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Spells:
Flash
Smite
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Introduction
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
puncturing taunt
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
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
puncturing taunt
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
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.
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.
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.
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