Low Elo, Prepare to be Obliterated! A Guide to Rumble Jungle
Pierce the sky and punch the stars with Rumble jungle!
Pierce the sky and punch the stars with Rumble jungle!
As Season 7's meta evolves, different champions will rise to power and inevitably fall out of favor. Lately, the resourceful mechanic we have come to know and love has found a place in a role which has undergone plenty of changes in the past few patches. Rumble Jungle has proven to be an excellent pick in pro play last spring split and in solo queue. With his winrate is on a steady incline, I'll show you how to abuse his strengths and use this sleeper pick to accumulate as much LP as you can and soar higher than the stars! Like Super Galaxy Rumble says, "Push it 'till the limit breaks!"
Strengths:
-Speedy camp clears
-Doesn't take as much damage while clearing
-Scales well into the late game
-Clear indicators for your team to follow up on engage
-Not mechanically demanding
Weaknesses:
-No hard CC
-Lack of escape
-Squishy
Summoner Spells
Flash: Flash is undoubtedly the most powerful and adaptable summoner spell available to summoners. It can put you in range to hit your Electro-Harpoons, blast the enemy that flashed away from you in the face with Flamespitter, or. conversely, instantly escape a botched teamfight. Flash's all-purpose instant teleportation is infinitely more useful than any other summoner spell.
Smite: Smite is the quintessential summoner spell while jungling. This spell immensely increases your team's objective control, gives you the proper amount of sustain in the jungle, and assists in securing kills. There is not a situation where you'll not take Smite on a jungler.
Runes
Reds/Marks: x9 Greater Mark of Attack Speed increases your clear time. The damage dealt per second is higher when compared to magic penetration marks because jungle monsters don't have any magic resistance.
Yellows/Seals: x9 Greater Seal of Health Per Level helps you scale well into the game later on. The health that is earned from these runes will be magnified as you purchase items that increase your health and your level increases. These stats are much more valuable than the pitiful amount of armor gained from runes later on.
Blues/Glyphs: x9 Greater Glyph of Ability Power will give you a high damage output in the early game and assists in efficiently clearing your jungle and dealing enough damage to successfully gank a lane.
Quints: x3 Greater Quintessence of Ability Power provides the majority of the ability power needed for Rumble to have an impact in the early game and complete his first clears.
Masteries
Ferocity:
Tier 1- Sorcery will strengthen Rumble by increasing his main stat, ability power
Tier 2- Feast is taken to maximize Rumble's natural sustain in the jungle
Tier 3- Natural Talent aids Rumble in his scaling into the late game. Rumble will not benefit from life steal or spell vamp because it isn't optimal to incorporate life steal into his build. There is no reason to increase this stat.
Tier 4- This mastery tier will have some variation because of nature of these masteries. Double Edged Sword will immensely increase your damage output. The drawback from taking Double Edged Sword is that you are much more vulnerable to your enemies. I believe that it's worth taking this mastery because it is unlikely that your opponent will be likely to fight you and your teammate during a gank. Normally, the enemy is at a disadvantage because they are too far up in the lane or are currently fighting their lane opponent. Double Edged Sword provides more than enough extra damage to secure a kill for you or the lane that you are ganking.
Tier 5- Piercing Thoughts will amplify your damage output since Rumble relies on ability power to deal damage.
Keystone Mastery- Rumble's kit is built upon the principle of dealing massive amounts of sustained damage. Deathfire Touch will maximize Flamespitter and The Equalizer's damage. Additionally, Deathfire Touch's damage increases as you amass more ability power, scaling better into the late game than Thunderlord's Decree would.
Resolve:
Tier 1- Recovery increases your jungle sustain; allowing you to go from one camp to another quicker.
Tier 2- Tough Skin also assists in keeping you alive in the jungle. You will receive less damage from the camps that you kill.
Tier 3- Runic Armor will buff up the amount of health returned from Recovery and increase the amount of damage that can be absorbed from Scrap Shield.
Tier 4- Insight reduces the cooldown on Smite and Flash, allowing you to have more objective control and have a gap closer/escape available to you more often.
Abilities and Skill Order
Junkyard Titan: Every spell Rumble casts gives him Heat. When he reaches 50% Heat he reaches the Danger Zone, granting all his basic abilities bonus effects. When he reaches 100% Heat, he starts Overheating, granting his basic attacks bonus damage, but making him unable to cast spells for a few seconds.
Rumble utilizes Heat as his resource rather than mana or energy like most champions do. While overheating is inevitable as Rumble, however, I do suggest that you learn to manage your Heat values so that you can maximize your damage output when clearing specific types of camps. Make an attempt to build up Heat while you are approaching jungle camps that have a few neutral monsters in them. This includes Blue Sentinel, Red Brambleback, Gromp, and Murk Wolves. Increased single target damage will clear the camp faster in these scenarios. Try to have less Heat when starting camps like the Crimson Raptor camp or the Ancient Krug camp. The AOE damage provided by Flamespitter will be more effective at killing multiple monsters than the damage gained from Overheating.
Flamespitter: Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in the Danger Zone, Flamespitter's damage is increased.
Flamespitter is normally taken at level one because it is a low-cooldown ability and can be used to generate Heat. Flamespitter is your main source of damage and should be skilled first. Flamespitter provides a sufficient amount of AOE damage and clears camps very quickly. Be careful not to spam this ability too much and accidentally Overheat before the jungle monsters spawn!
Scrap Shield: Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in the Danger Zone, the shield strength and speed bonus is increased.
Scrap Shield should be taken at level two to maximize the amount of damage absorbed by the shield and keep you in the jungle longer. Scrap Shield has the same cooldown as Flamespitter and ought to be used in conjunction with it in order to swiftly clear your jungle and gain an advantage over the opposing jungler.
Electro-Harpoon: Rumble launches a taser, electrocuting his target with magic damage and slowing their Movement Speed. Rumble can carry 2 harpoons at a time. While in the Danger Zone, the damage and slow percentage is increased.
This ability will serve as your crowd control when ganking a vulnerable lane. The slow applied to your enemy will provide you and your teammate a window to damage the enemy laner as much as possible in order to successfully kill them. Electro-Harpoon is extremely useful for chasing enemies down if enough harpoons are successfully landed. Electro-Harpoon should be skilled after Scrap Shield.
The Equalizer: Rumble fires off a group of rockets, creating a wall of flames that damages and slows enemies.
The Equalizer is Rumble's trademark ability. The Equalizer is exceptionally practical for engaging teamfights or following up on another teammate's engage. Everybody knows the amount of teamfight potential Rumble's ultimate has and your teammates will most likely follow up on the ability being fired. This is fantastic when playing solo queue because there is a severe lack of communication and coordination. Players will often not be on the same page about the details of a fight. "Who should we focus? Should we start the fight?" It is harder to convey complex thoughts in a high-pressure situation over text. Put points into The Equalizer when given the opportunity.
Items
Starting Items: Hunter's Talisman and Refillable Potion are the best starting items on Rumble jungle. The health returned back to you upon killing a monster will increase your jungle sustain. Additional damage to the monster camps quickens the clearing process and grants you a level advantage over the opposing jungler. Refillable Potion keeps you healthy and ready to kill the next jungle camp.
Core Items: The main objective of your first jungle clear is to accrue the needed amount of gold to purchase the items that will build into the Runic Echoes jungle enchantment. Runic Echoes amplifies your damage, boosts your clear speed thanks to the AOE proc similar to Luden's Echo, and provides bonus movement speed. The bonus movement speed contributed by Runic Echoes helps make up for Rumble's lack of mobility and adds to his gank potential. Runic Echoes is a fantastic jungle enchantment. Stalker's Blade's Chilling Smite applies a slow to the enemy that will give Rumble enough time to let Flamespitter deal as much damage as possible and or land his Electro-Harpoons.
Rylai's Crystal Scepter synergizes extremely well with Liandry's Torment. This item can be purchased before or after Liandry's Torment. In my opinion, the buffs provided by Rylai's Crystal Scepter's are worth the item's high cost. Rylai's Crystal Scepter issues a massive movement speed reduction on the target being hit by Rumble's abilities. This slow is especially useful when only an Electro-Harpoon is needed to catch up to a target or you need to keep your Flamespitter on a fleeing enemy.
Liandry's Torment is an item that is too good to be passed up. The burn applied to the target in addition to the percent-health damage exponentially increases Rumble's damage and grants him late-game scaling. Liandry's Torment will also do increased damage to champions that are movement impaired. Rumble's Electro-Harpoons, Chilling Smite, and Rylai's Crystal scepter will all administer a slow to your targets, further enhancing his sustained damage.
Zhonya's Hourglass helps to make up for the natural armor that is missing from your runes. Being a melee champion, Rumble will get into situations where he needs to avoid a massive amount of incoming damage or some form of CC. Zhonya's Hourglass will grant Rumble this ability and give his team time to position themselves so that they can possibly save him. Zhonya's can also be used to evade damage when waiting for an ability to come off of cooldown.
The magic penetration provided by Sorcerer's Boots is invaluable. This item is a must-buy on Rumble.
Situational/Optional Items: The second chance for your team to converge on your location and save you or to finish dueling your opponent is unmatched by the benefits of every other defensive item in the late game. Guardian Angel should be purchased in this stage of the game when this kind of advantage and security is required.
Void Staff should be purchased when your enemies have heavily itemized against you and possess a large amount of magic resistance. This item helps to shred through their magic resistance and burn them to the ground.
Abyssal Scepter increases your magic resistance while still providing utility. Cooldown reduction means that Rumble can use his Equalizer more often and have more of an impact in the late game. Abyssal Scepter also applies an aura that will increase the amount of magic damage that your enemies take significantly. These stats will escalate your damage output and strike fear into the hearts of your enemies.
Early Game
You should aim to farm as quickly and as much as possible in the early game. Your first goal is to purchase Runic Echoes. Runic Echoes will give Rumble more objective control and boost his threat level. This is not to say that you shouldn't ignore your teammates when they ask for their lane to be ganked or your jungler instinct. If the opposing jungler doesn't have a great early game or you spot the enemy jungler and he's a lower level than you, don't be afraid to go ham and invade his jungle. Invading the enemy jungle early will give you increased map control, set the enemy jungler behind, and possibly give you a gold lead from a kill.
Mid Game and Teamfighting
After the laning phase is over, you should be looking to group with your teammates and start teamfights. At this point, you should have fully skilled Flamespitter and purchased Liandry's Torment and Rylai's Crystal Scepter. Don't waste time farming sidelanes or killing jungle camps when your team is about to fight. All of the teamfights that occur will be won or lost based upon the position of your Equalizer and how well you use it. Make the most of this powerful engage/follow up tool. This ability has a low cooldown so don't be afraid to use it liberally. The Equalizer will dish out a massive amount of damage and apply a slow that your teammates can't ignore. Tight spaces like the jungle and the river are excellent locations for firing a game changing Equalizer. Once you have used The Equalizer, don't be afraid to go in deep and scorch your enemies with Flamespitter.
Late Game
This stage in the game is where Rumble shines the most. All of your items should be completed. Your scaling is the best in the late game. Don't be afraid to start fights and make sure to focus on key targets. Be aware of other champions that scale into the late game. Enemies like Vayne and Nasus will be huge threats at this point and should be prioritized by you and your team. If you do get caught out of position, Zhonya's Hourglass or Guardian Angel can help to delay your death and give you time for your cooldowns to reset or your team to try to save you.
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