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Rumble
МЕХАНИЗИРОВАННАЯ УГРОЗА
Rumble — МЕХАНИЗИРОВАННАЯ УГРОЗА. Роль: Барон. Сложность освоения: высокая.
Матчапы
Основные предметы

Assimilation: +11% Magic Vamp
Void Corruption: Generates a stack of Corruption every second in champion combat, which expires out of combat and stacks up to 3 times. Each stack grants 2.5% bonus magic damage, stacking up to 7.5%, upon which it converts into true damage.

Torment: Your ability damage and empowered attacks inflict a burn dealing magic damage equal to「 0.6%–3% of the target's max health 」per second for 3 seconds.

Unmake: Curse enemy champions within 600 units, reducing their magic resist by 5 + 1.2% Bonus Health, up to 25. For each enemy champion cursed, gain 9 bonus Magic Resist.

Immolate: While in combat, deal magic damage equal to 16–25 plus 0.8% bonus health to nearby enemies per second. Damaging champions or epic monsters with Immolate will increase the damage by 11% for 5 seconds, stacking up to 4 times for 44%
Flametouch: At max Immolate stacks, your basic attacks burn enemies around you for 50% of Immolate's damage over 3 seconds
Immolate deals 130% damage to monsters and 175-250% damage to minions.

Thorns: When Struck by an attack, deal (20 + 6% Bonus Armor + 2% Bonus Health) Magic Damage to the attacker
Entwine: Apply Grievous Wounds to enemy champions for 3s when struck by their attacks or dealing damage to them.

Harbinger: Casting your ultimate ability will create a blizzard aura that damage nearby enemies, dealing「 Error: Variables are unmatched. magic damage 」「 16 – 30 (based on level) magic damage every 0.5 seconds 」over 10 seconds and slowing them by 25% for 1 second. You also leave behind a brief path that grants 40 bonus move speed to allied champions (30 (on-cast) second cooldown).

Torment: Your ability damage and empowered attacks inflict a burn dealing magic damage equal to「 0.6%–3% of the target's max health 」per second for 3 seconds.

Assimilation: +11% Magic Vamp
Void Corruption: Generates a stack of Corruption every second in champion combat, which expires out of combat and stacks up to 3 times. Each stack grants 2.5% bonus magic damage, stacking up to 7.5%, upon which it converts into true damage.

Conversion: Gain Ability Power equal to 5% of Bonus Health
Projection: When you have at least 950 Bonus Health, gain 20% Ability Power as Armor and 10% Ability Power as Magic Resist. (max bonuses reached at 400 Ability Power)

Immolate: While in combat, deal magic damage equal to 16–25 plus 0.8% bonus health to nearby enemies per second. Damaging champions or epic monsters with Immolate will increase the damage by 11% for 5 seconds, stacking up to 4 times for 44%
Flametouch: At max Immolate stacks, your basic attacks burn enemies around you for 50% of Immolate's damage over 3 seconds
Immolate deals 130% damage to monsters and 175-250% damage to minions.

Harbinger: Casting your ultimate ability will create a blizzard aura that damage nearby enemies, dealing「 Error: Variables are unmatched. magic damage 」「 16 – 30 (based on level) magic damage every 0.5 seconds 」over 10 seconds and slowing them by 25% for 1 second. You also leave behind a brief path that grants 40 bonus move speed to allied champions (30 (on-cast) second cooldown).

Thorns: When Struck by an attack, deal (20 + 6% Bonus Armor + 2% Bonus Health) Magic Damage to the attacker
Entwine: Apply Grievous Wounds to enemy champions for 3s when struck by their attacks or dealing damage to them.

Immolate: While in combat, deal magic damage equal to 16–25 plus 0.8% bonus health to nearby enemies per second. Damaging champions or epic monsters with Immolate will increase the damage by 11% for 5 seconds, stacking up to 4 times for 44%
Flametouch: At max Immolate stacks, your basic attacks burn enemies around you for 50% of Immolate's damage over 3 seconds
Immolate deals 130% damage to monsters and 175-250% damage to minions.

Thorns: When Struck by an attack, deal (20 + 6% Bonus Armor + 2% Bonus Health) Magic Damage to the attacker
Entwine: Apply Grievous Wounds to enemy champions for 3s when struck by their attacks or dealing damage to them.

Storm: +5% move speed
Absorb: Taking ability damage will generate a stack of Steadfast lasting 7 seconds, which stacks up to 4 times. Subsequent hits and dealing damage against champions will refresh the stacks.At maximum stacks, you gain 10% bonus move speed and 25% incoming magic damage reduction.

Assimilation: +11% Magic Vamp
Void Corruption: Generates a stack of Corruption every second in champion combat, which expires out of combat and stacks up to 3 times. Each stack grants 2.5% bonus magic damage, stacking up to 7.5%, upon which it converts into true damage.

Torment: Your ability damage and empowered attacks inflict a burn dealing magic damage equal to「 0.6%–3% of the target's max health 」per second for 3 seconds.

Conversion: Gain Ability Power equal to 5% of Bonus Health
Projection: When you have at least 950 Bonus Health, gain 20% Ability Power as Armor and 10% Ability Power as Magic Resist. (max bonuses reached at 400 Ability Power)

Torment: Your ability damage and empowered attacks inflict a burn dealing magic damage equal to「 0.6%–3% of the target's max health 」per second for 3 seconds.

Assimilation: +11% Magic Vamp
Void Corruption: Generates a stack of Corruption every second in champion combat, which expires out of combat and stacks up to 3 times. Each stack grants 2.5% bonus magic damage, stacking up to 7.5%, upon which it converts into true damage.

Overkill: Increases Ability Power by 20%–45% (based on level).
Руны

Entering combat generates one stack every second for the next 3 seconds. Additional stacks may be generated by re-entering combat after 2 seconds. After reaching 4 stacks, your next basic attack within 6 seconds against an enemy champion consumes all stacks to deal 2% of your maximum health in bonus magic damage, restore 2.5% of your maximum health, and permanently grant 10 bonus health. The empowered attack duration refreshes whenever going in combat.
On ranged champions, all effects are reduced by 40%.

Gain 5% Armor and Magic Resist. For every 1 enemy champion nearby, gain an additional 4% Armor and Magic Resist. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Gain 10% tenacity.
While immobilized, gain 16-30 armor and magic resistance for 1.5 seconds. Refresh duration when immobilized multiple times.

Casting a Summoner Spell grants 10% - 40% (based on Summoner Spell cooldown) bonus movement speed for 3 seconds.

Entering combat generates one stack every second for the next 3 seconds. Additional stacks may be generated by re-entering combat after 2 seconds. After reaching 4 stacks, your next basic attack within 6 seconds against an enemy champion consumes all stacks to deal 2% of your maximum health in bonus magic damage, restore 2.5% of your maximum health, and permanently grant 10 bonus health. The empowered attack duration refreshes whenever going in combat.
On ranged champions, all effects are reduced by 40%.

When within 550 range of a turret, change an attack over 3 seconds. Attacking the turret discharges the attack dealing 200 (+ 30% maximum health) bonus Adaptive Damage. (30 second cooldown)

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Gain 10% tenacity.
While immobilized, gain 16-30 armor and magic resistance for 1.5 seconds. Refresh duration when immobilized multiple times.

Casting a Summoner Spell grants 10% - 40% (based on Summoner Spell cooldown) bonus movement speed for 3 seconds.

Hitting a champion with 3 separate attacks or abilities within 3 seconds grants (Melee 40% / 60% / Ranged 30% / 50%) Movement speed, 25 Ability Haste and reduces your current basic ability cooldowns by 20%.
Cooldown: 12s

When within 550 range of a turret, change an attack over 3 seconds. Attacking the turret discharges the attack dealing 200 (+ 30% maximum health) bonus Adaptive Damage. (30 second cooldown)

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

While in combat with an enemy champion, gain 2% basic ability damage amplification against them every 1s, up to a maximum of 6%.

Entering combat generates one stack every second for the next 3 seconds. Additional stacks may be generated by re-entering combat after 2 seconds. After reaching 4 stacks, your next basic attack within 6 seconds against an enemy champion consumes all stacks to deal 2% of your maximum health in bonus magic damage, restore 2.5% of your maximum health, and permanently grant 10 bonus health. The empowered attack duration refreshes whenever going in combat.
On ranged champions, all effects are reduced by 40%.

When within 550 range of a turret, change an attack over 3 seconds. Attacking the turret discharges the attack dealing 200 (+ 30% maximum health) bonus Adaptive Damage. (30 second cooldown)

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

Dealing ability damage to a champion deals an additional 21-49 magic damage after 1 second.
Cooldown: 8s

Hitting a champion with 3 separate attacks or abilities within 3 seconds grants (Melee 40% / 60% / Ranged 30% / 50%) Movement speed, 25 Ability Haste and reduces your current basic ability cooldowns by 20%.
Cooldown: 12s

Gain 5% Armor and Magic Resist. For every 1 enemy champion nearby, gain an additional 4% Armor and Magic Resist. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

Casting a Summoner Spell grants 10% - 40% (based on Summoner Spell cooldown) bonus movement speed for 3 seconds.

Hitting a champion with 3 separate attacks or abilities within 3 seconds grants (Melee 40% / 60% / Ranged 30% / 50%) Movement speed, 25 Ability Haste and reduces your current basic ability cooldowns by 20%.
Cooldown: 12s

Gain 5% Armor and Magic Resist. For every 1 enemy champion nearby, gain an additional 4% Armor and Magic Resist. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

Dealing ability damage to a champion deals an additional 21-49 magic damage after 1 second.
Cooldown: 8s

In 0.25s after engaging an enemy champion in combat, dealing damage to them grants 10 gold and a First Strike effect that lasts 3s to you, allowing you to deal 7% bonus true damage to the enemy champion. Once the effect has ended, gain gold according to the bonus damage dealt (melee: 100%/ranged: 85%) during the effect. (20-13s cooldown)

Gain 5% Armor and Magic Resist. For every 1 enemy champion nearby, gain an additional 4% Armor and Magic Resist. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

Casting a Summoner Spell grants 10% - 40% (based on Summoner Spell cooldown) bonus movement speed for 3 seconds.
Заклинания

Blink your champion a short distance forward or towards the target direction.
Flash is disabled while you are unable to cast abilities.

Ignite the target enemy champion for 5 seconds, revealing them, inflicting 60% Grievous Wounds, and dealing 72 to 380 for 15 true damage over the duration.
The first tick of damage occurs briefly after the cast, then subsequent ticks occur every 1.056 seconds.

Blink your champion a short distance forward or towards the target direction.
Flash is disabled while you are unable to cast abilities.

Active: After channeling for 3 seconds, remove any homestart or homeguard buff and blink to the target champion or ward. Your destination will be visibly marked.
Passive - [0–6:00 elapse]: You can also target allied turrets.
Сборки WildRiftFire
Вариант 1




UNIQUE - Assimilation: +11% Magic Vamp. UNIQUE - Void Corruption: When in combat with champions, gain 1 stack of Corruption every 1 second. Each Stack of Corruption increases your Magic Damage Dealt by 2.5%. At maximum stacks, the additional damage provided by Corruption becomes true damage.


UNIQUE - TORMENT: Damaging abilities or empowered attacks deal 0.6% - 3%(+ 0.005% AP) of enemy's max Health as bonus magic damage each second, over 3 seconds.


Conversion - Gain Ability Power equal to 3.5% of bonus Health. Projection - When you have at least 950 Bonus Health, gain 20% Ability Power as Armor and 10% Ability Power as Magic Resist. (max bonuses reached at 400 Ability Power)


+50% Health Regen Limited to 1 Boots item.


UNIQUE - STASIS: Put yourself in stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration but becoming unable to move, declare basic attacks, cast abilities or item actives, or use any summoner spells during this time. (120 second cooldown) Limited to 1 Boots enchantment.


UNIQUE - Assimilation: +11% Magic Vamp. UNIQUE - Void Corruption: When in combat with champions, gain 1 stack of Corruption every 1 second. Each Stack of Corruption increases your Magic Damage Dealt by 2.5%. At maximum stacks, the additional damage provided by Corruption becomes true damage.


UNIQUE - TORMENT: Damaging abilities or empowered attacks deal 0.6% - 3%(+ 0.005% AP) of enemy's max Health as bonus magic damage each second, over 3 seconds.


Conversion - Gain Ability Power equal to 3.5% of bonus Health. Projection - When you have at least 950 Bonus Health, gain 20% Ability Power as Armor and 10% Ability Power as Magic Resist. (max bonuses reached at 400 Ability Power)


UNIQUE - OVERKILL: Increases ability power by 20 - 45 % (based on level).


Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3s (Area of effect abilities apply 5% of bonus Ability Power + 25% shield reduction, capped at 45%; while single target abilities apply 5% of bonus Ability Power + 40% shield reduction, capped at 60%). When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.


UNIQUE - STASIS: Put yourself in stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration but becoming unable to move, declare basic attacks, cast abilities or item actives, or use any summoner spells during this time. (120 second cooldown) Limited to 1 Boots enchantment.
Способности

При использовании Рамблом умений возникает нагрев. Когда нагрев достигает 50, Рамбл попадает в Опасную зону и его базовые умения усиливаются. Когда нагрев достигает 150, происходит перегрев – Рамбл не может использовать свои умения в течение нескольких секунд, пока не остынет, но его скорость атаки увеличивается, а автоатаки наносят дополнительный урон.
При использовании Рамблом умений возникает нагрев. Когда нагрев достигает 50, Рамбл попадает в Опасную зону и его базовые умения усиливаются. Когда нагрев достигает 150, происходит перегрев – Рамбл не может использовать свои умения в течение нескольких секунд, пока не остынет, но его скорость атаки увеличивается, а автоатаки наносят дополнительный урон.

Рамбл поджаривает врагов перед собой, нанося им магический урон в течение 3 секунд. Если он находится в Опасной зоне, урон увеличивается.
Рамбл поджаривает врагов перед собой, нанося им магический урон в течение 3 секунд. Если он находится в Опасной зоне, урон увеличивается.

Рамбл создает поглощающий урон щит, который также ненадолго ускоряет его. Если Рамбл находится в Опасной зоне, прочность щита и ускорение увеличиваются.
Рамбл создает поглощающий урон щит, который также ненадолго ускоряет его. Если Рамбл находится в Опасной зоне, прочность щита и ускорение увеличиваются.

Рамбл стреляет электрогарпуном, который наносит магический урон, замедляет и уменьшает сопротивление магии. Рамбл может иметь в запасе до 2 гарпунов. Если Рамбл находится в Опасной зоне, урон и замедление увеличиваются.
Рамбл стреляет электрогарпуном, который наносит магический урон, замедляет и уменьшает сопротивление магии. Рамбл может иметь в запасе до 2 гарпунов. Если Рамбл находится в Опасной зоне, урон и замедление увеличиваются.

Рамбл выпускает несколько ракет, создавая огненную стену, наносящую урон врагам и замедляющую их.
Рамбл выпускает несколько ракет, создавая огненную стену, наносящую урон врагам и замедляющую их.