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How to Counter: Rumble

By Remox - 2nd May 2011 - 01:29 AM

A major factor in increasing one's experience and skill in any competitive game is the importance of countering. In League of Legends, this is no different. Be it adapting to the new characters introduced every two weeks or learning how to work around tried and true strategies used by older characters, countering is amazingly important. This series focuses on this element of the game by offering techniques, lesser known secrets and general tips to avoid getting dominated by that flavor of the month strategy.

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How to counter...Rumble, the Mechanized Menace

Basic Introduction

Rumble can be categorized as a Tanky AP caster, specializing in sustained AoE damage and shortening distances with slows.
The most important aspect of this yordle is his passive and how he manages to use his skills. He doesn’t use mana, energy or rage, but a new kind of resource called Heat.
  • Junkyard Titan (Passive): Rumble's basic abilities generate 20 heat. 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 and causing his basic attacks to deal an additional 20 + (5 x level) + (0.35 per ability power) magic damage for the duration. 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.
If each basic abilities generate 20 heat (his ultimate does not cost heat), he can spam 5 abilities in a row at most before reaching overheat without waiting 4 seconds to cooldown in between. Take that into account while calculating his burst damaging potential. At the same time, when it comes to sustained damage, it is possible for him to manage his cycle of abilities in order to stay above 50 heat without overheating unless necessary.

Rumble has no hard crowd control spells, but two very powerful slows and a speed boost/shield ability
  • Electro-Harpoo: Rumble shoots a taser that deals magic damage and applies a slow on the enemy hit for three seconds. A second shot can be fired for no additional cost within the next three seconds. The slows from these two tasers can stack with themselves and the duration will be refreshed with the second hit. While in the "Danger Zone", the damage and slow percentage are increased by 30%.
  • Scrap Shield: 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%.
Things to notice: if you are hit by the first harpoon try to dodge the second one, as it will slow you over 50%. It is a line skillshot, like Ezreal's and Morgana's Dark bind, so slalom the best you can. If you are hit twice, he will most likely follow up with a third slow and then use scrap shield to further close the distance. Once he’s on you, he’ll be able to utilize his other main abilities.
  • The Equalizer (Ultimate): Rumble calls down a line of rockets over the target linear location, it uses click and drag targeting. 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 to all enemies standing on the area.
  • Flamespitter: Rumble begins torching the area in front of him with his flamethrower dealing damage to all units (deals half damage to minions) in a cone in front of him for 3 seconds. He can move, attack and use other abilities while the flamethrower is on. While in the "Danger Zone", this spell deals 30% additional damage.
The equalizer is a line missile skillshot which can be very difficult to land. If he is able to get you stuck in it, get out as soon as possible. Do not fight him under the equalizer area of effect. His Flamespitter cone AoE is his main ability. With a low cooldown it has great sustained damage, but it is a close-range ability. He must be near you (which is the reason for all the slows). Try to dodge his skillshots or this flame cone will be all over you in no time.

Countering in lane

As Rumble always wants to stay over 50% heat to boost his abilities, he has to chose one of two ways of doing this: either pushing or harassing. While pushing sounds easy (spamming flamespitter into the minions), this will get you stuck in unwanted situations. So, as he has no mana to save, harassing is next on the list.

Scrap Shield > Flamespitter

Basic harassing pattern. He shields himself for a little hp and a speed boost, then flamsespitter.

Scrap shield > (Flamespitter ) > Harpoon > Harpoon > Flamespitter

This is the standard, pre level 6, full harassing combo for Rumble. Starting at 50 heat, scrap shield will take him to 70 (or going into 50 with scrap shield and then Flamespitter into 70). The first harpoon will take him to 90 and then two things can happen from there:
  1. You are hit by the two harpoons, he will go Flamespitter, overheating himself but landing melee attacks as you will be very slowed.
  2. He misses the second harpoon. Going back for 70 heat and trying to get another set of harpoons.
In both cases, the only way to avoid being comboed is slalom and movement. If you go for him, you should apply a high amount of pressure, using burst damage and heavy CC like stuns.

Past level six, the combo is the same but with Equalizer somewhere in between (usually after the first flamespitter/harpoon as you will be slowed and an easy target for line missiles).

Basics with every hero:
  1. Boots of speed. Avoiding harpoons, outrunning his flamespitter and scrap shield is great.
  2. Random pathing and slaloms
  3. Hit and run. If you stay around Rumble for too long, he will land the harpoon and the combo begins. Hit, usually burst, and run.
  4. Stand behind creeps to avoid the harpoon. This won't block the flamespitter or the Equalizer.

Specific heroes

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Irelia can pressure Rumble like no one else. Combined with Mercury Treads, the slow will be much lower, allowing her to escape or to engage him without any fear. In addition, her true damage and life steal can overcome Scrap shield and the sustained damage with more ease than a lot of characters, both in lane and during fights.

Kassadin, the Void anti-caster caster. As he’s a natural spammer, Rumble will feed Kassadin's Force Pulse in no time. When combined with a Silence (next to stun, the most dangerous CC for Rumble) and the ability to jump over harpoons/equalizers avoiding any kind of slows, Kassadin is able to avoid a lot of danger. Nevertheless, the first 6 levels can be very painful if Kassadin is over aggressive as his mana pool is limited and he doesn't have rift walk yet to avoid slows.

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During team fights, these guys can make Rumble's life very difficult. Olaf will ignore slows and life steal over Flamespitter. Xin Zhao will jump right into his face, use his knock-up and with the new Ultimate, gain huge amounts of Magic resistance. Trundle is a menace for any tanky champion, but Rumble is even more in trouble as Trundle has crowd control reduction while in Contaminate. The only way to avoid his doom is to run away or flash away, getting himself out of position.

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Special consideration goes to Malzahar. With his AoE % health damage, if he can land his combo onto Rumble, there is no escape. A silence combined with the huge amount of damage will ensure that Rumble can do very little to defend himself, even with scrap shield.

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