Rammus Build Guide by Fraginlikeapro6

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League of Legends Build Guide Author Fraginlikeapro6

Rammus Dominion Guide

Fraginlikeapro6 Last updated on April 1, 2012
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Team 1

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 0

Honor Guard

Defense: 24

Strength of Spirit

Utility: 6

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Hey guys, like many, this is my first guide so any helpful inputs are more than welcome. I want everyone to know now that this is a Dominion guide, not a Summoner's Rift or Twisted Treeline guide. I fell in love with Rammus after I got destroyed by one in one of my first games of League of Legends. He is by far one of the best tanks, in dominion, and is almost always banned in draft pick, and for good reason. Rammus is one of the best team initiators. Even with an incompetent team, Rammus can still dominate dominion.

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Ravaged by Rune Wars long past, the lands south of the Great Barrier are wrecked by chaotic magical storms, leaving the grasp of nature's rule tenuous at best. While abnormal flora or fauna are the norm rather than the exception in these ruined areas, perhaps none is more curious than the case of Rammus. While no one is entirely certain why an armadillo from the Shurima Desert crossed the ***ungu Jungle into the Plague Jungles, Rammus made just such a journey. There, amongst the twisted vines and festering rot, he came across an oddity - a healthy evergreen hedge maze, stretching as far as the eye could see. As he explored the maze, something compelled him toward its center - a light, a presence of some kind. As he drew closer, the light surged, blinding him and knocking him unconscious.

When he awoke, Rammus' whole world had changed. The maze had vanished and he felt truly cognizant for the first time in his otherwise unremarkable life. As his predicament dawned on him, Rammus had a moment of panic. As he trembled, the earth around him began to shake, the intensity increasing until he managed to steady himself. As the quake receded, Rammus arose and left the Plague Jungles in search of others like him. His search brought him across all the lands south of the Great Barrier, but everywhere he went, he was unique.The hardships of this sojourn inspired him to craft the suit of armor that would earn him the title of Armordillo. Rammus' quest eventually drew him to the only place where a sentient armadillo is less than confounding - the League of Legends.

''I've seen a lot of things, but this... this is a first.'' - Ezreal, the Prodigal Explorer, after first meeting Rammus

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Pros / Cons

-Fantastic tank
-Relatively simple to play
-Hard to take take down
-Fun to play
-Allows the summoner to troll
-Scrubs yell "Rammus needs to be nerfed!"

-Often banned in draft pick
-Prone to lots of CC
-Hard to play when Defensive Ball Curl is on cd
-Hardest to play early-game to mid-game

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These are the masteries I prefer to use. You can swap them out for masteries such as Initiator , even though I do not pick this mastery because I can either Powerball somewhere quickly if I so desired or use the speed shrines to get somewhere fast. Mercenary is also another viable pick, however, do to the 50% reduction on Dominion I do not pick this mastery.

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Greater Mark of Scaling Health

Greater Seal of Scaling Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Scaling Health

This rune set is also one I prefer to use. I like my Rammus to be tanky. You can not go wrong with more health. More Health means staying in the field longer. Most summoners new to Rammus will want to stack health, however, the part where he shines is his resistance and his passive ability Spiked Shell.
Lots of summoners will choose get Greater Mark of Magic Penetration. This is a good option however, one little
Null-Magic Mantle is more than enough to negate all 9 of these runes. The choice of this type of rune is primarily up to the summoner as it doesn't offer much towards defense. Some other good rune choices might be Greater Mark of Armor for additional armor or either Greater Mark of Magic Resist, Greater Mark of Scaling Magic Resist for additional magic resistance.

These runes are the best runes you can get for Rammus! The biggest one I can stress is armor. It's up to the summoner if they want per level or flat Greater Seal of Armor. I prefer per level because the rate in which the champion levels is significantly higher in Dominion than in Summoner's Rift or Twisted Treeline. If you are facing a reasonable enemy team and you're not on a team comprised of total incompetent newbies then you will get to level 18 rather quickly, thus having a little extra armor, health, and magic resistance than flats.

Magic Resistance screams with this rune type. I recommend per level as you level much more quickly in Dominion. Summoners can also choose flat, Greater Glyph of Magic Resist. This is once again a personal preference, however, it is a need for Rammus to have some magic resistance.

These are really up to the summoner. Health is the way to go here in my opinion, but anything that has to do with defense will work. Greater Quintessence of Health is a good option or Greater Quintessence of Magic Resist will work really with Rammus. Once again it's up to the summoner if they want to go flat or per level. I prefer per level because of the rate of which you gain levels in Dominion.

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Spiked Shell

I love this passive ability. The more armor you have the more physical damage he does. This gives his basic attacks some power behind it and adds to the overall damage done.


This ability allows Rammus to get from one side of the map to the other extremely quickly. The knock back and slow it provides are phenomenal in team fights.
Tips and tricks:
  • Use this move as an initiator. Rammus is a fantastic initiator. This move can also be used to escape from enemies to prevent being killed.

  • This move can be used to snag top really quick at the start of the game. to maximize this effectiveness you could grab Boots of Mobility instead of Mercury's Treads.

Defensive Ball Curl

This is a fantastic ability for Rammus. This move allows him to greatly increase his armor and magic resistance as well as give him his own Thornmail.

Tips and tricks:

Puncturing Taunt

Forces the enemy to basic attack you and lower their armor in the process. This ability allows you to become a full on tank.

Tips and tricks:
  • I will generally use this right after using Tremors. The CC done through this ability will devastate the enemy champion especially during big team fights.

  • This move is a life savor. You see an friendly champion running away with low health a simple Puncturing Taunt will insure that he gets back safely.


Tremors is a fantastic ability that of course do damage to enemy champions within its radius. One of the best parts about it is that Rammus is still able to move and use other abilities while he is using his ult.

Tips and tricks:
  • This move is used right after I Powerball into an enemy champion. The knock up plus the slow gives Tremors its maximum damage potential.

  • The radius of Tremors is rather large. If a champion is trying to escape a simple Powerball while using Tremors will finish off the champion.

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Ability Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

We start off with one point in each ability. Powerball is a necessity to reach top faster than the enemy team. Defensive Ball Curl is important for inital surviveablility and of course Puncturing Taunt is a must have to keep others alive and fulfill your role as tank. I max Puncturing Taunt first as the 3 second taunt is crucial to team surviveablility. Afterwards I max Defensive Ball Curl second for my own surviveablility. Last, I max Powerball as this spell isn't as crucial to surviveability in the Crystal Scar.

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Summoner Spells

Viable Summoner Spells

A fine choice for Rammus as it allows him to get away from ganks, and get the killing blow on a fleeing champion.

This is also a good choice for Rammus. This spell works fantastically in a team fight to wear down that hard hitting AD champ or to chase down that fleeing one-shot.

This is one of my preferences. I typically choose this to stay in the field longer to assist my team in finishing off team fights, holding points, etc.

Another one of my choices. I prefer ignite because of the bonus damage i can cause to the enemy champions. Whether its to give me the upper hand in a 1v1 situation or get the killing blow from a fleeing champion. You can't go wrong with Ignite

Non-Viable Summoner Spells

Dumb choice. The ward can be somewhat useful, but being able to see the outside lane defeats the purpose of this ability. You are Rammus you need to stick to spells that enhance surviveability.

This is a good early game spell as mana can become a serious issue. But, due to the Enhanced Recall ability, and the fact that Crystal Scar is an smaller map, this spell is not as useful as the other spells that enhance surviveability.

One of the poorest spell choices in Dominion period, but an even poorer choice for Rammus in Dominion. The sheer fact that champions, in the Crystal Scar, can bypass an enemy minion wave and go straight for the enemy tower point to cap makes this a useless spell. It may distract the enemy for a second and get them thinking, "Dang! That's a huge minion," but a tower will kill it. Totally useless for Rammus in my opinion.

One of the other poorest choices in Dominion period. All the buffs you can acquire are picked up by capturing them, not killing jungle trash or minions. Poor choice for Dominion even poorer for Rammus the tank.

This move is simply not a viable spell for Rammus. The AS and AP it provides are good but Rammus is not a AD/AP carry. Summoners are still more than welcome to choose this ability but a tanky Rammus will beat an AP Rammus with its eyes closed.

This ability will get you out of your base a lot quicker, however, this spell is not a good choice due to the smallness of the map and Rammus's Powerball will get him around to places extremely quick.

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Starting Items

Mercury's Treads
I prefer this as a starting item. It gives a decent amount of magic resistance and you can not go wrong the with tenacity it provides.

Boots of Mobility
Rammus needs to be everywhere at the same time. These boots allow for a huge movement speed increase as well as allowing him to snag top at the beginning with ease. If a teammate needs help these boots will allow him to get there rather quickly. However, I prefer Mercury's Treads because of the magic resistance and tenacity it provides.

Ninja Tabi
I used to get this item all the time when it was 10% dodge. But since this stat has been removed, I prefer Mercury's Treads to help me out against those AP carry's.

Core Items

Sunfire Cape
This is usually the first item i get. It provides Rammus with some bonus health and armor early on. The armor translates into AD and the damage it does to nearby heroes is not all that big but damage is damage, and it will eventually begin to add up.

Even in a balanced team composition, this is a must have for Rammus. 100 armor adds up against champions like Master Yi and Twitch. This item will even leave you enough health to outlast Tryndamere's ultimate, Undying Rage through the damage it will do back to those annoying AD/AS carrys.

Force of Nature
This is another once of Rammus's must have items. This item offers a lot of magic resist and health regen necessary to keep Rammus alive from pesky AP carry's.

Situational Items

Randuin's Omen
This is an extremely beneficial health item. After I set up my core build, I look to see what the enemy team composition consists of. If it's mostly AP champions, I generally will not get this and I'll settle for more magic resist, however, this is a fantastic item for those team compositions consisting of mostly AD/AS champions. Summoner's just need to pay attention and use the active ability.

Frozen Heart
This is another fantastic item for Rammus It provides lots of armor and mana. The CD reduction is a phenomenal. This item is for teams with lots AD/AS champions. Many will argue that this defeats the effects of Thornmail and Defensive Ball Curl however, less damage to you overall and more damage to them from you by your abilities, in my opinion, better than damage to them from Thornmail and Defensive Ball Curl.

Spirit Visage
This is another fantastic item for Rammus. Feel free to purchase this item early on to help against AP champions that like to nuke such as Veigar or Fiddlesticks's Crowstorm. This item also allows some life saving CD reduction.

Odyn's Veil
I do not usually get this item, however, the bonus health and magic resist, as well as mana, can be very beneficial to Rammus. The passive/active of this item can benefit your team GREATLY in a team fight. This item is like Randuin's Omen for AP champions.

Guardian's Angel
Guardian Angel can be a good item for Rammus. The only downfall to this item is how long the CD is for it. The doesn't offer a lot of magic resist and armor to sustain him end game. This item works extremely well in Summoner's Rift, but Dominion does not last long enough for this item to be all that effective. Plus the smallness of the map means lots and lots of team fights.

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The object of the Crystal Scar is to get the enemy team's Crystal to 0. To do this, teams capture different points around the map. There are five points: The Windmill, The Drill, The Boneyard, The Quarry, and The Refinery. If one team holds more points than the other team, then the enemy team's crystal will begin to lose health/points.

At the start of the game Rammus needs to rush top (The Windmill). Powerball comes in extremely handy here. You want to make sure your clear of your buddies to avoid wasting Powerball time trying to get through them. Ive seen some summoner's grab Ghost however, I am not a fan of it for Rammus. Since, usually, Rammus is the first one to the point, I will start to grab it to give my team a head start in capturing it. After my team gets a little closer to the point, I will break off and attempt to intercept the enemy team before they get to the tower. It is suicide at the beginning since it is generally 3 or 4 versus just me, but if my team focuses on getting the tower, I can take out a lot of health and leave the enemy team wounded as well as gaining that 3rd tower for our team. Right once you spawn again, immediately Powerball right back up top to assist your team in mopping up the remaining enemy champions.

From here on out it's chaotic. The enemy team will usually send two champions bottom to gank your ally minion pushing to get to that tower. Rammus needs to be everywhere at the same time. Your mini-map usage will win/lose the game for you. Look where the enemy team is heavily concentrated near a friendly tower point, ping the map and head off in that direction. Assuming your team isn't incompetent, they should head over there to assist you.

Read the enemy team, if they are heavily aggressive and tower diving to get that killing blow, play extremely defensive and tower hug like it's your day job. After all, you just need to hold 3 points to win.

Summoner's need to be aware that Dominion is not about getting kills. They do help in capturing bases and 4 or 5 capping an enemy team, but capturing/holding points is what is crucial to winning this game.

The goal of Rammus in the Crystal Scar is to tank enemies. He is a defensive champion and excels at tower hugging and team fights. Rammus is a fantastic 1v1 champion however, Tremors is an AoE (Area of Effect) ability and is extremely good in defending tower points and preventing enemies from attempting to capture one of your towers.

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Team Work

Team work is essential in Dominion. Hardly ever have I won a 4v5 match of Dominion when the enemy team was playing like an average team. As stated previously, Rammus excels at team fights. He is a fantastic defender and initiator. Believe it or not, tower's hurt. A good strategy is to have at least one other champion with you when you go to take an enemy tower point. Be relatively close together when you go to move in. Assuming that there is only 1 enemy champion guarding the tower, Rammus should initiate the fight. Right once you Powerball right into them, have your friendly go and start capping the tower.
"He's not helping me kill them if he does that!" Your right! No he's not but he is allowing you to not take tower damage so its a fair 1v1 fight. Even if you die, he can break off the tower, finish the kill then go right back to capping the tower.

If your teammate does neutralize the tower, he needs to break off and start helping you finish the kill. Afterwards, he will either be dead or have gone back to base and congrats! You just gave some time to your team by making it a 5v4 match for a few seconds and you've gained an enemy base.

If your teammate is interupted during the capturing process, have him focus on the enemy champion until he can begin to recap the tower.

Same rule applys in team fights at an enemy tower, one person should be designated to cap the tower, usually the weakest link, while Rammus (the tank) and AD/AP carrys take care of the enemy champions. Use your Puncturing Taunt to keep enemies off of the person capping the base.

Towards late-game is when Rammus really starts to excel! If you thought you were OP mid-game, late-game is even funner. By this time you should be Powerballing around yelling "TROLOLOLOL" destroying everyone and everything. Even though kill champions is not the main objective, it doesn't mean you shouldn't have fun with it!

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Rammus is an extremely fun to play champion and he is extremely powerful in Dominion. The downside is that he is normally banned in draft pick. He is weaker early-game but powerful mid to late-game. Stick with your teammates and focus on capturing points to win. See which of your towers the enemy is concentrated near and head over there to help defend it. Your team will see that your carrying with Rammus and will be around, eventually, to help you out.

Tremors can be used to stop enemies from grabbing your tower. If it's a neutral tower and there are lots of enemy champs in the process of taking it, simply start to cap the tower as well. This will stop all people trying to cap it. Powerball into the midst of them and wreck havoc. Prepare to Dominate Dominion!

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Thank You

Thank you for your time in reading my guide. Like I said this is my first guide so any critism or advice would be phenomenal. Anything to make the guide better is more than certainly welcome.