Build Guide by AnIh

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League of Legends Build Guide Author AnIh

Jungling rammus - support style

AnIh Last updated on April 5, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Brute Force
Improved Rally

Offense: 0

Strength of Spirit
Veteran's Scars

Defense: 21

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 9

Quick build


Hi , just a quick build to show jungling rammus build with useful buffs & debuff for you and your team .
You will avoid the painful laning phase of rammus while allowing your carrys to farm properly.
When your first jungling is finished , you will provide assistance to your mates with ganking and pushing and replace them in lane for regen / shop .
As a jungler and a tank , you will ward key map locations (read a warding guide for more information ) .
As a tank , you will be the most important part of the team , providing help to your carries and support , tanking towers , initiating team fights and disrupt them with your abilites , buffs and debuffs .

Masteries :

Standard jungling defensive mastery 0/21/9 , i try to avoid dodge mastery since it reduce your dmg output (can **** up your jungling) and anyway you have really nice speed with Powerball and Shurelya's reverie .

Runes :

Armor is the thing that make you strong as a jungler while being a nice tank stat , i pick MR blue since the armor one are ****py .
Like for masteries , dodge runes have to be avoided .

Summoners spells :

Smite : mandatory for jungle

Flash : nice to make powerball not ****ed up by minion collision , pretty good but can be replaced if something else is really needed .

Clairvoyance : If no support you should consider using it

Fortify : less mobility but more team utility , use it if your team aim pushing towers instead of team fights .
Also increase your jungling speed and allow you to use the combo of the death alias taunt forti :)

I dont really think others summoners spells are worth it for this build .

Skills :

Powerball : use it to aoe while jungling , fleeing , engaging fight , taking down banshee's veil and others spell shields and finnaly to interupt channeled ulti like kat Death Lotus or nunu Absolute Zero .

Defensive Ball Curl : use it to aoe while jungling , protect yourself , damage the taunted carry with reflected dmg , increase your ad to push faster .

Puncturing Taunt : use it to interupt channeled ultimate , drag one poor guy to your tower , to cc the focus / dangerous guy or even to reduce armor on dragon / baron .

Tremors : Short cd and not mandatory for fight like amumu one (but still useful) , use it to clean minions waves , push tower , aoe damage during tf , clean buffs , 1v1 a dangerous enemy (you maybe think tanks are not made to 1vs1 but taking down an enemy can make your team push freely because of outnumber) .

Items :

Heart of Gold : really nice early game item , build it into randuin

Philosopher's stone : solve mana issue and make you lose almost no health due to your high armor and life regeneration

Aegis of the Legion : nice support item + epic defensive stats boost (ignore if someone else build it)

Randuin's Omen : best tank item , slow for ages with DBC

Shurelya's reverie : give what u need the most at this point : health , + a really nice activation allow u to catch running carrys (+got the name of a sexy girl , you can build it even if somebody else do also but its rare anyway)

Abyssal Scepter : increase your team global magical dmg while providing you mr and a bit of dmg (ignore if somebody else built it)

Soul Shroud : more life , mana regen wont help that much but cdr when ur carrys are hitting for tons of dmg is nice :) (ignore if someone else built it)

I try to pick only support items that give you personal benefit , thats why i dont build Will of the Ancients , spell vamp dont help that much since ur magical dmg are aoe (spell vamp reduced to 1/3) and you got pretty good physical dmg too .

Jungling :

Start with blue , make sure your team defend you .
Pulling the golem is not that good because you need the golem to hit you for the a important part of your dmg but it always help .
If teammates have some buffs like janna shield etc make sure they use it on you to speed up your jungling .
Use DBC and powerball on cd but make sure it hit all the creeps :)
creep order is : blue -> wolves -> wraiths -> red -> golems -> gank or recall

Conclusion :

with this complete build you will have end game :

- almost 3600 health
- 430 armor under DBC for epic dmg and tower tanking
- 310 mr under DBC for surviving magical aoe
- a good health and mana regen for jungling / farming / sustaining long fight
- a ****load of team utility , armor and mr debuff , cdr , movement speed buff & debuff

But for most of the game you wont finish this build due to lack of time , but it provide what you need the most at every stage of the game , armor and health for surviving early on , regen for farming and then more defensive stats & team aura to catch enemy team DPS

And to finish : dont forget to buy wards , its your job in early as a jungler and its your job in mid/late as a tank .

Hope u liked it :)