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Not Updated For Current Season

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League of Legends Build Guide Author

Rammus - King of Tanks

Last updated on December 10, 2010
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Ability Sequence

2
14
15
17
18
Ability Key Q
1
4
5
8
10
Ability Key W
3
7
9
12
13
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 0

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
3/
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


Rammus is a pretty straightforward tank. Your goal as rammus is to prevent the opposing team's carry from doing damage to anyone else, while maximizing damage output.

Runes
All MR, because with the dodge in masteries and from the boots you dont need to waste time on them. Moreso, it prevents the need for having to buy MR items in game, and letting you stack your def/health items which maximizes your damage and effectiveness as rammus. Using health runes wont help much endgame, neither will using def runes.

Masteries
Pretty standard, however the 1 point in meditation helps with mana regen enough to make you a viable harasser.

Skills
Your defensive curl is the best skill you have, its a skilled-in thornmail, and when combined with your taunt can do some serious damage. You want your skills maxed in this order, Curl, Taunt, Tremors, Powerball. Powerball is a slow, yes, but it is not as effective for CC as your taunt is.

Summoner Spells
Exhaust is great for using on other malee carries who you werent able to taunt, or slowing someone down while your powerball or taunt is on CD. Ghost is a great escape/chase spell, and when coupled with your powerball you find yourself going a billion miles an hour :)

Items
Always get a shield and a pot to start. Then you want your ninja tabi first, followed by your sunfire. After this point i would say it is safe to start ganking. Minor engagements are fine prior to this point, but you dont have any beef or damage as rammus until that sunfire kicks in. After the sunfire i get my omen, this provides additional slows to those who target you first, and allows you to throw down your own personal AoE slow, providing more CC (followed by a powerball in a group can cause some serious movement problems on the opposing team). Next you build your thornmail, at this point your damage will be heavily based on getting people to attack you (or taunting) and using your curl. Follow up with a GA and a Warmogs and you will have lots of hp to throw around, and a second wind in a teamfight (that respawned taunt + curl can help finish off their team). As always, if you feel the need to switch the boots out with merc's treads because the opposing team is caster heavy, then do so.

Final Thoughts

This is my first guide, ive been playing rammus for a while, and i also have a mord guide im going to make after a little bit.

Please Comment/Post on this build, but ive found it effective in being able to shut down the opposing team easily.