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League of Legends Build Guide Author Authority

Rammus: Master of the TrollRoll

Authority Last updated on December 18, 2010
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Ability Sequence

3
14
15
17
18
Ability Key Q
1
4
7
9
12
Ability Key W
2
5
8
10
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

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
3/
Brute Force
 
 
 
 
 
 
 
3/
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

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

Defense: 9

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

Utility: 0


***Before I start, I would just like to say that I have only had this game for around 2 months, and haven't really used Runes at all, regardless of how helpful they are. I find myself buying champions when I get a decent amount of IP. If someone could tell me what is useful for Rammus when it comes to Runes (and why), I would be very appreciative.***

Ok. So, this is my first build for this site, and I'm hoping that you guys like it. This build works very well for me, I went 23/2/28 yesterday (followed by a 9/3/18 game), and I believed it was necessary to show what works for me. Note that what you see above is situational, it changes depending on how well you are doing, as well as how the other team is composed. I will explain other situations later on.

Rammus is a very different kind of tank in my opinion, because his health is quite low in comparison to other tanks. His attack set is one of my favorites, however, because if anyone has the chance of getting away, you can slow them down just long enough for your team to follow suit and take the enemy out. His Tremors is also a very good AoE spell, and can be used for taking out annoying waves of minions or putting extra DPS on the other team in a teamfight.


Summoner Abilites

Exhaust - I choose this because it is an amazing spell that can be executed either offensively or defensively. If someone is running, Exhaust can slow them down just long enough to finish them. Also, if someone is chasing you, use Exhaust before TrollRolling away to stop them from Flashing or Ghosting up to you while your Roll speeds up.

Ignite - A very offensive spell, I use this mainly to finish off someone who I get hurt, as everyone does. If you're not doing that great or would rather have more safety, I would recommend Flash or even Ghost, since Flash is rumored to be removed soon.

I would not recommend Heal or Clarity, because although you don't have much health (for a tank) early game and you do run in to mana problems while laning, these problems go away by mid-late game, rendering these skills mostly useless.


Masteries
Pretty standard 21-9-0 set up. I'm not too sure how to "correctly" put only 9 points into defense, because I am only a 25, so I only, at the moment, need to worry about the first 4. The reason I am not going 9-21-0, although I am a tank, is because I play very offensively with Rammus by end game, and I believe having that extra little bit of Offense seems to be beneficial.


Skills

Spiked Shell - Rammus gains additional damage as his shell becomes reinforced, converting 25% of his armor into damage.

-Pretty self-explanatory. This is the main reason why this build focuses more on armor than on Magic Resistance or Health or AD, whatever. I wouldn't suggest getting all armor-related items, because a magic-heavy team will obliterate you.

Powerball - Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.

-Really fun (and FAST) ability. If a teammate is getting chased, this ability can save your ally by slowing the teammate down, and even turn the tide by allowing your once-running teammate (if ranged) to get some hits and abilities on the enemy you rolled into, thus resulting in a kill when combined with your other abilities. Also, really nice method of escaping when necessary. This move gets to be really fast. With boots that give Enhanced Movement 2, and no buffs from other champions, the max speed on this attack is 767. Lol @ Miss Fortune and her Strut. :D

Defensive Ball Curl - Rammus goes into a defensive formation, vastly increasing his armor and magic resistance, while returning damage to attacks.

-Life saver. This ability is useful when fighting someone if they attempt to out-DPS you rather than run. Also, this ability makes turret shots feel like feathers during late game. Don't get too reckless, though. It's not like Poppy's ult (or anything close to it) which makes you invincible to most enemies.

Puncturing Taunt - Rammus taunts an enemy unit into a reckless assault against Rammus' hard shell, reducing armor temporarily.

-Almost always used following a successful Powerball. When fully maxed, this reduces their armor by 30 as well as forces them to attack you for 3 seconds. This is a lot longer than it seems, because that 3 seconds can be full of Tremors, as well as allied champion's abilities.

Tremors - Rammus creates waves of destruction pulsing through the ground, causing damage to units and structures near him.

-Very nice AoE spell, as the uses were stated earlier. This can get pretty strong, too. It deals 195 magic damage per second. This means that in total, the spell can deal 1560 magic damage. Another added bonus that some people forget to notice is that Tremors is effective to structures as well as enemy units.


Items

For boots, which should be gotten first, I recommend Ninja Tabi. They benefit Rammus the most by giving him the 12% Dodge chance. The only time I don't get Ninja Tabi is when their team is really heavy on casters and champions who dish out good magic damage. I would then recommend building Mercury Treads from the Boots of Speed you buy at the beginning.

Next is the Sunfire Cape. The first portion of the recipe should be bought in the same time as you finish your boots, try to time it so that when you go back to base for the first time, you will still have at least 700 gold after finishing your boots. 1110 if you want the Giant's Belt rather than Chain Vest.

Follow up the Sunfire Cape by getting Thornmail. This item gives a nice armor boost (+100), which really helps toward your Passive.

The 4th item in this build is where it can vary. If magic damage is posing a bigger threat than physical damage, get Force of Nature (the extra health regen and movement speed make this a good item). If vice versa, I would recommend getting Randuin's Omen. If you aren't doing so great, Guardian's Angel is also an option.

For the 5th item I get Atma's Impaler. This is mainly for offensive purposes. The armor helps out his overall damage, while the Crit Strike Chance boost makes it so that almost one in every 5 shots is a Critical Strike.

For the 6th item it mainly depends on how you are doing. If you are taking more damage than you would like, buy some more Magic Resist or Armor, depending on their team. If you aren't doing as great as you expected to by this time, go with Guardian's Angel (only if you didn't buy it before). More often than not, I usually buy Leviathan. It has the potential to give a lot of extra HP (640 to be exact), and the bonus for reaching 20 stacks (15% less damage taken) is just plain awesome.


Gameplay
*Coming soon!*


Fighting

You have the potential to be the first person to initiate a teamfight with your Powerball. Roll into someone, they pop in the air and slow for a bit. Immediately after landing, use Puncturing Taunt to stop them from running, and drop their armor a bit. Turn on your Defensive Ball Curl (if necessary), then activate Tremors. Then run behind them, thus blocking their path to safety. This requires the enemy to run through your AoE to get away. As soon as the Taunt effect is up however, while Tremoring, Exhaust them so they are in your AoE just a bit longer. Use Ignite while they are on the way out if you feel it will kill them. In a big teamfight where no one is getting focused, use Defensive Ball Curl, run into the middle of the pack, and use Tremors. Two things will happen here. You will either get ignored, and they will be getting a lot of DPS inflicted on them. Or, they will all focus you, allowing your teammates to get away. If the latter happens, Powerball at the first opportunity to get away. So, the main spell combo when fighting will be:

1v1/focusing someone down: Q -> E -> (W) -> R -> Exhaust -> (Ignite)

Teamfight where team might be losing or no one is getting focused: W -> R -> (Q)
*Also, if your team starts coming back to fight rather than run away, Taunt the enemy closest to your team.




If anyone would like me to outline my process for early, mid, or late game, please just let me know and I would be more than willing to do so. Also, comments/constructive criticism is really appreciated, I would much rather know how I could make this better than just a vote up or down. One last thing, I always give credit when credit is due. I would like to thank Nespabo for this build. He currently has the #1 Rammus build (based on score). Although he didn't directly help me with the build (hell, I don't even know the guy lol), I used this build when I first started out with Rammus, and some of this build is based off of his ideas.