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Build Guide by Warhunt

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Warhunt

3v3 Rammus

Warhunt Last updated on October 24, 2010

Ability Sequence

1
14
15
17
18
Ability Key Q
2
4
5
7
9
Ability Key W
3
8
10
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 0

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


Hello.Welcome to my first guide.I have used this to achieve multiple wins as Rammus.He is a great tank,and while you may feel discouraged if you have a bad early game,you will dominate late game.This build will help you utilize the great damage rammus can also deal.

I'd like to go over the skills first.

Spiked Shell:Rammus gains 25% of his armor in damage.

A great passive.It will allow your damage to soar,especially in Ball Curl.You will be able to 1v3 the other team in most cases if you can get enough armor to superpower this.

Powerball:Rammus accelerates in a ball towards his enemies,dealing 100/150/200/250/300(+1.0)magic damage and causing 28%/36%/44%/52%/60% reduced movement speed to nearby enemies on impact.

A good initiating skill.You want to go around the enemy and hit them towards your team,as this skill causes a slight knockback that can be make or break.The slow is also very useful.

Defensive Ball Curl:Rammus goes into a defensive formation for 6 seconds, increasing his armor and magic resistance by 50/75/100/125/150 and returning 26/32/38/44/50(+0.25)magic damage to attackers.

Great skill.It will fill the hole that is your somewhat low Magic Resist.It also has a great Thornmailish effect on it.The armor is also great.

Puncturing Taunt:Rammus taunts the enemy into a reckless assault, reducing their armor by 10/15/20/25/30 and forcing them to attack Rammus for 1/1.5/2/2.5/3 second(s).

Another great skill.You will want to use this in combination with Defensive Ball Curl on melee champions to deal large damage.When you have Thornmail,this gets even deadlier.In addition,if you have Thornmail and Ball Curl up,with this,the armor of the target will be low.You will hit big.This skill synergizes greatly with Rammus' playstyle.

Tremors:Rammus creates tremors beneath him,dealing 65/130/195 (+0.3) magic damage to nearby units and structures. Lasts 8 seconds.

This is your cherry on top.It does heavy damage because the enemy will be stuck in it,and you will Powerball them when ball curl and taunt are up.They will have to be in Tremors for even longer.In addition,it makes you able to destroy turrets extremely fast with Ball Curl.A force to be reckoned with.

Gameplay

0-1:30
You will grab your cloth armor and your potions as quick as you can.You Powerball and go bottom to the brush as quick as you can(or,if you want,you can easily solo.You will do fine there too.)You can do fine in a fight at the start.Your health is high,you have 36 extra armor,and 19 extra magic resist.You can use your summoner spells to catch them with a Powerball;but remember that Powerball does a knockback.

1:30-Mid Game
You want to just get last hits on minions.Remember that ball curl also increases your damage.You can go for a kill with your laning mate if they so desire;it shouldn't be much of a problem.

Mid Game-Late Game
Up to this point,you should have just been farming.Now you will have Sunfire(maybe 2 if you're doing good)and a Thornmail.Just taunt while in ball curl and pop tremors.If needed,powerball and then flash in front of them.How to do this will be described later.

Late Game
Hopefully you're unstoppable.If you aren't,stick with your team and work together.Work for the Randuin's and you'll be invincible if you're smart.Ball curl won't always be up though,so be careful for enemy caster carries.You can tank turrets with ball curl up.

Summoner Spells
I prefer Ghost and Flash.They are all I've ever worked with for this build,but feel free to try others.Ghost allows you to reach amazing speeds in Powerball and Flash will allow you to perform a great combo(see below).

Special Ability Combos and Tactics
These are just some combos that I find to work well in most situations.You don't have to use them to make this build good though.

This will usually happen when an enemy is attempting to flee.You're in powerball,but you won't make it fast enough.You flash in front of the enemy and whack them backwards.This gives you time to taunt and ball curl.

This is what you want to do to initiate a fight.You hit powerball,and if you want to go faster,hit ghost AFTER powerball.Then you run straight into the other team.You pop ball curl and tremors immediately.You should have a target you usually taunt at this point.Pick him up and try and keep him there for your team to smash down.This will allow you to win a fight.

This is my first build.If you don't like it,say why.If you do like it,please give a thumbs-up and leave a nice comment if you really like it.


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