Matchup
Power Spikes
Strength by game phase
Early (0-15)
Mid (15-30)
Late (30+)
Neutral
Neutral
Neutral
Rumble's abilities
Passive, spells and ultimate
Junkyard Titan (P)
Every spell Rumble casts gives him Heat. When he reaches 50% Heat he reaches Danger Zone, granting all his basic abilities bonus effects. When he reaches 100% Heat, he starts Overheating, gaining bonus Attack Speed and granting his basic attacks bonus damage, but making him unable to cast spells for a few seconds.
Cooldowns
Cooldowns by spell rank
| Level | Q | W | E | R |
|---|---|---|---|---|
| 3 | 10s | 6s | 0.5s | – |
| 6 | 8s | 6s | 0.5s | 2m10 |
| 9 | 6s | 6s | 0.5s | 2m10 |
| 11 | 6s | 6s | 0.5s | 1m45 |
| 16 | 6s | 6s | 0.5s | 1m20 |
| 18 | 6s | 6s | 0.5s | 1m20 |
Playing against Rumble
How to counter and exploit weaknesses
1
When Rumble is Overheated (red bar), he's silenced and can't use abilities for 6s.
2
His R is devastating in tight spaces: don't fight in the jungle or chokepoints against Rumble.
3
Rumble is vulnerable to direct engages because he's squishy with no mobility.
4
MR is very effective against him: all his damage is magic.