Rammus Build Guide by kubthemaster
Not Updated For Current Season
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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.
Welcome to my rammus jungling guide.
Rammus is one of the best tanks in-game in my opinion. He's got amazing mobility, ridiculous taunt, extreme durability and can hurt as well... What else could you possibly want from an armordillo ?
While playing him, I found that he really shines in the jungle and I intend to share my experience with you through this guide.
Runes, Masteries & Summoner Spells
Greater Quintessence of Health
It gives you some extra durability early on, making the jungle clear easier and leaving you with more HP to gank.
Greater Glyph of Scaling Magic Resist
Rammus is a tank and I don't see any reason for not taking these. Since you don't need to worry about mages early game, MRes per level runes are your best choice.
Greater Seal of Armor
Very useful on every jungler and definitely this one. After the removal of dodge from the game, there isn't anything else to choose from for rammus anyway (not that dodge would be a better choice).
Greater Mark of Magic Penetration
Rammus can deal great amounts of damage through his ultimate or shield and thornmail combined. That's why you should use these and not the ArPen marks.
For masteries I choose to go 0/21/9.
Durability doesn't need any explanation, you're a tank!
Except from that you also get the movement speed bonuses to get the maximum out of your mobility and of course increased buff duration.
I take Flash and Smite as summoner spells.
Flash - Lets you escape of EVERY uncomfortable situation. Just let the enemies surround you and turn on your DBS. When its duration is over, flash away from your enemies and powerball away. It can also be used offensively, just powerball and flash into the middle of the enemy team. Turn DBC on, taunt the carry, pop your ult and let your team finish the job.
Smite - Every jungler needs smite. It's as simple as that.
W Q W E W R - W E W E R E - E Q Q R Q Q
I start off with a point in Defensive Ball Curl which makes taking blue at level 1 very easy. At level 2, I take Powerball and wait until level 4 for Puncturing Taunt.
Maxing DBC first gives me extreme durability whenever it's on at any point of the game. Because of the runes you'll reach above 200 armor and MR without any items!
After maxing DBC, I move on to Puncturing Taunt for more utility in team fights or ganks.
I max Powerball last because it just doesn't offer enough to prioritize it over the other two skills.
Start off with Cloth Armor and 5 Health Potion.
Make sure you can buy a Philosopher's Stone at your first trip back.
Your 'core' build looks like this:
Heart of Gold
I'd recommend building your Cloth Armor into a Thornmail, Giant's Belt into Warmog's Armor and getting a Guardian Angel. Still, as a tank you should be able to adapt so you can make up your build according to the guidelines below:
It gives a significant boost to your HP pool so it can back up your resistances. Rammus doesn't have a lot of HP so I'd recommend getting at least one HP-item on him and this is the best one by far in my opinion. Get it as soon as possible and you'll become very beefy very early.
This item was made for Rammus. It synergizes extremely well with you DBC.
Say goodbye to fed Tryndamere's, Yi's or Caitlyn's. They will pretty much kill themselves if you taunt them while your DBC is on and you have this item.
If the other team is heavy on AD, I suggest rushing it and completing it after or even before buying Giant's Belt. Otherwise, if they run a double AP setup, get some HP first.
It gives a quite nice amount of armor and magic resist, and of course you get the passive. It's quite good to get this when you have your Warmog's Armor and you'll become a good all-round tank. Again, it the enemy runs double AP, i might want to get this before thornmail.
Force of Nature
It works well against AP heavy teams and gives you some movement speed boost.
I'd probably get guardian angel instead of this though.
You could buy it instead of Warmog's Armor or just buy one to finish your build.
Except giving you some HP, when you have this item, the enemy ain't going nowhere!
Not exactly a tank item but it's viable if you're doing well and are looking for something to spice up the last minutes of the game.
You get armor and some decent attack damage with your, by now expanded, HP pool. It can turn the armordillo in a bad *** assasin!
Another very useful item to counter heavy AD teams. It gives you armor and a devastating passive. Make sure you use it when your taunt is on cooldown so you can get the best out of your skills.
In my opinion it isn't a good item for Rammus.
Yes, you get armor, mama and cooldown reduction but the passive doesn't fit his set of skills at all. I'd rather get a thornmail.
When you're tanky enough, you can turn your philosopher's into this for some bad *** initiations or chase downs.
Aegis of the Legion
Good item for early and mid game, but falls off late.
I would recommend saving up for guardian angel which gives you better stats (but you miss the aura though).
Well, it's a good item but I don't like it.
It gives you the spell-shield and some stats but in my opinion it's just not really worth it on rammus.
When the enemy team is extremely cc heavy and you get cc'd so hard you can't even protect your carries, then it's time to buy this.
You could also go for it when you want to boost up your magic resist for a low cost and get rid om some annoying cc effects in team fights.
Why would you want to get this if there are many better options ? It doesn't give you that much armor or HP, and the passive isn't that good on rammus as well.
Rammus is a great jungler. And by saing that i really mean GREAT.
His DBC gives him good durability while at it, powerball makes him extremely mobile and unpredictable while his taunt makes ganks work every time. To be honest, I think he's one of, if not the best ganker in game at the moment.
The usual route to take for rammus would be:
4. Double golems
You usually should be able to do wolves before blue spawns if you get some help from your team. Otherwise just start with blue and do wolves after.
After whraits, smite will still be on cooldown so just proceed with double golems and kill the red lizzard after. Finally, just kill whraits again which should've spawned by now so you get to level 4. You are now ready to gank!
As for ganking, you initiate with powerball, then you taunt, turn DBC on, and watch the enemy die. When you have your ultimate, use it whenever you can, it's on a low cooldown anyway.
When playing rammus, you should mainly focus on ganking after you've done your initial clear, because his jungle speed decreases very fast as the game progresses. Being so, he's got the most powerful ganks in game, and he can spam them as much as he wants to.
There are a few things you should keep in mind when playing Rammus and fighting the enemy team.
You are very tanky and very hard to kill, but remember that you need your team to be able to follow up to whatever you do. So instead of doing those 'rambo-initiates' just let your team poke and when you see an enemy out of position, powerball, flash, taunt and let your team do the work.
Don't blow your spells to take down other tanks. They're on low cooldown but it's still a big waste. Rammus is extremely good at locking down single targets, so make sure you lock down the right ones. You want to kill the ad carry first as it will be the easiest thing to do for you, and proceed with disabling the biggest threats.
I hope you could learn someting from my Rammus guide.
Let me know what you think of it, how I can improve it, etc.