Rammus Build Guide by Crows
Champion Build: Rammus
| Health | 3768 |
| Health Regen | 31.9 |
| Mana | 1149 |
| Mana Regen | 18.9 |
| Armor | 370.87 |
| Magic Resist | 181.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 405 |
| Gold Bonus | 10 |
| Attack Damage | 113.02 |
| Attack Speed | 0.861 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 11.52 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Rammus is probably the best or one of the best tanks in the game. He has two crowd control moves, the highest mobility, and the most innate defense. He also is one of the best junglers in the game (fast clears and good ganks). And, to top it off he does absurd damage with this build.
I suggest anyone who wants to play Rammus read this guide also. It's honestly the best guide around for lane rammus - it's the guide that I learned Rammus from. The only thing is its jungle section is a bit lacking, which is why I made this guide. My in game name is Crowcide, if you have any questions feel free to hit my up in game or leave a comment.
Also this guide IS NOT intended for high elo play. If you are above 1400 elo you can probably figure out to play rammus yourself. I've played rammus at every elo from 900-1500 and i'd say this build is what work best verse people bellow 1300. For example opening
Thornmail will probably get you some early kills if you are 1100 elo or in a normal game, it won't if you are 1550.
P.S.: If you like this guide check out my jungle Nautilus guide, he's an exceptionally strong and understated jangler.
Updates:
-Guide is now finished-
3/20/2012 - Rammus nerfed again! Hit to his base stats will be fairly significant at lower levels. I recommend be more cautious in early ganks.
2/29/2012 - #1 Rammus guide on moba! Thanks for all your support guys
2/15/2012 - Rammus nerf! It's not that bad though.
1/31/2012 - updated items and item section.
1/27/2012 - add a counter jungle section.
1/25/2012 - added a ward section, updated items.
1/19/2012 - preliminary update, I plan on adding a play style section soon that will cover: ganking, ability mechanics, warding, and tanking tips
1/18/2012 - received some great tips from The Brothers' Guide Reviewing Shoppe, will be implementing them over the next few days
1/10/2012 - updated masteries: dropped
Honor Guard
for
Durability
and
Veteran's Scars
1/08/2011 - looking for feedback on
Warmog's Armor verse
Aegis of the Legion
1/06/2011 - Broke 80%!
1/02/2011 - At a good suggestion from VirTuZ updated jungle path, used JHOIJHOI guide to improve aesthetics.
12/31/2011 - Added Discussion section, summoner skills, runes and masteries.
12/26/2011 - Added respawn times.
12/12/2011 - Updated jungle path to include getting blue stolen. Corrected some grammar and spelling
12/6/2011 - Finished update for new jungle; added to item section
12/5/2011 - Started update for new jungle
Pros and Cons:
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Pros -Crazily high effective health -Very fast jungle clears (3:50ish seconds to reach lvl 4) -Super high damage for a tank (I often out kill and out damage carries) -This build gives you lots of free gold -Can tower dive early -Great team utility |
SP |
Cons -Incredibly blue dependent, especially early -Steep learning curve to jungle Rammus -Very dependent on teammates, like all junglers -Very dependent on teammates, like all tanks -Weak against counter jungles before lvl 6 -Trouble taking early dragons |
Introduction to Jungling and Tanking:
In order to understand this guide (I bet you're wondering why a tank would ever take armor penetration runes?) you need to understand two concepts, jungling and tanking.
Jungling:
Why Jungle? There are a few reasons. First it's extra gold/xp overall for your team - top gets all the gold and xp to himself. Also it's much more flexible. In a game without a jungler on your team it's 1v1 or 2v1 on top, 1v1 in mid, and 2v2 on bottom. This means that every lane is balanced or if their top is 2v1 he will just play defensive and tower hug. With a jungler you are free to turn that 1v1 mid or 2v2 bottom into a 2v1 or 3v2 unexpectedly. This often picks up kills.
Good jungling champs have 3 things:
- Gank: Junglers need to be able to gank. If you don't gank as a jungler you are worthless to rest of your team. Also junglers typically make less gold off their CS than someone who can last hit well. This means that you need to make up that gold with assists and kills.
- Clear Speed: Clearing faster means you can spend more time being beneficial to your team or making the enemies life miserable. Faster clear means you gank more often, cover lanes more, or steal their jungle better
- Sustain: One of the differences between jungling and laneing is that junglers take a lot of damage. Many junglers mitigate this by healing as they kill. Rammus works different, he just gets so tanky he can ignore the pokes from neutral monsters.
Tanking:
Tanking can really be broken down into three parts: drawing agro, not dying, fight control.
Rammus is great at not dying, he gets 120 armor and mr from
Rammus draws agro in three ways. First he initiates. Simply running in first often picks up a bunch of damage and abilities that would be used on other champs if you didn't take them. Second he has lots of CCs:
Fight control for a tank extremely important. It means protecting the champions on your team who have little defensive stats, disabling their hardest hitters, and drawing their chamnps who lack defense out of position so your team can kill them. It is important to remember that rammus' main CC
Jungle Path:
1)Blue: Get a leash. Don't use defense ball curl until the leash is over. Last hit with
2)Wolves:
3)Wraiths: Don't
4)Mini-Golems: Use a potion at this fight or on the way to this fight. Again, don't
5)Red:
6)Back to wraiths:Go back to wraiths. They probably won't be revived for a few seconds, so go stand in the middle of where they spawn. Open with
At this point you should be about 500ish gold, be level 4, and have most of your health. This is the time for your first gank if any lanes are over extended. If not, keep jungling until they do over extend. By over extend I mean they are close to between the river and the tower on your side.
Stolen Blue:
If someone steals your first blue, keep going until you run out of mana. Only use
Respawn times:
It is also important to keep track of respawn times, I typically keep a notepad next to me when I play so I can track dragon and counter jungles:
- Baron respawns in 7 minutes
- Dragon respawns in 6 minutes
- Blue Buff respawns in 5 minutes
- Red Buff respawns in 5 minutes
- Wraiths respawns in 1 minute
- Wolves respawns in 1 minute
- Mini-Golems respawns in 1 minutes
Counter Jungling:
Counter jungling is extremely important. It's one of the things that separates good junglers from great junglers. Counter jungling means going into the other jungle and stealing some of their xp/gold. Every time you do this it's huge. If you steal 100gold worth of mobs that a net 200gold gain for your team (you cost them 100g and gain 100g) - that's almost a kills worth.
Some general tips for counter jungling:
- Alert your team so they can be ready to help, if you get caught very often a team fight will break out. And often you will be at a disadvantage since you're on their side of the map.
- Try to leave one little mob alive. It prevents the camp from re-spawning until they kill it.
- Invest in wards if you want to spend a lot of time counter jungling (see the ward section).
- Try to save your
Powerball to retreat.
When any of the following are true, consider stealing some jungle:
- When you have a smite up and can run in and steal a small camp's boss mob (especially wraiths)
- When the other jungler is in a lane and you can't make in time to help
- When the other jungler is low on hp
- Near lanes where the enemy is dead or buying
- After the enemy fails a gank
- When wards catch the jungler and you can get help from your lanes ganking him
My most common counter jungle is running up to the wraiths, smiting the big wraith and hitting him once if necessary to kill him. This is extremely easy, safe, and fast.
Placing wards in the enemy jungle on key buffs (see the ward section) is excellent for counter jungling. You can see when their buffs are up and when they go for them. This gives you tons of options. If you see the enemy going for the buff talk to your teammates (quickly) and decide to gank or not. If your team doesn't think you can pull of the gank then go steal some of his jungle on the opposite side.
How to deal with being counter jungled:
The best way to deal with being counter jungled is wards, wards, and more wards. Place wards on your buff camps for sure. When you see the enemy going for one of these camps make a quick decision: get your lanes to help you gank or if you don't think you can pull it off go steal some of his jungle.
Warding:
Warding is extremely important. Most people will tell you that it's everyone on the teams job, and they are right. But, the lion share of the work falls first to the support and second to the jungler. This map shows where I typically place wards, with black being the most important, red being next and jungle wards, and blue being situational wards.
If you feel the enemy team is placing a lot of wards you want to consider buying an oracle. Don't ever buy it before your gold items. And most of the time start thinking of buying if you aren't dying a lot and after you purchase your first tank item.
Key Wards:
Black represents the key wards. They are the most important as they protect key camps (dragon and baron) and the lanes - consider placing pink wards here because both teams will probably have these spots warded. These wards should pretty much always be up. Communicate with your lanes and see if they plan on placing them. Also note, If you place them EXACTLY right you can also see the paths into the jungle.
Jungle Wards:
The blue wards are for jungling and/or counter jungling. If your jungle keeps getting invaded, place these wards on your side. If you want to counter jungle, place them on their side. Notice how they are placed so you can see the key buff mobs and at the same time see as many lanes as possible. This is really important, as it helps you keep track of the maximal amount of enemy positions and tell which direction enemies are haeded.
Situational Wards:
The red wards are more situational, and mostly for your mid lane. If mid keeps getting ganked place these on your side. It will let them see if someone is sneaking up behind them. These wards are mids job more than yours, but being a team player wins games. These wards have the most mobility, like I often place the wards at 10 and 9 in the north and south bushes respectively, instead.
Items:
Stat Priorities:
Rammus really only has a select few stats that he cares about. Health, Armor, Mr, and Damage. Rammus will pick up most of his damage from
Thornmail, armor, taunting, and his passives. Determining the priority of these stats involves a bit of math (hello calculus and first derivative). The effective health* formula is: Effective Health = Health × (100 + Armor) / 100 or Effective Health = Health × (100 + MR) / 100. Now tanks typically prioritize Armor over MR for a good reason. Magic damage typically comes from abilities on cool downs, where as damage that is mitigated by armor is sustained. For this reason we prioritize health and armor over MR. The benefits of this will be obvious once we do a bit more math. This build gives Rammus about 500Armor, 300 MR, and 4000 Health with
Defensive Ball Curl. Plugging these numbers into our Effective Health formulas yields about: 22,000 vs armor and 15,000 vs magic in terms of effective health. Ask your self, what five mages together can dish out 15,000 damage in one cool down cycle. And very importantly this itemization does absurd damage.
Items:It is extremely important to note that this build is designed for the standard meta game which is a healthy balance of casters and physical damage. If the team you are against isn't balanced you will need to substitute in some situational items.
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This item is mandatory as Rammus. You ALWAYS get it second (or first if you skip |
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Don't get these before your gold items. You have |
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Provides rammus with lots of damage. It provides 25 AD, 100 Armor, and 30% reflect. This with your |
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Has several of Rammus' main stats. Health, MR, and a spell shield. This and |
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Is great! Health, armor, slows, what more can you ask for! The only reason you don't get it earlier is you want to keep your gp10 from |
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Alternate Item Builds:
For all of these start with
Verse all AP:
100% Damage orientated build:
Legit Tanky DPS Build:
Alternate Items:
Sometimes a cook cutter build won't work, especially as a tank. If a carry gets out of hand you very well may have to swap one type of reduction for the other on the fly. Or, sometimes you may need to pick up a unique ability to counter a specific composition (
Item Table
This table uses the cheapest one stat items to calculate gold efficiency (rounded). Armor is valued at 20g per 1 point of armor from
The efficiency number is the most important one in the table. In terms of only health, MR, and armor it tells you how gold efficient an item is. The negative values indicate a more expensive than average ability or aura on the item. The green values indicate a cheaper than average aura or ability on the item. So for example, if you are getting steam rolled by heavily magic based champ consider a green item with MR.
Also it is important to note: that the most cost effective items are the unbuilt ones. That means if things are going bad early game, it's often better to buy a
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*effective health is your health equivalent to champion with out any armor.
Runes:
| Runes | |||||||||||||||
Greater Mark of Armor Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Armor 3 |
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This rune selection at 18 gives you: 24 MR 25 Armor and 15 Armor Pen.
- Greater Mark of Desolation: This is probably the most controversial rune choice. This cuts down on jungling time significantly and helps you gank. Rammus' lvl 1 basic attack damage is much higher than nearly any other champion due to his passive
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Alternate Runes
These runes are less than optimal, but are possible situations against certain line ups, or if you don't have the recommended runes
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Masteries:
I will explain some of the more debatable choices in my mastery selection.
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Skills:
One of the strongest things about Rammus is that he can mitigate a lot of weakness your team has by altering his skill order or changing his summoner spells.
Skills:
Your skill sequence is a balance between
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Summoner Spells
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Alternate summoner spells:
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