Innate:Rumble gains Heat whenever he uses a basic ability and loses 10 Heat per second after not using any basic ability for 4 seconds or The Equalizer for 2 seconds. Rumble's mech enters the Danger Zone when at or above 50 Heat, and becomes Overheated while at 100 Heat.
Danger Zone:Rumble's mech enters the Danger Zone, enhancing his basic abilities.
Overheated:Rumble's mech becomes Overheated for 5.25 seconds, disabling his abilities but granting him 20% − 80% (based on level)bonus attack speed and empowering his basic attacks to deal 5 − 40 (based on level)(+ 25% AP)(+ 6% of the target's maximum health)bonus magic damageon-hit for the duration. The percentage damage is capped at 80 against monsters. Rumble'sHeat decays back down to 0 over the duration.
Passive:Rumble periodically stocks an Electro Harpoon charge, up to a maximum of 2.
Active:Rumble shoots a harpoon in the target direction, gaining 10 Heat and dealing magic damage to the first enemy hit, reducing their magic resistance by 10% for 4 seconds, and slowing them for 2 seconds. Hitting the same target with another harpoon stacks the slow and magic resistance reduction, stacking additively.
60 / 85 / 110 / 135 / 160 (+ 40% AP)
Total Magic Damage:
120 / 170 / 220 / 270 / 320 (+ 80% AP)
15 / 20 / 25 / 30 / 35%
30 / 40 / 50 / 60 / 70%
Danger Zone:Electro Harpoon's effects are increased by 50%. The magic resistance reduction is increased to 15%.
Enhanced Magic Damage:
90 / 127.5 / 165 / 202.5 / 240 (+ 60% AP)
Total Enhanced Magic Damage:
180 / 255 / 330 / 405 / 480 (+ 120% AP)
22.5 / 30 / 37.5 / 45 / 52.5%
Total Enhanced Slow:
45 / 60 / 75 / 90 / 105%
If Rumble casts Electro Harpoon before his mech becomes Overheated, he may still use another charge within 3 seconds of the initial cast.
Active:Rumble deploys a barrage of rockets along the target path, landing in a line over 0.75 seconds and lasting for 4.5 seconds after the last rocket lands.
Enemies struck by the impacts or within the line of rockets are rendered Burning for 1 second, continously refreshing while they remain in the area of effect. Burning enemies take magic damage every 0.5 seconds and are slowed by 35%.
A static target standing where the missiles first impact may take an extra tick of damage (11 ticks), while a static target standing at the end of the trail may take one fewer tick (9 ticks).(bug)
The Equalizer's hitbox consists of a row of rockets with a circular damage hitbox each. The radius of each is 205 units, and rockets drop at a distance of 180 units between one another when The Equalizer is cast.
The missile that manages the rockets being deployed starts 150 units behind the target vector origin, and thus drops the first rocket at 30 units in front of the cast vector origin after 0.132 seconds.
The rockets are intended to not deal damage for the first 0.25 seconds. Due to a bug, this becomes 0.25-0.5 seconds 'at random'.
If Rumble dies while The Equalizer is just cast, this buff will be removed by death and the area of effect will start dealing damage sooner.(bug)