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Rammus Build Guide by Alatreontoeter

Tank A total Newbie's Guide to Rammus [Updated]

Tank A total Newbie's Guide to Rammus [Updated]

Updated on June 8, 2015
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League of Legends Build Guide Author Alatreontoeter Build Guide By Alatreontoeter 7 1 440,167 Views 6 Comments
7 1 440,167 Views 6 Comments League of Legends Build Guide Author Alatreontoeter Rammus Build Guide By Alatreontoeter Updated on June 8, 2015
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1
Foxy Riven (129) | March 20, 2015 10:33am
Clarifying skill order:

Max E first if your team is doing fine. Max W first if your team is feeding.

Your guide seems solid yet concise.

Some notes:

- What about trinkets?
- You're a tank, you want to initiate, but you sure as hell don't want to die ("Dieing (you mean dying) as a Rammus in a Teamfight is not bad"). Never give up on living, with homeguards you can get back to the fight really fast.
- Why no option to get mercury's treads? You're already really fast with Powerball.
- Your cheat sheet is messy because of the two different build paths. Mobafire has the option to add multiple build routes, you should use it.
- You explain AP items. Put an AP build route in your cheat sheet. You can have up to 8 different build routes anyway.
- You don't explain the homeguards. Is there no other option?
- R.I.P. DFG :'(
1
Ludisolo | March 20, 2015 10:09am
I'm interested as to why you listed both sunfire cape and cinderhulk. I've been using them both, and they seem to work, but I don't know why, seeing as the passives (immolate) don't stack. Any thoughts?
1
cargone96 | March 6, 2015 12:29am
Your ability sequence does not match the text that follows it. You say to max Puncturing Taunt first, but right above it, say to max DBC first.
1
ninjaboyangel | December 27, 2014 12:35pm
This build also works for support if you replace the jungle item with targons brace, then when building juggernaut get face of the mountain instead. is gives 500 health and 10% cdr as well as base health regen, a shield, and a supporty gold source. i find that support Rammus is extremely effective when chasing kills, and tremors is great when killing the adc and support on the enemy team at the same time. Thanks for this great build!
1
Alatreontoeter | October 25, 2014 10:48am
Well, I'm kinda overwhelmed by all the stuff you threw at me, I really appreciate your feedback! I'll definitely check out some Jungle-Guides and such, and I'll do my best to include more MR in this build.

To explain why I max DBC first is because of the durability it provides you in the jungle, as you can pretty much use it at every camp. I just put down the order in which I usually level Rammus, but I can see what you're getting at.

Thanks again
1
shermanderland | October 23, 2014 11:12am
1. Ability Sequence

You do not want to put more than 2 points into DBC until you have e maxed. You may be more prone to taking damage but rammus' strength lies in locking opponents down so teammates can melt them. I'd suggest only leveling w at 1 and 3, possibly only at 1.


2. Masteries

This are entirely preferential, although I believe that runic shield is a waste of a point and could be added to Legendary Guardian. Same thing with Scout.

The "Ok." guide contains offensive masteries, rather than defensive which I finds works well in most cases, but it is much higher risk. I believe your choice of defensive masteries to learn Rammus is good for several reasons: you can still farm effectively when your ganks are unsuccessful, and you may serve as a tank during mid game more effectively.


3. Runes

Add a rune section.

Flat armor is a must for seals.

For marks, effective ones include attack speed for faster clears, and magic pen for more damage. Hybrid pen is also an option but I believe it would have to be used in conjunction with bonus attack speed to be useful.

Glyphs should be MR or scaling MR. I don't think there is much leeway for them unless you have an extra page for going against teams with no AP.

Finally for quints. I used to play with full move speed quints, but that is not as viable anymore, in my opinion. Attack speed quits are quite strong, I use 2 of those and 1 movement speed for now.


4. Items

Expand you section. Include some variable builds and play around with the order. I'd advise against building thornmail as your second defensive item unless you're playing against a tryndamere or other super-high auto damage champion. It is a great item on rammus but sometimes I find its potential is wasted as some team-comps fail to take much damage from it at all.

You also have no MR in your build. A competent team will take advantage of this. Rammus' passive does give him lots of power with armor, but skipping one item for some MR isn't gonna break your damage output. Build a spirit visage, banshee's, or even abyssal scepter(if you're ahead). Choice between those first 2 items should be based on the type of caster you are facing (ex/ banshees for burst mage like leblanc, SV for mage's with constant output like ryze).


5. Jg route

This again, (like everything in life god dammmit!), is personal preference but I usually will start with whatever buff is bottom. Rammus is weak early with only his DBC and needs help getting level 2 as fast as possible. With the extra help you should be able to start with significantly more health.

Otherwise your advice is pretty solid, although a bit rigid. Add some flexible options rather than a predefined route. Perhaps include a pre-made guide on effective jungling with permission from the creator.


6. Strategy

Rammus IS a great initiator. Once you figure out the extent of his abilities you can completely blindside a champion that's just slightly out of position. The Q, E, W, R combo is effective.

As for ganking, to ensure max damage begin with Q and then activate R while you're inbound. It allows you to get more damage out of your ult before your taunt breaks.

I hope this helps and I didn't give out any bad advice. I'd like to think I know rammus pretty well after playing him for as long as I have. Goodluck with your guide!
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