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Rammus Build Guide by TheWoWClown

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Not Updated For Current Season

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League of Legends Build Guide Author TheWoWClown

Armadilla' Killa'(Damage Based Offtank)[Reborn]

TheWoWClown Last updated on June 11, 2012

Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

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?



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Pros / Cons

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.



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Masteries

Masteries
3/1
1/4
4/1
1/3
3/2
3/2
3/3
3/1
4/3
3/3
1/1
1/1
The masteries of my build are mainly focused in on defense and the reduction of damage, with 9 points in Offense so I can get the Burning Embers buff to myself.I maxed out defense for the 4% less damage taken, and increased armor and physical damage blockage.



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Runes

Marks

Greater Mark of Healthx9

Seals

Greater Seal of Magic Resistx9

Glyphs

Greater Glyph of Healthx9

Quintessence

Greater Quintessence of Magic Resistx3


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.



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Summoner Spells

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

  • Does major damage in the beginning.
  • Easy to get an enemy that is running away.

Cons

  • Becomes fairly useless late game.
SPACE
Exhaust: A spell that slows the enemy down for a certain amount and makes them take more damage.

Pros

  • Great for ganking.
  • Easy to catch your opponents running away.

Cons

  • Can easily miss and hit a different target.
  • Has a high cool down.





Guide Top

Summoner Spells Cont.

Viable Summoner Spells Cont.


Flash: A spell that teleports you forward and through walls if they are thin enough

Pros

  • Great for catching enemies
  • Easy to get away by going through a wall.

Cons

  • Can point at a part of a wall that is too thick and not go through it.
SPACE
Heal: Heals you for a certain amount of health and more per level instantly.

Pros

  • Great for living through a team battle.
  • Easy to get away by healing and throwing on Powerball.

Cons

  • Later in the game it doesn't do as much when you have more health and the enemy does much more damage.





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Spells and Spell Usage

Powerball
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 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 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.



Guide Top

Core Items


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.



Guide Top

Tank Items


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.


Guide Top

Damage Items


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.


Guide Top

Baby Rammus

Thanks to ScriptKittie on Deviantart for the picture.



Guide Top

Team Compilation

Laning Partner

Pros

-Can do a lot of damage.
-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

-If you or your teammate end up alone you are basically dead as neither in the pair can 2v1. Though you can both own in a 1v1.
SPACE

Pros

-Can do a lot of damage.
-Can jump into the battle from a bit away and can nuke damage without having to use DoT like Gangplank.

Cons

-Jax will outshine you majorly in damage and might end up getting most of the kills so communicate so you both get equal payout.


Guide Top

Ganking

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.



Guide Top

Summary

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.

-TheWoWClown
(Self-Proclaimed "King of the Armadillos")



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Proof That It Works



The End


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Future Additions

  • Seperate pictures library and links.
  • Youtube videos.


Guide Top

Changelog

  • 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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