
the Mechanized Menace
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.
Every spell Rumble casts gives him Heat. When he reaches 50% Heat he reaches Danger Zone, granting all his basic abilities bonus effects. When he reaches 100% Heat, he starts Overheating, gaining bonus Attack Speed and granting his basic attacks bonus damage, but making him unable to cast spells for a few seconds.
Cost: @InitialHeatCost@ Heat | Cooldown: @Cooldown@s %i:cooldown%
Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased.
Cost: @HeatCost@ Heat | Cooldown: @Cooldown@s %i:cooldown%
Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in Danger Zone, the shield strength and speed bonus is increased.
Cost: @FirstCastHeatCost@ Heat | Cooldown: @AmmoRechargeTime@s Recharge (max: @MaxAmmo@)
Rumble launches a harpoon, electrocuting his target with magic damage, slowing their Move Speed, and reducing their Magic Resist. Rumble can carry 2 harpoons at a time. While in Danger Zone the damage and slow percentage is increased.
Cost: No Cost | Cooldown: @Cooldown@s %i:cooldown%
Rumble fires off a group of rockets, creating a wall of flames that damages and slows enemies.
Damaging a champion with an ability hurls a comet at their location, dealing adaptive damage. Cooldown reduction: Single target abilities reduce cooldown by 20%. AoE abilities reduce cooldown by 10%. DOT and ongoing damage reduce cooldown by 5%.
After casting a Summoner Spell, gain a short burst of Move Speed that allows you to pass through units.
While above 70% health, gain extra adaptive damage.
Your next damaging ability hit sets champions on fire dealing bonus magic damage.
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal reduced damage.
Gain 10% Tenacity and 10% Slow Resist. These values increase by up to 20% based on missing health.
+9 Adaptive Force (5.4 AD or 9 AP)
+9 Adaptive Force (5.4 AD or 9 AP)
+10-180 Health (based on level)
Summoner Spell: Flash
Summoner Spell: Teleport
+18 Magic Penetration, +45 Move Speed.
Rumble excels at fighter, mage playstyle. Focus on utilizing their abilities effectively and building around their core strengths. The recommended runes and items provide the best balance of damage and utility.






