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Template:ChampCostRumble, the Mechanized Menace is a champion in League of Legends.[1]

Abilities

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.

Patch v1.0.0.123
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Junkyard Titan
(Innate): 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.


Ability Description Leveling up
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Flamespitter
(Active): Rumble activates his flamethrower for three seconds dealing magic damage to all units in a cone in front of him every half-second. Flamespitter only deals half damage to minions. He can move, attack and use other abilities while the flamethrower is on.

While in the "Danger Zone", this spell deals 30% additional damage.

  • Cooldown: 5 seconds
  • Range: 600

Magic Damage Per Second: 40 / 65 / 90 / 115 / 140 (+0.5 per ability power)

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Scrap Shield
(Active): 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%.

  • Cooldown: 6 seconds

Shield Strength: 50 / 80 / 110 / 140 / 170 (+0.4 per ability power)

Movement Speed: 10 / 15 / 20 / 25 / 30 %

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Electro-Harpoon
(Active): Rumble shoots a taser that deals magic damage and applies a slow on the first enemy it hit for 3 seconds. A second shot can be fired for no additional cost within the next three seconds, even if Rumble overheats. If the second taser shows an enemy that has been slowed by the first, the slow is refreshed and its movement speed reduciton is doubled.

While in the "Danger Zone", the damage and slow percentage are increased by 30%.

  • Cooldown: 10 seconds
  • Range: 1000

Magic Damage: 55 / 85 / 115 / 145 / 175 (+0.5 per ability power)

Initial Slow: 15 / 20 / 25 / 30 / 35 %

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The Equalizer
(Active): 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 every second to all enemies standing on the area.
  • Range: 1700
  • Wall length: 1000 (estimate)

Cooldown: 90 / 75 / 60 seconds

Initial Magic Damage: 150 / 225 / 300 (+0.5 per ability power)

Area Magic Damage Per Second: 120 / 160 / 200 (+0.25 per ability power)

References

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