RumbleMid build & runes · EUW
On average behind the lane opponent at 15 minutes (−410 gold), and still wins 58%.
- Win rate
- 58.1%
- ±14.7 · role avg 50.0%
- Tier
- A
- #14 of 77
- Pick rate
- 0.2%
- ban 0.6%
- Games
- 43
- ranked solo/duo
- Win rate
- vs expected
- CS at 10
- Solo kills
- First blood
Rumble mid wins 58.1% of 43 ranked games in EUW, rank 14 of 77 mid champions (tier A). Most players finish Hextech Rocketbelt first, at about 11:06.
What most Rumble players run
Hextech Rocketbelt 11:11 · 60% · 26 games
Sorcerer's Shoes 12:18 · 65% of games
Liandry's Torment 20:15 · 76% · 16 games
Zhonya's Hourglass 27:54 · 10 of 24 games
Rabadon's Deathcap 30:12 · 4 of 7 games Win rate by game length
Win rate by when the game ended. Faded: under 30 games. Icons: when each item is usually finished.No clear counters yet
Points above or below Rumble's own win rate (58.1%). Every opponent, minute by minute →First Baron: 86% against 32%
Taking an objective goes with winning; it isn't the whole cause. First inhibitor is left out: it mostly means the game is already won.
Less damage to towers, fewer control wards
What stands out (10% or more) against the average mid laner. Blue: better for winning, red: worse.
About average: share of team damage, deaths, damage, kill participation, vision, time spent dead.
Item by item, with the clock
What players finish in each slot, and when. Pick items to follow a build: every column then shows only games that match your picks, and a picked item doesn't appear in another slot. Fewer games last long enough for items 5 and 6.
Most common full builds
Each row stops where games ended or the next item was too rare to list on its own. Boots (dashed ring) sit where they're usually bought.
Items 2–4 against each team
Against teams with mostly physical damage
Against teams with mixed damage
Against teams with magic heavy damage
Against teams with no frontliner
Against teams with one frontliner
Against teams with two or more
Not enough games against this kind of team yet.
Against teams with little
Against teams with some
Against teams with a lot
Against teams with little
Against teams with some
Against teams with a lot
Teams are grouped by their champions' usual damage, toughness, healing and crowd control, from all games.
Start, boots, spells, skills
Starting items
Boots
Summoner spells
Skills
Laid out like the game: the most picked rune in each row is in colour. Hover or tap a rune for its name, description and numbers.
No clearly hard lane yet
No clearly easy lane yet
Not enough games yet
Not enough games yet
Enemies: nothing clear yet
Teammates that change Rumble's games
Dies more than most mid laners, and more of it is ganks
Before 14 minutes Rumble dies 2.6 times a game (average 2.3). 55% of those deaths involve the enemy jungler, against 48% for the average mid laner. 25% are fair 1-v-1s.
Ganks and collapses both hit your half of mid

Ganks: 38% in your half of mid. Collapses: 48% in your half of mid. 1-v-1s: 39% in your half of mid.
Each square takes the colour of the most common kind of death there; brighter = more deaths. Red-side games are flipped, so the map always reads from the blue side.What kills Rumble
Ganks come at 3:00, 6:00 and 8:00, then every minute
Ward the river before 3:00, 6:00 and 8:00. From 10:00, keep vision up: ganks come every minute.
Deaths involving the enemy jungler, per 100 games, by minute. Narrow bars: Rumble; wide light bars behind them: the average. Highlighted: the laning peaks.Wins fights in their half of mid, loses them in your half of mid
Where fights happen
Where fights happen

Before 14 minutes: 1.0 kills per death in their half of mid against 0.2 in your half of mid. Overall 1.0 kills per death.
From 14 to 25 minutes: 131 kills and 105 deaths.
After 25 minutes: 44 kills and 44 deaths.