Rammus Build Guide by Plautapuss
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.
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.
Welcome to my Rammus build. Not a lot of people would play Rammus like the way I do but it's really strong, especially his ultimate. It's so strong at late game, you could say it's OP. It'll be explained why it's strong later.
This build or guide only has 1 build and it's offtank Rammus. This is the first time so I'll keep updating this build and hopefully it becomes beast.
Credits to jhoijhoi for the template, which you can find here.
Pros / Cons
+ Can get to his lane pretty fast
+ Great late game!
+ His ultimate is a good creep score farming mechanism
+ Can run away from a gank
+ Perfect team player
+ He's an armordillo!
- Early game, his mana drops pretty fast
- His escape mechanism can screw up if a minions in front of him
- Can die early game if taunt is used at the wrong time
Rammus will need some flat cooldown reductions so his powerball can be ready and used more in case theirs teamfights, chases or escapes and he needs it for all his skills to make Rammus own late game. Some AP to make his abilities more effective. Some health to make him have a bit sustain and armor and magic resist for some sustain. Overall masteries are offensive and to do lots of damage.
Greater Mark of Magic Resist: Flat magic resist puts you at the advantage of having a lot of sustain in early game and being able to hold your lane till mid game. Good for playing against their AP carry.
Greater Glyph of Scaling Ability Power: Some per level AP gives Rammus a strong aggressive early game with his Q. Why? I'll explain in abilities.
Greater Seal of Armor: Same as marks. You'll need some armor so you can hold off their AD carry with your defensive ball curl which makes you probably impossible to kill in late game.
Ignite: If you can't catch someone whose nearly dead? why not powerball and finish it with an ignite? Good in teamfights if your up against someone whose got a lot of sustain or a Mundo?
Ghost: Ghost is really good with Rammus when he's chasing someone he really wants to kill. Only use ghost if your about to kill someone on a killing spree or is their AD carry or AP carry. Also use it when your running away from an impossible situation. Why use ghost? Ghost + Powerball = ULTIMATE SPEED WITH NO UNIT COLLSION. helps you catch people you need to kill.
Powerball (Q): Powerball is really strong in late game. I mean it's so good because you can use it to get to your lane and at the same time chase sometime low and kill them in late game if you have enough AP. In late game it does 300 + 100% of your AP which makes it REALLY STRONG AND USEFUL. LIKE WOW.
Defensive Ball Curl (W): Good ability. I max it out last because I play Rammus offensively and by mid game I would have some armor and magic reist. Really good in teamfights to get a lot of sustain.
Puncturing Taunt (E): Best ability in late game. Taunt the AD carry in a teamfight, you won that teamfight. But be careful always start with your W before you do it, this is offtank Rammus, not full tank. Also has good synergy with your Lich Bane. Use it on a melee AD and hit them once, nearly dead. Perfect skill.
Tremors (R): This skill, is so strong, it's OP. The damage it does throughout the game makes it so strong that you can get lot's of kills with it Here's why. Athene's Unholy Grail = Cooldowns therefore more use of it. Late game= 1560 + 240% of your AP + Rylai's Crystal Scepter = Win teamfights and 1v1's in late game. You might be able to even kill a whole team with it.
: Good synergy with Tremors as it keep hitting you you get slowed so basically it's a die or flash. Gives health and lots of AP to keep you sustained and aggressive.
: Mana regen, gives you mana and AP and some cooldown reductions? Perfect for Rammus. Rammus will need some mana regen as he gets a bit mana thirsty in early game. The cooldown reductions will give Rammus more use of his ultimate so he can kill lots of enemies.
: Good synergy with his taunt or Powerball. Taunt brings them to you and then slap them once or powerball them and slow and slap them once. Your choice. Also gives you some magic resist, good!
: Gives you lot's of AP to make your ultimate and powerball so strong, it's overkill. Every AP carry needs this.
: Gives you some health, mana and AP. Good for Rammus to use and to rape with some sustain.