Rammus Jungle Season 6
Final Build Example
vs ap build order
Threats to Rammus with this build
|Master Yi||Master Yi gets totally shit on by Rammus. The reason why i started maining Rammus is because of this bastard. Anyways, if you're going against a Master Yi, Rammus will be sure to shut him down :).|
About The Author
Hi, my in game name is Rammus Da Turtle. I am currently in the top 500 Rammus players on the NA servers and for those interested in using Rammus in Season 7 I've created this guide for Rammus Jungle. I've been managing this guide for around 2 years now, and been maining rammus since i started league.
Thank you for making this one of the most viewed Rammus guide on the site. Last November when i made this guide I would've never thought this guide would've reached this milestone, but obviously it did. Thank you all!
Rammus is a great tank jungler who provides snowball potential, through potent early game ganks, utility in forms crowd control for both locking down enemy carries and peeling for your own,as well as good catch and engage potential with Powerball and Puncturing Taunt
Pros / Cons
Lets get into some pros and cons to Rammus
-Scales hard into late game
-Deadly early ganking potential
-Ultimate, Tremors, does damage to structures (i.e turrets, inhibitors, nexus)
-lockdown on important targets in team fights (adc or apc) via displacement of Powerball and Puncturing Taunt
-Has instant peel via taunt
-can get back on the map quickly due to powerball
-Can snowball lanes easily
-good against a lot of team comps and of course ADCs and Assassins
-strong ganking power from level 3 on
-vulnerable to early game, high damage dealers such as Lee Sin and Pantheon
- hard to win if you fall behind a lot
- meh clear speed
-vulnerable to crowd control when all-inning(explains in masteries and items how to minimize these effects)
Recommended and Not recommended sommoner spells
Flash- Great on any champions, definitely for aggressive early ganks via a Flash- E combo
Smite- mandatory for jungling no questions asked
Ignite- Adds kill pressure when ganking early, only take this if you know you can snowball your laners
Exhaust- exhaust has a relatively short cool down, this summoner increases Rammus's kill potential and team fight attributes through out the game.
Would NOT recommend:
Barrier-this summoner spell is more for squishy targets, and you wont need too much extra help tanking to make this item worth what you get be getting out of other things.
Cleanse- most cc wont be purposely going onto you, and you dont need to worry about being not cc'd to deal damage.
Ability Run Down
Passive: Spiked Shell- Rammus gets 25% of his armor converted into attack damage
Q: Powerball- powerball is a utiity and damage spell for Rammus. When first launching the ability, Rammus will start spinning, increasing his speed over seven seconds from +3% movement speed to 165% movement speed. As you level up powerball, the base magic damage will go up by 50 at each level. After Rammus collides with an enemy champion, minion, or jungle creep they are slowed for 2 seconds after impact incresing by 5% at every level starting at 20%.
Cool Down: 16/14.5/13/11.5/10 seconds
Mana Cost: 60
Magic Damage on Hit: 100/150/200/250/300 (damage scales with 100% Ability Power)
Knockback Distance: 100
Caution- you cannot activate Puncturing Taunt while in powerball
W: Defensive Ball Curl- Rammus enters a defensive stance for 6 seconds increasing his magic resistance and armor by 40/60/80/100/120 depending on the level. While this is up Rammus returns 15/25/35/45/55 (+10% of Rammus's armor) magic damage to enemies or creeps who hit him with basic attacks.
Cool Down: 14 seconds
Tip: when taking down a turret, inhibitor, nexus or even cs-ing, make sure to have Defensive Ball Curl active as much as possible to deal more damage that target due to the ability adding to your armor, and your passive converting that armor into attack damage. It gives you more armor which then then gives you attack damage from your passive.
Caution- If an enemy basic attacks you under turret while Defensive Ball Curl is active, it will register the enemy champion being hurt and start targeting you.
Note: while in Defensive Ball Curl, rammus does not lose movement speed so feel free to use it when running away when powerball is on cool down
Caution- Defensive Ball Curl- will be canceled after 1 second if you use powerball and likewise powerball is canceled by defensive ball curl after 1 second as well. However use this to your advantage in the jungle level 2 and onward.
E: Puncturing Taunt- Rammus taunts an enemy champion or jungle monster, shredding their armor and forcing them to attack Rammus for however long the duration of the taunt is based on level.
Armor Shred- 5/10/15/20/25
Duration of taunt- 1.25/1.5/1.75/2/2.25 seconds
Cool Down- 12
Mana Cost- 50
Tip: Use taunt under allied towers to force the enemy to attack you thus resulting in making them take turret shots. You can also use this to fish out people from under enemy turret due to the mechanic where the enemy must follow you in order to use basic attacks against you.
R: Tremors- Rammus creates an earthquake around him for 5 seconds doing damage over time to champions, monster, minions within 300 distacnce of Rammus.
Damage- 65/ 130/195 (+30% Ability Power) magic damage per second
Cool Down- 60 seconds
Mana- 100 mana
Note: Tremors does not hinder Rammus's other abilities or movement. Tremors also does damage to structures and is on a very short cool down so don't be timid to use it when trading or when knocking down objectives.
to start off in the jungle as Rammus, you will want to put a point into your W ability, Defensive Ball Curl. This will help you sustain and jungle by negating a lot of damage from jungle creeps while also returning some of the damage to the attacker (this also helps with ganks). you will be maxing defensive ball curl second. After hitting level 2 you will want to put a point into your Q- Powerball. in the jungle this will help cause area of effect damage to most if not all creeps in the camp, while also canceling their autos for a brief second, again helping the sustain of Rammus( you will be maxing this ability last). Once you hit level 3, you will put a point into your E, Puncturing Taunt. You will max this ability first and use it every time for an effective gank.
Lets Get To The Fun Stuff
Now that we're finished exploring the ins and outs of our Armordillo friend, lets get to some in game stuff about him. In the following chapters you will learn quality jungle routes, gank strategies, about the item build, and when to use the situational items listed above.
Season 7* Smite charges
Ah another update to the guide... Anyways, here's a run down on how to use your double Smite charges in season 5 jungle and onward , this will go for Rammus as well as other junglers.
In the beginning of the game you are of going to buy a Hunter's Talisman to help in your jungle. Due to the damage from your w, you get the health steal for each auto from the monsters when you have Defensive Ball Curl , this is superior to Hunter's Machete. But the second and third back is where things get interesting. Planning on ganking is a good thing to do early due to your high base utility, so get Stalker's Blade on your first back. If the opposing team has a strong pick comp (e.g. Blitzcrank, Thresh, Le Blanc, Annie) or basically a team with high, single target damage,and crowd control spells, you should opt for the Tracker's Knife, granting you green wards for you and your team.
Managing smite charges in the jungle: When using Stalker's Blade make sure to always keep 1 charge for farming your jungle and 1 open for ganking or a skirmish. Note that if you have 2 stacks on smite, and use 1 stack, it goes on a 15 second cooldown before able to use the second stack so plan accordingly. Now in season 7 your smites come up less frequently, thus the reason i prefer the cool down reduction of summoners over the armor buff.
Backing- if you are about to back while using Stalker's you can feel free to use the final charge of Smite so long as the next charge is half way done. This gives you enough time to back and have 1 charge up by the time you enter to farm your jungle, gank a lane, or join up in a team fight or skirmish.
Different smites for different types
Red smite/ Skirmisher's Saber- this is my favorie smite on rammus, its good for early fighting with the on hit true damage as well as utility late game with its damage reduction to whomever is smited... smote... i dont know.
Tracker's Knife- this smite is strong for easy, cheap, and consistent vision control. Get this if you are being harrassed or invaded on by an early game jungler.
Blue smite/ Stalker's Blade- good for ganking lanes, lacks utility in late game compared to red smite
Aight so this new (old now) thing is freaking beastly and a gift to all tank junglers in patch 5.22. This formally juggernaut enchant now gives a built in sunfire cape, still great early health, as well as 15% bonus health which is great to scale into late game with.
Shortly after getting your base jungle item i would highly recommend rushing Bami's Cinder asap. it boosts your clear speed and adds a bit more damage in early scraps as well. Overall i think this a bennificial item to all tank junglers from 5.22 onwards.
In season 7 red and blue buffs spawn significantly earlier than before (by 7 seconds), which doesn't seem too significant but with a decent leash you can be finished with the first camp in that amount of time.
I always recommend starting bot side, because you can get a strong leash via the two extra people there from your team, security against invades (there's strength in numbers), as well as you gain the possibility of getting buffed by your support such as a Janna , Lulu, or even heals from someone like Nami.
On blue team i recommend this path:
Red Buff -> Raptors/ Birds -> Wolves -> Blue Buff -> Gromp
On Red team i recommend this path:
Blue Buff -> Gromp-> Wolves-> Raptors/ Birds-> Red Buff-> Krugs
When on Red side you can do a full clear, this will bring you to level 4 and 3/4, however on blue side it will only get you to level 4, however the clear on blue side is quicker due to not doing the very time consuming Krugs.
Clearing birds: Get in the middle of the camp, Powerball, wait a split second to let the birds attack you, then use your Defensive Ball Curl. this will clear the camp in a very short amount of time and will not do much damage due to your armor buff and heal from Hunter's Talisman.
I recommend not ganking during your first clear and focus on early levels and making sure you're getting a good gold income. However during your second clear try to find some enemies pushing lane for easy ganks from behind the target.
As previously stated in last chapter, Rammus's ganks are most effective when coming from behind the targets.
Ganking Mid: Try to get on the side of the brush closest to the enemy team's base or start your gank from the paths that border the brushes. From here Powerball and try to get as far around your target as possible and try to collide them closer to your mid laner. Then use a W E combo to keep them in place for your mid laner to land a full combo on the highly vulnerable target.
Ganking Bot: When ganking bot first assess who the squishiest enemy in the lane is. After targeting them, ping your target so your bot lane knows who to attack. Finally use the same combo on that person while ignoring the other. The more focus you have on one target in a duo lane the more likely your team is to secure a kill.
Ganking Top: top is the easiest lane to gank with Rammus due to the large area you have to zone off the enemy from escaping. I highly recommend visiting top lane the most out of all 3 lanes due to the natural ease that Rammus's Kit provides for the situation.
Item Build Explained
Stalker's Blade: Enhances Rammus's gank ability and increases probability of successful ganks.
Enchantment: Cinderhulk: Giving 400 health, this is going to make Stalkers Blade your first tank item
Ninja Tabi- great overall item that negates 10% of auto attack damage (great for basic attack heavy teams and synergizes well with thornmail), get these instead of merc treads to to the Tenacity passive that the juggernaut enchant grants you
Locket of the Iron Solari - Great, cheap item, only 2200 gold and gives you a good supplement of hp (temporary) while also giving resist and a large shield for your team.
Thornmail- great item on Rammus and has a wealth of synergies. this item is great to have after a quick Locket of the Iron Solari
Spirit Visage- Great synergy with Warmog's Armor later in the build and gives you a lot of health which you'll need after your double resist item start
Warmog's Armor- Although nerfed in the 4.20 (smoke weed everyday) update, it still provides a great amount of health which I think serves Rammus best as a final item. It synergizes well with Spirit Visage due to warmog's healing property and visage's increased healing passive.
Season 7 Items
None of the tank items released so far in season 7 have really stuck out as a great item on Rammus but i may add them to either the situational or building supporty sections that are featured down bellow.
Redemption- on paper i thought this was going to be pretty decent, but i find the regeneration stats to be rather lack luster and not useful on Rammus really at all, but this may show potential as a support item when behind.
Knight's Vow- The reason i dislike this as an item is that true damage is very effective against Rammus, and the possibility of you taking a large amount of damage due to a good flank or assassin for no reason seems rather foolish when playing such a stat hungry champion. You are better off leaving this item to a support and getting a higher stat but less utility type item such as Dead Man's Plate or Randuin's Omen which still provide you with lots of utility and enemy move speed reduction.
Items that counter Rammus
The Black Cleaver - The Black cleaver takes away your Armor for every stack it or proc of physical damage that is applied by the owner and can be exploited by the whole team unlike Last Whisper , Mortal Reminder, and Lord Dominik's Regards.
Last Whisper- Last whisper by iteslf is a quick pick up however its finished item paths can offer a lot to stop you for example if you have a lot of healing through a Spirit Visage/ Warmog's Armor combo or apply extra damage through large differences in health pool. These items ( Last Whisper , Mortal Reminder, and Lord Dominik's Regards) don't have effects that the whole team can benefit from with the exception of grevious wounds on Mortal Reminder
Quicksilver Sash- This item can cleanse most all debuffs and crowd control (like your taunt. To try to play around this try to buffer when you use this in your combo to see if an adc will blow the cooldown active of the item preemptively (q- w- r - pause-e). This item also builds into Mercurial Scimitarvwhich becomes even more difficult to play against due to the added life steal in the item
Mikael's Crucible- This is similar to the previously listed item Quicksilver Sash, however it is usually bought by a support player. And can be outplayed similarly as stated in the previous section.
Void Staff- Void staff is a cheep buy however can be very effective against you especially if you need to build a lot of armor to deal with an AD threat that game. Very strong on burst mages. If they have this item have your W on as much as possible in fights
Sorcerer's Shoes Add both mobility and magic penetration to the users build. Dont under estimate the power of this item in the mid game.
Liandry's Torment - Offers magic pen and survivability for the owner as well as allows the user to do percent max hp magic damage on spells. Can be very potent including with mages with cc or have bought and exploit synergies that Liandry's has with Rylai's Crystal Scepter
- Maw of Malmortius, Duskblade of Draktharr, and Youmuu's Ghostblade- All these items share similar values in giving a lot of Attack damage as well as penetration. Along with these shared values each has something unique about them. Maw gives a magic shield as well as life steal and spell vamp, Duskblade adds a burst of Attack damage on auto attack (the least threatening usually, and Youmuu's will give a attack speed and move speed buff upon activation.
Frozen Heart- if your team is lacking in crowd control, this item can contribute to the cause due to its passive. It also helps you as a player giving you an extra 90 armor. This item is extremely good against squishy, attack damage heavy teams.
Guardian Angel- Guardian angel is a great Last item on Rammus against an evenly mixed team of attack damage and ability power, also serving great use when in team fights. Although I would not advise it in every match due to most teams being ad or ap heavy (one way or the other).
Sterak's Gage -this is a good skirmishing and offensive item, i rarely get it, however it can be very effective in the right scenario. Get this if youre ahead and fighting a lot- it provides good damage, utility, and tank stats and can really snowball a lead.
Banshee's Viel- Gives 55 magic resistance along with 450 health, and a shield that blocks one incoming spell (regenerates once every 40 seconds) this partnered with your W and Merc. Treads will be enough Magic Resist to get you through the game.
Zz'Rot Portal- A great utility item for teams with a lot of mixed damage that are strong in the mid game. This item is good both from ahead by pressuring lanes and behind via stalling out enemies pushing turrets.
Wit's End- A great offensive item, if you are snowballing and they have an ap on their team this item can help you expand on your advantage. This can also expedite farming. I enjoy this item more than Abyssal Scepter because i find it less greedy and more consistent in most scenarios.
Righteous Glory- If you need to be the primary engage for your team than this is a solid item pick up. It gives both health and mana but the active is insane for you to gank people in the mid game and catch people late. If you are the engager on your squad then grab this early to abuse its surprising power during early to mid game.
Mercury's Treads- Great buy vs teams with a lot of hard cc and few auto attackers. If the enemy has many slows than you may consider Boots of Swiftness
Iceborn Gauntlet- Due to the changes in 6.1, this item became a very potent item. Although the AP was taken away, the armor went up as well as the slow radii now scales with bonus armor. This i great for enemies who are good at kiting, good for chasing, utility in team fights, and clear for it adds a bit of extra damage. Overall this went from a situational item I didn't even bother putting in the guide to a core item in one change
Randuins Omen: Giving a great +500 health +70 armor boost is enough to make this a great item on Rammus, but Its passive slows an enemy's attack speed by 15% when auto attacking Rammus, AND it's active slows enemies great for peeling and team fights.
This section of the guide is for when you're behind as Rammus but a team mate of yours is ahead. Rammus has a lot of utility in his kit, and instead of using him as a raw tank when behind, its much easier to use him as a second support.
Here are some support items that you can use to help your team win even when you are behind (MAKE SURE TO COMMUNICATE WITH SUPPORT SO YOU DONT DOUBLE UP ON ITEMS):
Zeke's Harbringer - this item is useful in buffing an ADC or potentially an AD mid or top(e.g. Jax , Jayce, and especially Yasuo). It's a cheap item that gives decent armor and tons of utility
Abyssal Scepter- this item is useful for helping out a fed ap champion such as Ahri, Orianna, and pretty much any control mage other than those 2 or even assassins with its aura.
Sightstone- This item needs to be picked up earlier in your build rather than later (usually in place of your Bami's Cinder) if you see that the enemy team has a good pick comp or fed assassin then you may want to consider investing in this