Rammus Build Guide by jjvincenzo
| Health | 3768 |
| Health Regen | 31.9 |
| Mana | 1149 |
| Mana Regen | 28.9 |
| Armor | 275.87 |
| Magic Resist | 176.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 405 |
| Gold Bonus | 10 |
| Attack Damage | 113.02 |
| Attack Speed | 16.161 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 10% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
The Build
Starting options:
Recommended aggresive ganks/standard start
+
x3OR
Jungle sustain and easy clear
+
OR
Safe start items for no surpsises
+
x5Early musts:
+
+
(if you didn't already grab these)These are musts because
Early/mid game:
OR
+
Late game:
+
+
After this, you can be flexible. Versus double AP which is a little rarer these days, consider
The reason
Otherwise,
Introduction.

You see this?
That is an armordillo that runs around in the jungle then proceeds to roll his big a** shell into bi*ches and make fun of them in such a way that they slowly kill themselves by attacking them. Ya, he can do that.
If you wanna do this yourself like a baws, just keep reading, simple as that.
*NOTE
AD = attack damage
AP = ability power
CC = crowd control
OP = over powered
MR = magic resist
Pros and Cons
Pros
-Will mess any scary AD carries like
-Extremely quick jungle clearing.
-Good map mobility due to
-One of the most devastating gankers in the game (that title would arguably go to
-Easy to learn, low skill cap champion with simple rolls ( < see what I did there).
-Good presence after level 3 and in teamfights in the mid and later stages.
Cons
-Difficult to grasp his limits.
-Very often banned at lower ELO.
-Not such a good option against AP champions in the early and mid stages of the game.
-Easy to counter-jungle with champions like
-Falls behind in farm as the game progresses.
-Weaker than most tanks without
-Weak ganking presence before level 3.
The mentality of a good Rammus
Early Game:
When you jungle as
Rammus, your first objective is to take the
ancient golem
otherwise known as the Blue Buff and to quickly clear all the way to your
elder lizard
or Red Buff in order to obtain level 3. Once at level 3, you want to be a constant thought in the enemies mind. You want to have them thinking, "I can push, but I really shouldn't because
Rammus can gank at any second". Once this fear in instilled, try to look for ganks all across the map, because you can cross the entire map relatively quickly with
Powerball
Mid Game:
Late Game:
At this point you will have great defensive stats and you should be next to impossible to kill. An interesting plus to
But, this is also where you need to be smart. You are your teams initiator in almost any team composition so there may be times where you need to go balls deep into the enemy team. Fear not though, because late game your defesive ball curl is OP and your defensive stats will soar through the roof. Once teamfights breakout, your first target should be the AD carry. Generally, you want to taunt them in order to nullify their damage as most of the time they deal the most damage over the course of a fight and give your team the damage advantage it needs in order to win the fight. Once that's done, you win the game. :)
Keep in mind that
Summoner spells
Must have:
Smite: You cannot be a good jungler without
Smite, plain and simple.
Only exception coulld be
Nunu due to his
Consume.
Recommended:
Flash: This will allow you to blink over enemy minions that try to get in your way of making a good gank by blocking
Powerball (NOTE: when flash is used while in
Powerball, you will stay in
Powerball form) and it's also a good escape mechanism to add to your
Powerball.
You can also
Flash next to people when they are near your tower and taunt them to get them to take tower damage pointlessly. Don't do this however if the enemies are full health, the long cooldown on
Flash isn't worth the damage.
Viables:
Ghost: Yeahhh it's good and it makes your
Powerball turn you into Usain Bolt x2 but unless your chasing one person in the jungle,
Flash is just overall a better idea.
Heal: Good support spell and it will keep you alive longer aswell as enable
Heal baits, but
Flash offers overall better utility.
Teleport: This is kinda cool because you can
Teleport to a
Sight Ward or a
Vision Ward in a bush and surprise the **** out of a lane.
Other summoner spells are not necessarily un-viable on
Rammus they just don't offer the same benefits that these do.
Only exception coulld be
Recommended:
You can also
Viables:
Other summoner spells are not necessarily un-viable on
Runes
Marks of alacrity
x9- These are subject to much question but think about it this way, no other marks are beneficial to
Seals of resilience
x9- These runes will boost your armor alot, and in turn increase your level 1 damage to about 65, making you one of the fastest jungle clearers at level 1 (you can't really beat
Glyphs of shielding
x9- These runes give you much needed late game MR.
Quintessences of Resilience
x3- Allows you to tank the jungle like a badass and gives you the attractive option of starting with
Another alternative that alot of people use and that works very well:
Quintessences of Swiftness
x3- These allow you to clear the jungle quickly and be faster than most champions in the game with
Masteries
These masteries focus on overall tankiness aswell as jungle survivability and increasing my movement speed, as all of these benefit
Rammus exceptionally well.
Skill sequence and skill summary
I honestly tried and tried and tried to find alternatives to this but honestly there are none. All the other alternatives are simply not as good so here is my skill sequence.
FOCUS
>
>
> 
>
>
> 
Skill explanations:
Tremors:
Reasonably spammable ultimate. Good damage in teamfights and great damage versus towers.
Puncturing Taunt:
This is one of the best CCs in the game. It allows you to shut one person down for 3 seconds and lower their defensive stats significantly. Take a point at level 3 and max it immediately after
Defensive Ball Curl:
This is what makes
Powerball:
This makes your ganks devastating and is also a great initiation tool throughout the game. Take a point at level 2 for jungle clear and map mobility, but max it only at level 18.
Spiked Shell passive:
Don't stack armor simply because of this passive. It's a nice bonus, but the 0.25 ratio is nothing to write home about. Basing your build around this is a common mistake.
The many uses of
Powerball:
- Crossing the map in no time like a baws
- Escaping from scary situations
- Clearing the jungle very quickly
- One of the best ganking tools in the game
- Can be used to detect stealthed enemies like
Akali or
Shaco - Great sieging and zoning tool
An example of this spell's great utility is this. Say a teamate is being chased by the entire team and he's on a spree, a smart
Rammus will
Powerball himself into all of them to slow the entire group and save his teamate and with
Shurelya's Reverie, you can get away no problem.
Champions that will mess up your beautiful face
There are not any super hard counters to
Rammus but there are some champions that won't necessarily kill you but they could cripple you as a jungler:
Trundle:
-
Shyvana:
-Unfortunately for you she can easily counter jungle you and well she's a dragon (scary :o).
Janna:
-
These are just a few soft counters, there may be many more, but I just don't like these ones the most.
How to jungle
You should try to play
Rammus as a jungler, although when I first played him, I saw the potential for a solo top champion, but his ganks are devastating.

Your jungle route should generally be this:
1: Use
Defensive Ball Curl then use
Smite to kill the
ancient golem
also known as the Blue Buff (1 on the map).
2: Grab a point in
Powerball and use it to roll into the wolf camp then use
Defensive Ball Curl and kill them (2 on the map).
3: Use
Powerball to go to the wraith camp and use
Defensive Ball Curl to kill them very quickly (3 on the map).
4: Use
Powerball to roll into the
elder lizard
also known as the Red Buff camp and turn on
Defensive Ball Curl then kill it with
Smite (4 on the map).
5: GANK ANY LANE USING THIS NEW NOT SO SECRET GANKING FORMULA.
*NOTE
The green circles on the map represent spots you should defend early in the game aswell as spots that should be warded throughout the game.
Here is how to gank:
When the lane's bush IS FOR SURE NOT warded:
This is Rammus' NOT SO SECRET GANKING FORMULA. When you gank, you should first hide in a bush near the lane you are ganking that you are sure is not warded. Press Q to use
Powerball then charge it for a second. Roll in on to your enemy to slow him with
Powerball. Once he is slowed, use your E,
Puncturing Taunt, to allow your lane to catch up to the enemy and then proceed to kill him. If you are level 6, turn on
Tremors as soon as you taunt your enemy (because if your gank fails and you use your ultimate, you will look like a huge derper).
When you think the lane's bush MAY BE OR IS warded:
Before you enter the warded bush you have one of three options:
1: Don't even bother ganking (lame).
2: Try to go around the other side or tower dive them use my NOT SO SECRET GANKING FORMULA.
3: What you should do most of the time is wait out of the ward's vision then inform your laner that you are ganking. If laner is someone like
Irelia who has a good CC (i.e this doesn't always work with people like
Mordekaiser), then tell him/her to initiate and use her
Equilibrium Strike (her E spell in this case). As she/he is doing so, use
Powerball and roll to the target immediately. Given as the target is CC'ed by
Equilibrium Strike which is a stun/slow, the target will be like, "Darn, I'm getting attacked, and since I'm not Dyrus, I'm gonna not watch the river as I escape!" and will probably be more focused on getting away therefore neutralising his pesky
Sight Ward. Then when he realizes he is dead, it's too late, so go ahead and use my NOT SO SECRET GANKING FORMULA and KILL HIM/HER.
*NOTE
If your laner is loser their lane hard, you should probably not attempt this as initiation may kill your teamate and make you look like a buttcrack.
Ranked play
Rammus is often banned in the lower ELO brackets but generally he's a good pick for a team needing a tanky jungler or some hard CC. Make sure that as a jungler, you always communicate with your team. A big mistake however, is only ganking the whole laning phse. As a jungler you must farm and if you don't farm you will fall behind greatly. Tell this to your team and try and help the laners in need as much as possible. Keep in mind that if your top laner needs help but your bot lane is pushig hard, stay in the top part of the jungle longer than the bottom part. These are simple jungle mechanics that one must master to be a good jungler in general aswell as a good jungle
Rammus.
Map control is also extremely important, so try placing smart wards all around the map. A good jungler will try to counter-jungle a
Rammus 24/7.
Here is a map depicting good ward placement spots:

YELLOW STAR= Defensive wards to protect your buffs.
ORANGE STAR= Counter-jungling wards to steal enemy buffs.
BLUE STAR= Defensive wards to prevent ganks.
RED STAR= MUST WARD SPOTS where the enemy can take The Dragon near the bottom lane or Baron near the top lane.
The importance of
Oracle's Elixir in ranked
After your upgraded boots or
Guardian Angel, you should try to buy the
Oracle's Elixir. On most ranked teams, the jungler is the one who grabs this because he is the one doing all the roaming so he sees more of the map from levels 1-11 than any other role in the game. Clearing the enemy
Sight Ward and
Vision Ward placement will limit their vision of the map and therefore grant you more map control with smart ward placement.
Oracle's Elixir isn't always necessary at lowere ELO brackets as some teams aren't even smart enough to buy wards of any kind and in that case, you should win by a landslide and also save 400 gold in game.
Summary and final notes
Well, you've gotten this far so by now, you know about 90% about what I know about
Rammus.
I'll leave the last 10% of the arcane knowledge for you to find in order to keep playing
Rammus fun and also to make sure you are a certified badass armadillo.
Also, if you've read my build, please comment about any errors/bugs/things that bother you so that I may fix them.
Thanks for reading! and good luck young dillowan.

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