Rammus Build Guide by AceofFate

Not Updated For Current Season

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League of Legends Build Guide Author AceofFate

AP rammus?

AceofFate Last updated on September 20, 2011
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Build 1 (Cheat Sheet)

Champion Build: Rammus

Health 3268
Health Regen 14.9
Mana 1799
Mana Regen 9.9
Armor 248.4
Magic Resist 174.500054
Dodge 0
Tenacity 0
Movement Speed 335
Gold Bonus 0
Attack Damage 113.02
Attack Speed 0.861
Crit Chance 0%S
Crit Damage 0%
Ability Power 314.85
Life Steal 0%
Spell Vamp 0
Armor Penetration 0
Magic Penetration 7.83
Cooldown Reduction 0%


Recommended Runes



Ability Sequence

1
3
5
7
9
Ability Key Q
4
12
14
17
18
Ability Key W
2
8
10
13
15
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

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
3/
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

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

Utility: 0

Guide Top

Introduction

hey I'm Ace of Fate and this is my take on Rammus. Why AP Rammus? many reasons sir AP rammus brings a whole different skill set to raamus instead of stacking armor you mainly stack health and AP along with the all important Armor items that we cant resist. the reason why i decided to play as AP Rammus is because Rammus felt kinda like a push over kind of character like he was cannon fodder, but with this build your able to tank do damage be an assassin and carry a good amount all in one build. But lets be real for a sec i believe that this build allows people to get the most out of Rammus.


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Runes

I choose runes that would allow Rammus to fully tank but at the same time give him some damage and beef early game.

Greater Mark of Magic Penetration there you standard marks and best for anyone that uses AP.

Greater Seal of Armor these give you some straight up armor so you dont get harassed as much in lane because early game(1-6) rammus is not the strongest.

Greater Glyph of Scaling Magic Resist same reason as seals.

Greater Quintessence of Ability Power This give you your early game harass since Powerball has a 1:1 AP ratio this just give you that extra damage that can burst your enemies hard.


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Masteries

Quite simple masteries go 9/21/0 getting most of the usual tank Masteries and then doing for that little extra AP in the Offensive tree.


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Items

Core build




Rod of Ages this is your bread and butter next to your boots it gives you a large chuck of Health AP and Mana to sustain you in lane.

Boots of Mobility I choose these boots because this gives you your capability to be an assassin hop in one of those river bushes wait a few seconds pop Powerball and off you go to gank the middle lane.

Moonflair Spellblade this is such a nice and unique item for Rammus it gives you that all important tenacity which every tank needs plus 50AP thats 50 more damage to your Powerball all for 1200g yeah ill take it anyday.

Thornmail Do i even need to say why i get this? 100 armor for those pesky AD carries and it synergizes so well with your Defensive Ball Curl

Abyssal Scepter now this item i was questioning but after thinking it through and testing it out ive decided to keep this in the core build. 1. It synergizes well with your ult Tremors. 2. It seems like an item most AP tank should have because as a tank you initiate and if you have any AP carries it allows you to sink into the negative Magic Penetration area which is exactally where you wanna be, and 3. its more AP at a cheap price so this one makes my list.

Last but not Lease is Rylai's Crystal Scepter is the icing on the cake not only does it give you extra health and AP is give you a slow to your spells by 35% on top of your Powerball it reduces it by an amazing 95% (note i have not gone into game a tested it yet BUT STILL!!)


Optional items



is quite viable if you want more AP and some extra armor for the AD's on the other team. I also like to get this and hop into a fight pop my ult then pop the active on it. Works quite well.

if they are stacking some serious Magic Resistance.

if you want some Cooldown Reduction, AP and Mana Regen but i dont see it being all that viable.

if you wanna hit even harder and carry even more!


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Summoner Spells

My choice in summoner spells is Teleport and Flash

Teleporthelps for quick tower pushes and tower saves because of his ult Tremors, Rammus is amazing at killing tower because it does damage to them as well and because of his Puncturing Taunt and Defensive Ball Curl no one wants to attack you or tower when your near it.

Flash as well all know this is the best summoner spell in the game, but that not why i want to get it. The main reason why is because it is great for chasing enemies. What you do is pop your Powerball in the bushes, charge at them. There first instinct is to hide behind minions all you do is pop flash and BAM! your behind them and now they are screwed.


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Summary

In General i believe that Rammus is a much more valuable asset to the team as Tanky AP then the standard Tank/AD character. Feel free to rate and comment Iam open to all suggestions at this point because he is such a new breed of tank as far as rammus goes.