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Jungle Rammus-Solo Ranked
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Spells:
Smite
Flash
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Introduction
Defense: 3/3 Hardiness, 3/3 Resistance, 3/3 Strength of Spirit, 3/3 Harden Skin, 4/4 Veteran's Scars
Utility: 3/3 Perseverence, 1/3 Good Hands, 4/4 Awareness, 2/2 Utility Mastery, 3/3 Meditation, 1/1 Blink of an Eye
Explanation:
0/16/14 is personal preference, but it's really strong. Having meditation keeps your mana up during long exhausting fights, and Blink of an Eye is critical since most plays will be made when you have flash up. Having an extra 48 HP to start off with Veteran scars helps greatly during level 1 fights, and extra HP is never a bad thing. Strength of Spirit gives you a considerably amount of HP/5 once you get your catalyst.
Utility: 3/3 Perseverence, 1/3 Good Hands, 4/4 Awareness, 2/2 Utility Mastery, 3/3 Meditation, 1/1 Blink of an Eye
Explanation:
0/16/14 is personal preference, but it's really strong. Having meditation keeps your mana up during long exhausting fights, and Blink of an Eye is critical since most plays will be made when you have flash up. Having an extra 48 HP to start off with Veteran scars helps greatly during level 1 fights, and extra HP is never a bad thing. Strength of Spirit gives you a considerably amount of HP/5 once you get your catalyst.
Your text to link here...Explanation:
The quintessences are meant for level 1 fights and overall survivability. Marks of Alacrity clears the jungle quicker than armor pen. Seals of Resilience to facilitate jungling, Seals of Clarity to help your mana pool during mid-late game, and Glyphs of Shielding help make you a monster late game.
The quintessences are meant for level 1 fights and overall survivability. Marks of Alacrity clears the jungle quicker than armor pen. Seals of Resilience to facilitate jungling, Seals of Clarity to help your mana pool during mid-late game, and Glyphs of Shielding help make you a monster late game.
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