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Rammus Build Guide by Vynertje

Rammus, that's how I roll (+ jungle guide)

Rammus, that's how I roll (+ jungle guide)

Updated on April 7, 2012
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League of Legends Build Guide Author Vynertje Build Guide By Vynertje 12 0 38,420 Views 18 Comments
12 0 38,420 Views 18 Comments League of Legends Build Guide Author Vynertje Rammus Build Guide By Vynertje Updated on April 7, 2012
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Choose Champion Build:

  • LoL Champion: Rammus
  • LoL Champion: Rammus
  • LoL Champion: Rammus
  • LoL Champion: Rammus
  • LoL Champion: Rammus

Introduction

Welcome to my Rammus build guide. In this guide I hope to explain you everything about Rammus, from being a total noob to mastering him. Please read the full guide, the cheat-sheat is nowhere reflecting the full build. Main reason for this is that you'll need to adapt to your enemy: against a full AP team you'll want to build more magic resist, against a full AD team more armor etcetera. Furthermore, I don't think there is much to say, but to read on!

All the credit goes to herion7 for the epic title. Thanks mate!

A short proof of my lvl-30 being is the following:

I will admit: I am stuck in ELO hell... :(
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Pros / Cons

+ TANKY!
+ Excellent taunt ( puncturing taunt)
+ Slow jungler, but with excellent ganks!
+ Easy to learn, a little harder to mater but still not hard
+ 1000 movement speed is nothing special with Rammus (It will NOT get you famous on youtube kids!)

- Usually gets banned in ranked
- Slightly lower stats then other tanks without Defensive Ball Curl
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What is a TANK?

No, I'm not kidding you. What is a tank?

A tank is a champion that is supposed to 'draw your enemies fire', while your carry's take them down. A tank should therefore always initiate a teamfight, and with puncturing taunt, you'll make them focus you, even if they don't want to. The best thing is to taunt the enemy's carry's, but they usually stay back, waiting for their own tanks to initiate. In this case, go for the melee champs, they are usually easy targets.


You should always communicate with your team about when to initiate and when not. When you're communicating via skype, teamspeak or some other voice chat, just start yelling at them.

The final role as a tank is warding. You might not be a full support, your role IS assisting the team and that will include warding. In high ELO-games the jungler is usually the one to buy an Oracle's Elixir and destroy wards.
A guide how to ward you can find HERE

So now you know what your role in game is. These are the scores you'll be getting if you understood properly:



Good luck in assisting your team!
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Runes

Remember that the choice between flat or scaling is up to you. I think going with flat runes will improve your early game play, allowing you for late-game dominance.
Greater Mark of Armor
While armor marks aren't the best one, I tend to take them for the extra durability, and because offensive runes on Rammus aren't the most useful thing on earth. It might help jungling though, so Greater Mark of Attack Damage or Greater Mark of Attack Speed are valid too.

Greater Seal of Armor
These seals are simply amazing. This gives you an amazing amount of armor. This is a must, especially when playing jungle Rammus.

Greater Glyph of Magic Resist
Always take magic resist qlyphs. I used to go with Greater Glyph of Magic Resist, but since the upcoming hecarim patch, they will get nerved. I need to rewrite this. (work in progress)

Greater Quintessence of Health
These quits are great early game, but only early game. 75 health is useless end-game, but early-game these prove to make the difference. (Not to speak of 3v3 games!)
If you find these too expensive, go with 2x Greater Quintessence of Armor and 1x Greater Quintessence of Magic Resist.

I will admit, I don't use the health quints myself. I find them too damn expensive. Here you can have a look at the stats my runes give:
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Masteries

Pretty self-explanatory. I don't really think you need anything else from the defensive perk, as we've gotten all the defensive masteries, and left out movement, cdr or anything like that. This leaves you perks in the utility tree: mana and mana regen. Especially when jungling (and you should be ganking a lot!) Rammus is mana hungry. This addition will make you not need an item like philosopher's stone.
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Skills & Skill Sequence

Spiked shell (passive)
Rammus gains additional attack damage equal to 25% of his armor. This makes me smile when facing a full AD team. Just get 300 armor and you have around 200 attack damage. Nice, isn't it?
Actually this is also useful when jungling, or just laning early game. You can get almost 100 damage at level 1 when you start with Defensive Ball Curl, which you should, when jungling.
For example: a Thornmail adds 25 damage. You can figure out the rest yourself.

Powerball (Q)
This is the inbuilt ghost for Rammus, but please note that when you hit an enemy or minion, powerball WILL be interrupted. This is why you should take flash instead of ghost: you could need flash to get out of enemy's range to use your Powerball without having it get interrupted.
I take this at level 1 and max it last, just like any other escape mechanisms.

Defensive ball curl (E)
As said in my Pros / Cons page, Rammus has slightly lower stats in comparison with other tanks. This is the skill that makes up for this. It adds 150 armor and magic resist and returns a fairly big amount of damage to your attackers. It also makes jungling possible with Rammus. The fact that you return more damage the more armor you have, is another reason why Rammus simply destroys AD teams.

Also, this is the reason why building more magic resist then 200 is just a waste of money. The most effective cost/armor ratio is around 150-200 (this of course also goes for magic resist), so building more, when you do have skills that give more magic resist and armor, is fairly much a waste of money. I'll go in more depth in the item page. Take one point at level 3 and then max it after puncturing taunt

Puncturing tauntPuncturing taunt (E)
You don't want to focus me? I'll make you focus me!

Yes, a taunt is THE skill for tanks. You can just totally wreck an enemy team with this, by just taunting their main-damage-dealer (someone like Caitlyn, if possible). Of course, this skill has a few cons. It has extremely short range, so most of the times you need to stand just besides your target to taunt him.

The people you want to taunt in order from WANT to NOT are:
1. AD carry's
2. AP carry's
3. Offtanks
4. TANKS (just don't waste your mana on them)
If the AD carry's are way behind the other players, then shift your focus to 2 etcetera.
Take your first point in this at level 3 and then max it first.

Tremors (R)
This skill is somewhat underestimated by other players. This ultimate, on max level, can deal 1560 damage (only if they stay in range off course!) to multiple enemies. Because of its fairly short cooldown, you should be able to use as you see fit.

Another thing people forget, is that this skill DOES damage to towers. If you're struck mid with your team and the teamfight just won't start, just take an offtank with you and destroy a tower. 750 gold is always welcome, isn't it?

One warning: Don't tank turrets on your own, you DO need another damage dealer with you, otherwise you'll end up with 20 HP and an enemy team assassin snooping around...
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Items

As Rammus is a tank, you'll have to adapt your own build to the enemy team. That is why I've created 5 builds, including a jungle build. Feel free to change the order in which you buy these, that is dependant on the progress of the match.

Build 1: The balanced tank build

Early game core(0-25 minutes):

This will cost you 5385 gold, which you should be able to get in a regular match.

Mid game(26-40 minutes):

This will make the total build cost 9200 gold. Also not such a hard goal to get but oh so important. If you have already finished this you can (of course) go to the end game part.

End game(>40 minutes):

For balanced teams you want to go with the above listed items. You can, however, totally remove these items (you can also sell the Aegis of the Legion) and go with a few items listed here:

The thornmail is the best counter to a fed ad-carry
The force of nature is the best counter to a very fed ap-carry. As this will not return any damage it is not necessary
Never underestimate the power of a second warmog's. Including its passive it will grant you another 1270 hp.
This is another strong counter to a fed ad carry. Only take this when you continuously can't get in range for the taunt on your team's nemesis and really need the overall attack speed slow it gives.
This item is a rare one, but it is very useful to you and your team. The cooldown reduction will help you pin down the enemy carry even more and the active is a great boost for your powerball. If you ever buy this, use it.

Build 2: The jungle Rammus guide.
Not very much to say here. When you've finished this part, you go on with one of the other builds listed in the cheat-sheet. I want to explain one thing though:

Why don't I take this item? Well, there are a few different reasons for this.
The life steal won't help you very much. As a tank you will get health regen( Warden's Mail will give enough) so you will not need that extra jungle sustain. Secondly you have no attack speed, so that passive isn't that useful too. Finally it will not scale very well into end game for Rammus, causing you having to sell it and lose around 500 gold.

Build 3: The armor build.
Here there is some time for math, because there is a bit fun involved.
This build will grant you so much armor that buying armor penetration is useless. A Last Whisper will take down 40% of your armor, which causes you to end up with (0.6x405=243) 243 armor. This is around 70/75% damage reduction. Include the 10% extra from Ninja Tabi and the attack speed slows from Frozen Heart and Randuin's Omen makes you get a sort of invulnerability for hours. Trust me.

Why don't I take this item?
Health is nice. Get a Warmog's Armor
Armor is nice. Get a Thornmail.
Two sunfire capes will not make up for a thornmail and a warmog's, thus it is better to leave this item out.

Build 4: The magic resist build.
Creating a build for full magic-resist is pretty hard. There aren't items that give as much magic resist as a Thornmail. You can replace the Guardian Angel with a second Force of Nature or a second Warmog's Armor, but this is what I feel most confident with.

Build 5: The ultimate tank build.
This build will explain the story of Rammus:
''''I've seen a lot of things, but this... this is a first.'' - Ezreal, the Prodigal Explorer, after first meeting Rammus ''
This is a first time he met someone he couldn't kill, obviously ^^

Jokes behind, this is the build you want to to with when you have enough money and you don't need the more supporty items (items like Aegis of the Legion or Randuin's Omen, which all have some sort of an aura/passive that helps the team).
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A bit more in-depth on some items

In this chapter I will try to explain a bit more about the special passives on certain items, and when to buy them and when not.

philosopher's stone
One of the items I've seen with lots of junglers. I usually don't buy this, but if you don't feel like buying health pots for jungling this is a good alternative. Also it will solve a small part of your mana problem early game and add some nice gold. Why don't I take this? The gold per second you can get from Heart of Gold, which also gives some health. Second reason is that it doesn't build into anything really useful. Finally you'll have the mana(regen) from your masteries so that lessens the need for this item even more.

vs
Now this is an interesting one. While the thornmail will double the damage your Defensive Ball Curl will return, I find the reduced attack speed on the randuin's omen to be more useful to you and your team, and thus increasing your ability to not only be of use as a tank, but also of a support. I only get a thornmail when the enemy AD-carry is really, really fed and my team can't get a grip on him. Just one big advice: Use the Randuin's Omen active in teamfights!!

vs vs
Another interesting matter.
The big question for me here is whether the extra 20/30 magic resist from the force of nature will be of any great help, while health will certainly help.
A quicksilver sash is the ultimate item to ruin Malzahar's, Morgana's or any other heavy-cc/cc-reliant champ day.


This item is in my opinion a very underestimated tank item. Including the aura it will give 270 health, 30 armor, 39 magic resist and 8 attack damage, not even speaking of the use for your team, and all that for only 1925 gold. This item is seen as a support item, but can help you really well in tanking.
The only reason why you should not buy it is because its end-game stats might be a bit weak, but when you're not past the 35/40 minute mark yet it is well worth it.
When you've finished your build you can swap this item with whatever you'd need.

vs
Sadly enough I see lots of Rammus players use the Ninja Tabi.
While Ninja Tabi are cheap as dirt and they do offer some nice stuff (all-around damage reduction and some armor) these are NOT the most useful stuff, especially when jungling.
I use Mercury's Treads mainly for the tenacity it gives (reduces the duration of stuns, slows et etcetera). This is a must while jungling, otherwise a single slow could ruin your ganks. Now these is of course the possibility of buying Ninja Tabi after early-game. This will only occur when the enemy team consists out of mainly low-cc auto attackers, which, especially in ranked, should never be.
So, to conclude this: only buy Ninja Tabi when the enemy ad carry is fed as **** or when the enemy team is full-ad.


Never buy this item. Never!
This item is only useful when you get it at 20 stacks. At this moment the enemy team will have surrendered or your team is horrible and you should be thinking about changing your build to this, just because your team can't finish this game.
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Summoner Spells

For your first summoner spell you only have one option:
Flash is the only must-have for any Rammus player. This can change the game by flashing in and taunting their carry.

For your second slot you have a few possibilities:

Exhaust is the best for lane Rammus. Use it to protect your carry or just for picking up kills early game, this spell is always useful.

Smite is a must for every jungler.

Ignite is a valid choice when your team doesn't have one yet, but I prefer someone else to get it, just for the reason that a tank shouldn't take the kills, and ignite might cause you to 'steal' them.

Ghost is always useful, but as you have Powerball, you should save this slot for something more useful, like flash.

A few other plausible spells are the following:

Teleport is cool for moving around the map even more quickly, but as you already have powerball this might be useless, even more as solotop Rammus is useless too.
Heal is nice for a tank if your team already has Exhaust and Ignite. When you're only a bit fed you won't need this though and thus not one of my favourites.

These are the ones I approve, all the others you can just ignore.
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Jungling

Why jungle with Rammus instead of laning?
+ great ganks
+ tanky, his jungle sustainability is above average
+ he isn't a good support lane-partner
- a bit mana hungry. Its not that bad though
- minions can ruin your day when you fail your Powerball

Jungle Rammus is in my opinion the best way to play Rammus, just because Rammus shouldn't be played as a support to an ad-ranged carry, because he has no heals (like Sona) and because he needs to be fed to be effective. So jungle Rammus is the way to go for me.

You should aways start with blue (you will need a pull and someone to cover you!), so you can roll around the map (hence the title of this build) and spam your skills. If you don't have blue, you'll get some serious mana problems while jungling early game. Remember, Rammus' full combo costs around 300 mana.

After blue take the usual route: wolves, wraiths, golems, red (smite). After this you can gank approx. 2 or 3 times. At this moment you'll have around 600 gold, after one succesful gank you'll most likely have your Heart of Gold.

Take in mind that when ganking, you should roll in when there are no minions around your target. Otherwise, you'll find yourself hitting minions and embarrassing yourself.

There are a few champs that are almost ungankable with Rammus. Probably the worst one is Morgana, some champs with inbuilt flash (like Ezreal) can be a blast, but ARE gankable.
There also are champs that are just feed for you and your teammates early game. Think about champs like Cassiopeia or Malzahar before level 6.

I strongly DO NOT RECOMMEND counterjungling, especially as we're not building a Wriggle's Lantern. Your jungling speed and sustainability are too low to pull these kind of tricks. Also Rammus can be squishy early game.
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Jungle route (YouTube vid.)

(No audio available, also forgive me for my friend's fail while doing custom.)
I did not get a pull here, which lost me ~150hp in the end.
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In-depth jungle route

(Please mind that without the correct runes this will not be very accurate)

A short explanation of a much used term:
Idling = wolves->wraiths->golems



0:00
Start with a Cloth Armor and 5 Health Potion's. Put a point in Defensive Ball Curl and head to blue buff.

1:55
Initial spawn blue buff. Ask for a pull from the player mid and start attacking the big golem and activate a health potion. Smite the golem when he has <445 health. This will be around 2:15.
You should be lvl 2 by now. Put one point in your Powerball and roll to the wolves.

2:15
Kill the wolves, activate another health potion and be on your way to the wraiths. Activate another health potion and head to the small golems after. Attack the 'big' one first and pop another potion. You will be lvl 3 by now, so put a first point in your puncturing taunt(unless you don't have the correct runes, in this case you want to put another point in your Defensive Ball Curl).

3:40
Now do the lizard for red buff. Pop one or two health potions as you see fit and head to wraiths, you'll be lvl 4 after and put another point in puncturing taunt.

4:00
Now you've got around three and a half minute to gank before blue buff spawns again. Make sure you gank top at least once (perhaps twice if first gank was unsuccesful) and mid at least once too. If you got a kill or assist on one of those ganks you can go back and buy your Heart of Gold and perhaps even your Boots. Also make sure to buy 2 or 3 Health Potion's before going for blue and red again.

7:15
Blue buff respawn. Give this blue to your ap-mid (unless he doesnt use mana of course) and gank top or mid once or do some idling.

9:00
Red buff respawn. You want to keep this one for yourself. If you are level 6 already you can do some more ganking, otherwise idle a bit until you are.
Make sure to gank bot at least once in the first 10 minutes of the game. As you didn't gank there yet this will be the moment.

Around 12:00
Get your friends from bot lane to help you with dragon. Make sure there are no wards (buy a Vision Ward!) and take that lovely gold. Also you should have your Mercury's Treads by now and made a start with the remaining part of the Randuin's Omen.
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Ganking: Who are the free kills?

Who are the free kills with Rammus?
In this paragraph I list all champions for you to see how easy they are to gank and what their weaknesses are.

This list is not finished yet. I wanted to post this unfinished list though to get some reference. Please leave your comments on this.

I do not stand for the consequences of this guide. When this guide lists a champ as hard, it doesn't mean unkillable. If your teammate needs a gank, do not refer to this guide naming their nemesis hard or very hard and thus not coming to gank. A gank is not only for the kill, it is also about annoying your enemy and helping your ally in laning.

___________________________________________________________________________________

Difficulty: medium
Until lvl 6 she is pretty easy to gank. After lvl 6 you will have to make sure she hasn't got her ult, because that would ruin your ganks.
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Difficulty: medium
Here again, until lvl 6 she is gankable, but after that one of the harder ganks in the game.
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Difficulty: fairly easy
Not that hard. As long as you come in from behind he is an easy target. His ult might make it harder though. Shame you can't activate it while taunted.
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Difficulty: fairly hard
Too much cc plus a very annoying egg.
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Difficulty: easy
Annie is very squishy and as long as she hasn't got her stun it's a free kill.
___________________________________________________________________________________

Difficulty: fairly easy
Her ult can ruin your day... Fairly easy though as it has fairly long cooldown.
___________________________________________________________________________________

Difficulty: medium.
Just be careful for his grab under the turret. His silence can be very annoying though.
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Difficulty: fairly easy
He is very squishy. Make use of this. Just don't let him stun you.
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Difficulty: medium
Traps can ruin your day and she has that annoying inbuilt flash. She is very squishy though.
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Difficulty: fairly easy
She is very squishy too and as long as she hasn't got her ult, she only has a weak slow/speed buff.
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Difficulty: medium
Can be a bit too tanky for you when he is at Feast 6. Furthermore an annoying silence. Doesn't have any escape mechanisms though.
___________________________________________________________________________________

Difficulty: medium
His inbuilt flash can be annoying, but only when it's really well-timed.
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Difficulty: hard
From level 6 he just doesnt die... He has cc reduction, ultimate heal and a slow. This dude really goes where he pleases, which is not to the spawn platform.
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Difficulty: fairly hard
Just a regular stealth character. If you manage to get her when she isn't in stealth, she's a free kill.
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Difficulty: medium
Same with Ezreal as with Corki; a well timed inbuilt flash ruins your day.
___________________________________________________________________________________

Difficulty: easy
As long as your target doesn't max his fear first, it's a free kill.
___________________________________________________________________________________

Difficulty: fairly easy
JUST. DONT. DIVE. PERIOD. But no jokes: DONT. Furthermore you should just be careful for her parry, but that's all really.
___________________________________________________________________________________

Difficulty: fairly hard.
Playful / Trickster might be one of the most annoying skills ever!
___________________________________________________________________________________

Difficulty: medium
He can be harder to gank than he might look due to his speed buff and inbuilt heal. Also for this guy goes: don't dive him.
___________________________________________________________________________________

Difficulty: fairly hard

His oranges... So annoying. Try to commutate with your teammate and have him try to let him waste them before you come gank, because of it's fairly long cooldowns.
___________________________________________________________________________________
Difficulty: medium
He can hurt you while he's retreating and silence you. Furthermore fairly easy though.
___________________________________________________________________________________

Difficulty: medium
He might be a bit too tanky for you and his ult is a b*tch. Before level 6 he is easy though
___________________________________________________________________________________

Difficulty: easy
That dash of his is nothing. The only thing that might annoy you is his smoke screen.
___________________________________________________________________________________

Difficulty: fairly hard
Before level 5(!) he will be very weak, however, once he's got his both turrets he can easily kill you both. Communicate with your team and have them destroy these before ganking.
___________________________________________________________________________________

Difficulty: hard
CC reduction, stun and tanky. Is only really gankable when she is pushed far.
___________________________________________________________________________________

Difficulty: medium
Janna has got lots of cc, but she is squishy, oh so squishy. Try to dodge her whirlwind and it should be easy.
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Difficulty: medium
He will become tanky later on in the game, but early game he is fairly gangable. Make sure to taunt him before he can get away with his Demacian Standard.
___________________________________________________________________________________

Difficulty: medium
His jump can be annoying, make sure to come when there is no new minion wave coming. He is fairly squishy.
___________________________________________________________________________________

Difficulty: fairly easy
Who even plays Karma nowadays? The only problem is that her shield can be very, very strong if following full-ap build.
___________________________________________________________________________________

Difficulty: fairly easy
Even with his Wall of Pain you're faster than him... Just don't get low on health!
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Difficulty: hard
Make sure to wreck him before level 6. After 6 your ganks will only be succesful when he has no mana.
___________________________________________________________________________________

Difficulty: medium
Same story as with Jax, initiate when there is no new minion wave coming.
___________________________________________________________________________________

Difficulty: medium
His slow is strong and his ult is annoying. His slow is not an AoE spell so that shouldn't be too much of a problem though.
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Difficulty: fairly hard
A good challenge if you're up for a race. He has lots of disables but they are not as useful in a gank then they would be in lane-phase or teamfights.
___________________________________________________________________________________

Difficulty: fairly easy
Dodge his slow and care for his passive. That's all really.
___________________________________________________________________________________

Difficulty: medium
Queen of the jukes... If you manage to get your taunt on her she's dead.
___________________________________________________________________________________

Difficulty: medium
Can get a bit tanky. Make sure to initiate when there are no new minions coming so he can't use his [safeguard / iron will]
___________________________________________________________________________________

Difficulty: fairly hard
Queen of the cc. Luckily does no damage at all.
___________________________________________________________________________________

Difficulty: fairly hard
Dont underestimate her health because she has a shield, a slow and that super annoying ult of her.
___________________________________________________________________________________

Difficulty: medium
Squishy, oh so squishy. Just dodge her snare and there is another free kill.
___________________________________________________________________________________

Difficulty: fairly hard
Main difficulty is his tankyness. His ult can be annoying too. Gank when he doesn't have it.
___________________________________________________________________________________

Difficulty: easy
Without his ult this dude is toast. As his ult is only of 1v1 use, it won't very often ruin ganks too.
___________________________________________________________________________________

Difficulty: fairly hard
Tanky, damage reduction and a snare.
___________________________________________________________________________________

Difficulty: easy
Kill him before he can activate his ult and win. As long as he doesn't buy 3 phantom dancer's your powerball will be faster.
___________________________________________________________________________________

Difficulty: easy
Squishy, no cc, and no inbuilt flash = free kills.
___________________________________________________________________________________

Difficulty: medium
When you've bursted through his shield he's toast.
___________________________________________________________________________________

Difficulty: hard, oh so hard
*********** spell immune.
___________________________________________________________________________________

Difficulty: fairly easy
Gank this dude so often he can't farm. Really. Just don't underestimate him as he has his ult which gives him around +600 hp.
___________________________________________________________________________________

Difficulty: medium
Very much cc and fairly tanky. Deals 0 damage though and is very slow.
___________________________________________________________________________________

Difficulty: medium
You're faster. Just be careful for her traps which can function like wards.
___________________________________________________________________________________

Difficulty: fairly easy
His shield ( schroud of darnkess can block your taunt. Just pay attention to this and you've got yet another free kill.
___________________________________________________________________________________

Difficulty: fairly easy
DONT FOLLOW HIM INTO THAT BUSH! ... His slow can be a b*tch though, but it can only hit one of you, so that will not be the biggest worry.
___________________________________________________________________________________

Difficulty: fairly hard
That ult is even worse than gangplank oranges. Gank him before level 6, when he is weak.
___________________________________________________________________________________

Difficulty: fairly easy
It's Orianna. Who cares. ... Her slow/speed buff and that amazing ult can be a damn pain in the neck, but they are very hard to hit when you're that fast.
___________________________________________________________________________________

Difficulty: medium/fairly hard
Blocks your attacks. Depending on his skill this can be annoying at most or a complete waste of time.
___________________________________________________________________________________

Difficulty: fairly hard
From level 6 she takes 0 damage, because of Valiant Fighter and Diplomatic Immunity. You can't nuke her, kill her with damage over time champs or damage per second like Teemo
___________________________________________________________________________________

Difficulty: impossible
You can't kill Rammus when he follows this build. He can't kill you eighter.
Jokes behind, early game he is weak and thus fairly easy to kill. Just interrupt his Powerball
___________________________________________________________________________________

Difficulty: fairly hard
Stun, dash and some sort of a heal can all be annoying. There aren't really any special tactics on how to effectively kill him though. Just deal enough damage...
___________________________________________________________________________________

Difficulty: fairly hard
Riven is one of the most mobile champions in this game. You are faster though and she is item dependant, so gank her often early game.
___________________________________________________________________________________

Difficulty: fairly easy
Early game squishy. Can deal lots of damage though.
___________________________________________________________________________________

Difficulty: fairly hard
That snare is one of the most annoying spells you will encounter in this game. If you don't have a ally with disables too, ganking will be very hard. If you do have, it doesn't have to be that hard.
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Nobody plays lane sejuani. Really.
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Difficulty: hard
Without an [[oracle's elixir] this will be nearly impossible. Luckily we've got ranked :)
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Difficulty: hard
He will heal more than you yourself will deal. You need him to overextend real far and have a really strong solotop if you want to kill him.
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Difficulty: fairly easy
Come gank when she doesn't have her dragon form available. She as no cc, so she won't get away easily.
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NEVER. CHASE. SINGED. PERIOD.
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Sion AD: Before level 6 easy, after level 6 he will kill your ally and run off.
Sion AP: fairly easy
The only problem is his stun, but this will only bother one of you for a short time.
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Difficulty: medium
Know how to counter her spell shield: try to hit her with Powerball once she activates it and after its gone use your taunt. Otherwise it will be on cooldown and you'll waste your gank. Soaring Slam will not trigger this shield
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Difficulty: fairly easy
As long as he doesnt ult you under his turret, he is a free kill
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Difficulty: easy
The only problem might be her ult, but that shoudln't be that much of a deal.
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Difficulty: easy
Beware of her 700 hp heal combo while chasing!
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Difficulty: medium
His ult can be very, very annoying if you can't kill him with one combo rotation. Gank when he is low on mana.
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Difficulty: fairly hard
He is very squishy, but has lots of escape mechanisms. Make sure to gank him often before level 6 so he won't get fed.
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Difficulty: medium
After he has used his stun and heal he is left no chance, but this will also mean you will have to deal enough damage. In a carry lane this usually is no problem though.
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Difficulty: fairly hard
His mushrooms are hated by everyone but Teemo himself. Before level 6 however, he is left no chance in a gank.
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Difficulty: fairly hard
You will have to take them by surprise if you don't want her to Rocket Jump out of there. Another option is to throw every cc-skill you have on her so she doesn't get the chance to get out of there.
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Difficulty: fairly hard
Pillar of Filth and Contaminate make a very effective escaping mechanism. I haven't played very often against a Trundle so I have no idea how to counter this effectively.
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Difficulty: medium
He is early game very weak and you are faster than him. The only real problem is his ult. Throw all the cc you have on him when he's in his ult and ignite him just before it ends.
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Difficulty: fairly easy
Only a really pro TF player will give you trouble, just because he won't be able to stun you before you are next to him.
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Difficulty: fairly hard
Nothing different from Evelynn, buy Vision Wards and get a free kill
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Difficulty: fairly easy
He is not super fast, he is not super tanky, he has no super disables. This shouldn't be a big deal.
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Difficulty: easy
As long as you don't go suicide into his ult, he is very, very easy to gank. Just don't dive him, he will suppress you and the tower will finish you.
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Difficulty: fairly easy
The stealth on her ult is not as much of a problem to Rammus, as you're fast enough to catch up to her. As long as you play as a team, Vayne is no problem to you.
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Difficulty: hard
That stun is **** annoying, and there is no real way to counter it but taking him by surprise when he is near the river. Ganks on him in lane-phase are very hard.
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Difficulty: medium
Gravity Field will slow you down and perhaps slow you. Gank when he is overextended or he will easily get away.
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Difficulty: medium
Again: take him when he is overextended. His Sanguine Pool will only save him when he can get to his turret really fast.
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Difficulty: fairly hard
You are faster then him, but his passive heals more than you would ever do. You must really have a solotop that can deal massive damage in a short time if you wish to really kill him.
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Difficulty: medium
While his lifesteal is massive, he has no real getaway. Use ignite and his lifesteal is useless too.
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Difficulty: medium
Just don't get juked by his clone, which will take some experience. For an experienced player he is just as easy as every other.
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Difficulty: fairly easy
Xerath is an easy kill as long as you don't get stunned by him, which is easy to dodge with Rammus.
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Difficulty: medium
Nothing special really.
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Difficulty: medium
Be aware of his Ghouls, they will interrupt your powerball. Finally, don't die by his passive.
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Difficulty: medium
He can get away with his minefield and satchel charge, it isn't as effective though. When he overextends he's dead.
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Difficulty: medium
He would win a race when his Time Warp is at level 5...
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Please leave comments on this so I can see your opinions and perhaps make some edits on this list. I will try to keep this up-to-date with all the new champions coming.
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Solotop with Rammus?

So yes, solotop with Rammus, is it viable or not?

I personally think solotop with Rammus is a waste. As his powers lie in surprise and his damage is fairly low, so you'll be easily pushed out of your lane (armor/magic resist will not help you very much in lane sustain) and the ganks are fairly bad too. Finally you are not as gold or farm hungry as some other champions like Irelia or Nasus, so letting them solotop is a way better idea.

Only do this when there is no better alternative.

If you DO go solotop, follow the ultimate tank build and add a philosopher's stone and a Heart of Gold. Simply for the extra lane sustain and gold per 10.

A final note:

Use this.
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Fun build: Offtank Rammus

I'm not going in-depth on this topic for now. This build is a jungle build, but more of a Twitch jungle style: you'll be ganking solely instead of jungling. Also this build is more focussed on items that give both defensive and offensive stats: You'll finish your build with 3.3k hp, 180 armor and 100 magic resist, but you'll also be dealing tons of damage.
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To conclude...

I hope this build helps all new players to Rammus and you've got some nice scores. If you have any complains or criticisms, please leave a comment. If you guys have gotten some nice scores with this build, leave a comment and I might add them to the guide.

I'd like to give credit to jhoijhoi for the guide on how to make/improve your guide. You can find it HERE

If you liked this guide, please have a look at my Heimerdinger guide too: Heimerdinger. His Brain Is Larger Than Yours.
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Changelog

26 January 2012 - Release
3 February 2012 - Added a fun build: offtank Rammus, some other minor edits.
22 March 2012 - Rammus got nerved in last patch. Isn't really very much difference for me: 4 armor and 6 attack damage. It will not affect your ganking abilities and overall strength very much. I also don't feel the need to put a second point in Defensive Ball Curl since this nerf. With correct runes you'll be just fine.
Also done a few minor updates to the build itself and added the ULTIMATE TANK build. Finally I made some improvements to the layout.
23 March 2012 - Rewrote the item page, added some new plausible items.
24 March 2012 - Added a in-depth jungle guide/route. Currently working on a ganking list.
26 March 2012 - Added solotop chapter.
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