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Recommended Items
Runes:
Precision
Resolve
Spells:
Smite
Flash
Items
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Amumu
hes pretty much just as tanky as you and does percent damage as you two will probably be in close proximity. also hes got a lot of ways to stop your q and from you getting to the back line
Ideal
Strong
Ok
Low
None
Introduction


Season 8 has changed up the rune system, but this build tries to take advantage of these new runes and maintain a lot of strengths rammus had before.
Why precision over resolve for primary tree:
Precision gives you a lot of attack speed with your secondary rune slots (18%)which is roughly how much you got in previous seasons. It also allows for the Press the attack Keystone which i like more than the aftershock or other resolve masteries, because it allows you to do a bit of damage, while also leaving enemies you attack vulnerable to more damage taken.
Triumph:
I like this rune because it's useful in team fights, for its heal can save you and let you snowball a fight with just a kill or two
Alacrity:
Great mastery for beefing up you attack speed and has synergy with press the attack and BoRK
Coup de Grace[/u]:
This rune has good synergies with press the attack, because after you're attacking someone for long enough, you will do bonus damage, on top of the press the attack bonus damage.
Unflinching:
Gives a lot of tenacity, this is especially good when trying to flash on a target and then comboing in for a taunt
Iron skin:
Gives armor which gives you a bit of bonus AD, and also adds to your healing from
Blade of the Ruined King and
Spirit Visage.
Why precision over resolve for primary tree:
Precision gives you a lot of attack speed with your secondary rune slots (18%)which is roughly how much you got in previous seasons. It also allows for the Press the attack Keystone which i like more than the aftershock or other resolve masteries, because it allows you to do a bit of damage, while also leaving enemies you attack vulnerable to more damage taken.
Triumph:
I like this rune because it's useful in team fights, for its heal can save you and let you snowball a fight with just a kill or two
Alacrity:
Great mastery for beefing up you attack speed and has synergy with press the attack and BoRK
Coup de Grace[/u]:
This rune has good synergies with press the attack, because after you're attacking someone for long enough, you will do bonus damage, on top of the press the attack bonus damage.
Unflinching:
Gives a lot of tenacity, this is especially good when trying to flash on a target and then comboing in for a taunt
Iron skin:
Gives armor which gives you a bit of bonus AD, and also adds to your healing from


Lets get into some pros and cons to Rammus
Pros:
-Scales hard into late game
-Deadly early ganking potential
-Ultimate,
Soaring Slam, does damage to structures (i.e turrets, inhibitors, nexus)
-lockdown on important targets in team fights (adc or apc) via displacement of
Powerball and
Frenzying Taunt
-Has instant peel via taunt
-can get back on the map quickly via 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
Cons:
-vulnerable to early game, high damage dealers such as
Lee Sin and
Pantheon
- hard to win if you fall behind a lot
-telegraphed engages
- meh clear speed
-vulnerable to crowd control when all-inning(explains in masteries and items how to minimize these effects)
Pros:
-Scales hard into late game
-Deadly early ganking potential
-Ultimate,

-lockdown on important targets in team fights (adc or apc) via displacement of


-Has instant peel via taunt
-can get back on the map quickly via 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
Cons:
-vulnerable to early game, high damage dealers such as


- hard to win if you fall behind a lot
-telegraphed engages
- meh clear speed
-vulnerable to crowd control when all-inning(explains in masteries and items how to minimize these effects)
Would recommend-
Ghost- great with Rammus's Q and early game
Turbo Chemtank pick up
Smite- mandatory for jungling no questions asked
Flash- better for ganking and getting picks but not as good in team fights as ghost




Passive:
Spiked Shell- Rammus' basic attacks deal 8-20 (at levels 1-13) (+10% armor) bonus magic 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 gaining 25 - 39.2 (based on level)% bonus movement speed per second over the duration, up to a maximum of 150 - 235 (based on level)% bonus 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 1 seconds after impact increasing from 40% to 80% at level 5
Cool Down: 16/13.5/11/8.5/6 seconds
Mana Cost: 60/ 65/ 70/ 75/ 80
Magic Damage on Hit: 100/135/170/205/240 (damage scales with 100% Ability Power)
Knockback Distance: 100
Slow: 20/25/30/35/40%
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: 6 seconds
Mana Cost:40
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.
Caution- Defensive Ball Curl- will be canceled if you use
Powerball
E:
Frenzying Taunt- Rammus taunts an enemy champion or jungle monster, gaining attack speed for a short duration which can be prolonged by use of either your W or R and forcing them to attack Rammus for however long the duration of the taunt is based on level.
Attack Speed buff- 20%/ 25%/ 30%/ 35%/ 40%
Duration of taunt- 1.25/1.5/1.75/2/2.25 seconds
Range- 325
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:
Soaring Slam- Rammus creates an earthquake around him for 5 seconds doing damage over time to champions, monster, minions within 300 distacnce of Rammus.
Damage- 40/ 80/ 120 (+20% Ability Power) magic damage per second (does double damage to turret
Cool Down- 100/ 80/ 60 seconds
Slow: 8%/ 10%/ 12% slows stack with every second an enemy is in tremor range stacking up to 64%/ 80%/ 96%
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.

Q:

Cool Down: 16/13.5/11/8.5/6 seconds
Mana Cost: 60/ 65/ 70/ 75/ 80
Magic Damage on Hit: 100/135/170/205/240 (damage scales with 100% Ability Power)
Knockback Distance: 100
Slow: 20/25/30/35/40%
Caution- you cannot activate Puncturing Taunt while in powerball
W:

Cool Down: 6 seconds
Mana Cost:40
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.
Caution- Defensive Ball Curl- will be canceled if you use

E:

Attack Speed buff- 20%/ 25%/ 30%/ 35%/ 40%
Duration of taunt- 1.25/1.5/1.75/2/2.25 seconds
Range- 325
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:

Damage- 40/ 80/ 120 (+20% Ability Power) magic damage per second (does double damage to turret
Cool Down- 100/ 80/ 60 seconds
Slow: 8%/ 10%/ 12% slows stack with every second an enemy is in tremor range stacking up to 64%/ 80%/ 96%
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.
I recommend always starting bottom side of the map for a leash. Depending on what side youre on than you will skill your abilities differently. If you start out on blue buff, then start w and then get your e and take gromp and wolves then get your q.
If you start red buff then you shoud start w, get q seond take raptors, wolves, get e and then get blue, and then gank or then get gromp.
Make sure to always match e first for better clear and ganking.
If you start red buff then you shoud start w, get q seond take raptors, wolves, get e and then get blue, and then gank or then get gromp.
Make sure to always match e first for better clear and ganking.
Ah another update to the guide... Anyways, here's a run down on how to use your double
Smite charges. 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,
LeBlanc,
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. And if their team has a strong melee threat like
Xin Zhao,
Master Yi ,or
Yasuo consider getting Skirmishing Saber
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 in the masteries.
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.

In the beginning of the game you are of going to buy a












Managing smite charges in the jungle: When using

Backing- if you are about to back while using Stalker's you can feel free to use the final charge of

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

Blue 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.
Shortly after getting your base jungle item i would highly recommend rushing

In season 8 red and blue buffs spawn significantly earlier than before (by 10 seconds, at 1:30), which doesn't seem too significant, but with a decent leash you can be finished with the first few camps and be ready to gank.
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.
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



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,



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.
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.


































































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 Convergence - 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. The true damage on this thing is insane especially late game and it is super easy to use as your ultimate gives off a slow, keeping enemies in range of the true damage field.
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
Knight's Vow- Great item if you have a damage dealer who needs protection, but also does a lot of damage. This item creates a symbiotic relationship where you get a lot of healing, and you can also take damage for your carry. Great item when you got to play for the team.

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):







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