Rammus Team Guide by BaHii
Champion Build: Rammus
| Health | 3949.23 |
| Health Regen | 54.9 |
| Mana | 849 |
| Mana Regen | 9.9 |
| Armor | 328.09 |
| Magic Resist | 177.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 421.58 |
| Gold Bonus | 0 |
| Attack Damage | 113.02 |
| Attack Speed | 0.861 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction

Hello, and welcome to my
Rammus guide. My name is Bahi, and thats also my IGN, on EU West server. This guide is based on jungle
Rammus and not lane
Rammus. This guide, will be the best
Rammus guide you'll ever see, in your entire life. This is also tank
Rammus, but meanwhile also making so much damage, AoE, and single target.
Sit comfortable, lean back, and watch this masterpiece of a guide.
Welcome.. to My guide.
Creeping / Jungling

First of all, you need to buy one
Cloth Armor and five
Health Potion.
You'll go down to wolfs and start your jungle route there. Wolfs spawns at 01:40, so be ready with your W,
Defensive Ball Curl. Hit the big wolf first, and then when down to 40% HP, start attacking one of the smaller wolfs. The mastery,
Bladed Armor
plus
Defensive Ball Curl gets the big wolf killed, while you handle the smaller once. In this round, you shouldn't use your
Smite yet.
After the wolfs are dead, head over to the Ancient Golem, better known as blue buff, you should be able to kill the wolfs and reach to the Ancient golem/blue buff, before the timer is on 01:55. That's when the Ancient Golem/blue buff spawns. With a pull, or even better without, you should be able to handle the Ancient Golem/blue buff. When the main Golem, with the buff and all that, gets 445 HP or under, you should use your
Smite.
Use your skill point in your Q,
Powerball. Head to the wraiths.
Powerball into them, using
Defensive Ball Curl after would take them down fast.
Now you got to make a decision. Do you think you can go for the Lizard Golem, without
Smite, and having a chance getting executed, or you want to take the safer turn. Going for the Golem, and then recall, and then heading back to the Lizard Golem/red buff.
I mostly choose to go for Lizard Golem/red buff, and then Golems. It makes it easier to me. And then when I finish the Lizard Golem/red buff, I can
Smite the small Golem without even hitting it once. It's up to you, what you choose.
When you recall you should have a skill point. Use it on your E,
Puncturing Taunt. You can now head for a gank, directly.
You should now have about 1050 gold. If my counting is right, you should be able to buy a
Chain Vest and
Boots of Speed. Now pick the lane, where the enemy has pushed the most. And if your team mate in that lane is ready for a gank, you should go for it.
Stand in the bush, loading up
Powerball. Ping, and roll into your opponent. Directly use
Puncturing Taunt and
Defensive Ball Curl. If your team mate gets enough damage on your opponent, you should be able to get the kill. When you got your ulitmate:
Tremors, it should be used in this context.
When no ganks is possible, go around in jungle and clear it. When the ganking opportunity pops, you should grap it fast. Remember you won' get fed or being a carry, by standing in the jungle all day and farming.
Skill Sequence

My skill sequence for
Rammus in jungle looks like this:
Second one to max:
Third one to max:
Fourth one to max:
Runes

My runes for
Rammus in jungle looks like this:
| Runes | |||||||||||||||
Greater Seal of Armor 9 |
Greater Mark of Health 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Movement Speed 3 |
||||||||||||
gives you 1.41 armor each. Giving you a total of 13 armor in level 1. As the earlier rune, making you more sustainable in the jungle, while taking less damage from monster and, ganking AD's.
gives you 3.47 health each. Giving you a total of 31 health in level 1. Making your more sustainable in the jungle. And being more able to gank fast.
gives you 0.15 magic resist per level (2.7 magic resist in level 18). Giving you a total of 24 magic resist. Making it easier for you to gank mid lane, without getting too low in health and that makes the odds, for a successful gank, better.
To get faster around, and gank. Function well with Masteries

My 3/12/15 tanky jungler masteries for
Rammus looks like this:
Offense: Function with
Defense: You should consider these Defense masteries for
Utility: The usual masteries for a jungler. Gold per second:
Pros / Cons

is a good ganker.
is an fast jungler.
can tank late game.
can counter jungle.
can steal monsters.
doesn't talk so much.
Teamfight abilities

can 1vs1 AD carries.
can focus AD carry in fights.
got AoE ultimate.
Cons
is squeeze early game.
' items cost a lot.
can easily get counter jungled.
depends on his team.
Thanking off





Thank you for watching my guide. Please up-vote it, and +Rep me.
I want to give a special thanks to jhoijhoi' Making a Guide. It has helped me more than anything. Without her help, I wouldn't be able to make this guide.
In this guide, there will soon come some other jungle guides like:
Karthus,
Xin Zhao,
Olaf and
Malphite. Look forward to it!
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