Rammus Build Guide by zensi
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
Lane with one ranged unit so they can start bruising the enemy before the minions spawn. If your ally gets chased, use your taunt to get them away from your ally. Your defensive ball curl may be used for farming early, for your taunt later.
Defensive ball curl becomes a huge effect early game when max level, this gives you 120 armor and 120 magic resist, since they don't have much AD or AP early, it helps with getting away or taunting a lot.
You may go get some kills, but don't gank because if you come in front, the enemy won't want to deal with you at the turret or in front of your ally. Use your Ult at turrets, against enemies affected by the Randuin's Omen active, or when you are running away.
Stay with your teammates and bruise the enemy team. Keep taunting your enemies because you can handle the damage dealt and use your tremors when surrounded by the enemy team. The enemy will attack your allies before they attack you.
lots of armor, counter-AD
great active with ult
don't run out of mana as often
MP for Thronmail
Lots of Cooldown Reduction
No Armor Penetration
Marks: MP for Q, ult, and Thornmail passive, I wanted originally to put in the Greater Mark of Destruction, which contains both armor and magic penetration, but the system doesn't have it. I put this in to help with the Mastery.
Seals: Starts of with extra Armor and AD
Glyphs: This is a must for Rammus
Quints: Extra Armor and AD
Defensive: Massive health and damage reduction plus a little Magic Resist, Armor, and Attack Damage
Attack: Increase AD, more cooldown reduction, and extra MP, also Exhaust reduces armor and magic resist helping ult do more damage, hopefully killing the enemy.
Q: just used for running away, extra damage due to runes and Masteries
W: Best thing ever early game, 120 MR and 120 Armor at LEVEL 9
E: Used for turret hugging or helping an ally run away
R: Extra effective due to runes and Masteries
Flash: You can't rely on your Q just for getting away, because if you bump into an enemy minion you lose the speed burst.
Exhaust: Works great with chasing, running away, and while your ult is dealing damage.
Ghost: Helps a lot with getting away, if you use the Powerball and Ghost at the same time you will get really fast in a matter of seconds. This will make the enemy stop chasing you and move on to farming minions.
Teleport: If one of your allies is running away with no help, then you may use teleport to jump in and save them.
Reason for Aegis of Legion:
Aegis of Legion is awesome early game, it gives you some health, armor, magic resist, and attack damage to you and your ally, but later game it barely has an effect.
Reason for Randuin's Omen:
This item contains: Health, Armor, Health Regen, and cooldown reduction. This also has a passive and active made to slow the enemy's attack and movement speed considerably. The active shoots out in a circle the same range as your tremors and slows the attack and movement speed in the circle.
Once you finish the build, you may sell Frozen Heart for Guardian Angel if you want to. Also you may sell Warmog's Armor for Frozen Mallet.
Alternate builds to end up with:
All AP that use only abilities: Aegis of Legion, Mercury's Treads, Thornmail, Warmog's Armor, Force of Nature, Banshee's Veil
All AD: Thornmail, Ninja Tabi, Randuin's Omen, Warmog's Armor, Frozen Heart, Guardian Angel