the Mechanized Menace

Rumble

FighterMageMeleeResource: Heat
Health
640
Heat
150
Attack Damage
64
Attack Speed
0.644
Armor
36
Magic Resist
28
Level1

Abilities

Level 1
CD
—
Heat
—
Range
—
No ranks
Bonus magic damage
Attack speed
Damage cap vs monsters

Rumble's Abilities generate Heat. While above Heat, he enters the Danger Zone, causing his basic Abilities to gain bonus effects. When he reaches Heat, he overheats for seconds.

While overheated, Rumble Silences himself, but gains Attack Speed and causes his Attacks to deal an additional plus % max Health magic damage.

Percent damage is limited to damage on Monsters.

By rank and level
Bonus magic damagex: Level
Steady change: +2.06 per +1 Level
Attack speedx: Level
Biggest change: +5.27 (+5.6%) at Level 18
Damage cap vs monstersx: Level
Biggest change: +6.4 (+3.8%) at Level 18
CD
10s
Heat
—
Range
600
Magic damage
Damage to minions
Danger Zone damage
Danger Zone max health % damage
Damage cap vs monsters

Rumble ignites his flamethrower, dealing plus % max Health magic damage over seconds, reduced to % against minions.

Danger Zone: Damage is increased to plus max Health.

Percent damage is limited to damage on Monsters.

By rank and level
Magic damagex: Rank
Steady change: +25 per +1 Rank
Damage to minionsx: Rank
Steady change: +17.5 per +1 Rank
Danger Zone damagex: Rank
Steady change: +37.5 per +1 Rank
Danger Zone max health % damagex: Rank
Steady change: +0.75 per +1 Rank
Damage cap vs monstersx: Rank
Damage cap vs monstersx: Level
Biggest change: +17.69 (+6.3%) at Level 18
Cooldownx: Rank
Steady change: −1 per +1 Rank
CD
6s
Heat
—
Range
20
Shield
Danger Zone shield
Danger Zone move speed

Rumble tosses up a barrier, gaining Shield for seconds and % Move Speed for second.

Danger Zone: The barrier grants Shield and Move Speed instead.

By rank and level
Shieldx: Rank
Steady change: +30 per +1 Rank
Danger Zone shieldx: Rank
Steady change: +45 per +1 Rank
Danger Zone move speedx: Rank
Steady change: +7.5 per +1 Rank
Cooldownx: Rank
CD
0.5s
Heat
—
Range
850
Magic damage
Danger Zone damage

Rumble launches an electrified harpoon, dealing magic damage, Slowing by % for seconds, and reducing the enemy's Magic Resist by % for seconds.

Hitting an enemy who's already Slowed by this Ability increases the Slow to % and reduces the enemy's Magic Resist by %

Danger Zone: The harpoon deals magic damage instead and the Slow and reduced Magic Resist are increased by 50%.

By rank and level
Magic damagex: Rank
Steady change: +25 per +1 Rank
Danger Zone damagex: Rank
Steady change: +37.5 per +1 Rank
Slow (%)x: Rank
Steady change: +5 per +1 Rank
Magic Resist Shred (%)x: Rank
Steady change: +2 per +1 Rank
Cooldownx: Rank
CD
130s
Heat
—
Range
1750
Magic damage per second
Total damage

Rumble launches a line of rockets, creating a burning trail that lasts seconds, Slowing by % and dealing magic damage per second.

Rumble can control the direction of the trail by clicking and dragging while casting this Ability.

By rank and level
Magic damage per secondx: Rank
Steady change: +80 per +1 Rank
Total damagex: Rank
Steady change: +360 per +1 Rank
Cooldownx: Rank
Steady change: −25 per +1 Rank

Base Stats

Base values at level 1 (no bonus stats) · charts start at 0 and show Lv1→18 growth
Health×3.8
640Lv1
Lv1 640 → Lv18 2425 · Per level +105
Biggest change: +134 (+5.9%) at Lv18
Heat×1
150Lv1
Lv1 150 → Lv18 150 · Per level +0
Attack Damage×1.9
64Lv1
Lv1 64 → Lv18 118.4 · Per level +3.2
Biggest change: +4.1 (+3.6%) at Lv18
Attack Speed×1.3
0.644Lv1
Lv1 0.644 → Lv18 0.847 · Per level +1.85%
Biggest change: +0.015 (+1.8%) at Lv18
Armor×3.2
36Lv1
Lv1 36 → Lv18 115.9 · Per level +4.7
Biggest change: +6 (+5.5%) at Lv18
Magic Resist×1.9
28Lv1
Lv1 28 → Lv18 54.4 · Per level +1.55
Biggest change: +2 (+3.8%) at Lv18
Health Regen (5s)×2.5
7Lv1
Lv1 7 → Lv18 17.2 · Per level +0.6
Biggest change: +0.8 (+4.7%) at Lv18
Heat Regen (5s)
0Lv1
Lv1 0 → Lv18 0 · Per level +0
Fixed at every levelMove Speed345Attack Range125AS ratio0.644

Scaling profile

AP
89%
Health
6%
AD
4%
Attack Speed
2%

Ability coefficients weighted by typical build stat amounts (derived from data, not match statistics).

Best-fit items

Relative score from how well the item's stats match the champion's ability coefficients (game data, not match statistics). Item passives are not modeled yet.