Rammus Build Guide by polt9
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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.
Hello fellow summoners, I'm Poltpolt, playing at the SEA Servers. I'm currently at silver tier and I play ranked games more frequently than normal games. I often play as a tank/jungler specially at ranked games and play mostly as Rammus.
This Rammus guide is about playing rammus as a jungler. And is intended for ranked play (that's because people I often play with in normal games say that jungling isn't that important in normal, idk if that's even true). But this will also be a good guide for players playing at normal games.
Rammus is one of the best tankers in the game I know so far and has become one of my favorites. Rammus is a very tough tank that punishes players specially at late game( I've played Rammus so many times and I'm pretty sure that he really is tougher in the late game).
This vid will basically introduce you to Rammus
Pros / Cons
I use a 0/21/9 mastery for Rammus. The defense masteries keeps Rammus' tanky figure. While the utility masteries gives him sustain in mana, and returns in nd out of base quicker. Runic Affinity is a must for junglers so they can hold on to their buffs longer.
Stacking armor penetration runes will help you do more damage.
Getting Greater Seal of Armor will give Rammus a good base armor at the start of the game. And some Greater Seal of Scaling Armor 'cause it gives him much more armor in the late game.
Why didn't I put a single Greater Glyph of Scaling Magic Resist here? That's because Rammus rely mostly on health and armor, that I recommended having greater armor and health at late game. Flat glyphs of MR will give enough amount of bonus MR which will be good against AP/mages/casters.
- Putting 4 Greater Glyph of Magic Resist with 5 Greater Glyph of Scaling Magic Resist will also be good. For scaling MR will be good against casters that normally produce AP and has a very high AP at late game (e.g. Veigar).
Why didn't you get 9 Greater Glyph of Scaling Magic Resist?
That's because AP/mages/caster champs at ranked games normally has a lot of starting AP, and it will make you an easy target for them at early game, thus, making it hard for you to gank them without taking some real damage (or w/o dying).
Movement speed quints makes it easier for you to clear out the jungle and aiding your alies.
|Just like what I said on one of the Cons, it's hard for Rammus to get close with an enemy without this. Plus Flash makes you more flexible in the field, improving your capability in fight and flight situations (e.g. chasing enemy champs or fleeing from a fight).|
|You'll be playing as a jungler, duh.|
Are there other options?
These options are alternatives for Flash.
-Good for chasing enemies combined with Powerball or running from someone. But I don't normally use this on ranked games, because Flash still makes a better choice.
- -I am using this spell at low level games before to maximize my 'tankiness'. But I don't recommend using this at high level games because at that time, I'm pretty sure that you won't be needing this anymore.
These optional spells I listed above are the ones I use before. I don't recommend you using those at high level games for jungling rammus because Smite and Flash are way more better than those.
The Hunter's Machete is a standard starting item for junglers .Gives additional damage to monsters. While the 5 Health Potions provides 750 effective health.Which makes you last longer in jungling.
Boots of Speed at the first time you go back to base. And then struggle to build Philosopher's stone first because it gives more sustain and gold. Transform your Boots of Speed to Boots of Mobility to clear out the jungle more easily. The Spirit of the Ancient Golem is always a good item for tanky junglers.
I've formerly used Ninja Tabi and mercury's threads before. But I've found that BoM's a better choice for jungling.
These should do as your core. A little support to your allies with Aegis of the Legion and barbecue with Sunfire Cape(come on, we all know what this does).
I recommend if the ADC at the enemy team's really poking hard.
Gives A LOT of sustain.
Best to upgrade Aegis of the Legion to this if the AP carry in the enemy team's really strong.
Provides health, armor, and a good CC.
Sample Final Build
Spirit of the Ancient Golem
Talisman of Ascension
Hey, where does that shurelya's reverie come from?
Remember the philosopher's stone awhile ago? Transform it to this one to give your allies a little more support and an Active that helps you and your allies escape from or chase an enemy champ.
- Spiked Shell: This passive makes Rammus' damage stronger the more armor he does.
- Powerball: Perfect for fight and flight situations. Gradually increases your movement speed when activated, does damage and slows enemies on impact.
- Defensive Ball Curl: Gives Rammus bonus armor and magic resist for a few seconds and returns magic damage to attackers.
- Puncturing Taunt: Taunts the enemy and reducing their armor.
- Tremors: Damages enemies and structures(yeah, structures too, great right?) at its range for a 8 secs. And the best part is, you can still cast other abilities while this is activated.
We want to max Rammus' W first because it makes him much tougher, durable, and more damage. Maxing Rammus' E second will help your teammates a lot with that 3 second taunt. Max your Q last because only a little bit more damage's added when maxing this.
Max W first = more on jungling
Max E first = more on ganking
Rammus is a fun and tough champion to play. But even if he's one of the strongest tanks in the game, you should still choose the right masteries, runes, and items for Rammus. I hope following this guide will make you a ( atleast a little) better in playing Rammus, the armordillo.
Thanks to jhoijhoi for her Making A Guide...guide. And also to the maker of Guide Basics .
And also, a BIG and special thanks to Meiyjhe for helping me improve :)
I will continue updating, adding chapters(if necessary only), and making this guide better as often as I can. I will be glad to hear suggestions and constructive criticisms from you.
Thanks for reading!! ^_^
May 6, 2013
- Made a lot of revisions!
- Changed some runes, added and removed items, and others.
Don't worry, I only make revisions when I have proven them effective. And fortunately for Rammus, I have proven to myself that the info here's somewhat effective.
April 4, 2013
- Changed the masteries, and arranged some items.
- Changed ability sequence
- Changed marks
- Changed some descriptions and guide structure
April 3, 2013