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Rammus Build Guide by jotunheimr

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 jotunheimr

Power Through the Jungle-Support Tank

jotunheimr Last updated on November 30, 2011
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Ability Sequence

2
14
15
17
18
Ability Key Q
1
3
8
10
13
Ability Key W
4
5
7
9
12
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Alright guys, this is a guide to a jungle support tank-specifically rammus. You are somewhat flexible in rune choices, choose what you wish, somewhat. In Solo play the support jungle tank is meant to take pretty much every role-you ward everything, you destroy wards, you initiate, you jungle, you lead the team through baron, dragon and teamfights. However, a quick note is that you will be SIGNIFICANTLY weaker than a straight out tank rammus because of your item choice, you are not very durable and will not jungle quickly, keep this in mind as you run this build. It does not pub stomp, and is more geared towards 5s play.

For now, do not vote, simply give suggestions so i can make this guide better for mobafire


Guide Top

The Champion

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.
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.


Guide Top

The Mentality

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.


Guide Top

Runes

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.

Runes

Greater Mark of Lethality
8

Greater Mark of Attack Speed
1

Greater Mark of Armor
9

Greater Mark of Health
9
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.
Runes

Greater Seal of Armor
9
Simply put, flat armor seals. Nothing else really outshines them for a jungler and well, everyone has them.

Next up, Glyphs.
Runes

Greater Glyph of Magic Resist
9

Greater Glyph of Scaling Magic Resist
9
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.
Runes

Greater Quintessence of Movement Speed
3

Greater Quintessence of Health Regeneration
3

Greater Quintessence of Armor
3

Greater Quintessence of Gold
3
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.


Guide Top

Masteries

Masteries
1/5
3/1
2/1
4/1
1/5
1/1
1/1
3/5
3/1
1/1
1/
1/5
3/5
4/1
1/1
My way of building a jungle tank, with the 9 points in utility simply because as a tank I feel Utility gives more power to rammus than offense. Other than that, jungle defense masteries for jungling, and just personal preference through. Change this as you wish, but I urge you to keep some variation of 0-21-9.