries setup is heavy on resistances, flat HP is the natural next step.
Abyssal Scepter does wonders to your damage because it'll be the only source of MPen (technically MReduction) you get, while also making you tankier vs bursters (your natural enemy).
Zhonya's is a good late game item that extends your durability and allows you to troll your enemies by doing damage while invincible. Start with the chain vest, unless you need the item space.
Death Cap is sketchy. What's the point of doing a billion damage if you are dead by the time you get in range? If you're in a position to get this item you probably won the game already.
Playstyle
Laning: Rumble excels at lane bullying, although the recent influx of BS lane sustainers has made it harder. The first thing you have to decide is whether or not you can win an exchange lvl 1 (hint: you probably can), and whether or not you want to push your lane a bit to achieve this. You can charge up your Q until you stabilize at 50 heat for the overheat bonus damage and stay in the bush (Q particle is invisible if you're inside bush, even if it does damage), but start early because you'll only win 5 heat per cast. You want to run up to them and let them take Q damage without autoing them, unless you are far away from their creeps and won't get a million damage from them. If you can trick them into autoing you and taking Q + minion damage, even better.
You'll hit level 2 before they do because you're pushing the wave. Get W if they have strong early levels, otherwise get E and do as much damage as you can. Keep making them eat all the Q ticks that you can, but don't commit too hard yet. Boots + MSPD Quints allow you to close distance even if they start boots, without relying on hitting your E's. Whatever you do, don't take unnecessary creep damage, as it's all too easy to get carried chasing and throwing away your advantage.
As soon as you get all 3 skills you can start doing the overheat combo. Stay at 50 heat and Q harass (70 heat), then try to land an E (90 heat). Did you land it? Immediately W and wail on them with your passive's bonus damage, then shoot your second E and type GG in all chat. Your Q will continue to do damage while you're in overheat, and the stacking slow will keep them nearly rooted in place.
Another way to do damage is to keep your heat low and W/Q into them so they run backwards, then backing off. While they chase and try to retaliate, shoot E's backward, and if they connect, turn around again and fight.
At level 6 you can threaten a kill by doing the usual combos, but don't overheat or you won't be able to cast your ult. Either use it when they flash out, or ult from slightly behind you towards their escape route. Don't ult right on top of them or they'll just walk out of it (I do this a lot). Learn to love your ult, it's often the extra oomph needed to secure a kill.
One really kinky thing you can do at about 3:30 is to go and kill their jungler at red. This is super situational, but it works wonders. You need the following conditions for it:
1) You're on blue side. 2) Their jungler started blue. 3) You are dominating your lane so far. 4) Your lane is pushed to their tower.
Just shhh and don't share this super sekret strat kk?
Teamfighting: Your setup allows you to survive a decent amount of punishment without going belly-up. Your role is to do as much damage as possible without getting focused by all of them — you can survive/kite 2 to 3 people, but no more. Your Ult is your most precious asset; try to hit as many people as you can, while at the same time creating an area that they have to get out of or burn to death. Force fights in the jungle and through narrow corridors, so that your Ult wins the fight. Alternatively, try to spread the fight out, because you can easily 2v1 | 3v2 at this point.
Try to start the teamfight at 0 heat, and make sure you keep it low unless you're going for a kill. Nothing sucks more than going into overheat and not being able to cast your ult, or not being able to shield that last bit of damage to survive. Aim for low MR targets and avoid people that can slow and kite you, unless you are able to E them in which case THEY are screwed. Getting stunned is not a big deal if your Q is up, as you will continue to do damage and heal a bit back.
Resources
+ Show Spoiler [Good Places for Teamfights / Ults] + Warning: Pre-nerf replay. TreeEskimo vs Anivia: The first few minutes of the game features Eski explaining all the skills to his brother, how to use them, and then applying the concepts in lane. Pretty good showcase of both good harassment and bad decision making, so there's a lot to learn from this.
+ Show Spoiler [Changelog] +
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i approve of this guide (especially the pictures)
what champions do you find especially synergistic with rumble? what laners or team comps do you try to avoid?
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Most champions that you love having as allies are also champs you hate to face.
Anything that can scatter fights and screw up positioning (Gragas, Anivia, Amumu, Janna to a lesser extent) or lock down people (Malzahar, WW, Urgot, Alistar). If they can do both, even better / worse.
You love playing with the first batch because they let you isolate champs to 1v1 / 2v2, and the second batch because you force their team to react and usually get a great Ult off of it.
You hate playing against the first batch because they keep pushing you out of range and kiting you, and the second batch because they will burst you if they catch you in a bad position.
If I had to pick the few exemplary cases though,
Anivia Amumu Malzahar
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Awesome guide. I think you should mention ninja tabi as potential boots. A lot of good players are starting to get them on tanky champs since dodge scales really well. I agree with abyssal after rylais. I was getting deathcap a lot in my earlier rumble games but I switched over to abyssal and it is amazing how much more useful it is.
Very good explanation of 3 skill combo in lane I like your super sekret strat
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Alright, so I'll just add some content to give some tiny bit of help for more serious tips or trolling =)
Love the map, it's awesome as well as many other parts written.
So my 2 cents, I've discovered that hextech or rylai's rush is very dependant. I'd say if you solo top or mid and the laning phase is still going or will take some time, aim for hextech for sustainability extra dmg and so on. If bot or so just go Rylai's as you will be more of a support role with your ulti as you just are not very good or efficient at going bot with another person. Sure you will do alright but it's very hard to carry in that case and only top or mid allows you to really snowball madly. Other considerations is to instead when you go top go first hextech, giants belt into death cap and although it sounds sub optimal it is very much efficient if you expect to continue going top for some time. Rylai's doesn't really help that much 1v1 or 1v2 if they engage you, stupidly explained I know but the point is, it's more efficient more often to have death cap in these scenarios. Rylai's works more as a tool to engage or defend when it comes to a huge teamfight and then it's super great or after when they are trying to escape while you slow them with arrows. The point is though that they are often not occuring before mid-late/lategame depending on towers and then you should have enough to have bought it after you got your death cap anyway. Well, it's very situational at the least and without any extra health from giant's belt rumble is very squishy!
Otherwise I still love to play 1v2 with rumble, it's awesome although much more situational these days after the nerfs. With top I'm still using heal/flash though ppl think I'm trolling. In fact it instead allows me to 1, kill any other top char except ww or udyr if played well and 2, avoid dying by jungler gank at times when there is no ward or you are commiting to killing the other person while you don't notice the jungler coming from your back. Teleport is another great choice I would consider for top or mid lane.
Now for the somewhat interesting part, JungleRumble even more trolly some say and sure it's not awesome but totally viable maybe not at 1800 elo but not far off.
You start of with boots and 3 pots and smite/flash, start at wolves and be careful as hell to keep ur heat around 75-95 and overheat just as they spawn or at the second time you cast flame and drink your pot. Head over to wraits use smite and kill them off and use 2nd pot and start go to golems. Here you might have to use the 3rd pot depending on how it's going, most often you have to, sometimes not. Always try to overheat and do so while having shield and flame up. Go back to base, buy some more pots head to wolves as they spawn just after you make it there then blue buff and back get book for hextech for constant jungle sustainability. Wraits, redbuff golems bot back. After this your ready to do whatever and you will actually jungle faster than almost anyone I can imagine and be almost on par with mid/top lane experience if done well. It's a fun way to mix it up and after lvl 6 rumble is pretty darned good at ganking with his ulti.
But you need to be aware of counterjungling before lvl 6 as you often will be on quite low health or overheat just before they come at you.
Skills are qweqw until lvl 6. Use them all constantly although try to overheat at the right moment not as you just got your shield back and are using none of your other skills. The more I play this style and try it the more viable I actually think it is, another thing is you are not very dependent on blue nor red so have this in consideration and give it to those in need.
Edit2: A video with comments on jungling since those available out there are with earlier patches and are not viable anymore. Did it for fun and I'm not too good at it so take it with a grain of salt, enjoy!
Video + Show Spoiler +
Good luck have fun!
Edit: Can anyone explain to me why there are so few players playing him or discussing him, I cannot even remotely find another character that is as fun to play. He's not bad at all either, rather the opposite. Are there people finding him boring to play, would be fun to know.
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Some new thoughts about the top/mid laningphase Okay have played this char quite abit more since last time. There are some revalations to be had and that is, your skills actually should be weqqqr. As your q is very weak doesn't do too much damage early on, will push the lane and generally you will lose horribly toward any other champion before lvl 4-5. This calls for survivability early on with the w, second e for being to able to last hit from distance when you cannot close because your opponent will harass you and also for you to harass him. The other implications are just don't try harassing before level 4 you are not strong enough vs anyone tbh with the nerfs he's had until then focus on surviving not taking damage and last hitting, after is where the fun begins.
Your q is very weak at level one these days and doesn't do much at all of the things you want early game, the problem is staying alive and healthy at that until lvl 4-6 when you can start harassing(more like engaging for the kill get him abit lower than full health at lvl 4-5 and go in for the kill with a perfectly timed overheat) the hell out of almost any champion. You will save many pots doing this and having the w shield will make it possible for you to not be on your last one which you will be vs any competent opponent.
Other things, no ranged champion can beat you whatsoever if you play correctly, garen is a bitch and brand might nullify you. Otherwise you should be able to beat (kill or make him run like a sissy) any other champion top if both of you are good at least until lvl 9-11 or so.
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On August 16 2011 13:15 Yttrasil wrote: Some new thoughts about the top/mid laningphase Okay have played this char quite abit more since last time. There are some revalations to be had and that is, your skills actually should be weqqqr. As your q is very weak doesn't do too much damage early on, will push the lane and generally you will lose horribly toward any other champion before lvl 4-5. This calls for survivability early on with the w, second e for being to able to last hit from distance when you cannot close because your opponent will harass you and also for you to harass him. The other implications are just don't try harassing before level 4 you are not strong enough vs anyone tbh with the nerfs he's had until then focus on surviving not taking damage and last hitting, after is where the fun begins.
Your q is very weak at level one these days and doesn't do much at all of the things you want early game, the problem is staying alive and healthy at that until lvl 4-6 when you can start harassing(more like engaging for the kill get him abit lower than full health at lvl 4-5 and go in for the kill with a perfectly timed overheat) the hell out of almost any champion. You will save many pots doing this and having the w shield will make it possible for you to not be on your last one which you will be vs any competent opponent.
Other things, no ranged champion can beat you whatsoever if you play correctly, garen is a bitch and brand might nullify you. Otherwise you should be able to beat (kill or make him run like a sissy) any other champion top if both of you are good at least until lvl 9-11 or so.
What's the point of opening W? You can't do anything but cower with W. If you don't want to start Q due to level 1 Q being weak, EQQW makes a lot more sense (level 2 q is pretty respectable.)
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The point is very simple and I speak from experience from 200+ games going w first instead of q or e. E can work in some cases, but you still are a target for many champions which likes to harass you straight off. Your E on the other hand is not a sure way to harass an opponent on lvl 1, nor do you need it to grab last hits.
The major point is this however, rumble is actually quite weak until lvl 3 when he gets all 3 spells and it isn't until lvl 4 you can actually start to do sick amounts of damage. For this reason you want to stay full hp until lvl 4 or close to it while not having used all/most of your pots so you can harass without having to back off. Generally, the problem I had before when going Q or E before shield was that often on lvl 4-5 I was running out of pots which rendered me a target but, more importantly I could not as often as I wanted secure the kill or even die trying. Going w first gives you lots of damage absorbation early on if timed right while the opponent often will take minion damage instead. Q will give you some minor harass and push the wave which you just don't ever want. E you still get on level 2 so you have time to do some cost free trades with your shield and also secure minions kills from afar.
Hence, it is safer and gives you a more certain win on the lane and people just can't punish you as bad on lvl 1-3 when you are weak, you are not going to get a kill here anyways so why not just pick up a secure one on lvl 4 5 or 6 instead with virtually no risk. If you fail to get the kill you can still zone badly as you will "always" come out ahead, as you have pots and health you just win the lane right there.
Edit: I'm not a very good player overall of understanding the game after early game nor understanding other characters. However, I understand rumble, have met 2k+ brands (which is his counter), irelias, you name it and countless of them and I do in 90%+ of these cases win my lane in ranked games.
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What are some common lane opponents that rumble encounter? Does he win against them/ go even/ lose?
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yeah starting w is pretty good. level 1 fire pretty useless. e first for level 1 fights.
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The guide is slightly outdated, but here are my current thoughts..It's late so I'm just going to braindump.
You guys are underestimating Q damage at level 1. It does 90 total damage (unlikely tho - prob around 60) every 6 seconds, +30% on danger zone. You'll probably come out even from lvl 1 exchanges, especially vs good sustainers or people that open cloth + 5 pots, but that's fine as you'll get level 2 sooner. Waiting until level 3-4 to start harassing is probably too late, you won't be able to put them in danger before they can insta clear a wave or ask for their jungler to hold while they come back with items. Jungle gank risk also increases.
I don't use mspd quints anymore. The lack of natural sustain is too much of an issue lately, so I've swapped them for hp/5 and have not regretted it once. Hidden stats are OP yo. They allow me to be MUCH more aggressive and force exchanges everytime I want - W is enough speedboost to get people in range of QE.
BS sustain lanes are not as common now, which is good for Rumble. If the trend continues, I'm going to start spamming him again. He needs to do really well in lane phase to be scary midgame and end the game soon.
Mass AoE comps keep him relevant if the match goes on for a long time. He tends to drop off otherwise.
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The most common lane opponents I would say are, Irelia (u have an advantage although not too big), Akali (very even but you should get out ahead), Singed (u win as long as you aggro enough at lvl 3+ but not commit too much, later on he becomes too sustainy often and won't die but you will still be ahead of him), Cho-gath (autowin, if aggressive), Morde (Quite even if you are not aggressive enough or avoid standing with your own creeps while he maces), Nasus (Autowin), Garen (very tricky again, if you are not very careful you will lose, if you are however then you will get ahead), Talon (autowin if you are careful at start), Riven (autowin early on, later though she becomes a monster even if you deny her nicely), Yorick (very very even, and very very difficult before lvl4, you will be pushed and punished by any mistake, hang out at tower and don't take damage until ready. Be careful until then and after you will outdamage him but you need to be constantly a pain in the ass for him)
This is not the answersheet, it is how i percieve it to be early on.
Again what it all comes down to, is to survive with full hp until lvl 3 and then just start harassing rambo mode with overheat being a preference when you use your q and while doing it NOT push the lane. My argument is that Lanzoma has the wrong idea early on and don't play safe enough, sure he might win some lanes a tiny bit earlier but the risks are just not worth it. By playing my way and waiting for lvl 3-4-5 to just go megarambo mode you won't risk a chance of losing the lane and more importantly you won't by any mistake whatsoever push the lane, hence making ganks on you in most cases pretty ineffective. Also I question using hp/gen runes as they, yes surely will make you more sustainable early on. However, if it comes to it what you want is a gank early, then AP or other choises are much better. I stress that if you just play correctly and safe until level 3 you won't need sustain runes nor do you have any use for movementspeed if you always open boots+3pot, thus you can focus on things which will actually win a straight on fight from there on or even a continious one as you won't ever lose an exchange.
If you want some opinions on going mid and vs mid champs feel free to ask, I think he's a great hero mid as he has some survivabilty, great damage and pretty good ganks both bot and top if he were to leave mid. Kennen, Morgana, Swain, Brand, Cassopeia and Malzahar can all be a bit tricky and is nowhere near as easy as some opponents top are but you should win it if you use the same rationality as mentioned before.
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Would like to give my creds to this guide on solomid and increase the spotlight for our little Yordle, it is actually one of the few guides that actually makes sense playwise, itemwise etc and at the moment I find it to be the most accurate guide on him. http://www.solomid.net/guides.php?g=7151
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Why does it seem like rumble is so underplayed atleast on NA? Ever since those tiny nerfs I haven't seen one at all in ranked at 1500 ELO.
He still will win basically every lane in the game and his ult is game changing.
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On October 09 2011 19:33 Hakker wrote: Why does it seem like rumble is so underplayed atleast on NA? Ever since those tiny nerfs I haven't seen one at all in ranked at 1500 ELO.
He still will win basically every lane in the game and his ult is game changing.
Because he IS underplayed. I don't really know why, people in NA just like their tanky ad bruisers (and Akali). The thing about him is that he is played so little in NA barely anyone knows how to play against him. Making for easy laning phases for anyone that plays him. I think the general "go-to" tanky AP champ in NA is Ryze, everyone always forgets about the little blue yordle.
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On October 10 2011 13:40 Prior wrote:Show nested quote +On October 09 2011 19:33 Hakker wrote: Why does it seem like rumble is so underplayed atleast on NA? Ever since those tiny nerfs I haven't seen one at all in ranked at 1500 ELO.
He still will win basically every lane in the game and his ult is game changing. Because he IS underplayed. I don't really know why, people in NA just like their tanky ad bruisers (and Akali). The thing about him is that he is played so little in NA barely anyone knows how to play against him. Making for easy laning phases for anyone that plays him. I think the general "go-to" tanky AP champ in NA is Ryze, everyone always forgets about the little blue yordle.
Indeed, I just went 20-0-9 in ~1500 elo ranked with rumble, nothing impressive but still, I honestly don't know a single lane that he wont atleast break even in. Even when I get ganked I can 2v1 people easily with my ult.
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Rumble gets pooped on pretty damn hard by Talon in my experience.
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On October 10 2011 20:25 BouBou.865 wrote: Rumble gets pooped on pretty damn hard by Talon in my experience.
Dunno, been watching restwice get manhandled by a rumble as talon a few games on his stream. Ive never played against a talon before, but pretty much every other common solo top I have no trouble with whatsoever.
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Rumble is underplayed, imo, because he doesn't have natural sustain and he doesn't scale well into lategame, yet you want him top (the afkfarm lane) because that's the lane he can dominate. He's one of those champions that you -need- to win your lane to be relevant.
I play Rumble very defensively spec'd so that I can force exchanges on my terms in lane, zoning them out and denying exp / gold. Rumble's base damage is very solid and costs nothing, so there's no reason not to take advantage of it. Danger zone fills in for the missing magic pen, and W takes full advantage of heavy resistances. HP/5 fills in the role of early sustain, along with pots.
Jungle ganks are not a problem if your support is decent at cving and you have some general jungling knowledge. Slightly pushing the lane early lets you level up before them and bully harder, but that doesn't mean you're pushing 24/7 and overextending like an idiot :p
Since there are more ADs going top lately, I'd have another runepage with armor reds instead of mr and then choose accordingly.
I might upload a ranked replay sometime soon, since for some reason people don't believe you can be aggressive from level 1 without losing anything.
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I was pretty bored so I took myself some time to make this picture, it describes how well rumble plays vs other chars of a player of the same level at higher levels in top or mid during early-mid game before tower is gone. One can use this to know when to pick rumble vs another char top or if to not pick him, as well as what to counterpick vs him, as the game is random and players sometimes play better and not this is kind of what the result would be.
Enjoy, hope it's of any interest and it would be fun to see other pictures like this one for other chars =)
http://imageshack.us/f/221/rumbla.png/
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