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Choose Champion Build:
Spells:
Heal
Ghost
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Introduction

Mmhmm, Yea, Ok, Thanks for looking at my guide. This is my


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... |
What I use:
Runes




As for lane, there are choices:
Marks Greater Mark of Desolation ![]() |
WOAH |
Seals ![]() ![]() Greater Seal of Vitality |
WOAH |
Glyphs ![]() ![]() ![]() ![]() |
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



Preferable:












Secondary Choices:







Probably Not:










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.

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


The



Be smart about item choices, if they have an all DPS team, don't build





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



Philosopher's Stone
Despite popular belief,



If you were forced to buy Philosopher's Stone (Due to lack of income or ganks) or just having a really hard time catching the carries, this item is absolutely perfect. It's good for making quick initiations, escaping easily, chasing even easier...ly..I guess, and even if you use it in a teamfight that has already unfolded, it gives your team dominant positioning where required. Keep in mind that many support champions will buy this, in which case you won't need to. Having more than one is very unnecessary in a team.

I've never been in a situation where I needed this item on








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.









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
If the enemy team has all AP Mages for whatever reason, then you shouldn't be building

Think about the different ways you'll counter the enemy. Imagine seeing





It's a sample build, not law.

You should be able to pick up

Buy a good counter to your laning opponent whenever you go back (or die). Typically you'll want


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
Soaring Slam 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


- 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.

-

-Blue Buff, pop a potion right before hitting the golem (Get protected from solotop and mid, or bottom and mid. Blue is important.)
-


-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.
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