Rammus Build Guide by Scyp3r96

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League of Legends Build Guide Author Scyp3r96

Rammus' jungle way to the TOP

Scyp3r96 Last updated on March 28, 2012
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The normal Jungle Rammus Build


Situational Builds

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: 21

Strength of Spirit

Utility: 9

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This is a Guide in progress please feel free to judge the current spots I covered with my guide till now, but don´t judge me, because it isn´t finished yet!

First of all I want to excuse me for every single grammar mistake you´ll find in this guide! I really suck at writing correct Oxford-English and also I want to excuse for any kind of swearwords or incorrect usage of vocabulary, because I am going to use an English-Translater and it just gives me a translation without any reference to the contextual meaning of the word in the sentence.
But enough said about my bad English-skills let´s go on with the guide and let me guide you to the TOP of an High-ELO Rammus player!

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Abbreviation (Short cuts)

Due through I am using many abbreviations here is a list of them and their real meaning:

  • Armor - Armor
  • MR - Magic Resist
  • ArmPen - Armor Penetration
  • MagPen - Magic Penetration
  • AD - Attack Damage
  • AS - Attack Speed
  • AP - Ability Power
  • Hp5 - Health per 5 seconds
  • Mp5 - Mana per 5 seconds
  • CDR - Cooldown Reduction
  • CC - Crowd Control Effects (Disables)
  • CS - Creep Score
  • MS - Movement Speed
  • tl;dr - Too Long ; Didn't Read
  • IMO - In My Opinion
  • TBH - To Be Honest
  • ASAP - As Soon As Possible
  • DDC - Damage Dealing Carry
  • APler - Damage Dealer through Ability Power

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Pros / Cons

So why taking Jungle Rammus?!


  • Great Tank
  • Best Taunt in the Game
  • If Defensive Ball Curl is active -> undefeatable
  • Easy to play
  • Great "Butt-saver"

  • Hard to become a TOP Rammus player
  • Gets often banned (like Amumu -.-)
  • If Defensive Ball Curl is deactivated he is really vulnerable
  • In Late Game often ignored

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General Information about Defensive Stats

General information
Common with all the builds, you will find health items as a key. Why, you ask? Well, as you probably already know, when you start stacking higher Armor and MR, the effects will just decay more and more until you get stuck at round 83%. You can't go much higher if you don't have six Thornmails and activate Defensive Ball Curl I guess. However, this shouldn't be done. You lose too much money.

!Look at the graph below!

As you can see, around 400 is the limit. It flattens so much out that... well yes. The cap of Armor/MR you should get before you should stack health, is around 200-300.

Then, the question would be: But I have my Defensive Ball Curl, which gives me +150!!! Shouldn't I then just get 50 Armor and 50 MR then spam Warmogs???

No. Why? Simple. As said in the tips when playing against Rammus, his stats are slightly lower than any other tank when Defensive Ball Curl is deactivated. Along with any other abilities, it has a cooldown. And to cover the room between the cooldown and the activation of this spell we need Armor and MR. A fight will probably last longer than six seconds, and the cooldown of this spell is 14 seconds. That makes you very vulnerable within those eight seconds, and therefore getting Armor and MR is a must, like with any other tank. It's when Defensive Ball Curl is activated Rammus really shines. That's when he is amazing. When it's off, he's like any other tank, except that he is a turtle.

Everything is word by word from Zyv0x - Rammus guide (!!!

There´s the graph:

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So for Marks on Jungle Rammus I take 9x Greater Mark of Health but you can also take any other kind of rune here like 9x Greater Mark of Attack Speed, 9x Greater Mark of Desolation or 9x Greater Mark of Attack Damage! It´s your choice what you want. If you want to have more survivability like me through the entire game and especially at the beginning take 9x Greater Mark of Health. If you wanna have a faster jungle way you can take 9x Greater Mark of Attack Speed, 9x Greater Mark of Desolation or 9x Greater Mark of Attack Damage but you won´t be that kinda faster and in my opinion you are more vulnerable without health flat marks.


For Seals I take 9x Greater Seal of Armor and if you wanna play a successful jungle Rammus you HAVE TO take them. You are asking why?! Cuz the give you a more sustain jungle path and you are going to deal more damage through your Passive Spiked Shell and if you are taunting an enemy they are going to auto-attack you and their damage will be smaller.


For Glyphs I take 9x Greater Glyph of Magic Resist so I´ll have more survivability in ganks. You could also take 9x Greater Glyph of Scaling Magic Resist but the point where you are going to have more mr through Greater Glyph of Scaling Magic Resist is I think around lvl 10 and at this point the enemy ap carry won´t be that kinda owning that u are going to die through the flats and in this phase u are going the have Mercury's Treads.


For Quintessences I take 3x Greater Quintessence of Health so I have more survivability in ganks and in the jungle and I feel a lot more saver with +78 live from the beginning on and with my flat health marks I will start with a total of +109,23 health into the game which will leave me with around 700 health into the game without buying any health item!


Greater Mark of Health

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Health

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You have some selection points here like Expanded Mind & Meditation . I take them because I give the secondBlue Buff to the Mid AP Carry so his laning is stronger and I don´t have to go back too often. If you want to change it Good Hands & Swiftness would be your choice.

Really essential in the Jungle are the followed masteries:

The rest masteries are the normal 0 - 21 - 9 Tank masteries.

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In this section I am going to cover my Item build choice and I´ll also explain some situational items.

Starting Items:

So after the new Jungle Update it´s not longer necessary to start with a Cloth Armor and 5x Health Potion. It´s a lot easier to start with a Regrowth Pendant and 1x Health Potion so you can easily gank your lanes and build faster into a Philosopher's Stone + Boots of Speed and even though it´s not as save as a Cloth Armor and 5x Health Potion, because u WILL drop below 60% health after your first ganks, your health will restore on your path back into your jungle!

(Don´t blame yourself if you don´t get a kill if you´re ganking a lane! If they waste their summoner spells to get away you have done your job and the lane will have it a lot easier to get a kill with their summoner spells up!)

Your first back port:

Your first back port should be when you have around 850g. This is so you can buy your Philosopher's Stone (which is one of my core items) and your Boots of Speed! With the rest of the gold I normally buy a Sight Ward for Dragon and one or two Health Potion for the blue buff and ganking.

Building the core Items up:

The next 2 Items I build every game are first of all my Mercury's Treads (if you have 4 AD Carrys in the enemy team like Master Yi, Caitlyn, Corki, Miss Fortune, Vayne, Sivir, Ashe or Tryndamere I would prefer Ninja Tabi but the chances that you´ll have 4 AD Carrys against you are under 5% so I see my Mercury's Treads as a core item against CC and a bit against magic burst damage.
My other core Item is a Heart of Gold + Giant's Belt. It gives me the really needed health I need to gank lanes and cover my jungle and in the early game phase DDCs won´t deal much damage to you and if you are going to buy directly Armor or MR it won´t help you very much at the beginning!

Mid Game Phase:

I normally try to rush a Guardian Angel in mid game so I can help out my team more effectly and don´t have to flatten all the time to rush into a group of 4 or 5 enemys and have fear to die or anything like that (dying isn´t the best way to play a tank!). Guardian Angel gives me a nice boost on Armor and a quiet nice MR cap against AP Carrys within the in my eyes best passive of the whole game which is reviving the champion with 750 health and 375 mana and this is a lot when you are around level 11! It´s also nice if you are tower diving an enemy champion or enemy champions, because you can tank their tower the whole time and after you get revived and minions are in attack range of the enemy tower you loose tower aggro and can back port alive with an assist and hopefully enough gold to buy your next item!

At this point of the game you can´t build any core items any more because now you´ll have to concentrate on the most frightening DDC!

Situational Items:

Against heavy AD Damage:

Thornmail is THE best item against any kind (meele/ranged) of AD Carry! It gives you +100 Armor and is killing your opponent how longer he´s targeting you due through its passive of giving 30% of the damage dealt to you back to the opponent. It´s only disadvantage is that if you´re getting focused by an AD Carry with a lot of lifesteal like Master Yi or Caitlyn you have to have a lot of health so you´ll need to buy a Warmog's Armor to survive the damage output of the AD Carry! And with your Defensive Ball Curl active you´ll kill every AD Carry targeting you without even touching them!

Sunfire Cape is a really nice item against meele AD Carrys through it´s 35 damage every second and really nice in the jungle or on lanes to farm easily without need to activate your Tremors to fast kill a huge wave of minions. It even gives you some health and is normally my normal choice in mid/late game against not so fed AD Carrys because my Defensive Ball Curl is fulfilling the role of a Thornmail at this point quiet well!

Frozen Heart is essentially against any kind of AS Carry like Kog'Maw, Master Yi, Tristana or Tryndamere through it´s passive of reducing the enemy´s AS! It also gives you a lot of mana and 20% CDR, but through it´s high costs and the fact that Rammus doesn´t really need CDR that much like other tanks, e.g. Amumu with his 150sec CD on his ultimate or Malphite, it went under "Situational Items".

Randuin's Omen is all in all a really great item and you´ll have a way to spend your Heart of Gold into an item, but I couldn´t charm up with it yet and so my tips on this item won´t be that useful! It´s a great item due through it´s giving you +75 Armor and Hp5 but it´s really greatness is lieing in his passives with first of all gives you 5% CDR and has a 20% chance to slow an enemy attacker by 20% MS and 35% AS but when you activate it, it´ll slow the surrounding enemys by 35% MS and AS for 2s + 0,5s for every 100 Armor you built! This combined with your Powerball to check up with them and maybe the active of Shurelya's Reverie you are going to get every single enemy you want to get!

Aegis of the Legion is clearly a support item you maybe wanna build at the beginning if you have some gold but it´s normally build by your support champ!

Situational Build 1

Against heavy AP Damage:

Force of Nature is in my eyes THE item against APler! It gives you +76 MR and +40Hp5 and in my eyes the really needed +8% MS and restores 0,35% of your maximum health back every second! So it´s all in all essential item I build against any kind of APler, because combined with my Warmog's Armor & Sunfire Cape I can go after a fight back on lane, jungling or killing dragon or even attemp baron with the rest of my team, through it´s amazing passive. In team fights it gives you the mobility to run around with your active ultimate and lets you chase down enemys more easily even if Powerball isn´t up!

Banshee's Veil is also a great item against APler. But its greatness really comes from his passive which is a shield which blocks the next incoming spell. This is really great when you are initiating a team fight with your Powerball you won´t get stopped through the first CC thrown on you! It also gives you +50 MR and +375 health & mana which is every time nice but the Catalyst the Protector is really nice in the early game in the jungle after you have ganked a lane and have low health and you level after, e.g. wolf camp and are back with around 50% health and can go on jungling. But if you want to build it, you probably should start building it right away after your Guardian Angel so you´ll have something from it´s passive.

Quicksilver Sash is really nice against a heavy APler team with many CC like Malzahar, Alistar, Annie, Ryze, Veigar, Swain or Xerath. Through it´s great Active of removing any kind of CC on you Quicksilver Sash is THE item against a CC-heavy team because you now can ignore getting stunned or slowed in a team fight and in connection with Banshee's Veil your initiates will be nearly every time successful! And on top of that even if you are stunned when you run away you can activate it and activate Powerball and no one will stop you!

Hexdrinker is great against heavy AP burst damage like Karthus or Malzahar with their ultimates or Malzahars Null Zone. But due through it´s only essentially against a few APler it´s really situational and more an item for AD Carrys like Shaco, Master Yi or Caitlyn!

Situational Build 2

Against both kind of ways:

If you´re facing a balanced team with 50% AD and 50% AP I would cover both spots (Armor & MR) but health is really a key in this situation so you can survive most attacks and in combination with Guardian Angel you´ll be undefeatable and with Defensive Ball Curl active your stats will be around the 400 mark which means over 80% damage reduction.

Your build could look somewhere like my normal Jungle Rammus Build but also like this:

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Skill Sequence

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

So you start off with Defensive Ball Curl to kill theBlue Buff and then get a point in Powerball for the back knocking after your Defensive Ball Curl is deactivated and so you can be faster in your jungle and initiate better in ganks. After that you max your Puncturing Taunt immediately so you can "stun"/taunt the enemy in ganks better and longer so your lane mates will kill him faster! As normal you max your ultimate as often as possible.

Skill Priority: Puncturing Taunt -> Tremors -> Defensive Ball Curl -> Powerball

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Summoner Spells

With Summoner Spells when playing jungle Rammus isn´t that big deal, because you have in my opinion only one viable other choice for Flash and Smite and that is instead of Flash you get Ghost. But due to the fact that Flash is in my eyes a must have for Rammus through all his amazing opportunities you get through it, Flash is a MUST!:

  • Escaping by jumping over walls or in the other way
  • Taunting enemys and Flash over the wall
  • getting countered at Dragon
  • Jump over minions/neutral monsters when Powerball is active
  • Catch enemys with your Puncturing Taunt
  • Saving team mates by Flashing to them in case of danger
  • Initiate surprisingly

And that´s only some of it´s reasons!

But in case you´ll take Ghost you just can escape faster with Powerball + Flash and your initiates will be predictable!