Rammus Build Guide by adayong
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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.
I ve finished AP Rammus today, and will update this with tank build explanation and jungle build explanation. Until they are done, you can read AP rammus. Thx for waiting ^^.
Till next Introduction, AP explanations. Introduction 1
First things first, DO NOT GO TO MID, OR JUNGLE OR SOLO with this build.
This is a build I have not seen before and shocked how people do not go AP Rammus. This is a build that you can provide an off-tank plus a great deal of damage.
So let me explain what maths shows us here, with Powerball You hit 300+%100 of ability power. If you follow this build you will have around 700 ability power and this means you deal 1000 damage with Powerball to the enemies in range. This effect slows the enemies %40 , You should use your ulti right here , the incredible amount of damage starts here. With Rylai's Crystal Scepter your ulti slows the enemy on each hit and doesn't let him escape. So when the ulti is done you will deal 1560+ (%240 of your AP) so 700x2.4=1400 , So 1560+1400= 2960, with the powerball's 1000 this is total of 3960 damage. Plus this is all Area damage..
Moving on with the Defensive Ball Curl and Puncturing Taunt if you use this on a specific hero, with the 150 base +120 armor from Defensive Ball Curl you have total of 270 armor and return 55+%10 of your armor which means 75 damage per second. Since your Puncturing Taunt lasts 3 seconds this means 225 damage.
So you choose one and deal 3960+225 damage to him, plus 3960 damage to Area which will lead you have a crushing amount of damage in team-fights. Not that you will deal this damage to all of the enemy heroes, but lets assume they all got caught to your ulti( Tremors)+ Powerball, you deal 5x3960=19.800 +225 damage that will lead you total of 20.025 damage(of course assuming enemies have 0 mr.) this will reduce a little bit but 20k damage in 10 seconds is beyond godlike in League of Legends.
Rammus receives 25% of his total armor as bonus attack damage.
This is simply the reason why you'd play Rammy.
Rammus enters a rolling ball state for up to 7 seconds, increasing his movement speed by 30% and then continues accelerating. Upon impacting with an enemy, all nearby enemies will be knocked back for an instant and be dealt magic damage. Additionally, targets affected by the impact will be slowed for 3 seconds.
This skill deals %100 Magic Damage, boosts you a lot of speed and slows enemies, both to chase, run away and with this AP build, great damage. 1st skill you should max(for this build only)
Rammus enters a defensive stance for 6 seconds, vastly increasing his armor and magic resistance and returning magic damage for each autoattack that enemies use on him.
This skill is the skill that makes you tank. with the additional armor and magic resist you are almost untouchable,even with AP build.
Rammus taunts a target enemy, reducing their armor and forcing them to attack Rammus for a few seconds.
Not much to explain, one of the best skills in game.
Rammus creates tremors beneath him for 8 seconds dealing magic damage to nearby units and structures each second. Rammus can move, attack and use other abilities while Tremors is in effect.
The biggest reason to go AP rammus, get all the kills in team-fight go for penta kills. Your enemies better have Flash or you will easily get penta kills in team-fights.
+Great Damage dealer
+Still half tank.
+Unpredictable Rammus build.
+Enemies can not escape once you caught 'em.
-Not effective until you complete Rylai+Zhonya.
-Slow until you get next to the enemy.
-Can be pwned by AP/carry if not close to him.
-People expect you to be tank and nothing else, so you better explain before the game starts. This will not change them whine about it anyways.
Early Game (1-8)
Start with a Doran's Shield or with Cloth Armor+ 5 health pots. Just last-hit creeps and try to farm, since you're not jungler,melee and not building ad/tank this will be the most difficult part to play for AP rammus. Generally hug the tower, and use your Powerball to get creeps.
It is better to go with a range hero to lane like Ashe, Graves etc. Do not involve 1v1 or any fights on your own unless it is %100 to get the kill. But help you teammate in fights, this doesn't mean leave them alone.
Do not rush attack when you reach level 6, look for ganks and aim to finish Zhonya or Rylai asap. You can use your ulti to get bunch of creeps these levels.
Mid Game (9-14)
This period of game, you should have finished your Rylai's Crystal Scepter + Ninja Tabi, if there is heavy AD harasser in enemy team , go for Zhonya Hourglass first. After you finished Rylai's Crystal Scepter, you are now a good killer. Take health pots to use after a fight since you're not building a tank that will provide you health regen or it is too early to go for Will of ancients look for the blue since your skills are kinda high-costed.
But since you have good AD from your racial, you kill the creeps with auto-attack and use your skills only to kill heroes.
The teamfights generally are started by Rammus, but not this time, so avoid going right into your enemies like 1v5. You are still strong with your Defensive Ball Curl and your armor from Zhonya's Hourglass your health from only Rylai's Crystal Scepter is not enough to cover you from all of them. But if there is not a tank in the team, you can be the one to start teamfights, use your Powerball right into them, taunt the AD carry get into Defensive Ball Curl and use ulti. They will try to flee away like hell but guess what? Rylai's Crystal Scepter. You will get double,triple or even quadra kills is possible like this unless you drive right into 5 all alone.
Late Game (14-18)
Late game is your most powerful period with this build. You are almost impossible to kill by enemy AD carries, and deal huge amount of damage. Only thing you should concern is the enemy AP Carries. You can pwn them easily on 1v1 with your taunt, but care them in team-fights and try to avoid their spells on you.
Core Item Explanation
The best boots for Rammus, armor and %10 reduced damage. But I always say that the boots are optional. Use Mercury's Treads if there are a lot disablers or heavy AP carries.
This can be your first choice, I generally do so. Slow your enemies with Powerball and Rylai's Crystal Scepter all together, use your ulti slow again. One does not simply run away from Rammus' Q+R+E+W+Q.
One that you should absolutely do for AP Rammus build, armor+ap the only thing you need to deal more and more damage.
All ap need this, no explanation needed.
AP with cooldown to mass your q and ulti all the time.
AP/Mr, plus movement speed plus deal your AP on next attack, since you taunt your enemies, after you taunt hit them twice! You can do A LOT combos with this item, hit your enemy with Q,and attack, E and attack, W and attack R and attack, and so go on...
I will explain this two together because you have to do both or none of these. This can be a replacement for Zhonya's Hourglass + ANY item you don't wanna do from core explanation except Rylai's Crystal Scepter. If you think you will lack mana go for Archangel's staff but boost it with Frozen heart to get mana+cooldown reduction and armor, this is also a good pair for Rammus (actually the best.)
So you can always swap with any of the items above.
If the enemy AP Carry is too annoying, this is a great item boosting you with MR, Hp and Mana. Also great to Block incoming spell in every 45 seconds.
This is acceptable if you wanna do incredible combos, boosts you with AP,mana regen and cooldown reduction. If you have this, start combos with deathfire grasp, and do this as the last item in the build since it deals %30 health, where you can deal the most damage and annoy the enemy tank/off-tank. Works great with Morello's Evil Tome
If you think you need spell vamp, it will do the job plus good to boost your AP in early game.
If you think you have too much gold, get this! It is incredibly good for you with both spell vamp+lifesteal, ap/ad boost and 300 damage also slow!
This item has EVERYTHING.
If you are just a bit fed in the early game, definitely RUSH this. Because you will be really hard to kill with your Defensive Ball Curl and you will still be half tank with these items, you will stack this to 20 easier than you think.
When you need Magic resist, go for it without thinking.
Best Spells for Rammus
5 ap/ad when on cooldown, useful in early game. 400 damage in late game, this is a spell when you wanna play aggressive, if you will play safe and defensive don't get this.
With the %35 boost from masteries, it gets incredible speed with your Powerball so, great to chase down and run away.
Best spell to run away for Rammy, flash away, use q and get rid of the danger.
It is not acceptable if you are not playing draft pick and see some strong AD enemies, but when you are sure there is Ashe etc. Get this and use it on him in teamfights.
Same with exhaust, if you are not playing draft pick and can't see enemy, but if you are playing on draft pick and see some CC queens like Alistar get it.
Magic penetration is what you must get if you are AP.
Best rune for Rammus. Get armor, get survivability and change that into AD.
You need this for some early-game harass with Powerball.
Again the magic penetration for AP, no reason not to get it.
If you will get this, complete the whole AP runes and get , and to get high AP in early game. Otherwise Follow the classic build.
With AP Rammus, best masteries you can go is 21/9. Definitely get armor from defense and go for the AP boost. If you will be an AP Rammus, this is not optional to do 21/9.
Don't try to whine like an AP Rammus will never work etc. before you try coz this WORKS. I ll be happy to get feed-backs and the games you had with this build, I'll post em here with your name to show people it really works and an AP rammus would really be a pain in the ***.
I hope you like this build ^^ and I'll be happy if I see some AP Rammus in the games I play.