Lane

In Top, Rumble wins 45.5% of the 11 games played against Sett on this patch. Neither side has a clear edge in this matchup.

Most played lane for this pair: Top. Only 11 games on this patch, so these numbers can still move.

Who wins

Rumble 45.5% Adjusted: 47.2% Own average: 47.7% Difference: -0.5
-0.6 Matchup edge Games: 11
Sett 54.5% Adjusted: 50.6% Own average: 49.5% Difference: +1.1

Laning phase

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

Rumble Games
Gold difference at 15 min -165 4
XP difference at 15 min -40 4
CS difference at 15 min +4.0 4
Kills minus deaths at 15 min +0.50 4
Gold difference at the end -314 11
CS difference at the end +20.8 11
Solo kill difference -0.73 11
Turret plate difference -4.18 11
Level lead +0.27 11
Average game length (minutes) 27.5 11

Rumble build

Full Rumble build

Builds are not measured per opponent yet: this is what Rumble builds on patch 26.18 against every opponent.

Runes

50.2% 269
49.5% 97
50.0% 50

Summoner Spells

49.4% 358
50.0% 174

Items

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%.49.7% 511
Sorcerer's ShoesSorcerer's Shoes 1100 +12 Magic Penetration+45 Move Speed 51.0% 249
Zhonya's HourglassZhonya's Hourglass 3250 +105 Ability Power+50 Armor Time StopEnter Stasis for 2.5 seconds.62.7% 228
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).58.7% 213
ShadowflameShadowflame 3200 +110 Ability Power+15 Magic Penetration CinderbloomMagic and true damage Critically Strike enemies below 40% Health, dealing 20% increased damage.52.4% 145
Plated SteelcapsPlated Steelcaps 1200 +25 Armor+45 Move Speed PlatingReduces incoming damage from Attacks by 10%.52.9% 138

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. 100.0% 51.7% 29

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. 74.2% 52.2% 23
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. 12.9% 25.0% 4
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. 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. 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. 12.9% 25.0% 4

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.