Rumble

Rumble

the Mechanized Menace

Baron(Top)Difficulty
Win
50.7%0.7
Pick
2.9%
Ban
0.7%
Rumble
All stats
HP
690(+120)
HP Regen(5s)
8(+0.8)
MP
150
MP Regen(5s)
0
Damage
62(+3.5)
Attack Speed
0.8(+2.2%)
Armor
46(+4.5)
Magic Resistance
43(+2)
Attack Range
175
Movement Speed
355

growth per level

Combos · Rumble

Double Harpoon Poke

Basic

When Poking from range while reducing the target's magic resistance

  1. First cast
  2. Second cast

Tip E stores two charges. The first hit slows and reduces magic resistance, and landing the second on the same target stacks both effects for a stronger trade.

Danger Zone Trade

Intermediate

When Trading hard with empowered abilities while already at 50+ Heat (Danger Zone)

  1. Engage
  2. Slow
  3. Empowered
  4. AutoWeave basic attacks

Tip Basic abilities gain Danger Zone bonuses only at 50 or more Heat, so prepare Heat with one or two casts before trading. Use W's movement speed to enter Q range, land E for its 1.5-second slow and magic resistance shred, then activate Q. E is not a root, so keep turning the flamethrower with the target and account for the 4-second self-silence at 150 Heat.

Equalizer All-In

Advanced

When Committing to a kill by zoning the target with the ultimate trail

  1. First cast
  2. Second cast
  3. Trail
  4. Finisher
  5. AutoWeave basic attacks

Tip Landing both E charges strengthens the slow and magic resistance reduction. Neither hit roots, so draw R's burning trail along the escape route to keep the target inside its slow. Track them with Q and weave basic attacks, making sure to set both the start and end points of R across the intended path.

Harpoon Kite Disengage

Intermediate

When Escaping a chase safely with a shield and slow while punishing the pursuer

  1. Shield
  2. Slow
  3. Counter

Tip W's movement speed and E's slow create separation. Q has a short cone, so turning to use it is worthwhile only when the pursuer remains close; otherwise continuing to move is safer.