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Rammus Build Guide by Nightcipher

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.


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League of Legends Build Guide Author Nightcipher

Rammus: The Armored Tank of Face-Eating

Nightcipher Last updated on October 12, 2011
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Ability Sequence

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

 
 
 
 
 
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 1

 
 
 
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
3/
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 24

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

Utility: 5


Guide Top

Welcome!

This is my first guide here on MOBAFire, so I thought I'd post my build for my favorite champion, Rammus. The runes are the same as those used in Bguggss' guide (but that's just because they WORK), but the build is my own.

For anyone who wants to see the guide that Bguggss made, here is the link:
CLICK ME!

Remember to please post comments, vote it up if you like it, or offer suggestions if you have issues with it! Thanks!

-Night


Guide Top

Skill Sequence

Powerball
Rammus accelerates in a ball towards his enemies, dealing 100/150/200/250/300 (+1) magic damage and causing 28/36/44/52/60% reduced movement speed to nearby enemies on impact.
Cooldown - 10/10/10/10/10 seconds
Cost - 80/90/100/110/120 Mana
Range - 300

Hits all enemies in a 300 AoE. (great for smashing up minions!)
Must actually collide with an enemy to deal the damage. To do this, try to move through your target.
In order to hit Golem, Dragon, or a big Cho'Gath, you must collide with the back of their hitbox.
Powerball continues through Teleport, Flash, Blitzcrank's grab, and for the duration of stuns, silences, and other CCE's so long as you activated it BEFORE the effect (if it's a stun/silence etc)
Can be canceled at any time by pressing Q again.

Powerball is your basic mobility move. Use it to get from one place to another fairly quickly, as you don't rely on it for very much damage output (until later in the game). The cooldown isn't too bad, especially with the Frozen Heart, so by the time you need it in a fight (either to escape or for an extra burst of damage) it should be back up if you used it to engage the fight. This move is also GREAT for chasing down weakened enemies, as it slows them down for you to either finish off, or grab with your Puncturing Taunt and hold them so your team can catch up and finish them.


Defensive Ball Curl
Rammus goes into a defensive formation for 6 seconds, increasing his armor and magic resistance by 50/75/100/125/150 and returning 26/32/38/44/50[(+0.10)*(armor)] magic damage to attackers.
Cooldown - 14/14/14/14/14 seconds
Cost - 50/50/50/50/50 Mana
Range - 300

-You cannot use Powerball with Defensive Ball Curl(DBC) on.
-Stops motion for .3(ish) seconds on cast.
-Can be canceled at any time by tapping W again.

Oh, Defensive Ball Curl. This is one of Rammus's best abilities, and one you will use to annoy the HELL out of enemies if you over-extend, because the extra armor and magic resist make you almost untouchable. This has saved me so many times it isn't even funny.


Puncturing Taunt
Rammus taunts the unit into a reckless assault, reducing their armor by 10/15/20/25/30 and forcing them to attack Rammus for 1/1.5/2/2.5/3 second(s).
Cooldown - 12/12/12/12/12 seconds
Cost - 50/60/70/80/90 Mana
Range - 325

-Sometimes bugs a bit if at maximum 325 range. To ensure target switch get closer to enemy.
Remember enemy doesn't hit you immediately when you taunt. There is a brief time before they attack as they switch targets and move over to you or their attack cooldown timer ticks (this is important for tower aggro).
-Cleansable.
-Switches target of all minions except Baron.

A key part of your combo (which will be covered a bit later). Great for holding enemies, preventing them from using skills, or for forcing them to attack you while in DBC (which will activate the damage return on DBC, AND your Thornmail for a great deal of damage return to them. This will make DPS attackers and AD attackers kill themselves!)

Tremors
Rammus creates tremors beneath him, dealing 65/130/195 (+0.3) magic damage per second to nearby units and structures.
Lasts 8 seconds.
Cooldown - 60 seconds
Cost - 120/120/120 Mana
Range - 300

Ignore the animation, it's a lie. The pulses occur once per second (roughly).

So many uses! I use this in the Rammus Combo, during tower dives, and just to bring towers down much faster. Using this, I can tank towers solo if they are at half health or below.

NOTE: Because it's an AoE spell, it DOES go through thin walls, if you are close enough. But if you are relying on that, you'd better be about to Flash over that wall to chase them.

Now, for the part that I mentioned a few times but never elaborated on: the Rammus Combo!

It's really a simple combo, but involves all of your skills. Best used in a 1v1 or a 2v1 situation, or a team fight where you choose one key person that needs to be pacified and killed.

It works like this: You use Powerball to chase down and slow an enemy, then immediately after use your Puncturing Taunt to grab them. As soon as you taunt them, pop Tremors, then use your Defensive Ball Curl to return damage to them and basically nullify any damage they do to you. If they try to run, use your Exhaust on them to slow them down and run alongside them, then use Powerball again to slow them and possibly finish them. If not, one more round of Puncturing Taunt and Defensive Ball Curl should do the trick. You may need to Flash on top of them while using Powerball to keep them where you want them (i.e. not under a tower, or out of their base).

REMEMBER: If you have the Frozen Mallet, you can just auto-attack them while they run away during Tremors to keep them with you! FM guarantees a slow with each auto-attack.

That's it for the Combo. Please suggest a better name for that in the comments. .-.

Finally, the last part of Rammus: TOWER DEFENSE.

The definition of a Taunt is that is forces a target unit to attack, right? Well, Towers attack and Champion that causes damage to a friendly champion within range. Your Tower Defense combo works something like this:

Taunt the target enemy champion, then go DBC. If they start to run, Exhaust them and the Powerball into them. Early game, this is almost a guaranteed kill. Late game, this can save one of your towers from falling until more of your team arrives and can push the enemy off the tower. After level 6, add in Tremors before your taunt to really bring them down fast.


Guide Top

Closing

Thanks for taking the time to read my build-guide for Rammus, the Armordillo! As stated before, please rate it up if you like it, or offer some suggestions for improvement so I can make the guide even better!

-Nightcipher

(That's also my Summoner Name, so if you feel like playing a match or two with me, feel free to hit me up!)


Guide Top

Changelog

10-12-2011:

Updated item build to include a Doran's Shield at start for extra armor and health regen, and removed Frozen Heart in exchange for a Guardian Angel.