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Spells:
Smite
Flash
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Introduction
For now, do not vote, simply give suggestions so i can make this guide better for mobafire
Rammus. Look at that armadillo.
His Skills are as follows
Q. Powerball This is your initiation and roaming skill, and as of the guide creators on mobafire said, why walk when you can powerball? This skill also makes rammus a potent ganker against wards similarly to nocturne, because even if your opponents see him, he can still fly through and attack them before they can properly prepare. Remember, you can cancel this ability at any time.
W. Defensive Ball Curl This is your Armor/MR steroid, and also makes rammus different to most tanks, you can stack health more than other tanks. This also reflects damage, so should be on whenever you attack a turret, engage, or try and kill a jungle mob.
puncturing taunt E. Puncturing Taunt This is another of your attractions, you get to pull the carry to attack you or such, and this is the ability after you powerball into somebody. This forces the opponent to attack you for a while, 1-3 seconds.
R. Tremors This ability creates aoe damage around you, which lasts for 8 seconds. This allows rammus to do quite a bit of damage while tanking.
His Skills are as follows
Q. Powerball This is your initiation and roaming skill, and as of the guide creators on mobafire said, why walk when you can powerball? This skill also makes rammus a potent ganker against wards similarly to nocturne, because even if your opponents see him, he can still fly through and attack them before they can properly prepare. Remember, you can cancel this ability at any time.
W. Defensive Ball Curl This is your Armor/MR steroid, and also makes rammus different to most tanks, you can stack health more than other tanks. This also reflects damage, so should be on whenever you attack a turret, engage, or try and kill a jungle mob.
puncturing taunt E. Puncturing Taunt This is another of your attractions, you get to pull the carry to attack you or such, and this is the ability after you powerball into somebody. This forces the opponent to attack you for a while, 1-3 seconds.
R. Tremors This ability creates aoe damage around you, which lasts for 8 seconds. This allows rammus to do quite a bit of damage while tanking.
The path that rammus runs is generally a blue->wolves->wraiths->golems->red level 4 clear. However, you can, with help do golems and then level 2 gank, going for powerball and taunt, and give a quick advantage to either top or bottom. Rammus' draw is his mobility, you want to roam, ward your jungle and the opponents' and give out buffs. Because of this, gp5/10 are his core items, giving him extra money through mid game when he is not able to jungle. You want to be there to help that bot push down that turret, defend or attack objectives and also annoy the enemy jungler. Rammus is specifically an AD counter tank, and is subpar against an AP heavy team, and so can be thought of as a direct opposite to say galio.
Runes are flexible on Rammus. Most people don't have specialized tank runes, (I sure don't), and as such, I gave many choices for runes, except for seals, because without flat armor yellows, rammus will be hurt a lot more in the jungle and not much can really compensate for that runewise in yellows. Lets start off with our marks.
Precision
Press the Attack
Arcane Comet
Phase Rush
8 arpen and 1 as rune, typical runepage for 12 arpen and some attackspeed, maximizing speed for the first clear. Next are the flat armor runes, which are also quite nice as they complement rammus' tankiness against AD early game and also work with his passive. Finally, health marks make him more tanky in the health department. Whatever you choose is up to you in the end, these are my favorite rune choices. I will not force them on you.
The Seals are simpler.
Sorcery
Phase Rush
Simply put, flat armor seals. Nothing else really outshines them for a jungler and well, everyone has them.
Next up, Glyphs.
Sorcery
Phase Rush
Either Flat Magic Resist glyphs or scaling magic resist glyphs, they are equal roughly in the mid game, but flat magic is better early and scaling is better late. Personal preference.
Precision
Fleet Footwork
Now, the Quints
Alright, the movement speed quints for better ganking, the resilience for more armor, and then we hit the oddball choice- HEALTH REGEN? That encompasses your thought right now, and I understand-they are mainly for laning solo top. Now, they will keep rammus healthy throughout the game with their +8health/5 seconds, and since you will be roaming and causing skirmishes, you will always be somewhat wounded, and thats where these runes come in- they increase your health regen by a lot, mainly early game. Last up, Quints of Avarice, which are standard on many supports, and since you're roaming mainly, these are an average pick as well.
Runes
The Seals are simpler.
Runes
Next up, Glyphs.
Runes
Runes
Alright, the movement speed quints for better ganking, the resilience for more armor, and then we hit the oddball choice- HEALTH REGEN? That encompasses your thought right now, and I understand-they are mainly for laning solo top. Now, they will keep rammus healthy throughout the game with their +8health/5 seconds, and since you will be roaming and causing skirmishes, you will always be somewhat wounded, and thats where these runes come in- they increase your health regen by a lot, mainly early game. Last up, Quints of Avarice, which are standard on many supports, and since you're roaming mainly, these are an average pick as well.
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