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Runes:
Resolve
Sorcery
Spells:
Flash
Smite
Items
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Ekko
Possibly most frustrating champ for rammus to deal with in fights
Synergies
Ideal
Strong
Ok
Low
None
Special Thanks
It was unclear the state of tank junglers in S8 with how op the assassin runes looked. However the runes for rammus actually makes him a stronger tank and gives him the ability to spam his ultimate more often which is very helpful.
This guide focuses on jungler/splitpush Rammus, which deviates from the standard full tank Rammus.
OK. Here we go
This guide focuses on jungler/splitpush Rammus, which deviates from the standard full tank Rammus.
OK. Here we go
Pros
- Has a really strong early and mid game
- Really Solid Split Pusher
- Good utility both in and out of teamfights
- Good gank potentional
- Of course strong against AD comps
- Good movement around the map from Powerball
- Tanky
Cons
- Very vulnerable to invades early
- Vulnerable to kiting and CC
- Easy to predict engages and plays
- The slow from his W Defensive Ball Curl is problematic
- Hard to comeback if you fall behind
- Has a really strong early and mid game
- Really Solid Split Pusher
- Good utility both in and out of teamfights
- Good gank potentional
- Of course strong against AD comps
- Good movement around the map from Powerball
- Tanky
Cons
- Very vulnerable to invades early
- Vulnerable to kiting and CC
- Easy to predict engages and plays
- The slow from his W Defensive Ball Curl is problematic
- Hard to comeback if you fall behind
Grasp of the Undying: Such a great keystone for a champion like Rammus. Gives him added tankiness and scales well with titanic hydra
Font of Life : Just adds more effectiveness to Rammus' ganks. Powerball is what marks the enemy champions
Iron Skin : You will use your refillable potion a lot in between fights and camps, so it just amplifies that effect
Overgrowth : Helps Rammus scale into late game better than ever before, and again scales well with Titanic Hydra
Waterwalking : Amazing for ganking and invading the enemy jungle. If you have this and the opposing jungler doesn't, you can abuse it very well
The Ultimate Hat: Shorter Cooldown on your ultimate gives you better tower destroying capabilities plus a better presence in team fights.
All around these new runes make Rammus a stronger split pusher, team fighter and Tank
Font of Life : Just adds more effectiveness to Rammus' ganks. Powerball is what marks the enemy champions
Iron Skin : You will use your refillable potion a lot in between fights and camps, so it just amplifies that effect
Overgrowth : Helps Rammus scale into late game better than ever before, and again scales well with Titanic Hydra
Waterwalking : Amazing for ganking and invading the enemy jungle. If you have this and the opposing jungler doesn't, you can abuse it very well
The Ultimate Hat: Shorter Cooldown on your ultimate gives you better tower destroying capabilities plus a better presence in team fights.
All around these new runes make Rammus a stronger split pusher, team fighter and Tank
Flash - a must have on rammus just bring it don't argue
Smite - Mandatory if you are jungling don't be a goofus and bring it if you are not (fun fact you can smite Zac's cell division)
Exhaust - Possibly useful if the other team is exceptionally slippery
Either Ignite or Teleport is both good if you are playing rammus in lane
Can't recommend any other summmoners on Rammus all trash on him in my opinion
Smite - Mandatory if you are jungling don't be a goofus and bring it if you are not (fun fact you can smite Zac's cell division)
Exhaust - Possibly useful if the other team is exceptionally slippery
Either Ignite or Teleport is both good if you are playing rammus in lane
Can't recommend any other summmoners on Rammus all trash on him in my opinion
PASSIVE
MAGIC SHELL: Rammus’s basic attacks deal 8-20 (at levels 1-13) (+10% armor) bonus magic damage
Q - POWERBALL
Cooldown: 16 / 13.5 / 11 / 8.5 / 6 Cost: 60 / 65 / 70 / 75 / 80
Rammus switches to his ball state, continually increasing his movement speed up to 150-235% (at levels 1-18). Upon impacting with his enemies, they will be knocked back for an instant and be dealt 100 / 135 / 170 / 205 / 240 (+100% of ability power) magic damage. Additionally, targets affected by the impact will be slowed by 40 / 50 / 60 / 70 / 80 % for 1 second. Powerball lasts for up to 6 seconds.
Powerball is a channeled effect and can be interrupted.
Tips: this is your main source of movement, initiation, and cc. Use it whenever you can regardless if you are chasing, fleeing, farming, pushing or ganking.
W - DEFENSIVE BALL CURL
Cooldown: 6 Cost: 40
Rammus goes into a defensive formation for 6 seconds, increasing his armor and magic resistance by 20 plus 50 / 55 / 60 / 65 / 70% of Rammus' total resistances and dealing 12-30 (at levels 1-18) (+15% of Rammus' armor) magic damage to attackers.
Rammus slows himself by 30% and amplifies Spiked Shell by 50% while Defensive Ball Curl is active. Rammus can reactivate the ability to end the effect early.
Tips: The slow this ability gives is pretty brutal. You have to be careful when using it. Activate it during fights then turn it off after a few autos if the target is not locked down to be able to keep up with them. The bonus damage is nice when farming and hitting towers.
E - FRENZYING TAUNT
Cooldown: 12 Cost: 50 Range: 325
Rammus taunts an enemy champion or monster, forcing them to attack Rammus for 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds. Rammus also gains 20 / 25 / 30 / 35 / 40% attack speed for the duration of the taunt. The attack speed buff's duration constantly refreshes while Rammus' other abilities are active.
Tips: Taunting is a really strong skill throwing enemies targeting around during a fight can really pay off. I would suggest using this directly after you powerball an opponent, to pull an assailant off of your carry or low health ally, or just to get them to stop running away. I would recommend you use your ult to refresh your E duration not your W unless they are focusing you for some reason.
R - TREMORS
Cooldown: 100 / 80 / 60 Cost: 100 Range: 300
Rammus creates tremors beneath him for 8 seconds, dealing 40 / 80 / 120 (+20% of ability power) magic damage per second to nearby units and double that damage to structures. Affected units are slowed by 8 / 10 / 12% for 1.5 seconds. Subsequent tremors add an additional stack and refresh the slow duration (max slow: 64 / 80 / 96%). Maximum magic damage to units is 320 / 640 / 960 (+160% of ability power). Rammus can move, attack and use other abilities while Tremors is in effect.
Tips: They nerfed the AP of this ability to compensate the slow it provides, so it is much more of a utility move in fights than damage. Use this when attacking towers to take it down quickly. Use this with your E to stop your target from getting away.
MAGIC SHELL: Rammus’s basic attacks deal 8-20 (at levels 1-13) (+10% armor) bonus magic damage
Q - POWERBALL
Cooldown: 16 / 13.5 / 11 / 8.5 / 6 Cost: 60 / 65 / 70 / 75 / 80
Rammus switches to his ball state, continually increasing his movement speed up to 150-235% (at levels 1-18). Upon impacting with his enemies, they will be knocked back for an instant and be dealt 100 / 135 / 170 / 205 / 240 (+100% of ability power) magic damage. Additionally, targets affected by the impact will be slowed by 40 / 50 / 60 / 70 / 80 % for 1 second. Powerball lasts for up to 6 seconds.
Powerball is a channeled effect and can be interrupted.
Tips: this is your main source of movement, initiation, and cc. Use it whenever you can regardless if you are chasing, fleeing, farming, pushing or ganking.
W - DEFENSIVE BALL CURL
Cooldown: 6 Cost: 40
Rammus goes into a defensive formation for 6 seconds, increasing his armor and magic resistance by 20 plus 50 / 55 / 60 / 65 / 70% of Rammus' total resistances and dealing 12-30 (at levels 1-18) (+15% of Rammus' armor) magic damage to attackers.
Rammus slows himself by 30% and amplifies Spiked Shell by 50% while Defensive Ball Curl is active. Rammus can reactivate the ability to end the effect early.
Tips: The slow this ability gives is pretty brutal. You have to be careful when using it. Activate it during fights then turn it off after a few autos if the target is not locked down to be able to keep up with them. The bonus damage is nice when farming and hitting towers.
E - FRENZYING TAUNT
Cooldown: 12 Cost: 50 Range: 325
Rammus taunts an enemy champion or monster, forcing them to attack Rammus for 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds. Rammus also gains 20 / 25 / 30 / 35 / 40% attack speed for the duration of the taunt. The attack speed buff's duration constantly refreshes while Rammus' other abilities are active.
Tips: Taunting is a really strong skill throwing enemies targeting around during a fight can really pay off. I would suggest using this directly after you powerball an opponent, to pull an assailant off of your carry or low health ally, or just to get them to stop running away. I would recommend you use your ult to refresh your E duration not your W unless they are focusing you for some reason.
R - TREMORS
Cooldown: 100 / 80 / 60 Cost: 100 Range: 300
Rammus creates tremors beneath him for 8 seconds, dealing 40 / 80 / 120 (+20% of ability power) magic damage per second to nearby units and double that damage to structures. Affected units are slowed by 8 / 10 / 12% for 1.5 seconds. Subsequent tremors add an additional stack and refresh the slow duration (max slow: 64 / 80 / 96%). Maximum magic damage to units is 320 / 640 / 960 (+160% of ability power). Rammus can move, attack and use other abilities while Tremors is in effect.
Tips: They nerfed the AP of this ability to compensate the slow it provides, so it is much more of a utility move in fights than damage. Use this when attacking towers to take it down quickly. Use this with your E to stop your target from getting away.
First off, I would personally suggest picking tracker's knife then upgrading with cinderhulk enchant. This allows you to have more success in counter jungling or warding up your own jungle if they are invading you, plus the cinderhulk is just a great addition to your split pushing and jungle clearing kit. You can take the stalker's blade route if you choose but not my first choice.
His jungle path remains the same as before the rework. Start bit lane for a nice hardy leash save your smite if you can. Depending on your team you can either gank at 3 or do a full clear.
BLUE TEAM
Red Buff - Raptors - Wolves - Blue Buff - Gromp
RED TEAM
Blue Buff - Gromp - Wolves - Raptors - Red Buff - Krugs
After you get lvl 2 from first camp use Frenzying Taunt then pop Defensive Ball Curl so your attack speed buff lasts longer. Lead with Powerball into camps whenever you can.
His jungle path remains the same as before the rework. Start bit lane for a nice hardy leash save your smite if you can. Depending on your team you can either gank at 3 or do a full clear.
BLUE TEAM
Red Buff - Raptors - Wolves - Blue Buff - Gromp
RED TEAM
Blue Buff - Gromp - Wolves - Raptors - Red Buff - Krugs
After you get lvl 2 from first camp use Frenzying Taunt then pop Defensive Ball Curl so your attack speed buff lasts longer. Lead with Powerball into camps whenever you can.
Rammus' ganks are not quite as strong as they used to be so we have to compensate for that.
It is crucial you get behind the enemy laner so you can extra autos and knock him closer to your ally. Since Defensive Ball Curl has such a disgusting slow you need to be careful when using it.
I recommend after positioning yourself in the river behind enemy laner lead with Powerball if there are minions in the way line yourself up with the enemy and flash over the minions for the knockup. Then quickly sidestep so you are blocking their escape and pop Frenzying Taunt , then I recommend activating Defensive Ball Curl for 1 to 2 autos to get the extra damage in, but do not leave it on once they are even or in front of you because you can't chase with Defensive Ball Curl active anymore.
If the enemy flashes or the other jungler comes into help just let them live Rammus doesn't have the kit to deal with those prolonged messy fights, but don't hang your head you will make them suffer later.
It is crucial you get behind the enemy laner so you can extra autos and knock him closer to your ally. Since Defensive Ball Curl has such a disgusting slow you need to be careful when using it.
I recommend after positioning yourself in the river behind enemy laner lead with Powerball if there are minions in the way line yourself up with the enemy and flash over the minions for the knockup. Then quickly sidestep so you are blocking their escape and pop Frenzying Taunt , then I recommend activating Defensive Ball Curl for 1 to 2 autos to get the extra damage in, but do not leave it on once they are even or in front of you because you can't chase with Defensive Ball Curl active anymore.
If the enemy flashes or the other jungler comes into help just let them live Rammus doesn't have the kit to deal with those prolonged messy fights, but don't hang your head you will make them suffer later.
Rammus plays well as a split pusher/ AD bruiser now so that's how I chose to build him.
Your Cinderhulk enchanted item and Titanic Hydra are the only two items I would say is a must buy every game for the split pushing. The other slots are to your discretion.
Thornmail: A core item for Rammus. Buy it first or second item every time unless their team is full AP
BOOTS: Pick those Ninja Tabi up for the armor and bonus damage from your passive. Only other acceptable boots are Mercury Treads if they have disgustingly fed AP members that you can't survive.
Dead Man's Plate: This was a really hard choice for me. The point of this item set is for survival. Dead's mans gives great health and armor, but Randuins Owen and Gargoyle StonePlate are also good options
Guardian Angel: It may seem strange but I like this item on Rammus because of the stats more than the passive. Rammus gets his attack damage both from armor and AD so it seems perfect. If you are not feeling it switching this item out for another tank item is definitely viable.
Your Cinderhulk enchanted item and Titanic Hydra are the only two items I would say is a must buy every game for the split pushing. The other slots are to your discretion.
Thornmail: A core item for Rammus. Buy it first or second item every time unless their team is full AP
BOOTS: Pick those Ninja Tabi up for the armor and bonus damage from your passive. Only other acceptable boots are Mercury Treads if they have disgustingly fed AP members that you can't survive.
Dead Man's Plate: This was a really hard choice for me. The point of this item set is for survival. Dead's mans gives great health and armor, but Randuins Owen and Gargoyle StonePlate are also good options
Guardian Angel: It may seem strange but I like this item on Rammus because of the stats more than the passive. Rammus gets his attack damage both from armor and AD so it seems perfect. If you are not feeling it switching this item out for another tank item is definitely viable.
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