Rumble
RUMBLESkills
Tier by Rank
Official- TierWinPickBan
- DiamondD48.8%2.0%0.5%
- MasterD48.9%2.0%0.5%
- GrandmasterD48.8%2.0%0.5%
- ChallengerC48.2%2.2%0.3%
Tencent official (CN server) / Top / 2026-09-22
Tier moves D → C across ranks, a 0.7 point spread in win rate.
Stats
Drag slider to switch levelRanked 12 of 142 at level 1 and 29 at level 15. Drops in the ranking as levels go up.
Combat Power from stats 9,067 77%
Combat Power from skills 2,755 23%
This ability's effect is already counted elsewhere (another ability, the stack estimate, or base stats), so it is not counted here to avoid double counting.
- Magic damage1,086G
- Bonus magic damage (7-10% of target's max HP)1,194G
- Bonus magic damage (Danger Zone)271G
- Bonus %-max-health damage (Danger Zone)299G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Fury at half full
Resources that build up in combat (Fury, Heat, Ferocity, Grit) are assumed to sit at 50% of full on average. Effects that scale with the amount count at half their full value, and empowered casts unlocked at full count as half of all casts. Energy isn't counted.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Shield789G
- Shield (4% of max health)478G
- Move speed299G
- Bonus shield (Danger Zone)197G
- Bonus shield (Danger Zone, 2% of max health)120G
- Bonus move speed (Danger Zone)75G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Fury at half full
Resources that build up in combat (Fury, Heat, Ferocity, Grit) are assumed to sit at 50% of full on average. Effects that scale with the amount count at half their full value, and empowered casts unlocked at full count as half of all casts. Energy isn't counted.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Magic damage740G
- 30-45% slow577G
- 8-20% magic resist shred250G
- Bonus magic damage (Danger Zone)185G
- Bonus slow (target already slowed)144G
- Bonus magic resist shred (target already slowed)63G
- Bonus slow (Danger Zone, +50%)180G
- Bonus magic resist shred (Danger Zone, +50%)78G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Fury at half full
Resources that build up in combat (Fury, Heat, Ferocity, Grit) are assumed to sit at 50% of full on average. Effects that scale with the amount count at half their full value, and empowered casts unlocked at full count as half of all casts. Energy isn't counted.
Conditional bonus: 50%
Bonuses that depend on the target's or your own state (extra effects on burning enemies, detonating marks, "if already ..." bonuses) and effects tied to a position or situation (near turrets, in brush, moving toward a low-health ally) assume the condition holds 50% of the time, so they count at half. Effects triggered by your own death are assumed once per 90 seconds, like takedowns. Empowerments spent by another ability (such as Karma's Mantra) count the bonus once per that ability's cooldown.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Magic damage921G
- 45% slow256G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Converted to gold with the same formula as runes. These are bare values, so ratios such as AP grow with the build you make in the Build Lab. Dashes are counted in Mobility as a dash count. Tap a row to see the formula and assumptions.
