Rammus Build Guide by TheWoWClown
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
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 / Cons
- 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.
- 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.
Viable Summoner Spells
Ignite: A damage over time spell that does a base amount of damage plus a certain amount of damage per level.
Exhaust: A spell that slows the enemy down for a certain amount and makes them take more damage.
Summoner Spells Cont.
Viable Summoner Spells Cont.
Flash: A spell that teleports you forward and through walls if they are thin enough
Heal: Heals you for a certain amount of health and more per level instantly.
Spells and Spell Usage
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.
// 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.
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 Tremors 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.
-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.
-Can jump into the battle from a bit away and can nuke damage without having to use DoT like Gangplank.
This is an extremely optional section to read. When ganking someone you are going to want to initiate with Powerball to knock them into the air. after that you should use Puncturing Taunt to ensure they won't run and than trigger Defensive Ball Curl and Tremors and watch the wreck happen. If they try to run when the taunt is done use Exhaust and Powerball to make sure they do not get away. If they are about to get away use Ignite on them to finish them off.
This build is amazing for tanking on 3v3's and 5v5's. You can use it to kill the baron, solo lanes against two people, or tank team fights. If you use this build you are ensured a fun time in any game mode. If you have a team that is pretty good, the possibilities are endless.
Please send in links to screenshots of your score using my build and tell me what you think.
(Self-Proclaimed "King of the Armadillos")
- Version 1.0.0 Released- Sept. 29, 2011
- Version 1.1.0 Released- Oct. 2, 2011
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
Fixed the uneven Summoner's Spells.
- Version 1.2.0 Released- Oct. 2, 2011
Added in the new Team Compilation layout.
- Version 1.3 Released- Oct. 4, 2011
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.
Redid the spells and spell usage section..
jhoijhoi's guide to making guides
ScriptKittie's Baby Rammus Picture
The_Nameless_Bard's Signature Shop. Where you can get amazing sigs for free.
If you want to start off as a tank, check out this guide made by Mastadog.