"The bigger they are, the harder I hit 'em!"

LitoJ··1 votes·1,002 views

Rumble Hi. I'm a Rumble main from 2012-Present(recently made a new account main and not a smurf, out of boredom) that has always been unhappy with Rumble's extravagant focus on his Equalizer. Although an amazing ability to have for an ultimate on a champion, based off the little utility and huge numbers in damage, it always seemed like something that could always be too underwhelming or too ridiculously empowering against a whole team during teamfights.

This is exactly why Riot had nerfed his cooldown on his Equalizer when he became a top pick in competitive play and this is why I decided to tackle the rest of his kit once more after such a long time to give Rumble more potential power in his theme and character, his decision making and positioning, and ultimately more tools in combat, in compliance and regards to Riot's new philosophy in making Champions work, both new and old, in giving them a proper identity.

His cooldowns on basic abilities seem too low to give sustain of any sort from personal experience. For those that want sustain on Rumble.

I always felt Rumble would fit in the top lane meta better as an "anti-sustain/tank(y)" champion as his personality, lore, and kit(somewhat) seems to present him as. His lore describes him as a small guy and even so, the "runt of the litter" with what seems to be a napoleon-complex underneath his hard exterior, unafraid to challenge those much bigger in size than him and having learned to use his wits to make it work for him effectively. Mechas in Japanese shows and animes are also inspired from the motivation of the heroes to combat larger foes that normally wouldn't be possible to take down via conventional weapons and gadgets.

Because of Rumble's ties to mech references, a diminutive size but larger than life personality, and his overall incentive to protect those around him(be it his home town with yordles, or whoever might be part of his team on the Rift), I definitely have a strong sense of visualizing his kit turning into someone who takes down all the BIG guys.

My ideas for changes I've had ever since his diminishing win-rate over the past few months:

-----Flamespitter----- Q - Unchanged from current state

His Flamespitter is pretty great right now with better chances to inflict potentially-max higher damage while the enemy is trying to run from you from the DoT and range change.

-----Scrap Shield----- W - NEW: Passive: Yordle Inferno: For each number of enemies Rumble damages with an ability at a time within [x] seconds, he gains [x/x/x/x/x] flat Armor and Magic Resistance. Yordle Inferno has a cooldown of 6 seconds(cannot be changed by CDR) before it's able to be used again.

They need to revert the shield buff changes that were on the 2/12 PBE update. Those were really great without empowering his defense to a toxic level, in the least bit.

-----Electric Harpoons----- E - NEW: Harpoons inflict [x%/x%/x%/x%/x%] percentage damage on top of your current damage. To tone down from Rumble having too much burst, I would set the % damage to lower numbers or possibly lower his AP scaling on his Harpoons since he has 2. To add to that, the changes from the upcoming patch will improve his new harpoon system: https://twitter.com/ManWolfAxeBoss/status/699757117503221762

Therefore, his AP scaling's damage wouldn't be affected too badly. That or the base damage on harpoons could be increased or decreased, depending on what could be changed.

Another option: This new % effect could only be available from only being in the Danger Zone to further reward Rumble players on using it to their best advantage and skill.

Another option: This new effect could be changed to "applies grievous wounds" to further enhance Rumble's specialty towards tanks and fighters with heavy sustain since he lacks his own sustain.

His ult remains the same. I may be the minority here but, I always disliked Rumble being so heavily focused on his ult when it came to his power, which is what affected his win rate to such a degree in the first place when it was less available during fights due to a higher cooldown.

NEW Passive Overheat effect: His overheated punches(/drills) do true damage[x/x/x/x/x] scaling from his W(Scrap Shield) rank level +[25% of AP]. His Overheated punches also gain more attack speed the closer he is to near-death.

Since W is something Rumble usually maxes last, this would be really great in the late game to keep Rumble from falling off too hard and having a secondary defense against those heavy hitters with huge Magic Resistance whenever his spells aren't available. His early game would be a bit better against someone like Renekton but without overpowering anyone, given the proper numbers adjustment as well.

NEW Passive: I'll always come back for you Tristana: If Rumble dies while in overheat, his machine overclocks to the point of an immense explosion that hits with [x/x/x/x/x/x/x/x/x/x/x/x/x/x/x/x/x/x](per level)+[15% of enemy maximum health in a radius].

Given Rumble's theme and his personality, I really thought this would be extremely fitting as he pretty much decides to engage into a self-destruct sequence to give his team that push that it may need to win a fight(whenever the Equalizer is not available or just isn't enough against a heavy lanky front-line. Unlike Kog'Maw, you cannot control Rumble as soon as he dies and only stays in place before a huge and bright explosion engulfs the area, damaging all around him based off percentage health to further emphasize his theme to take on the BIG guys.

This explosive idea came from a lot of animes and video games I watched and played with as a kid. This is one of them: https://youtu.be/t4NQsVWsf08?t=96

If anyone is too opposed to it, this is why I left a lot of theoretical numbers as Xs, so people can imagine these changes better without thinking of doing too much or too little damage in fulfilling this special niche I went into to recreate the effects of some of his abilities and passives.

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LitoJ1 votes

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