Rumble Abilities
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Rumble Abilities

Junkyard Titan
Flamespitter
Q
Scrap Shield
W
Electro Harpoon
E
The Equalizer
R
Fighter
Fighter
9/13
Win/Loss
2%
Pick Rate
3%
Ban Rate

Abilities

Spell Skill Priority
Flamespitter
Q
Electro Harpoon
E
Scrap Shield
W
99%
79
Electro Harpoon
E
Flamespitter
Q
Scrap Shield
W
<1%
1
Flamespitter
Q
Scrap Shield
W
Electro Harpoon
E
<1%
1
Flamespitter
Q
Scrap Shield
W
Electro Harpoon
E
The Equalizer
R
Abilities until Level 5
Flamespitter
Q
2
4
5
Scrap Shield
W
3
Electro Harpoon
E
1
The Equalizer
R
61%
49
Flamespitter
Q
1
4
5
Scrap Shield
W
3
Electro Harpoon
E
2
The Equalizer
R
37%
30
Flamespitter
Q
1
4
5
Scrap Shield
W
2
Electro Harpoon
E
3
The Equalizer
R
1%
1
Abilities until Level 10
Flamespitter
Q
2
4
5
7
9
Scrap Shield
W
3
Electro Harpoon
E
1
8
10
The Equalizer
R
6
61%
46
Flamespitter
Q
1
4
5
7
9
Scrap Shield
W
3
Electro Harpoon
E
2
8
10
The Equalizer
R
6
37%
28
Flamespitter
Q
1
4
5
7
9
Scrap Shield
W
2
Electro Harpoon
E
3
8
10
The Equalizer
R
6
1%
1

Abilities of Rumble

Spell skill priority is an important winning factor for Rumble. Understanding the abilities of Rumble in League of Legends is another. Below you can find all the relevant information on Rumble abilities. In order for item builds you should check the build for Rumble.

Rumble Passive – Junkyard Titan Passive: Junkyard Titan

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.

Rumble – Flamespitter Flamespitter

Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased.
Q
Key
600
Range
0
Cost
10/9/8/7/6
Cooldown

Rumble ignites his flamethrower, dealing flatdamage plus healthdamage*100% max Health magic damage over flamespitterduration seconds, reduced to minionmod*100% against minions.

Danger Zone: Damage is increased to empowereddamage plus empoweredhealth max Health.

Percent damage is limited to monstercap damage on Monsters.

Rumble – Scrap Shield Scrap Shield

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.
W
Key
20
Range
0
Cost
6
Cooldown

Rumble tosses up a barrier, gaining totalshield Shield for shieldduration.1 seconds and movespeed*100% Move Speed for movespeedduration second.

Danger Zone: The barrier grants empoweredshield Shield and empoweredms Move Speed instead.

Rumble – Electro Harpoon Electro Harpoon

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.
E
Key
850
Range
0
Cost
0.5
Cooldown

Rumble launches an electrified harpoon, dealing totaldamage magic damage, Slowing by baseslowamount% for slowduration seconds, and reducing the enemy's Magic Resist by percmagicpen*100% for shredduration seconds.

Hitting an enemy who's already Slowed by this Ability increases the Slow to empoweredslowamount% and reduces the enemy's Magic Resist by enhancedmagicpen*100%

Danger Zone: The harpoon deals empdamage magic damage instead and the Slow and reduced Magic Resist are increased by 50%.

Rumble – The Equalizer The Equalizer

Rumble fires off a group of rockets, creating a wall of flames that damages and slows enemies.
R
Key
1750
Range
0
Cost
130/105/80
Cooldown

Rumble launches a line of rockets, creating a burning trail that Slows by slowamount% and deals totaldamage magic damage over trailduration seconds.

Rumble can control the direction of the trail by clicking and dragging while casting this Ability.

FAQ on Rumble

What do you max first on Rumble?

Most Rumble pros max out Flamespitter Flamespitter first.