Rumble Statistics in North America

  • Game patch: 9.22
  • Game count: 149,883
  • Average match length: 29:00
  • Game type: RANKED SOLO
  • Map: Summoner's Rift
Rumble

Rumble

the Mechanized Menace

  • P Junkyard Titan

    Junkyard Titan

    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, granting his basic attacks bonus damage, but making him unable to cast spells for 6 seconds.

  • Q Flamespitter

    Flamespitter

    Cooldown: 10/9/8/7/6Range: 600

    Rumble torches his opponents, dealing 175/210/245/280/315 (+110% bonus Ability Power) magic damage in a cone over 3 seconds. This spell deals 60/65/70/75/80% damage to minions.

    Danger Zone Bonus: Deals 150% damage.

  • W Scrap Shield

    Scrap Shield

    Cooldown: 6Range: 20

    Rumble tosses up a shield for 1.5 seconds that absorbs 80/110/140/170/200 (+50% bonus Ability Power) damage. Rumble also gains an additional 20/25/30/35/40% Movement Speed for 1 second.

    Danger Zone Bonus: 50% increase in shield health and Movement Speed.

  • E Electro Harpoon

    Electro Harpoon

    Cooldown: 0.5Range: 850

    Rumble shoots his opponent with up to 2 tasers, dealing 60/85/110/135/160 (+40% bonus Ability Power) magic damage and applying a stacking slow of 15/20/25/30/35% for 2 seconds.

    Danger Zone Bonus: Damage and slow percentage increased by 50%.

    Rumble's Electro Harpoon recharges every 6 seconds.

  • R The Equalizer

    The Equalizer

    Cooldown: 100/85/70Range: 1750

    Rumble launches a line of rockets that creates a burning trail for 5 seconds. Enemies in the area have their Movement Speed slowed by 35% and take 130/185/240 (+30% bonus Ability Power) magic damage each second. Max Damage: 700/1050/1400 (+1.75% bonus Ability Power)

    You can control the placement of this attack by clicking and dragging your mouse in a line.

Statistics by Role

Summoner Spells

  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Teleport

    Teleport

    Cooldown: 360 seconds
    After channeling for 4 seconds, your champion teleports to target allied structure, minion, or ward.

Frequent Runes

Sorcery

Unleash destruction
Empowered abilites and resources manipulation

Domination
Hunt and eliminate prey
Burst damage and target access

Skills Order

Q
Flamespitter

Flamespitter

Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased.
1
4
5
7
9
W
Scrap Shield

Scrap Shield

Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in Danger Zone, the shield strength and speed bonus is increased.
3
14
15
17
18
E
Electro Harpoon

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 Danger Zone the damage and slow percentage is increased.
2
8
10
12
13
R
The Equalizer

The Equalizer

Rumble fires off a group of rockets, creating a wall of flames that damages and slows enemies.
6
11
16
Win Rate:49.44%
Ban Rate:0.55%
Pick Rate:1.79%
Kills: 5.46
Deaths: 5.83
Assists: 7.09
Minions Killed:147
Gold Earned:10,601
Gold Spent:9,749
Double Kills:0.45
Triple Kills:0.00
Quadra Kills:0.00
Penta Kills:0.00
Killing Sprees: 1.01
Largest Killing Spree: 2.01
Largest Multi Kill: 0.79
Wards Killed: 1.23
Wards Placed: 8.59
Vision Wards Bought: 1.10
Tower Kills: 0.95
Win rate by Game Length
This graphic shows you the average Win Rate for Rumble based on game duration.

With this information you can get an idea about when this champion performs better during the game.
Damages

This graphic breaks down the different types of damages this champion generally deals.
You have to take into consideration that this doesn't strictly tells you that a champion is purely AD (Attack Damage) or AP (Ability Power). There are hybrid champions with abilities that does AD AND AP damage.
Some champions use items as part of their core builds which makes hybrid damage too, which is included in this graphic.

The Damage Taken information though depends on the enemy team composition and doesn't give you that much information about a champion. It's here just because we have that data.

Minions Per Minutes

This graphic shows you the average amount of minions a champion generally kills per minute at different times.
It's a common pattern that due to the game nature at later phases of the game this statistic tends to decrease.

Minions Difference Per Minutes

This graphic shows you the average difference between the amount of minions a champion generally kills per minute versus the same statistic of the champion's enemy laner.
This can give you an idea wether some matchups are harder for a champion in terms of keeping up with the farming.

A negative value means that the champion tends to have a farming disadvantage against their opponents. This doesn't limit the farming to the original lane.
A positive value means that the champion tends to have a farming advantage against their opponents. This doesn't limit the farming to the original lane.

Damage Taken Diff. Per Minutes

This graphic shows you the average difference between the amount of damage a champion generally takes versus the same statistic of the champion's enemy laner

A negative value means that the champion tends to take less damage than his opponent. This include damage received from all sources.
A positive value means that the champion tends to take more damage than his opponent. This include damage received from all sources.

Damage Taken Per Minutes

This graphic shows you the average amount of damage a champion generally takes at different frame times of the game.

Gold Per Minutes

This graphic shows you the average amount of gold a champion generally earns at different frame times of the game.
This includes minion kills, champion kills, assitances and objectives.

Exp Difference Per Minutes

This graphic shows you the average difference between the amount of experience a champion generally earns versus the same statistic of the champion's enemy laner.

A negative value means that the champion tends to earn less experience than his opponent. This include experience from all sources.
A positive value means that the champion tends to earn more experience than his opponent. This include experience from all sources.

Experience Per Minutes

This graphic shows you the average amount of experience a champion generally earns at different frame times of the game.

Core Items

This statistic shows you a list of a set of three items that are usually bought for this champion and the frequency on which these items are bought.

This usually varies depending on the matchup and enemy team composition.

Starting Items List

This statistic shows you a list of starting items that players buy for this champion. This usually varies depending on the matchup and the players play-style.

First back items

This statistic shows you a list of items that players usually buy on their first back to base.

Spells List

This statistics shows you the most frequent Summoners Spells that players use for this champion. It generally depends on matchups and enemy team composition.

  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Teleport

    Teleport

    Cooldown: 360 seconds
    After channeling for 4 seconds, your champion teleports to target allied structure, minion, or ward.

Pick Rate

86.04%
  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Ignite

    Ignite

    Cooldown: 180 seconds
    Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.

Pick Rate

13.31%
  • Ignite

    Ignite

    Cooldown: 180 seconds
    Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.
  • Teleport

    Teleport

    Cooldown: 360 seconds
    After channeling for 4 seconds, your champion teleports to target allied structure, minion, or ward.

Pick Rate

0.31%
  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Heal

    Heal

    Cooldown: 240 seconds
    Restores 90-345 Health (depending on champion level) and grants 30% Movement Speed for 1 second to you and target allied champion. This healing is halved for units recently affected by Summoner Heal.

Pick Rate

0.15%
Sorcery

Unleash destruction
Empowered abilites and resources manipulation

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

48.65%
Sorcery

Unleash destruction
Empowered abilites and resources manipulation

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

27.00%
Sorcery

Unleash destruction
Empowered abilites and resources manipulation

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

8.99%
Sorcery

Unleash destruction
Empowered abilites and resources manipulation

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

8.70%
Sorcery

Unleash destruction
Empowered abilites and resources manipulation

Domination
Hunt and eliminate prey
Burst damage and target access

Pick Rate

3.35%
Q
Flamespitter

Flamespitter

Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased.
1
4
5
7
9
W
Scrap Shield

Scrap Shield

Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in Danger Zone, the shield strength and speed bonus is increased.
3
14
15
17
18
E
Electro Harpoon

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 Danger Zone the damage and slow percentage is increased.
2
8
10
12
13
R
The Equalizer

The Equalizer

Rumble fires off a group of rockets, creating a wall of flames that damages and slows enemies.
6
11
16

Pick Rate

53.03%
Q
Flamespitter

Flamespitter

Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased.
2
4
5
7
9
W
Scrap Shield

Scrap Shield

Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in Danger Zone, the shield strength and speed bonus is increased.
3
14
15
17
18
E
Electro Harpoon

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 Danger Zone the damage and slow percentage is increased.
1
8
10
12
13
R
The Equalizer

The Equalizer

Rumble fires off a group of rockets, creating a wall of flames that damages and slows enemies.
6
11
16

Pick Rate

23.86%
Q
Flamespitter

Flamespitter

Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased.
1
4
5
7
9
W
Scrap Shield

Scrap Shield

Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in Danger Zone, the shield strength and speed bonus is increased.
2
14
15
17
18
E
Electro Harpoon

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 Danger Zone the damage and slow percentage is increased.
3
8
10
12
13
R
The Equalizer

The Equalizer

Rumble fires off a group of rockets, creating a wall of flames that damages and slows enemies.
6
11
16

Pick Rate

12.86%
Q
Flamespitter

Flamespitter

Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased.
1
4
5
7
9
W
Scrap Shield

Scrap Shield

Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in Danger Zone, the shield strength and speed bonus is increased.
2
8
10
12
13
E
Electro Harpoon

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 Danger Zone the damage and slow percentage is increased.
3
14
15
17
18
R
The Equalizer

The Equalizer

Rumble fires off a group of rockets, creating a wall of flames that damages and slows enemies.
6
11
16

Pick Rate

6.46%
Q
Flamespitter

Flamespitter

Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased.
1
4
5
7
9
W
Scrap Shield

Scrap Shield

Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in Danger Zone, the shield strength and speed bonus is increased.
3
8
10
12
13
E
Electro Harpoon

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 Danger Zone the damage and slow percentage is increased.
2
14
15
17
18
R
The Equalizer

The Equalizer

Rumble fires off a group of rockets, creating a wall of flames that damages and slows enemies.
6
11
16

Pick Rate

1.86%

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