Rammus Build Guide by Crows

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League of Legends Build Guide Author Crows

Jungledillo - roll over nubs

Crows Last updated on September 30, 2012
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by Epic Russia » November 23, 2011 11:37pm | Report

I've had a lot of success with wriggles for ram jungle.. can you explain your thoughts on that?

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by Crows » November 24, 2011 8:10am | Report

Wriggles DOES speed up your jungling a bit, but you sacrifice so much for it. There are only three places it makes sense to buy the lantern: right before, right after the gold items, or instead of the gold items.

Before: If you get it before you almost always cost yourself a lot of gold. Yes you jungle a tiny bit faster for a few minutes (thornmail actually catches you up a lot). But you end up losing a lot of total gold. The speed of jungling is almost never enough to get even close to making up the gold difference of not having the gp5 for that long.

After: At this point you really don’t need it. Phil stone gives you a lot of sustain. You’re clearing your jungles wicked fast cause of the points you have in your Defensive Ball Curl and how fast you move from Powerball. And you’re close to a thornmail, which makes your ganks absolutely devastating vs AD. At this point in the game ganking is way more important than a few seconds off jungle clears.

Instead of: This is the only real option that makes sense. It CAN work. But I definitely prefer the gold items. In a 40-45 minute game I almost always am working on my last item, or have completed my build. How many builds can claim that? How often do you actually complete your entire build? I do plan on putting this option in when I add the situational item section.

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by Danpoop » December 6, 2011 2:41am | Report

Hey,
Great guide, but I think your calculation for effective health is incorrect. Your armour does not mitigate damage at a straight 1:1 rate. The added benefit is diminished exponentially the more you take, so it would reach a point, eventually, where it is more cost effective to buy health items instead of armour and magic resistance.

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by Danpoop » December 6, 2011 2:43am | Report

VOTED +1

Nice job!

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by Crows » December 6, 2011 6:53am | Report

Danpoop wrote:

Hey,
Great guide, but I think your calculation for effective health is incorrect. Your armour does not mitigate damage at a straight 1:1 rate. The added benefit is diminished exponentially the more you take, so it would reach a point, eventually, where it is more cost effective to buy health items instead of armour and magic resistance.

Nah its right the formulas are, see http://leagueoflegends.wikia.com/wiki/Armor:
Effective Health for Physical Damage Abilities = Health × (100 + Armor) / 100

Averaged Effective Health for Auto Attacks= (Health × (100 + Armor) / 100)(1/(1 – Actual Dodge %))

Effective Health for Magic[/url] = Health × (100 + MR) / 100


So let’s take straight effective health for Damage Abilities.

∂(E.health)/ ∂(health) = 1 + armor/100
∂(E.health)/ ∂(armor) = health/100
f(health,armor) = ∂(E.health)/ ∂(health) - ∂ (E.health)/ ∂(armor) = 1 + armor/100 - health/100

so if f(health,armor) > 0 health is a more effective stat if f(health,armor) < 0 armor is more effective (not adjusted for gold efficiency between health and armor).

so f(4513,484) = -39.28. So yes 1 point of armor would be more effective than 1 point of health. Losing warmogs would up your E.H. vs physical. But the problem is armor only helps vs physical dps. I’d say if you are vs an all physical team drop warmogs for more armor.

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by Danpoop » December 6, 2011 7:05pm | Report

Wow! I read in another guide that it doesn't scale that way. Thanks for clearing me up! Also, thanks for directing me to that wiki; really useful!

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by Crows » December 7, 2011 6:22am | Report

armor is kind of odd. It doesn't have diminishing returns on effective health, but it does as a %. Think of it this way, let's say a game has two tanks, on resist 98% and the other resist 99%. The first tank takes double the damage but only has a 1% difference in mitigation.

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by superdrezEUWEST » December 7, 2011 10:27am | Report

VOTED +1

nice guide

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by NoJo » December 11, 2011 4:35pm | Report

VOTED +1

Solid build and good explanations. I personally prefer flash to exhaust, but that's just me.

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by DaZzLRaZzL » December 27, 2011 9:37am | Report

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plus 1, never played rammus before. tried 2 custom games to check route then played a 5v5. Went 14-1-17. started ganking at level 4. they were 4-1 up. by level 5 we were 6-4 up. Fantastic guide!

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