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Team Guide by niceLucK

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 niceLucK

Rammus-amunu

niceLucK Last updated on March 16, 2011
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Rammus

Ability Sequence

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

 
 
 
 
 
Sorcery
4/
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
3/
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

 
 
 
 
 
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 0


Chapter 1

Tips on how to play Rammus

Play aggressive, early, go for kills, try to lane with healers, or somebody with a stun/snare. This guide builds him towards having an early dominance, which you need to capitalize on. You start out as a fast, damage dealing dps/tank, Go for kills, assist allies on ganks,INITIATE, he is in my opinion the best initiator in game. Spend a good amount of time charging up Powerball's in the bush and flying out at top speed. Slowing half an enemy team, and then turning into a Walking fortress that aoe kills everything, while taking significantly reduced damage. Allies coming right after to mop up the flustered opponents. With ghost flash, you can tower dive weakened champions in the first few levels, and you should, given the right opportunity. You have to learn how Rammus works with practice to perfect this style. Learn when to call off attacks, and let them push your lane. Always last hit, don't melee creeps down, and blow abilities on them early. Save it for champions, and finish off minions for gold. This adds up much more quickly than people realize. 300 gold from a kill is nice, but you can get that much from a few creep waves on a solo lane.
You are built to be a speed demon, break off from team stand off's, kill golem, kill dragon, kill a creep wave, roll through the jungle twice as fast as anybody in the game. If they initiate while your gone, ghost powerball back into the action. Most of you have seen a Master Yi come out of the jungle mid fight only to get a triple kill on half dead champions. Rammus is similar to this. I don't reccomend letting your team duke it out without you, but if that is the situation, you can still make it in time to surprise **** the other team.

Taunt is great for dragging champs back, taunt and run them to your tower, Taunt and run them to your Allies. If forced to tower hump(which isn't uncommon),let them come in, taunt them as far as possible, and Powerball slow them on top of the tower. It can be ridiculously effective, and you usually get one chance on any player to do so. Your Ultimate combined with a sunfire cape, and your shield provides you with an impressive amount of damage.

Buy wards,they are so important. Your carries should be getting all of the most expensive items. Say you have 400 gold and are looking to buy the next piece of gear so you save it instead of dropping a small amount on a ward, and then an enemy flanks your team from river. well, one ward could have avoided it, and created 5 kills, 5 kills = tower's down which in turn = victory. Buy wards anytime you play a Tank.

The downside of playing Rammus. Sometimes you will be a sacrifice, you will die, and your team will get an ace and come out unscathed, and that is success. Don't be afraid to die as Rammus for the greater profit of your team, "follow your heart". Mid late game, don't be afraid to tower dive either, with high armor, the turret is a non factor, and your tremors will obliterate it regardless.

Work with your team, you are their tank mid/late game, take the hits, return the damage, taunt carries off your team and retreat counter attack like a mad man.
Rammus is a great tower defender as well.
I've had my team slowly aced as they push towards our bases inhibitor tower, and so many times have I spawned, ghost Powerballed into the middle of 3-5 weakened champions, and with the help of the turret/their panic, it has resulted in me killing/ slowing them down one at a time for my team mates to catch up. If they turn and attack, shield, they will kill themselves. If your team is chasing the enemies back, and a champion is caught by your team, roll past the one sure to be dead, and slow the rest of their team, 1 kill could easily be an ace. Teams constantly retreat together, stopping to try and save stragglers, when they should cut their losses. Take advantage of this.


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