Rammus Build Guide by Death_possum

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League of Legends Build Guide Author Death_possum

Deaths' Jungle Rammus

Death_possum Last updated on December 27, 2011
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Team 1

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 0

Honor Guard

Defense: 21

Strength of Spirit

Utility: 9

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Hello all! I bought Rammus for dominion during the beta (of dominion), before he was nerfed, and I hadn't used him for a while and I decided to try to jungle. I found I loved it and I was going really quite good with it, so I decided to make this guide! Enjoy.

Some things to cover:
  • Rammus helps his team a ton more in a jungle than in a lane, his amazing ganks due to his Powerball and Puncturing Taunt.
  • Rammus Was designed to tank, so thats what he should be doing, and thats what this build has in mind.

For your information, the second guide is for the other build possibilities.
And I would request that you would be kind enough to try this build and guide before down voting. Im open to suggestions so please suggest in the comments!

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Rammus's lore:

Ravaged by Rune Wars long past, the lands south of the Great Barrier are wrecked by chaotic magical storms, leaving the grasp of nature's rule tenuous at best. While abnormal flora or fauna are the norm rather than the exception in these ruined areas, perhaps none is more curious than the case of Rammus. While no one is entirely certain why an armadillo from the Shurima Desert crossed the ***ungu Jungle into the Plague Jungles, Rammus made just such a journey. There, amongst the twisted vines and festering rot, he came across an oddity - a healthy evergreen hedge maze, stretching as far as the eye could see. As he explored the maze, something compelled him toward its center - a light, a presence of some kind. As he drew closer, the light surged, blinding him and knocking him unconscious.

When he awoke, Rammus' whole world had changed. The maze had vanished and he felt truly cognizant for the first time in his otherwise unremarkable life. As his predicament dawned on him, Rammus had a moment of panic. As he trembled, the earth around him began to shake, the intensity increasing until he managed to steady himself. As the quake receded, Rammus arose and left the Plague Jungles in search of others like him. His search brought him across all the lands south of the Great Barrier, but everywhere he went, he was unique.The hardships of this sojourn inspired him to craft the suit of armor that would earn him the title of Armordillo. Rammus' quest eventually drew him to the only place where a sentient armadillo is less than confounding - the League of Legends.

''I've seen a lot of things, but this... this is a first.'' - Ezreal, the Prodigal Explorer, after first meeting Rammus

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Pros / Cons

  • Fast jungle
  • Incredibly tanky
  • Amazing ganks
  • Can do allot of damage
  • Can save teamates
  • Has a built in Thornmail with his Defensive Ball Curl
  • Is pretty much a turtle.
  • Hard to completely master
  • Anti CC's such as Tenacity and Ionian Fervor can be extremely annoying
  • In Draft or Ranked he is more likely to be banned than other champs
  • Can be quite vulnerable without Defensive Ball Curl
  • His dance isn't amazing :'(

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With the masteries of 0/21/9 take everything that reduces damage, this means you can jungler faster with less consequences on your health and taking Summoner's Resolve means you can get some extra gold from using smite.

Taking Improved Recall also helps with jungle speed and ability to assist the team, though you could take Summoner's Insight if you so wished.

Other choices:

0/13/17 Is another set of masteries you can use, this way you gank earlier with taunt, though it trades out for defense, this set of masteries also helps with gold as it gives an extra 2 gold per 10 seconds. As I said above, you could also take Summoner's Insight in place of Improved Recall

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Greater Quintessence of Health

Greater Glyph of Magic Resist

Greater Seal of Armor

Greater Mark of Attack Speed

These are the runes I recommend, feel free to make changes and suggest changes in the comments.

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Summoner Spells

You should always take

This makes for allot faster jungling, and an ok gold source. It is also good for stealing enemy buff's and even baron or dragon. I strongly recommend taking this always.


I use this over Ghost, for the jumping over walls, you can also use this to jump over minions in the middle of Powerball to get an enemy champion.

Since Rammus is very fast with his Powerball this can be used to get anywhere very fast, though it's not as good at escaping as Flash purely because you don't jump away Immediately.

This is especially useful when it's late game and your extremely tanky, as you can surprise an opponent by healing at the last second.


This can be very useful to gank and defend or push. For ganking you can teleport into a bush via a ward and gank.

This is only plausible if you take Summoner's Resolve in my opinion, though that speed boost with shurelya's reverie and Powerball can get you across the map very fast, and can startle the other team that your back.

This isn't very useful, as I find with Rammus you either leave someone on about 1/4 health or above, or they die.

Again this isn't that useful, as Rammus can't chase and do damage at the same time very well, though it would be useful if you had someone like Master Yi with you.

I would say this is the least "viable" option out of this section, you should have blue buff most of early and mid game, so you shouldn't need this.

Useful for those annoying CC's especially if you bought ninja tabi.

Do not take!

This has quite a big cooldown, and you could heavily benefit from something else, also attack speed and AP isn't SUPER helpful for Rammus, especially late game.

This is only really useful early game in my opinion, since late game the minion is quickly killed. Your also jungling so you wont be in lane much early game to use it.

This is for dominion only and this is not a dominion guide.

Leave this to your support

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Ability Explanation

  • Spiked shell: This gives Rammus more damage the more armor he has. For example, if Rammus has 100 armor he would get an extra 25 damage.
  • Powerball(Q): This you your main chasing, escape and all round getting round skill. It gives you a massive speed boost, and has some ok damage on it - Use this whenever you can.
  • Defensive Ball Curl(W): This is Rammus's built-in Thornmail, even against champions who don't do allot of physical, or auto-attack damage like Ryze it is extremely good, as it returns a set amount of damage, it also gives him a very nice boost to his armor, and hence damage - Use this whenever in combat.
  • Puncturing Taunt(E): Maybe Rammus most annoying ability, and called "OP", this allows Rammus to stop champions running, or even saving your teammate, it also reduces armor - Use this whenever in combat if you feel safe doing so, even when jungling, for the armor reduction. This is also amazing at suppressing mages, because they just auto-attack while taunted.
  • Tremors(R): Rammus's ultimate, good at clearing minion waves, getting kills or pushing towers - Use this when ever you need to do any of the formerly mentioned things.

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Ability Sequence Order

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


You want to max out Defensive Ball Curl first for defense, a boost of armor and damage. Then you want Puncturing Taunt, so you can save teammates, or grab a kill easier. And finally you want to max Powerball last, as it levels up the speed boost doesn't increase and the damage isn't amazing, so we max it last. Of course you take Tremors whenever you can.

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A note: The first build contains a balanced build, if your versing a balanced team I recommend using that.

Starting items/Early game items

For armor for early jungling, builds into your Aegis of the Legion.

x5 I'm sure I don't have to explain.

You need some speed early on.

Philosopher's stone For some extra health and mana regen, makes you more sustainable over time, also for GP10.

Nice boost of health and some more GP10

Your first real "tank" item, it also supports your team with it's passive. It brings a nice balance between health, armor and MR.



These are most useful, whenever there is a bit of CC in the game, without them you get hindered extremely easily.

Useful if the opposing team have a few auto-attackes and not much CC, like Master Yi or Tryndamere.


Very useful for getting to places fast, that's about it.

A nice speed boost like Boots of Mobility but constant speeds.

Not viable

These aren't that useful since Rammus doesn't benefit from attack speed a whole lot, especially late game.

Rammus is not a mage. 'Nuff said.

Rammus doesn't have massive cooldowns, but if you really want to spam, I suppose you could take these, but I still don't think they are viable.

Core items

Your boots, whatever ones you choose.

Shurelya's reverie This, I never sell, it is an amazing item, purely for it's active, it can support your team with a speed boost to run, get somewhere, chase, or just get you one of those. Use this whenever possible.

Click here or see Situational items for the rest

Final items

One of the few definite items that you get later. Only if the opposing team is 4-5 magic damage champions should you change this out for a situational item.

Amazingly useful, especially since when you get it last, you should be tanky enough to tank at least one champion for a while. I would not recommend getting this if you are being completely smashed, though I would doubt you would get to this item if you are.

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Situational items

This part is an extension of the core build part of items, since I do not have a full set of "set" core items.


I will just say, don't get this if the enemy team has 1 or less magic damage champions.

Again, I will just say, don't get this if the enemy team has 2 or less physical damage/auto-attack champions, I say 2, because there are other items that can do half of it and protect against magic damage better like Sunfire Cape.

Get this if you want some extra armor and health. Useful is the enemy team has more physical damage than magic damage champions.

Get this if you want some more damage and health, useful if there are reasonably squishy champions and a mix of magic and physical damage champions.

Not recommended

Useful if you need some more MR and CC's are getting annoying.

Really only useful if the enemy team has a very even mix of magic and physical damage champions.

I think this is the least-useful item out of this section, as late game you don't need mana, you can get the armor from a thornmail, and the CDR isn't really needed. Although if the enemy team is heavy physical damage and you already have a thornmail, you could choose to get this.

Useful is ALLOT of CC's are annoying you, you can just wait until they are all on you and then use it, though I prefer Banshee's Veil.

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Teamfights/Taunt chart

In teamfights, Rammus should initiate, unless you have Amumu as I think he is the best initiator in the game, thought if he can't Rammus should.

Rammus should be in the middle of the battle using all your skills, below is my small guide to teamfighting/initiating skills.
Use Powerball to initiate, and if you don't initiate use it anyway. Then activate your Defensive Ball Curl and Puncturing Taunt someone at the same time, also use your Tremors. After that you pretty much just spam.

Protect your squishies, especially your carry. Here is my taunt list (who to taunt over others).

1. Massive auto-attack damage dealers, like Tryndamere, because they can be extremely damage to your team.
2. AP Carries, like LeBlanc or Ryze, this means they can't use their spells for a few seconds and they take allot of damage if you and your team actually attacks them.
3. Carries like Gangplank who don't auto-attack but do ALLOT of damage.
4. Other non-tank damage dealers, like Akali, she can be a carry but nukers are more dangerous.
5. Supports like Sona or Soraka, these are usually squishy so they are easy to take out and stops healing/damage however small or big it may be.
6. Tanky DPS like Irelia or Nasus, these guys can do damage, and might not be as tanky as full tanks.
7. Last but not least, tanks, like Rammus or Amumu. I think this is self-explanitory.

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While making this guide, I came up to this point and I didn't know how to start, so I decided to think about it over night, and it's christmas day here, and I still have no idea how to start it, so i'll start with the jungle route Pre-jungling options and go from there.

Pre-jungling options

Note: Pictures will be below if you only need the route and not the whole deal.
So, when you start the game, before you buy items, you need to check if the opposing team has a jungler, if so you want to decide if you want to gank him. If you do use the starting of the second build what is; Cloth Armor, 2x Health Potion & a sight ward, you will want to buy as fast as possible, then rush to wherever the enemy jungler starts, there will be a list of where junglers usually start where below.
You will want to place the sight ward so you can see the monsters they are starting on, but you also want as much vision as possible (Picture below). After that, you can choose to plain out gank him with your team and grab a kill, you could wait for them to nearly kill the monster and Smite it, or you could do both. After you have done this, if you do, just start your jungle.

Jungle route

Note: Pictures will be below if you only need the route and not the whole deal.
  • (Blue Golem) To start off, you'll want a leash, and maybe protection if you want it. So start hitting it, when it starts attacking you, use Defensive Ball Curl and keep on hitting it, you will probably want to pop a Health Potion unless you have a strong leash. Use Defensive Ball Curl if it comes off cooldown while your still fighting it, you should kill the small lizards without hitting them before you do the blue golem, when the golem is at around 400-500 health Smite it for instant kill.

  • (Wolves) Next, Powerball to wolves, then use Defensive Ball Curl and kill the big one first. I normally pop another Health Potion here.

  • (Wraiths) Again, Powerball to wraiths and focus the bigger wraith, you should be using defensive bull curl again, and the small wraits should be dead or near death without you hitting them. Again, I normally pop another Health Potion here.

  • (Red buff/Small golems) If Smite is off cooldown, take red buff, if not move to small golems.

  • (Small golems) Powerball to the small golems, attack the smaller one and Defensive Ball Curl and keep attacking, you should Powerball once more when it becomes off cooldown, and use Defensive Ball Curl if you want. You should pop another Health Potion here.

  • (Red buff) Powerball to red buff, and use Defensive Ball Curl, again just focus the big lizard, and smite it when it's around enough health to one hit with your Smite (You can check by hovering over smite and checking how much damage it does). I normally pop my last Health Potion here. If you didn't do the small golems, go and do them, if you aren't using the alternate masteries, you'll need to do wraiths before ganking, so you can Puncturing Taunt.

  • (Ganking) I'm putting this in the Jungle Route section, because I always gank at the same point my route. So, you should be level 4 by now and have Puncturing Taunt, I normally gank mid lane first as it's the closest, if another lane desperately needs help, help it. When you are ganking, start Powerballing before you leave the brush, so you have some speed, Powerball to the enemy champion(s) and hit them, Puncturing Taunt them and use Defensive Ball Curl, and start auto-attacking them, with friendlies helping, you should take them down, if not, leave and gank another lane or push that lane.

  • (Post-Gank) After ganking, I usually don't go back to full on jungling, I just continue ganking, invading the enemy jungle and I only go back to the jungle to take Blue buff and Red buff.


There will be not pictures for this section

I have't tried these, so they are all just in theory.

The only alternate jungle routes, I can think of, is start Red buff and move to Small golems/Wraiths and move from there. I wouldn't recommend not starting blue, as Rammus has some mana problems early game.

You could start Small golems>Red buff>Wraiths>Wolves>Blue buff. Or Wolves>Wraiths>Small golems>Blue buff>Red buff.


Where to ward if your invading before jungling:
Jungle routes:

Video of the jungle route and a jungle invasion:

Sorry for the res, I don't know what happened.
And the full replay of that game (Click here).

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Enemy jungler starts

Some of these may be wrong, these are just to my knowledge, so please inform me if they start somewhere other than I have put down.


Ezreal - Blue buff
Lee Sin - Blue buff
Nunu - Blue buff
Shaco - Blue buff AND/OR Red buff
Akali - Blue buff/Small golems
Alistar - Blue buff
Amumu - Blue buff
Skarner - Blue buff
Veigar - Wolves
Malphite - Blue buff
Maokai - Blue buff
Cho'Gath - Small golems


Nunu - Blue buff
Cho'Gath - Small golems
Alistar - Blue buff
Volibear - Blue buff
Amumu - Blue buff
Shen - Wolves
Rammus - Blue buff
Malphite - Blue buff
Maokai - Blue buff

DPS (not AP)

Volibear - Blue buff
Skarner - Blue buff
Shaco - Blue buff AND/OR Red buff
Ezreal - Blue buff
Lee Sin - Blue buff
Akali - Blue buff/Small golems
Blitzcrank - Blue buff
Caitlyn - Blue buff/Small golems
Gangplank - Blue buff
Jarvan IV - Blue buff
Jax - Blue buff
Master Yi - Small golems/Blue buff
Nasus - Blue buff
Nocturne - Blue buff
Olaf - Blue buff
Riven - Wolves
Shyvana - Blue buff
Trundle - Blue buff
Tryndamere - Small golems
Udyr - Blue buff
Warwick - Blue buff
Xin Zhao - Blue buff

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I thank you for getting to this point in my guide, if it helped or you liked it, I would appreciate an upvote. And if your downvoting, please tell me why so I can improve!

If there is anything wrong/needs to be added/needs to be removed, please don't hesitate to tell me in the comments, I'm sure I've got some grammar or spelling wrong, and although I'm from New Zealand, I've done everything the american way (I think), so it would be nice if you told me so I can fix it and make my guide better.

So please post your thoughts in the comments! Also thanks to jhoijhoi for the "Making a guide" it helped allot!

Thanks for reading!