Rammus Build Guide by MentalMonster
Not Updated For Current Season
Not Updated For Current Season
Pros / Cons
- He is a VERY strong tank.
- He is quite easy.
- You can jump in when your team mate is being attacked and force them to attack you to
- When your W is activated, he is very hard to kill because of the armor and magic resist
- He is a frikkin turtle with spikes!
- He is hard to master, but well worth it.
- Crowd Control spells are annoying but the merc treads help for that.
- He is often banned in ranked matches because he is so annoying to play against.
- His Defensive ball curl greatly increases his armor and magic resist but when it is deactivated he is more vulnerable than some tanks.
This guide is not exactly one of my own. the masteries and skill order i used the same as Just another Rammus guide. [Up to date!] by Zyv0x. I did change the runes, and the items because i felt that i could improve on his already very good build.
In the case of these runes, i felt that by getting marks and seals of resilience it would help early game by giving increased armor and therefore slightly more damage. The glyph of warding will give more magic resist which will help against magic champions and the quintessence of vitality will increase rammus's health.
The items, which in this build i did change, build up to make rammus a super tank. End game he'll have over 400 armor thanks to thornmail, frozen heart and randuin's omen meaning a lot more damage. By getting force of nature you inrease you magic resist and your health regen. Warmog's will increase rammus's health greatly and by getting atma's impaler it will use the extra health given by warmog's to increase rammus's attack damage by quite a bit. His attack damage late game can get close o 300 ad.
The summoner spells are very useful for Rammus as a laner. The summoner spell, Teleport allows Rammus to get back into lane fast if he has been killed or the enemy are backdooring your team. The Teleport spell can also help Rammus to backdoor if minions are pushing a lane. This build gives him high Ad so he can push a turret easily and then you use powerball to escape if you need to. Flash is interchangeable with ghost. Flash is useful to get out of situations and then hopefully use powerball whereas ghost is more useful if you are being chased.
The skill sequence as i stated above, i used the same skill sequence as the other person's build because it is so good. By getting level one powerball you are able to get out of situations and also knock them up if necessary. At level two you get, defensive ball curl because this increases your armor and magic resistance and returns some damage back to the attacker. The first skill you want to max is your E (Puncturing Taunt) because this makes the enemy selected attack you and it lowers their armor and magic resistance. This makes them easy kill for 2 or more people. If there is one champion, initiate with your powerball if there is room and if u knock him up, immediately E on an enemy, immediately use your W so as to reduce damage taken and so some of the damage done is sent back to the attacker. You can also use your ultimate to make sure he will die. His ultimate is also useful for a very large amount of minions together.
The one thing this build probably has over other builds is the increase in the Ad because of the atma's passive which is helped by warmog's and because of the armor given by the other items.
The timing of last hitting is important with Rammus because he has no real skills to farm. Later on you can use his ultimate to farm minions because of the slight cooldown reduction which will help the ultimate to be up when it is needed.
In a team fight, initiate with your Q to knock them up and focus on one champion, predetermined with your teammates, and use your W and then taunt (E) on the enemy chosen. Use r immediately to deal damage to multiple champions and watch all hell break loose in that tiny part of the map.
This build is made by personal experience with Rammus. I followed Zyv0x's build and it worked well and after messing with it a bit i created this one which I hope will aid anyone who wants to play Rammus. Watch all hell break lose with this super tank :)
One last thing which is very important. Crowd control spells, meaning slows, stuns etc etc affect tanks quite a lot therefore tenacity is important. Merc treads give tenacity when you get them. Late game mercury treads aren't as important because no one is going to take out 4k health through very high armor and quite a bit of magic resist in a few seconds so mercury treads can be switched out for the randuin's omen. If the opposing team has a high mobility rate, the randuin's becomes less important. The randuin's omen can possible be left out instead of the mercury treads to increase rammus's movement speed and also keep his tenacity increased to keep the effectiveness of crowd to a low and this will allow Rammus to effectively to continue tanking. The choice between Randuin's omen and the Mercury treads is situational so it pays to study the other team's champions.