Lumburr — Patch 1.63 Verdict
[Web: B | Web: A | Web: A | Web: A] Ranked B on zathong.com. Ranked A on metatierlist.com. Ranked A on pillarofgaming.com. Ranked A on commonsensegamer.com.
Lumburr — Tank Guide
Key Insights
- Passive (Protect) auto-targets the lowest-HP ally near you, not whoever you click, positioning IS the ability.
- Rampage airbornes enemies for 1s and slows 50%, while shielding and giving allies +15% move speed on the same dash.
- Angle W diagonally to clip your carry on the way in, you buff them AND land in the enemy's face in one cast.
- Stone Shatter's attack-damage reduction lasts 3 full seconds, time it as the enemy carry activates their steroid, not as an opener.
- Earth Splitter has a cast delay enemies can dash out of; chain it off W's knockup so they have zero agency to escape the lava zone.
Strengths
Protect gives your carry free armor every few seconds, no mana, no cooldown.
Rampage damages enemies and shields allies in one diagonal cast.
Stone Shatter cuts physical damage for 3 seconds, shuts down Laville/Fennik.
Earth Splitter zones for 5 seconds; Lumburr doesn't need to stay inside it.
Weaknesses
- Zero crowd control before level 4; early aggression punishes him hard.
- Full kit is reactive and melee-range; kiting comps keep his passive from procing.
- Lethality or cleanse items let enemies sidestep
Rampage's knockup window. - No ranged engage; bad blind pick into poke-heavy draft compositions.
Matchups
Abilities
PProtect
When allied heroes are nearby, Lumburr and the allied hero with the lowest HP gain armor.
1Stone Shatter
Lumburr smashes the ground ahead, dealing physical damage to enemies hit. Enemies struck by this skill are weakened, reducing their attack power for 3 seconds. (Heroes only)
2Rampage
Lumburr charges in a specified direction, dealing physical damage and knocking up enemies for 1 second. Afterward, reduces their movement speed by 50% for an additional 1 second. Allied heroes passed through gain a shield and 15% movement speed increase for 3 seconds.
REarth Splitter
After using a skill, Lumburr smashes the ground violently, causing the earth ahead to erupt and knock up enemy heroes, dealing physical damage. The struck area then becomes lava, reducing enemy movement speed and dealing continuous physical damage for 5 seconds.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · | |
| · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · | |
| · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Standard Lock-Down
The bread-and-butter engage: W airbornes the target, Q lands guaranteed and applies the attack-damage debuff, then R drops during the airborne to ensure the lava zone is impossible to dash out of. Use this on the enemy carry in every teamfight where they are clustered.
Flicker Initiation
Open with Flicker to close the gap on a backline target standing outside W's dash range, then chain the full combo immediately before they can react. This is necessary against compositions that are kiting you at safe distance.
Carry Buffer Play
Angle the W dash to clip through your lowest-HP carry, granting them the shield and speed buff, then pivot to land Q on the pursuing enemy. Use this reactively when your carry is being collapsed on rather than when you are the one initiating.
Peel Combo
When an assassin has already landed on your carry, open with Q to immediately weaken their damage output, then W to knock them airborne and off your carry, then seal the zone with R so they cannot re-engage. Sequence priority here is protection first, damage second.
Expert Video Guide
RoV : Lumburr หลังบัฟ︱โรมถึก ปกป้องทีมโคตรดี พร้อมสอนเล่น solo rank ให้รอด - Best Ryouta — Best Ryouta
Gameplan
Lumburr's first spike is level 4, when all three actives are online and the W into Q into R chain becomes available. His bigger spike is Gaia's Standard: the regeneration makes him nearly unkillable in sustained skirmishes, which is the signal to start forcing objective fights. He is weakest in the first three minutes, when he is basically an auto-attack tank with a slow dash, and again very late if the enemy has stacked enough magic damage to bypass his armor build. Force mid-game fights around Dragon and Abyssal Dragon, and avoid late-game sieges where his zone denial gets walked around.
Early Game
Levels 1–6- →Spend the first two minutes in your carry's lane rather than roaming. The passive shield is at its most impactful during early poke-heavy trades and your W level one has insufficient range to make ganks consistent.
- →At level two, look for an aggressive W into Q trade in lane if the enemy support overextends. The knockup plus attack debuff burns summoner spells and builds lane priority without requiring a full commit.
- →Buy Poseidon Emblem first back and move immediately to set deep vision in the river bush nearest the enemy jungle. Lumburr's weakest window is now behind him and you need information before you start roaming.
Mid Game
Post Broken Spear- →With W and R both leveled, take the lead on calling Dragon fights. Your lava zone physically stops the enemy from contesting the pit if placed at the Dragon's mouth as your team secures the objective.
- →Rotate between the two side lanes every time your ultimate is off cooldown. A Lumburr without R up should never hard-engage, so use the cooldown as your personal rotation timer.
- →Clear enemy vision by walking over their wards rather than buying sweepers yourself. Your passive shield needs you near your carry, so ward-clearing rotations should be short and intentional, not aimless roaming.
Late Game
Teamfight phase- →In late-game teamfights, identify the lowest-HP ally before the fight starts and pre-position within passive range. Every second you spend running across the fight to find them is a passive proc that never happened.
- →Use Earth Splitter to split the map during Baron Slayer contests, dropping the lava zone between the enemy team and the Baron pit to force them to either fight through damage-over-time or give up the objective entirely.
- →If the enemy team has a fed assassin, shadow your carry so tightly that the assassin's engage path always crosses your W hitbox. You are the last line of defense and the game is decided by how well you read their gap-close timing.
Pro Tips
- →When activating W, angle your dash so it clips through your own carry before reaching the enemy. Most players charge straight at the target and waste the shield-and-speed buff that makes W a dual-purpose ability.
- →Q's attack-damage reduction runs on a three-second timer, so hold it for the exact moment a physical carry pops their steroid or starts their burst window rather than opening with it as a spacer. Mistimed Q is one of the most common errors at Diamond rank.
- →Poseidon Emblem's armor amplification stacks multiplicatively with The Aegis and Rock Shield late-game, so item order matters. Finish Gaia's Standard before Aegis, not after, to survive the mid-game window when you are most likely to be focused.
- →In draft, never reveal Lumburr until you can see both the enemy carry and enemy roamer picks. He is average into double-magic compositions and genuinely strong into physical ones, so blind-picking him in the first or second rotation just gives away draft equity.
Lumburr is the roamer for players who think in geometry, not glory. If you read the fight before it happens and position to protect rather than lead the charge, he consistently over-performs his pick rate. The thing to master is W's angle: clipping your carry with the dash on the way in is what separates functional Lumburr from game-deciding Lumburr. Duo and trio stacks get the most from him; solo-queue players should wait for a lobby where the carry communicates. Not flashy, but in the right hands one of the most impactful A-tier roamers on the Thai server right now.
Lumburr — Frequently Asked Questions
Is Lumburr good in the current ROV patch?+
Yes. Lumburr is A tier on the Thai server this patch, a consistent and impactful pick without being ban-worthy. The physical-carry-heavy meta plays right into his Q weaken and passive armor shield, which makes him one of the more reliable roamers for coordinated play at Diamond and above.
What is the best build for Lumburr?+
Core path is Poseidon Emblem into Gilded Greaves, then Gaia's Standard as your first major item. The regeneration is non-negotiable for surviving mid-game all-ins. From there, The Aegis and Rock Shield handle physical mitigation, and Amulet of Longevity closes out with the HP and sustain to last through extended 5v5s.
How do you counter Lumburr?+
Use a dash or blink that crosses his Earth Splitter lava zone without penalty. Butterfly and Murad do this natively. More broadly, a magic-heavy comp bypasses his armor build, and anything that interrupts his W dash mid-cast, like Alice's root, breaks the whole W into Q into R chain before it lands.
Is Lumburr hard to play / good for beginners?+
Medium difficulty, honestly. The abilities are easy enough to press, but the positional read required to keep his passive on the right ally while angling W to hit both enemies and allies is genuinely demanding. Beginners learn the basic combo quickly, but the spatial awareness that makes him A tier takes real game-time to develop.




