
the Mechanized Menace
Rumble
Roles and difficulty from the global official site, lane from the China-server official site
Latest Meta Stats
Popular Rumble builds in game
Taken from the in-game loadout screen as of 2026-08-29. The pick count and win rate are shown exactly as the game reports them.
Health and AP stacked for long, grinding fights
- Liandry's Torment
- Bloodletter's Curse
- Armored Advance
- Riftmaker
- Zhonya's Hourglass
- Infinity Orb
When enemies field high-health frontliners and teamfights drag on
Liandry's Torment burns enemies hit by damaging abilities and empowered attacks, dealing 2% of their max HP as magic damage each second for 3 seconds. Time spent in combat with enemy champions raises your damage as well, up to 6% from Liandry's Torment and up to 8% from Riftmaker. Bloodletter's Curse shaves 7.5% MR off a champion every time you deal magic damage to them with abilities or passives, stacking to 30%. Armored Advance and Zhonya's Hourglass bring the build to 70 Armor, and the Hourglass trades every action for 2.5 seconds of invulnerability on a 90-second cooldown.
The commentary is AI-written. It is cross-checked against this site’s item data and the official lane assignments before publishing.
Skill Order (Lv 1 - 15)
Max Skill 1 first as your main damage, then Skill 3, which applies a Slow.
Rumble Skills

Junkyard Titan
While above 50 Heat, Rumble enters the Danger Zone, causing his basic abilities to gain bonus effects. When he reaches 150 Heat, he becomes Overheated for 4 second(s).
Overheated: Silences himself, but gains 55% bonus Attack Speed (Lv) and empowers his attacks to deal additional magic damage equal to 5 (2.5 + 2.5 (Lv) + 20%AP) plus 5% of the target's max HP.
Percent damage is limited to 65-150 (Lv) on monsters.

Flamespitter
Danger Zone: Deals 150 (150 + 188%AP) plus 11% of the target's max HP as magic damage instead.
Percent damage is limited to 65-150 damage (Lv) on monsters.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Cooldown | 8 | 7 | 6 | 5 |
| Base Damage | 100 | 140 | 180 | 220 |
| Target's Max Health | 7% | 8% | 9% | 10% |
| Enhanced damage | 150 | 210 | 270 | 330 |

Scrap Shield
Danger Zone: Gains 30% Movement Speed and a shield that absorbs 100 damage (60 + 6% of max HP + 52.5%AP) instead.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Shield | 40 | 80 | 120 | 160 |
| Enhanced shield | 60 | 120 | 180 | 240 |
| MS | 20 | 25 | 30 | 35 |
| MS | 30 | 37.5 | 45 | 52.5 |

Electro Harpoon
Hitting an enemy who is already slowed by Electro Harpoon increases the slow to 45% and MR reduction to 12%.
Danger Zone: The harpoon deals 90 magic damage (90 + 75%AP) instead, and the slow and MR reduction are increased by 50%.
Charge: Gains a charge every 6 second(s), storing up to 2 charges.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Base Damage | 60 | 90 | 120 | 150 |
| Slow | 30% | 35% | 40% | 45% |
| MR Reduction | 8% | 12% | 16% | 20% |
| Slow | 45% | 52.5% | 60% | 67.5% |
| MR Reduction | 12% | 18% | 24% | 30% |
| Enhanced damage | 90 | 135 | 180 | 225 |

The Equalizer
Controls
Tap: Automatically searches for and attacks nearby targets based on your auto-aim settings.
Drag: Drag the ability button to set the trail's starting point. After that, the ability automatically searches for and attacks nearby targets based on your auto-aim settings.
Precise cast:
1. Drag the ability button to set the trail's starting point. Hold until ready to cast.
2. To confirm, tap the checkmark on the top left, or wait for the time limit if the Manual Aim Time Limit setting is enabled. To cancel, tap the "Back" button on the top left.
3. Drag the ability button to set the trail's end point. Release to cast.
Deals 30% damage to monsters.
| Details | LVL 1 | LVL 2 | LVL 3 |
|---|---|---|---|
| Cooldown | 80 | 70 | 60 |
| Base Damage | 700 | 1,050 | 1,400 |
Base Stats
League of Legends: Wild Rift (China) official champion library (patch 7.2, as of 2026-08-25)
These figures come from 7.2. Rumble's base stats were adjusted in 7.2c, so they no longer match the live game — see the patch history on this page for what changed.
A three-step guide set by the official champion library. For difficulty, a higher number means harder to play.
Critical damage is 175% for every champion. These figures exclude items and runes.
Rumble Strengths
- ✓Long-range AoE damage and formation splitting from Ult
- ✓Strong auto-attacks while Overheated for brawling
Rumble Weaknesses
- ×Strict Heat management; no skills while Overheated
- ×No reliable escape, so easy to gank
Early Game
Managing your passive Heat is the core of the laning phase. Keep Heat at 50 or above in the Danger Zone and roast the enemy along with the wave using empowered Skill 1 (Flamespitter). That is how you take lane priority.
Mid Game
Win skirmishes with Skill 1's high damage. The narrow jungle paths around Dragon and Herald are your best battleground. Place Ult (Equalizer) where you want it to split and burn the enemy group.
Late Game
How you place Ult decides the fight. Build magic penetration and land Ult directly on the enemy backline. Chunking them before the engage lets the teamfight start in your favor.
Teamfights
Your main job is landing Ult on as many enemies as possible. Lay it across their escape route or time it with allied CC. Use Zhonya's Hourglass to ride out their focus while Skill 1 keeps dealing damage.
⚠️ Common Mistakes
Overheating from poor Heat management
Casting skills carelessly and Overheating right before a key teamfight is a fatal mistake. While Overheated, your auto-attacks get stronger but you cannot cast skills at all, so your AoE damage disappears. Keep Heat at 50 or above in the Danger Zone to empower your skills, and decide teamfights with your Lv5 Ult.
Rumble Combos
Basic Harass
Slow with Skill 3, shield with Skill 2, then burn them down with the flames of Skill 1.
Teamfight Combo
Break their formation with the barrage from Ult, then burn them with an overheated Skill 1.





