Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
VS
Arrr, role fit
Bot · Rumble
Rumble be normally played Top and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Unestablished courseReview patch be unknownRecommendations await inspection
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon
?
Unreviewed course
No reviewed Rumble Bot build
Rumble be normally played Top and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
A different course's gear be nay relabelled as true to course. Role income, sea chart access and starting rules can change th' whole purchase order.
A spell-casting Bot course needs mana and repeated trick contact rather than a marksman attack-speed chart. Heal supports th' shared course.
Normal Draft, matey
Arrr, primary tree
Sorcery
Arcane CometManaflow BandTranscendenceScorch
Arrr, secondary tree
Precision
Presence of MindCut Down
Arrr, summoner spells
FlashHeal
Coordinate th' Support
Avoid duplicating th' same defensive spell without a reason. Barrier protects th' user; Heal can protect both nigh th' ship course partners.
Cleanse be specific
Pick Cleanse only when removable crowd control be th' course or fight problem and ye can use it reliably.
Arrr, matchup notes
What changes when Vex is opposite you?
Pre-battle kit comparison
Arrr, kit comparison
Respect th' foe's reliable threat
Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.
Yer course
Use th' course ye prepared
Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.
Trick reminders
Rumble reminders
Try and pace yourself to stay in th' Peril Zone to maximize yer effectiveness. It be easy to overheat if ye rapidly use yer tricks.
Try and keep targets in th' range o' yer Flamespitter. It can deal a lot o' damage overtime.
If ye be taking th' victory a fight ye can use yer ultimate to wall off an escape course.
Arrr, static alternatives
Compare th' problem afore changing th' course
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.
Arrr, Only when enemy healing is deciding fights
Oblivion Orb
Arrr, Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Arrr, Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Trick reference
Arrr, compare both kits
Trick referenceData Dragon 16.20.1
Wait fer reload (s) / Cost / Charted reach (units)Data Dragon 16.20.1
Rumble
P
Junkyard TitanEnglish
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.
Q
FlamespitterEnglish
Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased.
Wait fer reload (s) 10/9/8/7/6 · Charted reach (units) 600
W
Scrap ShieldEnglish
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.
Wait fer reload (s) 6 · Charted reach (units) 20
E
Electro HarpoonEnglish
Rumble launches a harpoon, electrocuting his target with magic damage, slowing their Move Speed, and reducing their Magic Resist. Rumble can carry 2 harpoons at a time. While in Danger Zone the damage and slow percentage is increased.
Charted reach (units) 850
R
The EqualizerEnglish
Rumble fires off a group of rockets, creating a wall of flames that damages and slows enemies.
Wait fer reload (s) 130/105/80 · Charted reach (units) 1750
Vex
P
Doom 'n GloomEnglish
Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.
Q
Mistral BoltEnglish
Launch a damaging missile that accelerates mid-flight.
Wait fer reload (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Charted reach (units) 1200
W
Personal SpaceEnglish
Gain a shield and damage nearby enemies.
Wait fer reload (s) 16/15/14/13/12 · Cost 75 · Charted reach (units) 475
E
Looming DarknessEnglish
Summon a damaging and slowing zone that applies Gloom to enemies.
Wait fer reload (s) 12 · Cost 70/80/90/100/110 · Charted reach (units) 800
R
Shadow SurgeEnglish
Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Wait fer reload (s) 140/120/100 · Cost 100 · Charted reach (units) 2000/2500/3000
Adapt th' course
What to do when th' battle changes
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Ahead course
Protect th' carry lead and finish th' next aboard prize
1
Course
Pressure farm wit' yer Support while keeping th' wave and river warded; two foes can still punish an isolated carry.
2
Sea chart play
Move after th' wave be secured and attack th' prize from a position yer crew can defend.
3
Fights
Deal damage to th' closest seaworthy target and preserve th' shutdown. Th' lead matters only while ye remain alive.
Even course
Prioritise farm, spacing and coordination wit' Support
1
Course
Clash th' opposing carry's income and trade when both course partners can participate.
2
Sea chart play
Finish th' wave afore rotating unless th' fight be immediate and clearly reachable.
3
Fights
Stand astern o' allied control and loadout damage on reachable targets afore stepping toward th' back aboard line.
Behind course
Keep collecting seaworthy doubloons and shorten perilous exposure
1
Course
Farm nigh tower or wit' nigh th' ship crewmates. Give up isolated minions instead o' offering another kill.
2
Sea chart play
Avoid being first aboard into river and trade an unsafe prize fer income when th' crew cannae contest.
3
Fights
Wait fer foe cooldowns and attack whoever enters yer seaworthy range; survival creates more booty damage than a desperate flank.
Pings, movement and prizes
Rumble Bot sea chart course
Protect income and coordinate wit' Support. Yer movement should follow th' wave, while yer pings make target choice and peril clear th' deck afore th' fight begins.
Ahead
Carry th' lead into th' next aboard seaworthy fight
Ping
Use Target on th' reachable foe, Peril when Support or Jungle be too far across th' waters astern, and On Me Way after th' wave be secured.
Arrr, farm or rotate
Finish th' wave, recall on th' gear timing and rotate wit' protection. Do nay cross river alone to save a few seconds.
Prize
Attack from th' seaworthy side o' th' prize and keep damaging th' nearest reachable threat. Preserving th' shutdown matters more booty than chasing.
Even
Loadout th' gear timing and move together
Ping
Use Target to align wit' Support, Foe Lost overboard when either Bot foe leaves and Peril if an engage begins outside yer seaworthy range.
Arrr, farm or rotate
Rotate after th' wave or when th' prize fight be immediate and reachable. Communicate if staying fer th' wave be th' safer call.
Prize
Enter astern o' vision and allied control. Keep a course astern from th' foe engage afore starting sustained damage.
Behind
Shorten exposure and recover promised doubloons
Ping
Use Retreat afore Support or Jungle forces a fight ye cannae damage, and Foe Lost overboard as soon as th' taking th' victory Bot course leaves.
Arrr, farm or rotate
Avoid being first aboard into river. Move wit' Support after th' seaworthy wave, or trade an unsafe prize fer protected farm.
Prize
Stand beside peel and attack whoever enters seaworthy range. Do nay cross foe control to reach th' opposing carry.
Prize setup
Arrr, four calls, in order
Pings create a shared course; they do nay replace checking waves, vision and who can move.
1
Secure th' wave
Finish seaworthy farm and communicate th' recall or move afore th' prize setup begins.
2
Arrr, enter protected
Walk wit' Support or another ally and choose th' side where foe engage cannae reach ye first aboard.
3
Arrr, set attack space
Keep an exit course and identify th' nearest target ye can damage without crossing foe control.
4
Arrr, stay alive
Continue useful damage without chasing astern from th' prize or donating a shutdown.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Arrr, keep preparing
Use th' champion chart or choose another foe
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.