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Rammus Build Guide by N.E.X

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League of Legends Build Guide Author N.E.X

HYPERTANK BUILD: JUNGLE RAMMUS ULTIMATE TANK

N.E.X Last updated on June 6, 2016
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Ability Sequence

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

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 0

5/
Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
5/
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
1/
Perseverance
 
 
 
 
 
Swiftness
 
 
5/
Legendary Guardian
 
 
 
 

Resolve: 18


Table of Contents
Guide Top

Introduction

Rammus is the best tank you can play due to his passive and abilities. He does so well in team fights but sadly, tanks aren't played a lot now. OK ENOUGH SH*T LETS GET ON WITH IT


Guide Top

Abilities

Passive: spiked shellInfo:Rammus gains additional damage as his shell becomes reinforced, converting 25% of his Armor into Attack Damage.
Thoughts:So building tank on him is a no brainers job.

Q: Powerball
Cost: 60/65/70/75/80 Mana
Range: 300
Info:Rammus accelerates in a ball over 7 seconds towards his enemies, dealing 100/150/200/250/300 (+100% Ability Power) magic damage to nearby enemies on impact, knocking them back, and slowing them by 20/25/30/35/40% for 2 seconds.Activating Defensive Ball Curl(W) will remove this effect after 1 second.
Thoughts:you will want to max this last because the only use for this is entering team fights and clearing jungle camps.

W:Defensive Ball Curl
Cost: 40 Mana
Range: 300
Info:Rammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 40/60/80/100/120 and returning 25/35/45/55/65 (+10% Armor) magic damage to attackers.This ability gains damage equal to 10% of Armor.Activating Powerball(q) will remove this effect after 1 second.
Thoughts:This ability is vital in team fights if you want to last long so max it first.

E:Puncturing Taunt
Cost: 50 Mana
Range: 325
Info:Rammus taunts the enemy champion or monster into a reckless assault, reducing their Armor by 5/10/15/20/25 and forcing them to attack Rammus for 1.25/1.5/1.75/2/2.25 second(s).
Thoughts:This is how rammus make so many sick plays. Just use this when your enemy's trade and laugh your *** off on how easy the trade was.

Q:Tremors
Cost: 100 Mana
Range: 375
Info:Rammus creates tremors beneath him, dealing 65/130/195 (+30% Ability Power) magic damage every second to nearby units and structures for 8 seconds.
Thoughts:Just max this as soon as possible. this will help a lot in team fights.


Guide Top

Spells

flash: basically an escape.

smite:basic jungle needs.