WR:Rumble




Rumble is a champion in Wild Rift.

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Abilities[edit | edit source]












- While Rumble is overheating, a
Silenced icon will appear above him to signify he cannot cast abilities. This is visible to all units.
- The attacks do not deal the bonus damage against structures.



- Total Magic Damage:►
- 150 / 190 / 230 / 270 (+ 110% AP) (+ 6 / 8 / 10 / 12% of target's maximum health)
- ◄Magic Damage Per Tick:
- 12.5 / 15.83 / 19.17 / 22.5 (+ 9.17% AP) (+ 0.5 / 0.67 / 0.83 / 1% of target's maximum health)
- Total Minion Damage:►
- 157.5 / 199.5 / 241.5 / 283.5 (+ 115.5% AP) (+ 6.3 / 8.4 / 10.5 / 12.6% of target's maximum health)
- ◄Minion Damage Per Tick:
- 13.13 / 16.63 / 20.13 / 23.63 (+ 9.63% AP) (+ 0.53 / 0.7 / 0.88 / 1.05% of target's maximum health)

- Total Enhanced Damage:►
- 225 / 285 / 345 / 405 (+ 165% AP) (+ 9 / 12 / 15 / 18% of target's maximum health)
- ◄Enhanced Damage Per Tick:
- 18.75 / 23.75 / 28.75 / 33.75 (+ 13.75% AP) (+ 0.75 / 1 / 1.25 / 1.5% of target's maximum health)
- Total Enhanced Minion Damage:►
- 236.25 / 299.25 / 362.25 / 425.25 (+ 173.25% AP) (+ 9.45 / 12.6 / 15.75 / 18.9% of target's maximum health)
- ◄Enhanced Minion Damage Per Tick:
- 19.69 / 24.94 / 30.19 / 35.44 (+ 14.44% AP) (+ 0.79 / 1.05 / 1.31 / 1.58% of target's maximum health)

Not Blocked

Not Blocked
- No additional details.

- Shield Strength:
- 45 / 80 / 115 / 150 (+ 35% AP) (+ 6% of maximum health)

- Enhanced Shield Strength:
- 67.5 / 120 / 172.5 / 225 (+ 52.5% AP) (+ 9% of maximum health)
- Enhanced Bonus Movement Speed:
- 30 / 37.5 / 45 / 52.5%




- Magic Damage:
- 60 / 90 / 120 / 150 (+ 40% AP)
- Magic Resistance Reduction:
- 8 / 12 / 16 / 20%
- Slow:
- 30 / 35 / 40 / 45%

- Enhanced Damage:
- 90 / 135 / 180 / 225 (+ 60% AP)
- Enhanced Magic Resistance Reduction:
- 12 / 18 / 24 / 30%
- Enhanced Slow:
- 45 / 52.5 / 60 / 67.5%

Blocked

Blocked
- No additional details.


Not Blocked

Not Blocked
- No additional details.
Patch history[edit | edit source]
- For the expanded patch notes, see here.
Junkyard Titan
- Bugfix: Added a Heat icon indicator and fixed the issue where Rumble's Heat was not displayed.
Scrap Shield
- Shield AP ratio increased from 30% AP to 35%.
- Bonus movement speed increased from 15 / 20 / 25 / 30% to 20 / 25 / 30 / 35%.
- V6.0 - Added
- Released January 9, 2025 (00:01 UTC).
See also[edit | edit source]


Battlemages (also known as Warlocks) get into the middle of the fray, seeking to wreak havoc upon the entire enemy team with their overwhelming sustained area damage. Due to their relatively short (but not melee) combat ranges and the need to burn down their opponents over time, Battle Mages have significant defensive capabilities that range from sustaining endlessly to literally defying death for a short period of time.
- Examples


Suitable champions include Juggernauts,
Divers,
Battlemages,
Skirmishers, and
Vanguards.


Heat is a gating mechanic unique to Rumble's
Junkyard Titan that is intended to limit up-time but, like
Energy, does not have an indefinite down-time. Heat is not required to cast abilities and is instead generated on-ability-cast, with Overheating preventing users from performing certain actions for a set time.


Melee champions have a basic attack range usually within 200 units. A melee attack does not use a projectile to deal damage, therefore not subject to effects that mitigate projectiles, like
Wind Wall. Some champions can shift between a ranged and melee form, and certain items/runes differ for melee characters.

The Attack speed ratio (AS ratio) adjusts the effectiveness of bonus AS from all sources. It is usually equal to the unit's base AS (level 1 with no bonuses), but tuning to a higher or lower relative value translates to more or less bonus AS received compared to other units with the same base AS.
(All values in decimal form)
The ingame stats HUD displays the AS ratio instead of base AS to communicate this comparative effectiveness. The Wiki opts to always list both stats and show the AS ratio as "N/A" if the two are equal.


Within a drafted team, the Support position is one of two champions pushing into the Dragon lane. Securing the Dragon lane will allow access to the Dragon, an objective that can influence the rest of the game. However, the Support may not be able to grow at the same rate of other positions due to a lack of income, and will instead prefer efficiency to their power.
Suitable champions include Catchers,
Enchanters,
Vanguards
Wardens.



Most on-hit effects deal proc damage or
default damage (aka splash damage), which are non-reactive (i.e. the effects themselves don't trigger other effects).


Monsters are neutral units in League of Legends. Unlike minions, monsters do not fight for either team, and will only do so if aggroed (provoked) – with the exception of the
Rift Scuttler, which simply runs away when attacked.






Proc damage does not interact with most other effects, such as Luden's Companion or
Arcane Comet. The main exception is:
Omnivamp and
Physical vamp (where applicable) heal for a percentage of damage dealt.
Effects triggered by damage subtypes will still occur in spite of proc damage's non-reactive nature (e.g. Black Cleaver on instances of
Physical damage and
Morellonomicon on instances of
Magic damage).


- Applies:
Bloodletter's Curse's Vile Decay
Morellonomicon's and
Oblivion Orb's
Grievous Wounds
Omnivamp
- Triggers:
- Mitigated by:
Damage shields
Invulnerability
- Damage reduction
Magic resistance
Magic shields


Minions are autonomous units that spawn periodically from their nexus and advance along the lanes toward the enemy nexus. They basic attack any enemy unit or structure they find in their way, but can be killed for gold.
There are four kind of minions: melee minions,
caster minions,
siege minions and
super minions.


In situations where persistent damage and
area damage would have conflicting outputs, the conflict is resolved by choosing the weakest possible outcome.
Physical vamp and
Spell vamp (where applicable) heals with one-third effectiveness, as with area damage.
Arcane Comet's cooldown is reduced by 5%, as with persistent damage, per target affected.
Counter Strike reduces the damage dealt by 25%, as with area damage.



Incoming shields can trigger bonus effects from Shield Bash. Outgoing shields can trigger bonus effects from
Aery,
Ardent Censer, and
Staff of Flowing Waters. Shield reduction effects, exclusively
Serpent's Fang, reduce all incoming and outgoing shields.






Many effects are triggered whenever you deal an instance of spell damage. For example:
Rylai's Crystal Scepter,
Liandry's Torment and
Luden's Companion.
Omnivamp and
Physical vamp (where applicable) heal for a percentage of damage dealt.
Arcane Comet's current cooldown is reduced by 20% per instance of spell damage you deal to a champion.
Effects triggered by damage sub-types will occur (e.g. Black Cleaver on instances of
Physical damage and
Morellonomicon on instances of
Magic damage).