Rumble Gragas

Rumble vs Gragas, Support

SUP Patch 26.19
See this matchup from Gragas's side Counters All champion stats
Lane

In Support, Rumble wins 100.0% of the 1 games played against Gragas on this patch. The matchup favours Rumble.

Only 1 games on this patch, so these numbers can still move.

Who wins

Rumble 100.0% Adjusted: 61.0% Own average: 60.0% Difference: +1.0
+1.1 Matchup edge Games: 1
Gragas 0.0% Adjusted: 48.8% Own average: 50.0% Difference: -1.2

Laning phase

Every number below is shown from Rumble's side: positive means Rumble is ahead.

Rumble Games
Gold difference at the end +5922 1
CS difference at the end +9.0 1
Solo kill difference +1.00 1
Turret plate difference +4.00 1
Level lead +2.00 1
Average game length (minutes) 35.1 1

Rumble build

Full Rumble build

Builds are not measured per opponent yet: this is what Rumble builds on patch 26.19 against every opponent.

Runes

48.5% 202
55.2% 67
52.0% 25

Summoner Spells

50.4% 244
48.7% 117

Items

Zaz'Zak's RealmspikeZaz'Zak's Realmspike 400 +200 Health+75% Base Health Regen+75% Base Mana Regen+9 Gold per 10s Void ExplosionDealing Ability damage to a champion causes an explosion that deals magic damage.Active (4 charges)Places an Invisible Stealth Ward that grants vision.60.0% 5
Liandry's TormentLiandry's Torment 3000 +60 Ability Power+300 Health TormentDamaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds.SufferingFor each second in combat with enemy champions, deal 2% bonus damage, up to 6%.75.0% 4
Hextech RocketbeltHextech Rocketbelt 2650 +60 Ability Power+350 Health+20 Ability Haste SupersonicDash in target direction, unleashing missiles that deal magic damage.75.0% 4
Boots of SwiftnessBoots of Swiftness 1000 +55 Move Speed FleetfootedReduce the effectiveness of Slows by 25%.33.3% 3
Bloodletter's CurseBloodletter's Curse 2900 +65 Ability Power+400 Health+15 Ability Haste Vile DecayDealing magic damage with abilities or passives to champions reduces their Magic Resist by 7.5% for 6 seconds. (Stacks 4 times).100.0% 2
Ionian Boots of LucidityIonian Boots of Lucidity 900 +10 Ability Haste+45 Move Speed Ionian InsightGain 10 Summoner Spell Haste.100.0% 1

Skill Order

Q Flamespitter Flamespitter Q Cooldown10/9/8/7/6 Range600 Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased. W Scrap Shield Scrap Shield W Cooldown6 Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in Danger Zone, the shield strength and speed bonus is increased. E Electro Harpoon Electro Harpoon E Cooldown0.5 Range850 Rumble launches a harpoon, electrocuting his target with magic damage, slowing their Move Speed, and reducing their Magic Resist. Rumble can carry 2 harpoons at a time. While in Danger Zone the damage and slow percentage is increased. R The Equalizer The Equalizer R Cooldown130/105/80 Range1750 Rumble fires off a group of rockets, creating a wall of flames that damages and slows enemies.

Max priority

Flamespitter Q Flamespitter Q Cooldown10/9/8/7/6 Range600 Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased.› Electro Harpoon E Electro Harpoon E Cooldown0.5 Range850 Rumble launches a harpoon, electrocuting his target with magic damage, slowing their Move Speed, and reducing their Magic Resist. Rumble can carry 2 harpoons at a time. While in Danger Zone the damage and slow percentage is increased.› Scrap Shield W Scrap Shield W Cooldown6 Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in Danger Zone, the shield strength and speed bonus is increased. 90.5% 47.4% 19

First 5 points

Electro Harpoon E Electro Harpoon E Cooldown0.5 Range850 Rumble launches a harpoon, electrocuting his target with magic damage, slowing their Move Speed, and reducing their Magic Resist. Rumble can carry 2 harpoons at a time. While in Danger Zone the damage and slow percentage is increased. Flamespitter Q Flamespitter Q Cooldown10/9/8/7/6 Range600 Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased. Scrap Shield W Scrap Shield W Cooldown6 Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in Danger Zone, the shield strength and speed bonus is increased. Flamespitter Q Flamespitter Q Cooldown10/9/8/7/6 Range600 Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased. Flamespitter Q Flamespitter Q Cooldown10/9/8/7/6 Range600 Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased. 68.2% 46.7% 15
Flamespitter Q Flamespitter Q Cooldown10/9/8/7/6 Range600 Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased. Electro Harpoon E Electro Harpoon E Cooldown0.5 Range850 Rumble launches a harpoon, electrocuting his target with magic damage, slowing their Move Speed, and reducing their Magic Resist. Rumble can carry 2 harpoons at a time. While in Danger Zone the damage and slow percentage is increased. Scrap Shield W Scrap Shield W Cooldown6 Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in Danger Zone, the shield strength and speed bonus is increased. Flamespitter Q Flamespitter Q Cooldown10/9/8/7/6 Range600 Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased. Flamespitter Q Flamespitter Q Cooldown10/9/8/7/6 Range600 Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased. 27.3% 66.7% 6

How this matchup is measured

The big number is the raw win rate. Next to it stands the adjusted one: small samples are pulled towards the champion's own average, so a lucky run cannot look like a counter. The difference column compares the matchup with that average, because a champion that wins 48 percent of all its games looks weak in every matchup. The laning rows are measured between the two laners only, without the noise of the other eight players.