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1 Growth 18 1 Growth 18
Health 606 (+82) 2000 Attack damage 0 (+0) 0
Health regen. 8 (+0.6) 18.2 Attack speed 0 (+0%) 0%
Heat 100 Armor 26 (+3.5) 85.5
    Magic resist. 32.1 (+1.25) 53.4
Attack range 0 Mov. speed 325

This is a tentative rework for Rumble, the Mechanized Menace. While Rumble's sometimes surfaced as a slightly overbearing top lane bully, he's mostly harmless now, and has a pretty fun core playstyle that has attracted quite a few players, many of which have even expanded him to the jungle. So what's wrong with him? Nothing too serious, but for one, I kinda feel he doesn't fulfill his fantasy to the fullest extent: originally designed to be this jumpy, spammy bruiser-mage caster, with a focus on resource management over cooldowns, Rumble often doesn't really play into that system when he should be, overheating in all-ins and exerting a ton of power when he should be at his most vulnerable. This, in turn, has led to him receiving a stream of nerfs over time whenever he got a bit too strong in lane, often leading to changes that left him unsatisfying to play, such as the recently reverted damage reduction on his Q against minions. To a certain extent, his unique resource isn't really implemented in a manner that allows him to micromanage it even if he wanted to, as he often has no choice but to either overheat or wait an exceedingly long amount of time to avoid doing so, which eventually amounts to the same thing.

Those of you who have seen my other attempts at reworking champions on paper know that I often min-max their power in their extreme, and this is no different: the intent with these changes is to shift Rumble's focus completely on his resource and away from his cooldowns, by effectively giving his basic abilities no cooldowns at all and balancing from there. The other goal here is to move Rumble slightly away from being a battle mage, and more towards him being the game's foremost area denial juggernaut: as a close-range, durable damage-dealer based around personal combat boosts, Rumble typically comes across as a bruiser, albeit of more mage-y kind, and it's mostly the range on some of his abilities that puts him halfway between juggernaut and battle mage territory (it's also what often leads to him becoming too much of a bully in lane). One of the main changes here is a major buff to the consistency of his threat, at a cost to its range.

Abilities

Junkyard Juggernaut

Junkyard Titan

Heat: Rumble's basic abilities have no cast time or cooldown, but each generate 20 Heat when used, and he loses 「 5 Heat per 0.25 seconds 」「 20 Heat per second 」 after 1 second of not using an ability. At 100 Heat, Rumble's basic abilities are Template:Cctip until he loses all of his Heat.

Junkyard Titan 3

Flamespitter: Rumble cannot use basic attacks, but instead constantly spews a stream of flames from his mech's flamethrower, dealing 「 Template:Pp18 (+ 10% AP) magic damage per 0.25 seconds 」「 Template:Pp18 (+ 40% AP) magic damage per second 」 in a cone in front of him, capable of damaging structures. Ability-inhibiting crowd control disables Flamespitter.

Info
  • No additional details.

Jet Boosters

Flamespitter

Toggle: Rumble activates his mech's boosters, propelling himself forward with bonus movement speed but a reduced turn rate.

  • Bonus Movement Speed: 100 / 125 / 150 / 175 / 200

Info
  • No additional details.

Scrap Shield

Scrap Shield

Active: Rumble shields himself for 2 seconds, stacking indefinitely and decaying over the last second.

  • Shield: 6 / 7 / 8 / 9 / 10% maximum health

Info
  • No additional details.

Electro-Harpoon

Electro Harpoon

Active: Rumble fires a harpoon that Template:Cctip the first enemy it hits for 1 second.

  • Slow: 30 / 35 / 40 / 45 / 50%

Info
  • No additional details.

The Equalizer

The Equalizer

Active: Rumble calls down a line of rockets down the target path which remains for the next 5 seconds, dealing magic damage every 0.25 seconds to all enemies within and Template:Cctip them by 35%.

「 Magic Damage Per 0.25 Seconds: 40 / 45 / 50 (+ 10% AP 」「 Damage Per Second: 160 / 180 / 200 (+ 40% AP) 」

  • Total Magic Damage: 800 / 900 / 1000 (+ 200% AP)

Info
  • No additional details.

What are your thoughts on this? Would a direction like this appeal to you for Rumble or possibly another champion? What do you think of a cooldown-less champion?

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