Rammus Build Guide by

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.

League of Legends Build Guide Author

Rammus The Wrecking Ball

Last updated on November 17, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 9

Honor Guard

Defense: 21

Strength of Spirit

Utility: 0

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Hallo, This rammus build will show you how to carry with rammus from the jungle, since the masteries change, rammus jungle, along with many other jungles have been sped up. rammus jungle time is now lower that 3:50 to complete a full blue jungle route.

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Creeping / Jungling

You use a normal blue jungle route in this build, your team can also do an invasion early on because rammus has ridiculous early game damage / tankiness. but in a non-invasion game, go blue, wolves, wraiths, golems, red buff the reason for going red buff last is because you do the jungle quick enough that your smite will still be on cd by the time you get to red in a normal route. after you get double buffed you should have 600-800 hp, plenty to gank, if all your lanes are pushed (which happens a lot it seems nowadays) head straight for your opposing jungler's jungle, make sure that you get a cv and you should be able to first blood the jungler at this time because rammus now has the highest base stats on a jungler especially when coupled with defensive ball curl

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Unique Skills

this is a brief explanation on how to use the rammus kit of skills

first a brief explanation of the skills and what they can do on their own
Spiked Shell
Rammus' Passive, increases attack damage by 25% of your armor value. this
ability makes rammus want to build armor as it gives him a large amount of
damage take cloth armor for instance +18 armour =+4.5 ad so you get almost
half of a longsword's damage from armour you buy, and it is the reason you
rush armour on a jungle rammus
speeds up rammus over a period of time, he cannot attack while in this state
however whenever he collides with a unit the effect ends and he deals magic
damage and slows everyone within a small aoe very good for chasing and using
in between neutral camps, do not overuse when you do not have blue as it is
a mana intensive ability
defensive ball curl
Rammus takes a defensive stance for six seconds increasing his armor and mr by
50/75/100/125/150 and returning flat damage that scales off of your armor to
enemies that attack rammus this encourages rammus to be a tank, this ability
is where you get most of your mr from before late late game, you activate it
to dodge spells, when you enter a fight, pretty much any time you expect any
kind of damage to come your way, or when you are attacking, as d ball curl
works with your passive, giving you an extra 12.5/18.75/25/31.25/37.5 ad
when you activate it
puncturing taunt
Rammus taunts a target lowering their armor and causing them to attack him for a
short duration. alone, you can use this ability for a few things, grabbing a running
target to finish him off, drawing ad carry damage away during a teamfight etc.
i will explain it's synergy with other abilities shortly
Rammus causes tremors beneath his feat dealing magic damage to all units(including
towers) in an aoe around him this ability is mostly used to increase you damage
output during a fight or to split push a turret
These abilities all play a role in rammus' kit. When ganking powerball in, taunt,
d ball curl, tremors, if they are an ap carry and they cast something on you try to
use d ball curl to minimize the damage and then taunt, do not worry about your powerball
hitting them in this case, you can d ball curl before you hit if they have a lot of damage
taunt the squishies (preferably ad carries) and surge don't worry about the incoming damage,
and just go for the weakest links, moving up to the bigger ones, rammus late game damage is not stellar but with health he can tank a lot of damage and still have enough damage to take out the enemy squishies rather quickly

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Summoner Spells

the fastest jungle and best combat ability for rammus is surge smite, surge really makes him a powerful ganker now as well as speeding up the time of his blue buff kill, because the surge scales with your high attack damage from defensive ball curl and tremors, giving you very high, sustainable damage for the duration, which is usually enough to kill a person or two