Rarely does a game progress past level 15. The winner is determined by level 10, and the next 5 levels just 'happen' as the game is sealing up. This is unless your team does not get creeps and the opponents don't defend properly. If you screw up the game can be forced to level 20.
I don't have actual statistics but we can agree that 50% of games are determined before level 10, won at 15. Of the remaining 50%, 35% are won really really early (pro vs noob games) and 15% of games are actually stretched to level 20 upwards. These numbers aren't perfect, but I believe they show a distribution accurate enough to explain why rook needs towers early on.
The 1st 5 levels rook does not have the ability to exit combat. He must stay in a lane, and in order to do so he needs to keep the opponents away from him, and keep his HP toped off. This is done through scaled armor and blood of the fallen, but it also makes a difference to have Towers early. Towers at 1 and 4, shoulders at 2 and 5, and boulder roll at 5 gives you enough lane staying capacity that you can ramp into late game without sacrificing 'late game' potential which will more than likely not be reached anyway.
level 5 - 10 you can still max hammer slam and other abilities, so you still peak late game. You just wont have the mana problems and the inability to stay in a lane against competent players early game.
-all graphs are depicted by an arbitrary number showing there power level in comparison to the quality of OTHER DG at the same level. Meaning a 5 is VERY good in comparison to any other DG an an equated level, and a 1 is extremely bad almost useless.
-----------------------------------------
5----------------------------------------
4-0-------0---0-----0--------------------
3---0-0-0---0---0-0---0-0----------------
2-------------------------0-0-0----------
1-------------------------------0-0-0-0-0
--1-2-3-4-5-6-7-8-91011121314151617181920
A graph showing the power level at each level of a pure tower rook
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5-----------------------------0-0-0-0-0-0
4-------------------0-0-0----------------
3---------0-0-0-0---------0-0------------
2---0---0---------0----------------------
1-0---0----------------------------------
--1-2-3-4-5-6-7-8-91011121314151617181920
A graph showing the power level at each level of a pure hammer slam rook
-----------------------------------------
5---------------------------------0-0-0-0
4-0-------0---------0-0-0-0---0-0--------
3---0-0-0---0-0-0-----------0------------
2-----------------0----------------------
1----------------------------------------
--1-2-3-4-5-6-7-8-91011121314151617181920
A graph showing the power level at each level of a hybrid build
Using these rough graphs you can see that a hybrid build is in your best interest for 100% of all games you will play. It has great power in the early game and comes into power just as good as a pure hammer slam rook for late game. You CANNOT go wrong with a hybrid build on rook. Your rolling the 50/50 dice going pure towers, and your REALLY rolling the dice going pure hammer slam/roll build from level 1. I'm not saying that any build is not viable (unless you only take structural transfer) but I am saying pure builds are bad from a statistical perspective.