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Spells:
Ignite
Exhaust
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Introduction
Okay so we all know you are here to learn about Rammus. Now I could sit here and tell you how I think the lore should be and how I think he is a descendant of Bowser, but that won't get either of us anywhere. My goal is to have you be a master at Rammus by the end of this guide. This guide is a basic offtank, damage based guide. It will let you take a lot of damage while still dealing it out. So lets get to work shall we?
Pros
- Can take a lot of damage.
- Does a lot of damage late game.
- He has a lot of spells to stay alive.
- He has a lot of health and armor.
- It is easy to get out of a gank with Powerball.
Cons
- Cant do much damage in the beginning of the game.
- Is fairly easy to kill until he gets his Thornmail.
- If he is stunned or slowed in a gank he is fairly helpless, especially if multiple enemies are there.
Marks
Seals
Glyphs
Quintessence
My runes are based mostly on extra health, with the other ones being armor. These help you build your tankiness and basically increase your overall survivability on the battlefield.
Viable Summoner Spells
Ignite: A damage over time spell that does a base amount of damage plus a certain amount of damage per level.Pros
Cons
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SPACE |
Exhaust: A spell that slows the enemy down for a certain amount and makes them take more damage.Pros
Cons
|
Viable Summoner Spells Cont.
Flash: A spell that teleports you forward and through walls if they are thin enoughPros
Cons
|
SPACE |
Heal: Heals you for a certain amount of health and more per level instantly. Pros
Cons
|
Rammus rolls into a ball and rolls, accelerating,until he hits an enemy. It knocks them up and slows them down.
This ability is your staple at the beginning of the game. It will not only let you do damage to your opponent, but also knock them up, letting you or your lane partner get the kill. You can also use this to initiate team fights, or to gank to catch the enemy off guard.
Defensive Ball Curl
Rammus curls into a ball, reducing incoming damage.
This ability is used in team fights to increase your survivability. You can also use this whilst running away so that you will not die. While in a team fight you can use this after using [Tremors] to do a lot of damage without taking a lot. Use this ability as much as possible to stay alive.
Puncturing TauntPuncturing Taunt
// Causes the enemy to attack you.
Use this in team fights to take damage off of teammates, but also while under towers to make enemies take a lot of damage, so you can get the kill on them. You can also use this to ensure that enemies don't get away while you are fighting them.
Tremors
Does AoE damage to all enemies in the surrounding area.
Use this spell in combination with Puncturing Taunt and Defensive Ball Curl to maximize effectiveness in any kind of fight. It is your main damage, and you should use it whenever it is up, or you deem necessary.
The spells are meant to optimize ganking and team fighting by maximizing damage output, while being able to take a lot of hits. The Powerball spell is useful for ganking, or just attacking someone. It is also useful when you are in a team fight to knock all of the enemies around you into the air and slows them down for an amount that scales every time you upgrade it. The Defensive Ball Curl is useful for tanking in a team fight, and in a 1v1. This can be used in jungling to stay alive while fighting the buff monsters. Puncturing Taunt can be used in a team fight to keep someone from running, or in a 1v1 for the same reason. This spell is very useful to use on someone who is attacking a turret to make them take detrimental damage from the turret. To assure the kill you can use exhaust so they take even more damage from the turret and gives you time to use powerball to charge them. The last spell is Soaring Slam which can be a key component in your fighting, as it is the only one of your spells that directly does damage. You can use this in a team battle to damage all enemies around you and maybe even picking up all of the kills(though your teammates might rage a little.)It can also be used in a 1v1 to insure that you live and your enemy does not. All of your spells work perfectly together to make a ganking or fighting machine.
Thornmail is an extremely important part of your build. It will deal 30% of damage that is done to you, back to the attacker.
Guardian Angel will keep you alive longer by giving you a lot of armor, and also letting you come back to life and get away, or finish off the enemies and get the kills.
Atma's Impaler Increases your armor, and critical strike, while also healing you, when you do physical damage. This is great for this type of build, as it lets you heal while in a team fight, to survive longer.
Warmog's Armor is great if you want to make it a full tank because it will give you a lot of health and health regeneration.
Frozen Mallet will give you a lot of health, but also a little extra damage, and it slows thttp://edge2.mobafire.com/images/insert-chapter.pnghem down for 40% when you hit them.
Sorcerer's Shoes Are good for giving you magic penetration and some movement speed.
Infinity Edge Will give you a lot of damage, and that is really it's main purpose in this.
Phantom Dancer is a great for giving you increased attack speed, while giving you more movement speed, increasing your maneuverability.
Laning Partner
Pros-Will be able to pick up the slack in your lack of damage towards your enemies, if you can take enough damage to keep you both alive. Cons |
SPACE |
Pros-Can jump into the battle from a bit away and can nuke damage without having to use DoT like Gangplank. Cons |
Please send in links to screenshots of your score using my build and tell me what you think.
-TheWoWClown
(Self-Proclaimed "King of the Armadillos")
- Version 1.0.0 Released- Sept. 29, 2011
- Version 1.1.0 Released- Oct. 2, 2011
Changes
Added in the new Summoner's Spells system.
Added Sources Section
Added coding into all Champion Names, Item Names, Spell Names, and Rune Names.
- Version 1.1.2 Released- Oct. 2, 2011
Changes
Fixed the uneven Summoner's Spells.
- Version 1.2.0 Released- Oct. 2, 2011
Changes
Added in the new Team Compilation layout.
- Version 1.3 Released- Oct. 4, 2011
Changes
Added in the new item layout.
Changed the runes of the build.
Changed the rune section to match the new runes.
- Version 1.4 Released- June 11, 2012.
Changes
Changed items.
Redid the spells and spell usage section..
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