User blog comment:Willbachbakal/(Champion Rework) Rumble, the Mechanized Menace/@comment-5035765-20160910061246/@comment-1330314-20160910092613

Flamespitter's damage starts out a fair bit stronger than his current basic attacks and is always-on, so while CSing with Rumble would be different, and perhaps more difficult to do from a large distance, it would most likely not be bad, and in fact it might be a bit simpler overall, since Rumble's "basic attacks" would be AoE, continuous magic damage. It would require less commitment overall per individual last hit than a basic attack, since Rumble would be able to last-hit from a slightly greater distance as a baseline and wouldn't need to "run around in circles" or stay in place for too long (in fact, that he has a choice to do so, instead of being locked in an animation, would be a buff).

Since the flamethrower's damage is AoE and quite substantial, or at least intended to be, it definitely means Rumble would have enough damage to "scare off" his laning opponent if they dive him at the wrong moment, and in fact he could harass his lane opponent and CS at the same time if he positions properly. I pinned Rumble as the area denial juggernaut precisely because of this: his always-on flamethrower creates a constant zone of high threat, which means that fighting him should be based not on diving him when his Q's momentarily off, as is currently the case, but on outmaneuvering him and forcing him to over-commit to spending Heat in order to catch up.