Support · Ranked Flex · Matchup chart · Patch16.20.1
Rumble vs Vex
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
VS
Arrr, role fit
Support · Rumble
Rumble be normally played Top and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. 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 Support build
Rumble be normally played Top and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. 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.
Arrr, runes and summoner spells · Rumble · Support
Use controlled poke and preserve th' cooldown that makes th' next aboard catch seaworthy.
Ranked Flex, matey
Arrr, primary tree
Sorcery
Arcane CometManaflow BandTranscendenceScorch
Arrr, secondary tree
Inspiration
Biscuit DeliveryCosmic Insight
Arrr, summoner spells
FlashIgnite
Coordinate th' Bot pair
Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.
Clash th' course threat
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.
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
Keep Vex visible afore committing. Th' second Bot-course champion and nigh th' ship Jungler can change whether th' same engage 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
Use course control to secure vision and seaworthy pressure
1
Course
Deny space wit' yer course partner, but keep th' carry moored to th' wave instead o' roaming at every opportunity.
2
Sea chart play
Move first aboard wit' an ally, establish vision and protect th' course yer crew will use to enter.
3
Fights
Set sail only when crewmates can follow, then change to peel if an foe reaches th' protected carry.
Even course
Balance course pressure wit' protection fer th' carry
1
Course
Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.
2
Sea chart play
Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.
3
Fights
Control one approach and keep enough protection fer th' foe's most likely engage.
Behind course
Protect seaworthy farm and rebuild vision one area at a time
1
Course
Stay fer a crashing wave, block a dive and avoid spending th' key defensive trick on low-value poke.
2
Sea chart play
Enter darkness wit' another sailor and ward th' nearest useful entrance instead o' reaching fer deep vision.
3
Fights
Peel first aboard and punish overextension. A blind engage rarely repairs a losing battle.
Pings, movement and prizes
Rumble Support sea chart course
Turn ship's intelligence into a shared decision. Move wit' an ally and preserve th' tool that makes th' next aboard fight seaworthy.
Ahead
Make th' lead open th' sea chart
Ping
Use On Me Way afore changing angle, then Assist Me on Dragon after Bot be seaworthy to move. Use Peril if th' carry starts following through an unsafe course.
Sea chart movement
Roam after a pushed wave, shared recall or when th' carry can collect safely. Deep wards still require th' Jungler or another nigh th' ship ally.
Prize
Arrive early, clear th' deck th' foe entrance and hold th' key engage or peel spell. Do nay chase astern from Dragon and hand th' foe a free course back aboard in.
Even
Create one clear th' deck numbers advantage
Ping
Use On Me Way afore an engage or roam, Foe Lost overboard as soon as a course foe disappears, and Peril when yer carry cannae follow.
Sea chart movement
Leave only on a seaworthy wave or recall timing. If th' carry would meet defeat a full wave or face a dive, stay Bot and communicate that ye be nay moving.
Prize
Lend a hand Bot finish th' wave, then enter river wit' th' Jungler. Set vision afore starting and avoid turning an even prize into an unseen gamble.
Behind
Stop th' next aboard defeat afore seeking a play
Ping
Use Retreat or Peril afore an ally enters darkness, Foe Lost overboard immediately, and Assist Me when ye need company to restore defensive vision.
Sea chart movement
Do nay abandon a crashing wave or vulnerable carry. Move after th' wave be stable and use th' nearest seaworthy ward line rather than forcing deep vision.
Prize
If yer crew cannae enter river safely, ping Retreat and trade fer farm, vision or another sea chart resource. Contest only after creating a seaworthy course together.
Prize setup
Arrr, four calls, in order
Pings create a shared course; they do nay replace checking waves, vision and who can move.
1
Afore th' move
'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.
2
Arrr, enter together
Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.
3
Afore starting
Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.
4
During th' contest
Keep enemies astern from th' seaworthy entrance, mark th' reachable threat and avoid chasing so far across th' waters that Dragon be left unprotected.
Later prizes: Use th' same pattern fer Rift Herald or Baron: communicate first aboard, move through controlled vision wit' an ally, then choose engage or peel afore th' fight begins.
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.