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Rammus Build Guide by Harshmouse

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Harshmouse

Lets play safe cause Rammus,,, F*CK

Harshmouse Last updated on December 22, 2011
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Ability Sequence

2
10
14
15
18
Ability Key Q
1
3
12
13
17
Ability Key W
4
5
7
8
9
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Rammus is one of the scariest jungles to play against, and if you've had the unpleasant experience of being ganked by him, you know what I'm talking about. The mobility of powerball makes it hard to track him in the jungle. One second you may clairvoyance him at blue, the next he's halfway across the map stealing your jungle minions, or ganking your sidelanes. When played right, the sheer amount of early game pressure Rammus can put on the opposing team along with how tanky he becomes lategame are the main reasons why he is so often banned.


Guide Top

Masteries


Explanation:

I really like using these masteries for giving "more" help jungling and giving that extra tankyness. Also from utility more movement speed and increased buff duration.


Guide Top

Runes


Explanation:

I take attack speed only if im gonna build wriggles, if not i usually choose armorpen / armor runes for marks. Flat armor seals gives u more early dmg and mresists per level glyphs are good for jungling. Quintessences i take flat hp or flat armor runes, i prefer flat hp.


Guide Top

Summoner Spells

Explanation:

Smite Smite is absolutely required, it makes jungling a breeze and helps to secure baron and dragon.

Flash Flash is your playmaker, with flash you can catch carries with powerball and taunts that would otherwise be impossible. Flash also makes ganking a breeze.


Guide Top

Skills

Passive: Spiked shell

Rammus' shell grants him additional strength by converting 25% of his Armor into Damage.

Explanation:

25% armor into damage is an excellent passive, it is great at level 1 and scales well even at level 18. The damage increase directly synergizes with Puncturing Taunt, making it hard to ignore Rammus when hes doing considerable amounts of damage to your carry.


Q: Powerball


Rammus accelerates in a ball towards his enemies, dealing 100/150/200/250/300 (+1) magic damage and causing 28/36/44/52/60% reduced movement speed to nearby enemies on impact.

Cooldown - 10/10/10/10/10 seconds
Cost - 80/90/100/110/120 Mana
Range - 300

Explanation:

While Jungling...
Does massive damage to jungle creeps, make sure you hit everything with powerball.
Very little downtime between each jungle camp.
Makes Rammus unpredictable in the jungle.

During game...

One of the best initiations, the mobility allows Rammus to initiate from different angles(sides and sometimes even behind the enemy)
Synergizes very well with Flash
Map movement, it allows Rammus to get to fights very quickly
Hits invisible targets such as Shaco and Eve. It also hits wards that are still visible(as soon as it was placed)
Great escape, just make sure you don't hit anything. (Flash first if you must)
Great tool for chasing, it's on a 10s cooldown
Can save allies, and kill enemies
Facilitates jungling and farming




Rammus goes into a defensive formation for 6 seconds, increasing his armor and magic resistance by 50/75/100/125/150 and returning 26/32/38/44/50[(+0.10)*(armor)] magic damage to attackers.

Cooldown - 14/14/14/14/14 seconds
Cost - 50/50/50/50/50 Mana

Explanation:

Your level one ability
DBC makes Rammus very difficult to kill (When was the last time you killed a Rammus with DBC on?)
It makes him impossible to kill at level 1, increasing his effective HP from 600 to around 1k
DBC makes jungling possible for Rammus, saving HP while dealing damage, also facilitates farming
DBC should be used when you will be taking damage, which is usually right after you powerball into an enemy team
Synergizes very well with Spiked Shell




Rammus taunts the unit into a reckless assault, reducing their armor by 10/15/20/25/30 and forcing them to attack Rammus for 1/1.5/2/2.5/3 second(s).

Cooldown - 12/12/12/12/12 seconds
Cost - 50/60/70/80/90 Mana
Range - 325


Explanation:

One of the longest disables in the entire game.
3 seconds is a long time.
3 seconds is a long time...
Synergizes very well with Spiked Shell
Makes ganking very easy
Can "drag" melee champions
Forces tower aggro onto taunted champion
Effective on all creeps/minions other than Baron
Can save allies, and kill enemies




Rammus creates tremors beneath him, dealing 65/130/195 (+0.3) magic damage per second to nearby units and structures.
Lasts 8 seconds.
Cooldown - 60 seconds

Cost - 120/120/120 Mana
Range - 300


Explanation:

Considerable AoE damage
Does damage to towers
Facilitates jungle and farming
Active during powerball and movement, allowing you to chase champions while doing damage to them, without wasting time and auto attacking


Guide Top

Jungle route

Explanation:


Here I outline three very basic routes that applies to most situations, however they do not cover all the possibilities of counterjungle/jungling paths given the different jungle vs jungle matchups that's currently available in the game, always feel free to improvise if need be.

Passive/Basic jungle route:


The safest way through the jungle. Make sure to pop pots as soon as possible, and hit/spam your powerballs on all jungle camps.
Powerball right after you clear blue to wolfs, powerball from wolves to wraths instead of walking.



Aggressive/Counter jungle route:

Very ballsy and requires that you get help at blue and to be against a slow jungle. If executed properly vs a slow jungle such as Warwick, it can absolutely destroy their jungling capabilities.
The trick is after doing blue, walk a safe distance until you know your Powerball will hit their Wraiths before using. Sometimes it's recommended to not do their golems (their team might gank you) and the safest way out (if you're already on Golem) is to flash over the terrain behind Golems, and Powerball away.



Jungle dominance:


This route is for when the opposing team doesn't have a jungle, it covers both jungles very efficiently and keeps your creep kills and levels on par with solos.


Guide Top

Team fights

Remember you're a tank, an initiator and a baller. You can run into them and taunt their carry to initiate, or you can powerball and taunt enemies off your carry, you can do insane AoE damage that drops towers like nothing and your mobility is unrivaled. ALWAYS TRY TO CATCH ENEMY AD CARRY.