Players
EveryoneRumble mains: fewer than 200 games so far
Patches 16.19–16.20
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What wins most often

Each slot shows what most players run, unless another choice clearly wins more often · 872 games with full timelines
Runes
Deathfire Touch
Primary: Sorcery
Nimbus CloakAbsolute FocusScorch
Secondary: Resolve
UnflinchingBone Plating
Shards
Adaptive ForceAdaptive ForceHealth Scaling

48% of Deathfire Touch games run this page. No other page wins clearly more.

Every rune for each keystone
Items and spells
  1. Doran's RingStarter
  2. Sorcerer's ShoesBoots
  3. Liandry's Torment1st item
  4. Bloodletter's Curse2nd item
  5. Zhonya's Hourglass3rd item
Spells: Flash + Ignite · 71% of gamesPickedHow often players take this option for this choice.
Then in the client: Collection › Items › Import item sets

Rare options often read “Not enough games” until more of their games come in.

How to read the numbers
Better +2.0%

The main number is how much more an option wins than the most picked one in similar games. Those are games with the same draft odds (for items, the same game state and minute), played on the same patch by players with as much experience. A +2.0% means about two more wins per 100 games. Numbers from few games are pulled toward what the option does on other champions.

±1.2

± is the marginMargin (±)The real number is very likely inside this range. More games make it narrower.. The real difference is very likely inside it. On the bar, the dot is the number and the band is the margin. The black line means no difference.

BetterWorseEvenUnclear

Better or Worse means the whole margin is on one side of zero and the difference is at least half a point. Even means we know the two are within a point of each other. Unclear means it could go either way. With Not enough games, there are too few games to say anything yet.

vs expected +1.7%

vs expected (WPA) asks whether games with the option ended better than their win chance when it was chosen. It doesn’t compare options with each other. Next to it is the win chance it’s usually taken at.

Lane 0–14 min · Mid 14–25 · Late 25 to the end.Item numbers start at the purchase and cover the first 10 min and the rest of the game.The full guide

Keystones

Which keystone wins more overall and in each phase

Most Deathfire Touch games buy Liandry's Torment into Bloodletter's Curse or a similar bruiser pair first (60%).

Where each rune leads

Deathfire Touch is the most picked. The others are compared with it. Arcane Comet is the next most picked. The Baseline row compares the two.

KeystonePickedPickedHow often players take this option for this choice.VerdictVerdictBetter or Worse means the whole margin sits on one side of zero. Even means the two are within a point. Win chance vs Deathfire TouchWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. LaneWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.MidWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.LateWhen it pays offThe same difference split by game time. Lane is 0–14 min, mid is 14–25 and late is the rest.vs expectedvs expectedHow games with this option ended against their win chance when it was chosen. It’s a hint. The verdict reads the win chance number.
Deathfire TouchOur pickOur pickThe option shown in What wins most often: the most picked one, unless another clearly wins more.611 games · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 47.3% win chance70% of gamesBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.+0.4% ±2.3vs Arcane CometLane −0.1%Mid +0.3%Late +0.2%vs expected +1.8%±4.0
Arcane Comet173 games · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 47.6% win chance20% of gamesUnclear−0.4% ±2.3same players onlySame playersThe same comparison among players who used both options. Each player is compared with themselves. −5.9% ±42.0Lane +0.1%Mid −0.3%Late −0.2%vs expected Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
Stormraider's Surge43 games · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 47.2% win chance5% of gamesNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.···vs expected Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
First Strike20 games · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 47.9% win chance2% of gamesNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.···vs expected Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.

Every other decision

Secondary tree, items and spells. Each option is compared with the most picked one.

Secondary tree

vs ResolveWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Resolve71% of gamesPickedHow often players take this option for this choice. · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 47.4% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
  • Inspiration16% of gamesPickedHow often players take this option for this choice. · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 47.0% win chanceToo close to callToo close to callPlenty of games, but too few players tried both, or the gap with the most picked option is too small to call. It could go either way.
  • Domination9% of gamesPickedHow often players take this option for this choice. · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 47.8% win chanceNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
  • Precision3% of gamesPickedHow often players take this option for this choice. · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 48.1% win chanceNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.

Every rune

Starter

vs Doran's RingWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Doran's Ring91% of gamesPickedHow often players take this option for this choice. · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 47.3% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
  • Doran's Shield7% of gamesPickedHow often players take this option for this choice. · picked atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 47.8% win chanceNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.

All starters

Boots

vs Sorcerer's ShoesWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Sorcerer's Shoes42% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 52.3% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
  • Boots of Swiftness27% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 48.8% win chanceToo close to callToo close to callPlenty of games, but too few players tried both, or the gap with the most picked option is too small to call. It could go either way.
  • Plated Steelcaps23% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 50.3% win chanceToo close to callToo close to callPlenty of games, but too few players tried both, or the gap with the most picked option is too small to call. It could go either way.
  • Mercury's Treads6% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 56.1% win chanceNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.

All boots

1st item

vs Liandry's TormentWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Liandry's Torment87% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 50.5% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
  • Hextech Rocketbelt10% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 47.5% win chanceNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.

All 1st items

2nd item

vs Bloodletter's CurseWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Bloodletter's Curse36% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 52.4% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.vs Shadowflame−0.1% ±2.4
  • Shadowflame25% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 51.1% win chanceUnclear+0.1% ±2.4
  • Zhonya's Hourglass13% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 56.3% win chanceNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
  • Riftmaker11% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 60.2% win chanceNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.

2 more options · All 2nd items

3rd item

vs Zhonya's HourglassWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Zhonya's Hourglass50% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 56.6% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
  • Shadowflame12% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 54.3% win chanceNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
  • Bloodletter's Curse11% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 49.6% win chanceNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.
  • Rabadon's Deathcap7% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 53.8% win chanceNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.

1 more option · All 3rd items

4th item

vs Zhonya's HourglassWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Zhonya's Hourglass23% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 58.8% win chanceBaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.
  • Rabadon's Deathcap22% of gamesPickedHow often players take this option for this choice. · bought atWin chance when chosenThe game’s average win chance when this was picked or bought. A high number means it’s mostly bought in games already won. 55.1% win chanceNot enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.

All 4th items

Spells

vs Flash + IgniteWin chanceHow much more this option wins than the most picked one, in games alike in draft, patch and players. +1% is about one more win per 100 games. (most picked)

  • Flash + Ignite71% of gamesPickedHow often players take this option for this choice.BaselineBaselineThe most picked option. The others are compared with it. Its own number compares it with the next most picked.vs Flash + Teleport+1.7% ±1.9
  • Flash + Teleport26% of gamesPickedHow often players take this option for this choice.Unclear−1.7% ±1.9
  • Flash + Exhaust3% of gamesPickedHow often players take this option for this choice.Not enough gamesNot enough gamesToo few games to say anything yet. The number shows once more games come in.

All spell pairs

Beyond the win rate

How Rumble ranks among top champions on strength, game phase, comebacks, blind picks, learning curve and elo
PickedPick rateHow often this champion is picked when someone plays the role.2%of ranked games in the top role
Played asShare of its gamesHow many of the champion’s games are played in this role. Under 30% is off-role.
  • Top83%−0.8%
  • Midoff-role8%−0.6%
  • Jungleoff-role7%−0.9%
  • Supportoff-role2%−0.3%
Off-role picks
Strength once players are taken out −0.78%±2.2 · tierTierA band of strength. S from +2%, A from +0.75%, B from −0.75%, C from −2%, D below. C (37% likelyHow likelyHow likely the champion really belongs in this tier. Under 50% means it sits near a tier border.) · 36th of 44 top champions with enough games for thisBetter than its win rate saysIts win rate is 2.6% below the role’s average. Who plays it explains the gap to its strength.When it winsEven across the game+1.3% in laneIn lane and afterWin chance its team gains up to minute 14, then from 14 to the end. Both are against the role’s average champion. · 19th of 65 top champions with enough games for this−1.4% after 14 minIn lane and afterWin chance its team gains up to minute 14, then from 14 to the end. Both are against the role’s average champion. · 49th of 65 top champions with enough games for thisBehind or ahead at 14Plays to the odds0.0% when behind at 14When behind or aheadHow games ended against their win chance at minute 14, compared with the role’s average. Plus when behind means more comebacks. · 31st of 65 top champions with enough games for this−1.0% when ahead at 14When behind or aheadHow games ended against their win chance at minute 14, compared with the role’s average. Plus when behind means more comebacks. · 48th of 65 top champions with enough games for thisLearning curveMains addHow much more its mains win than its other players. On a typical champion the gap is about 3%.Usual learning curveIts mains win 4.0% more than its other players (11th of 47 top champions with enough games for this). On a typical champion, mains win 3.3% more.EloElo leanHow much better it does in Master+ than in Platinum to Emerald. The edge better players have on any champion is already removed.No clear elo lean yetBeyond the usual rank edge, it does 0.3% better (±2.6) in Master+ than in Platinum–Emerald (12th of 57 top champions with enough games for this).

No lane opponent has enough games against Rumble yet for its matchups to show.

Win rate on each patch

Compared with Rumble’s 47.6% over all patches
PatchGamesWinsWin rateThe share of its games it won in this role. Who plays it pushes this up or down.Against the averageAgainst the averageThis patch’s win rate minus its win rate over every patch shown.
16.1957446.3% ±4.1−1.3%
16.2024350.6% ±6.3Not enough games

Rumble top in short

Over 817 ranked games on patches 16.19–16.20, Rumble top won 47.6% and was picked in 2% of games. Most players run Deathfire Touch, build Liandry's Torment first, Bloodletter's Curse second and Zhonya's Hourglass third, and buy Sorcerer's Shoes. Win rates come from picks and results only. Most of the games are Emerald to Master.

Everyone or mains

Mains are players whose #1 mastery champion is this one. We know the mastery of 717,000 ranked players from Platinum to Challenger. That covers about half the players in our games. Below 1,500 games by mains, the mains view shows what they pick next to everyone’s verdicts. From 1,500 games on, every number is the mains’ own.

More in the guide

How the tiers are made

This mark means strength. It’s the win chance a champion adds over its role’s average once we take out who plays it.

Champions are ranked on the win chance they add over their role’s average champion once we take out who plays them. A model on every game with all ten players known accounts for each player’s mastery, rank and games on the champion, and for the rest of the draft. So a champion doesn’t look stronger because one-tricks play it, or weaker because first-timers do. Tiers: S from +2%, A from +0.75%, B from −0.75%, C from −2%, D below. The “% likely” next to a tier is how likely the champion belongs in it. Under 50% means it sits near a tier border.

More in the guide

WPA (win probability added)

On the pages it’s labelled “vs expected”. It compares how games with the option ended with the win chance they had when it was chosen (the draft for runes and spells, the minute of purchase for items). +1.0% is about one more win per 100 games than expected. The comparison is with what players usually do from there. It can’t compare two options with each other. Because popular options make up most of what “usual” is, it understates them. Options that strong players favor also look better here than they are. Use it as a hint and let the main number decide the verdict.

More in the guide

Win chance against the most picked

This is how much more each option wins than the most picked one, in points of win chance. The games compared have the same draft odds or game state, the same patch and the same player experience. Numbers from few games are then pulled toward what the same option does on other champions. A number from 300 games keeps little of its size. With thousands of games, most of it stays.

More in the guide

Better, worse, even, unclear

The verdict reads the number after the pull and its 95% margin (±). Better or Worse needs the whole margin on one side of zero and a difference of at least half a point. Even means we know the two are within a point of each other. When it could go either way, the verdict is Unclear. Not enough games means too few players tried both, or the number is mostly the pull.

More in the guide

Lane, mid and late game

The difference is split by when the win chance moved: lane (0–14 min), mid game (14–25) and late game (25 to the end). The three add up to the whole game. They show when an option pays off or costs you.

More in the guide

Our pick

We pick an option over the most picked one only if it’s in 5% or more of games and reads Better. It must also stay ahead when checked on a separate half of the games. Otherwise we pick the most picked option. When a second option reads Even with it (within a point), we show both.

More in the guide

Not enough games

There are too few games to say anything yet. The margin would be wider than ±5%, or the number would be too noisy to say anything. The number appears once more games narrow the margin.

More in the guide

Where each rune leads

A build here is the kind of pair your first two legendary items make, read from the items’ stats. Bruiser means both give health, armor or magic resist and at least one gives damage. Burst means both give ability power and nothing that keeps you alive. Mixed is one of each. Tank, crit, lethality, damage and support pairs follow the same rule. Each build is named by its most common pair. The shares are plain counts of games. Items are bought after the rune is chosen. Two keystones compared inside one build describe those games. They don’t prove the rune caused the result.

More in the guide