Rammus Build Guide by MajorLoL
| Health | 4306 |
| Health Regen | 54.9 |
| Mana | 1549 |
| Mana Regen | 9.9 |
| Armor | 410.87 |
| Magic Resist | 255.56 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 405 |
| Gold Bonus | 5 |
| 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 | 19.2 |
| Magic Penetration | 0 |
| Cooldown Reduction | 30% |
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Mastery Tree Is Outdated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
Mmhmm, Yea, Ok, Thanks for looking at my guide. This is my
Pros / Cons
|
Pros
+ Excellent Tank Mid / Late Game + An exceptional Anti-Carry + Very good at securing kills + Can zone out the enemy very well + Can afford to be reckless at times + Sexy Voice |
TEEHEE |
Cons
- Picked on early game laning - VERY blue buff dependent when jungling - Almost impossible to recover from counter-jungling - Can get kited without - Cant take on 5 people alone without dying (Sad, I know) - Not many friends... |
Masteries
Lane Masteries
Easy to see, these are made to keep you in lane, and on the battlefield a long time. This is always a good thing because it helps get enough money for what you want to buy in one trip.Jungle Masteries Not much different, just a few changes to keep you in the jungle without any problems.
You typically never want to stray away from the 21 in defense. I play
Runes
The choice for runes on a tank are obvious, but there are choices.
What I use:
As for lane, there are choices:
As you can see, I like to go for a full defensive setup, except for Marks. This is because Marks are designed for damage, and
Quintessences are just as optional, as
Summoner Spells
Summoner Spells are totally situational. If there's so much CC that it will be unbearable,
Flash may be a reasonable choice. If there's less, then hey! Go with
Ghost instead. There's lots of combinations you can go with. Here's my take on these spells.
Preferable:
Secondary Choices:
Probably Not:
Abilities
These are
Rammus's abilities. They all make him a semi-bursty assassin-like tank. Most of them work together well with each other.
1/4 of Rammus's armor is converted to Attack Damage.
Real nice huh? At the end of this build,you'll have around 200 AD, turning a pure tank into a fighter. This is part of the 3 reasons that
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
Probably your most important spell, because it's your initiation tool. It's insignificant if you don't hit a carry, unlike a spell like
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
What makes you a tank. This is the reason
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
This is basically the thing that makes everyone on the enemy team hate you. Every good tank has some hard CC, and this is it for
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
While most tanks must use their ultimate to initiate, or to change the outcome of the fight (Ex: A good
This skill can be used for: Taking down turrets (Yes, it does that), dealing damage to a group of people, farming, taking down a single carry (If you are able to reach them), and dealing supporting damage in a teamfight.
Core Items
The base source of all your health, and a nice little boost to your health regen.No matter what they're team is based on(AD or AP), you're going to need health. Because of
Tenacity is very important on any tank, because you need to be able to mess with the enemy as much as possible, instead of getting CC'd out of the fight. Here I'm not saying
As A Substitution
While I just said Tenacity is important, there's a lot of times where the other team lacks a good amount of CC, and if they have any at all, they won't use it on you. In this case, having more defense against all damage will help you more than reducing the effect of CC
Yes,
Yes it may seem VERY wierd that I would choose this item as a core for every game. Any serious game will have an AD Carry and at least one other AD Champion. This item goes great where everyone says "
When Jungling But Merc Treads Are Required
to
The
Be smart about item choices, if they have an all DPS team, don't build
Situational Items
It's a little funny how well these things work.
Getting this item isn't for the passive fully, while it is a nice addition. The amount of health you spawn back with can be insignificant, but has saved me. The main reason for this item is the stats it gives, a nice mix of both armor and magic resistance.
Both of these items are here for the same reason, but are to be used in different situations. When purchasing
Another way to get out of sticky situations. Decisions, decisions... anyways you only need this, and I mean ONLY when the enemy is using their hard CC that is crippling to you in every fight on you. This doesn't happen often, because most people have enough common sense to use their hard CC on people that aren't as tanky, so you won't be buying this often. Still, it's always an option is
Yes, I always take
Many tanks prefer this item, and in the early game, I can see why. The aura is more of a behind the scenes kind of thing. Almost nobody notices nor acknowledges it, when sometimes it probably saved their lives. Having this will greatly help in the mid game, or early game if you rush it. It's nearly useless however in the late game. Then you can sell it for whatever is required.
I've seen many
Despite popular belief,
If you were forced to buy
I've never been in a situation where I needed this item on
Sample Builds
What you saw in the build above was a build facing a mixed team. This means that if they have a steady amount of both AD champions, and AP champions, your build should look something like that by the end of the game. These are sample builds for other team types:
AP-Based
AD Rammus
Warning: The Epicosity of AD
As a tank,
Keep in mind these are just SAMPLE builds, and none should be strictly followed either.
No Thornmail?
While deemed one of the best items for
Rammus and most tanks, I feel it necessary to tell you you're not getting all you can get with this item. Even though it synregizes well with his
Defensive Ball Curl, it's nowhere near a good investment, especially with items l
Thornmail gives alot of armor for little to no cost and adds a good amount of extra damage to
Defensive Ball Curl....awesome. Think about this way,
Thornmail returns 30% of the damage taken as magic damage. This is fine and dandy, but you're a tank, and people won't attack you much anyway unless you taunt. The damage is still pretty good, but I wouldn't recommend it unless the other team is full AD, then you can switch
Force of Nature for
Thornmail. Yes, it synergizes really well with Rammus, but saying he needs it is like saying
Kog'Maw can't be built without
Madred's Bloodrazor, because the I've yet to see a pro use one while playing ranked.
On the topic of Frozen Heart being the main armor item and not Thornmail
So basically, when you choose
So yeah,
(Just remember it's not a bad investment if the other team consists of mostly AD.)
Get Both?
Overkill, extreme overkill. These two items combined will bring you over 400 with

Notice how straight it the line gets around 400 armor. It's near a point where you for 10 armor (A small amount), you get less than half a percent of damage reduction. The value for armor get's so low, it's almost meaningless. Altogether, unless they have 1 or no AD Champions, I think
TL;DR
A Quick Reminder Regarding Building Rammus
You are a tank. This means you need whatever defenses are necessary to take as little damage as possible and tank for your team.
If the enemy team has all AP Mages for whatever reason, then you shouldn't be building
Frozen Heart. Technically, there is no building a tank accordingly. The build shown is basically a scenario where the enemy team has an decent amount of both damage types, but not as much CC. The current meta calls for a good variety in the types of champs you'll be facing. Keep a note, when it comes to building, there's no way that's set in stone.
Think about the different ways you'll counter the enemy. Imagine seeing
Nautilus in the jungle, and a
Blitzcrank in the bottom lane, with a
Swain in the mid lane. Obviously you'll need a counter to CC right?
Banshee's Veil would be almost mandatory. Imagine the enemy is a troll team with 5 AD Carries. Then
Randuin's Omen nice and early will do you some good. Always think about how you can benefit from what you're building, rather than mindlessly following the build I displayed.
It's a sample build, not law.
Gameplay in the Lane and on the Battlefield
Rammus is an awesome laner, able to support his teammate and do his best to keep them safe with taunt. With an early
Ruby Crystal as I buy first in my build, he can easily tank damage early and he can afford to be a little reckless. This is why he can function there, rather than being confined to the jungle, and even top lane.
You should be able to pick up
Heart of Gold and a pair of boots on your first trip back. This will greatly enhance both your survivability in lane and your gold gain. I can usually stay MUCH longer than this, but if your partner (or solo lane) is taken care of, it's much better to get this gold nice and early. It's nice to even opt for
Philosopher's Stone if you were for some reason stealing creeps from your partner.(It's ok if you're solo lane)
Buy a good counter to your laning opponent whenever you go back (or die). Typically you'll want
Glacial Shroud nice and early for the mana and sustainable amount of armor, but if you were against an AP Champion, starting, or rushing,
Banshee's Veil is a pretty good choice as well.
Being in this lane means allowing your teammate to farm minions, and you zoning out the enemy. Zoning is an effective way of blocking out the enemy's experience and minion kills.
If you haven't seen this video yet, it should help you learn.
When sparking fights, just go and use everything on the squishier target, may it be the support or carry. Keep an eye on the health bar, and always make sure to signal retreat if things are going rough. If not, continue, and push for the kill unless it's not safe anymore. An example of this is they've retreated to their tower or you've been compromised by their jungler. You should make sure to be warding dragon, and certain access points as well.
Your role on the battlefield
Like I've said countless times before,
- Attacking(
Spiked Shell gives Rammus great DPS) - Being attacked while in
Defensive Ball Curl - Has
Tremors going
If a battle isn't going your way, and you nobody notices it, it's usually trouble for both you and the entire team. If the battle isn't going your way, and somebody that isn't you notices it, you're usually the one who's screwed. This is because everyone else has time to escape while the enemy just uses everything to kill you. If you're the one who notices it, you'll be able to pull out in time, hopefully warning your teammates in time as well. Summary of this paragraph is, keep a close eye on health bars
The Jungle
Ah
Rammus, the jungling tank. Rammus is an awesome jungler, thanks to
Defensive Ball Curl. Now dont get me wrong, Rammus has many complications:
- Can't do **** in the jungle without blue
- Counter-Junglers are going to have fun with
Rammus - A bit slow to jungle later in the game, while others snowball
Bad stuff...but he has amazing qualities in the jungle in his own right. He has no problems clearing the jungle if hes allowed to run his initial route with no opposition. He's someone who actually wants to get hit, and his
The staple of Rammus's jungling, is the Ganks. Unless they have some type of invulnerability or the ability to flash and run fast, Rammus's ganks are unescapeable, especially with the extra damage from
The skill sequence is
With the damage from your teammate, youve got a guaranteed kill on someone, unless they're a tank with early health or armor items.
Ganking
There are different types of ganks you can perform when moving in on the enemy, and you should decide on this before you actually show yourself. The types of ganks are as follows:
This is when your OBVIOUSLY not going to kill the person, but you want to inflict as much damage as possible and try to waste some of the enemy's summoner spells.When doing this,you must keep the mentality that you're most likely not going to kill the enemy. This means no tower diving, no
Sometimes minions block your option to powerball in there, sometimes solotop
Just Kill'em Ganks

This ones the most obvious and most common one. During these ganks, you're giving your all. You're flashing to powerball in front of them, tower diving, going all out. You NEED the opponent to die, even if its at the cost of your own life. This is mainly to put the lane you ganked ahead of the opponent's. This is what you want to do the most, because it forces the enemy to waste their money on wards, messing up their chance to get what item they want on their first time back. If they dont ward, their loss, keep it up and they'll be feeling bad at life.
This video, by stonewall008, shows a standard day in the jungle for Rammus.
Keep in mind that he had no leash in this video, and if you have a leash, you can use less potions and complete a lot more jungle camps and ganking if you do recieve a leash. If all of the lanes are ungankable (Pushed or just way too weak), it's better to go back and buy whatever you feel like.
It is very important that you get protected from the team, because without blue you cannot jungle.
The Route

-
Rammus can defeat wolves before starting Blue, so just start at them. Having teammates do damage to the wolves, but not killing them, will save you some health to do whatever.
-Blue Buff, pop a potion right before hitting the golem (Get protected from solotop and mid, or bottom and mid. Blue is important.)
-
Powerball into the wraiths,
Defensive Ball Curl, and pop another potion.
-Back to wolves
-Repeat this skill pattern with the Red Buff, then golems.
-Go back and clear wolves and wraiths, you can repeat the route-Wolves, Wraiths, Golems-until you can't jungle anymore AND/OR gank lanes.
-Always make sure you're doing something, don't wait for 2 minutes in brush for the enemy to get in position to gank them. Keep jungling, Keep roaming, Keep Ganking. Just dont stop.
-Use the opposite jungle to your will if there is no enemy jungler.If there is,ward your own. Warding the enemy jungle allows you to gank them with teammates however.
Summary
Thanks for reading my guide, and I hope you've learned something from seeing it (Unless of course you skimmed through it, or came for the build alone.) Either way, I worked hard on it, and I'm eager to hear your honest opinions!
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