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Rammus Build Guide by Dragonshea

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League of Legends Build Guide Author Dragonshea

Respect The Rammus! Top Lane Tank-Juggernaut Guide

Dragonshea Last updated on November 14, 2016
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Juggernaut Build

Ability Sequence

3
14
15
17
18
Ability Key Q
1
4
5
7
9
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R

Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 12

Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Defense: 0

Recovery
 
 
5/
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
5/
Veteran's Scars
 
 
 
 
 
 
 
 
5/
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 18



Threats to Rammus with this build

Threat
Low
High
Show all
Threat Champion Notes
2
Master Yi Depending on how you do in the laning you may end up feeding yi or not. he got low defense so he wouldn't be much trouble. However Yi is lethal when feed early and will kill Rammus like nothing if he gets few kill early on and when he activates Wuju Style. AD+AS+Thornmail+Rammus=Ownage.
2
Riven Riven is easy enough. her shield and jumps can be annoying but she is manageable. just make sure you deny her any early kills keep her CS low until your mates are up to speed in the match. you have an advantage as she will only be dealing Physical damage and you stack armor like a beast so you can just stonewall her until mid when she will be starved of items. Stonewall the bitch and she have wouldn't have a chance to snowball.
2
Tryndamere Tryndamere will suck against a good Rammus but be sure to get thornmail to completely own him. at the early game play safe and you have a good chance of scoring early kills on him overextends.
2
Miss Fortune MF Sucks against rammus. All she can do is slow you down a bit and you can interrupt her ult with little problems hell you can even be as ballsy as to go directly at her during it and stop it.
2
Rengar Rengar is without a doubt a joke compared to Rammus. His attacks are mostly AD based and he just overall sucks against Rammus.
2
Jhin Jhin ain't shit to Rammus. between his low mobility and hard hit's he is nothing. Especially with Thornmail as DBC deal fixed damage back while Thornmail reflects a % of the damage done. Turning Jhin into the Greatest performer of his own art.
2
Draven Axes, catching, and axes. Draven aint shit to rammus
Guide Top

Introduction

Introduction



Hey there. This Rammus Top lane guide is for those that want to play the master of Taunt in the Top Lane instead of the Jungle. Rammus is a powerful Counter to any assassin meta or a must pick for any tank meta as he can stack damage with defensive stats well.

About me: I Am a devout Rammus player and mostly play Rammus as top laner instead of a jungler (since that not really my style) and I checked out Mobafire for Tank/fighter(Or Vanguard-Juggernaut as of 19-04-2016's Riot post on class, http://euw.leagueoflegends.com/en/news/game-updates/gameplay/dev-blog-classes-subclasses) guides but there weren't any I decided to make one for those who want to play Rammus in this way and break the meta.

The guide will help anyone that want to or struggle to play Rammus up top and learn the ropes on how to deal with threats while making full use of your strengths and advantage as well as tips on how to play as Rammus as a Juggernaut rather than a jungling Tank. Detailing how to rock the top lane and to be threatening presence in team fights, stonewall snowbally champions well, lock ADC's and unleashing 20 magnitude earthquakes on both the towers and the enemy team.

So anyways, Rammus is tank with a good ganking and CC kit along with an one of the strongest AoE Ults that is rivaled few in the game. What makes Rammus shine in fights is his ability to taunt and force an enemy to damage themselves when attacking him with Defensive ball curl up, Making him a monster in against any AD champions or squishies or in team fights lock down a Carry.

However Rammus can be considered a "tank carry" being very week in early game but a monster in the late game. So this guide will be about being an AoE monster that specializing in charging in and initiating Team fights while wrecking clustered opponents with A hydra weapon, Sunfire cape and your Ult.


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Abbreviations(for newbies)

DBC: Defensive Ball Curl
PT: Puncturing Taunt
TH: Titanic Hydra
SFC: Sunfire Cape
AoE: Area of Effect
AD: Attack Damage
AS: Attack Speed
AP: Ability Power
MR: Magic Resist
MS: Movement Speed
CC: Crowd control
CD: Cool Down
Steroid: An ability that increases your stats
Nerf: Reducing the effectiveness of an ability, passive etc.
Buff: Incresing the effectiveness of an ability, passive etc.
Gank: Surprise attack.
Squishies: Target with Low defensive stats
snowball(ers). Champions that grow exponentially stronger the moment they gain an advantage, becoming nearly impossible to stop.


Guide Top

current updates and tip videos

Current Update 6.11: Well this patch will be quite entertaining, several OP champions like ekko, Maokai, and others have been nerfed so balancing should have improved while others will get some indirect buffs so things will be evened out a bit now, however.

The Bad: Ilaoi's E now deals max HP damage but as we are building a s#"tload of armor, it's not that back but still painful if she has BC. Vel'koz now deconstructs(again) during his ult. meaning that that he can now one shot tanks like it's nothing.

The Good: Not much, the new Trinity will be good for Rammus as he can now combat AS based champions better, many top bruisers now have been nerfed so you now have a better chance up there. Ninja Tabi is getting buffed, increasing the amount of AA damage you now block by 12%.

The In Between: Trinity is getting a small rework, now building form stinger and has more CD and AS at the cost of Crit Boots of swiftness are getting a nerf down to 55 MS gained, so unless you don't need the MR, it will be a small nerf to rammus.

Extra update(getting personally here): As for this guide. I am happy to see this guide has gotten over 1.5 million views, I am happy to see the support and the few votes I have gotten. So to the rest of you guys, I thank you.


Anyway here are some video of some other Rammus champs.



About Phylol's Video(getting a wee bit salty here):

Now Phylol's video is a very good video about countering rammus specifically and that is the best way to counter Rammus, You are going to be vulnerable when your DBC and Taunt is on CD and you properly can't bait or chase without Powerball, so if you are committing to a teamfight you have to pick the right moment and have your allies behind you when you do so.

so how are YOU! Going to counter a counter! well here is the answer: tactics, skill and knowledge. You need to learn that fighting those that can counter you means that you need to know who in your own team and counter them as well as who you get an anti counter item set to stop them. sure you are going to suffer in performance, but they will suffer even more for two reasons: One they wouldn't most likely be prepared, and two. you are going to being being focusing on their weaknesses while yous will be mixed up by the unorthodox setup.

Since this is a Rammus Juggernaut guide and you will be sacrificing some defense for tons of damage, here is the item I would recommend to messing them up, but only if they are fed and you have a tank as well or it's the late game: Mortal reminder or more importantly, grievous wounds.. I am not kidding about this. being able to off load your taunt-DBC combo on them. will reduce a lot of the self heal they will get while you are ripping them apart, even if you die, you will at least have 3 seconds of them having reduced life steal and pretty low HP . if you don't get it, then make sure your allies do so.

Another thing I'd like to mention is that teamwork will come in handy as you are need to have a ally to save your bacon in a bad situation. having 1v1 or even a 1v2 become a 2v1 because your buddy waylaying the f)"k out your attackers. And combining the subject of the last two paragraphs Grievous wounds is a must for stopping anyone that rely on life steal, any Morellonomicon user, Kat, Varus, or someone with ignite will be needed for when you attack the ADC or any other AS carry.

But here is the catch. Rammus is a powerful AS punishing tank. And as Phylol mentioned, "you are a walking Thornmail" And people are f%#"ing scared of that, you need to think about modding it in a way to match them as it's their natural weakness. Taking damage from their own attacks while you survive. But you need to realise that kitting is STILL your biggest weakness. you have to make sure that you stick to them for that you should also get Frozen mallet. And you also need to realise that a smart "caster AD" like Lucian who relies on Piercing light and dashes. you have to dodge his Q but also eat his Q, but would still screw you over if someone like him picks Elixir of Wrath instead of someone like jinx.

So in short what you need to have an anti-counter to those that want to counter you and Counter, what you need is Grievous wounds, MR shredding and sticking power. Armor is not a problem as you are ******* rammus


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Role.

As Rammus your Goal in the game is to be as disruptive and annoying as possible to the enemy them by CC'ing Squishies, split pushing lanes and destroying towers. As Rammus is a tank with good damage both from his passive and AP scaling of his Q and ult. So you are gonna be a beast that makes full use of his tank/fighter role getting any form of damage from your defensive stats by any means.

This means that You are a Defensive Juggernaut. Unlike the other ones like Garen, Darius or Sion who have defensive stats for ensure they survive long enough to kill their enemies too much, your defensive stats will be used both for that and to empower your offensive might, giving you an edge over them in that aspect. Meaning your goal is to be able to alternate between attacking and defending, so if a Talon or Rengar is gonna jump a squishies, you stick to them so you can taunted them, while you and your Carries deliver a brutal counter attack. And if the team needs someone to initiate, then don't be afraid to roll in and attack while the enemy team wails on you as they are getting picked off by your own mates.

In teamfights,thanks to DBC, Rammus can survive long enough to deal several of not all of his ult ticks while having the enemy team wale on him as your team ruin them. As long as you get at least 2-3 kills off. If you should die in the onslaught, it's all good. What is not good, is getting kited or having the enemy team jump you without the help of your teammates as you will have died for nothing.

Finally, Rammus has strong (melee/centered)AoE damage potential, meaning you are a walking reking ball of pain. For that reason getting Titanic hydra/Rylai's, Sunfire and Thornmail is a must for Rammus because the former two damage scales with health and empowers your ult respectively, and the latter two will give you some more armor and AD and some nasty AoE damage, if you can get close to your enemies.

This means that in essence you have two roles for the price of one BECAUSE your passive, and with the right items because you gain an absurd amount of damage with them while being tanky as f#ck.


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Pros / Cons

Pros

+ Good initiator.
+ Armor grants AD allowing you to deal good damage
+ Insane Base Armor(the highest in-game at 104.5 at Lv 18) making him a strong counter against Last whisper.
+ Deals Hybrid damage due to high scaling on Abilities and High AD from armor thanks to passive.
+ Powerball and taunt give you a powerful single target CC combo
+ Defensive Ball curl reflect damage of auto-attacks, hurting AD melees and ADC's, especially AS based champions like Jinx. A lot.
+Deals "Death by a thousand cuts"(the damage combined form Thronmaill, DBC, AA, PT and Tremor will shred nearly any enemy.)
+Can Tank and destroy Towers easily thanks to his ult.
+Powerful AoE ult.
+Can burst down squishy targets surprising well.
+Good at split pushing thanks to Powerball.
+Taunt reduces armor by 5 per point.
+Rewards passive and counter-offensive play
+Hit's hard, moves fast and can take a beating. the quintessential "Lightning Bruiser"
Rammus is one of the best damage dealing tank in the game which can with the right items turn him into a defensive based juggernaut and when taunting your target while using DBC you will be dealing tons of damage while forcing them to hit you back with auto attack even with Life steal. In solo fights you can dominate quite a lot of melees and in team fights taunting the enemy carry will pretty much give you team enough time for to wails on him/her and secure a kill as your E also reduces Armor. Powerball is your "swiss army knife in the game and has tons of uses. Tremor is a nightmare both because it has a short CD and because in team fights as Rammus can use it mid-powerball to demolish an entire team when they are close to each other thanks to it's slow and knock up.
Cons

- Very weak early game.
- Easy to gank, no escape tools apart from powerball which is slow at start.
-High Cd on powerball at lower ranks make it unviable to use in close combat as you risk your only escape ability.
-Tremor is a self AoE and will alert smart players due to it's visuals
-AP scaling while gaining AD form Armor leading to some confusing while Itemizing.
-Powerball ends when hitting Minions
-Champions or items that reduce armor will also reduce your AA damage. I'm looking at you Renekton and Vi.
-LS combined with Armor pen, while not deal serious damage to ADC's.
-Without armor, Rammus will have poor damage, Magic damage heavy comps will hinder him, badly.
Rammus weakness is that he is very week in early game in fact he is atrocious at the start. Most champions will wail on him and Powerball is better as a ganking tool rather that as an escape tool. Defensive ball curl is the only ability that is close to an offensive skill as it grants Armor and damage through your passive, and when it is on CD you're most vulnerable. Puncturing taunt has a short range which requires you to be at melee range to use it. All of these weaknesses make rammus predictable and sometimes bad chasing ranged champions, kiters and champs with good escape abilities or those with a higher base speed. Rammus is also very Item dependent and most of his advantages comes from items(I.e, Sunfire capes is needed for split pushing). Also Rammus goes most of his damage from being attacked and thus need a lot of health and some Hp regen to survive in fights.


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Spells



Always get Flash no if's, no but's..... But as of Patch 6.10. Ghost has gotten a powerful boost allowing you chase MUCH better, combine this with Hextech Protobelt, you will have alot of sticking power.

Teleport is also a good choice on rammus as he is able to put a lot of map pressure thanks to his mobility. Also, teleport is a great help for when you get killed and need to get back in the fight ASAP. in mid and late game. It can be a lifesaver, especially if you teleport to wards and other objects to turn the tide of a teamfight become the Ace master.
Ghost just go a massive buff, reduced CD, and MS per Lv, since rammus is more of a mover than a dasher like Lucian and Irelia. this help you stick to your target for when you need to taunt or roll into them.


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Runes

Runes

Greater Mark of Attack Speed
9

Greater Quintessence of Armor
3

Greater Glyph of Scaling Magic Resist
9

Greater Seal of Scaling Health
9

Runes



  • Greater Seal of Scaling Health:Scaling health is actually more effective on rammus than flat armor seal and Armor quints are better than seals. So stacking scaling health will be better in the long run as Rammus is a late game beast, considering he has the highest base armor in the game.
  • Greater Mark of Attack Speed:Because Rammus's abilities scales with AP rather than Ad as well getting bonus AD he gets from his armor. Itemizing can be a pain but using AS runes will help out, Rammus may not scale that well with AS but it's better that AD or Armor Marks as they will have an impact for the whole game instead of certain stages of it.
  • Greater Glyph of Scaling Magic Resist: Magic damage wouldn't be a problem at the start unless you are fighting someone with a lot of early magic damage as you naturally gain MR as you level up. The glyphs will be a great help in the late game when you are fighting Mages and other AP Champions
  • Greater Quintessence of Armor:The Extra armor will be a great help to you at the start of the match and you'll pretty much be starting out with a free cloth armor and you get all the armor you need from the get-go.

    You can also replace one of the armor quints for Life steal or MS ones if you feel bold enough.


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Masteries

Masteries
5/5
1/1
5/5
1/1
5/5
1/1
5/1
1/1
5/1
1/5

Your goal is to tank and outlast your opponents when you're playing as rammus. With the new mastery, you should stack HP+Armor to get the most of your keystone talent and your passive. Unyielding buffs your armor and Runic shield will help you out with regen and shields granted, giving you that extra tankiness and a bit more damage. Perseverance helps you out for when you are low in health and need to recover faster, but if you want to use your summoner spells more then get Insight. both mid-tree 1 point talents are good for rammus. In general I chose to take Swiftness and Grasp of the undying as you are building to be a juggernaut and you'll be able to lay a lot of pain on squishy targets while healing yourself. combined with your damage and vampirism, your attacks will hit a lot harder and you have some sustain to boot.

in the Ferocity tree. You should Take: Fury, Double-edged Sword, Vampirism and Oppressor. Fury and DES for damage, Vampirism for sustain and Oppressor as you can both taunt and slow with your E and Q respectively. Making your CC more punishing.
Masteries
5/5
1/1
5/5
1/1
5/5
1/1
5/1
1/1
5/1
1/1

If you want to build be more defensive. then take Legendary Guardian and Bound of stone as you will be much harder to kill and provide more defensive utility for your team. and as of 6.4 Expose weakness will make you a more deadly presence in teamfights if you Co-ordinate well with your team.

Masteries
5/5
1/1
5/5
1/1
5/5
1/1
5/1
1/5
5/1
1/5

If you are Jungling or forced to do so, you should get these masteries as you be playing a more tank oriented role and you need something to make you a powerful presence in the jungle. Merciless and dangerous game will make ganking and Champion kills more rewarding as you take time to gank and Strength of ages will give you extra HP as you kill monsters in the jungle and synergizes well with TH.


As Veterans scar has been changed to grant flat 9 per point HP, it's only good at low levels now and Rammus is a mid to late game champion so it's best to get runic shield as it will synergize with Warmog's and Perseverance


Guide Top

Skills

Spiked Shell
This is what makes Rammus who he is. the bonus AD gained for your armor helps to make your auto attack hit harder. combined with DBC you will quite a lot of damage to your opponents and wreck more frail target like support or ADC's. In the last game with TH and 250+ armor, you will now have around 210+ AD which is quite impressive for a tank and around the same Garen and Darius that build similar to yourself.

Powerball
This is Rammus's Swiss army knife of an ability and it has tons of uses with a creative mind. For one, the main use of Powerball is to charge in and gank your opponent with or to chase them. What makes it a "swiss army knife" in your kit? it the uses. it can be used to CC, damage, Chase, last hit, instant AoE you name it. When ganking you need activate this ability early to let yourself speed up rather than start when you're about to appear to catch your opponent. timing is everything with Powerball and if you hit a minion or time your Powerball too soon or too late you will mess up, badly. Secondly you also need to learn when to time Powerball because using DBC during powerball will cause it to cancel prematurely after one second and visa versa, because the two are mutually exclusive. But since the CD you wouldn't be using it a lot apart from chasing or ganking. so be careful when using it in a unorthodox manner.

IMPORTANT NOTE!: In regards to the tooltip while it stats that you do gain up to 140% at the end of the ability. You acutally moving slower that you would think because of the caps in movement speed. The soft cap reduces any MS gained above 415 by 20% (meaning to you need 93.75 MS to reach the hard cap of 490), which further reduces the MS gained by 50%(meaning you only get half as much MS when above the cap). So, at the end of Powerball with alacrity tier 2 boots and one MS Rune(which is: ((335+65)*1.015)*(1+1.4)) ) is: (974.4 − 490) × 0.5 + (490 − 415) × 0.8 + 415=717.2 whereas your max speed with Powerball at the start will be: (816.06 − 490) × 0.5 + (490 − 415) × 0.8 + 415=638.03. This means that Powerball actually becomes less efficient as champions get their boots and thus increased speed within the speed cap, and because said cap, reduces the speed gained as well.


Defensive Ball Curl
This is the bane of melees and the closes ability you can have that you can call an "attack" ability or a "steroid". You want to level DBC as first because It's your main ability to use when fighting or trading. It very powerful because you get extra armor(and damage via your passive) you reflect On-hit damage to you, so use it when you are attacking or being attacked. playing passively is the best way to gain the most mileage out of it. Always use DBC when trading and stop when it's about to expire as you will be vulnerable when it's on CD

Also. Remember that DBC Procs per hit. Which means that AS based champions take more damage that champions that hit hard but have less AS. So a Champion with a lot damage quickly can get away with bursting you down so be careful of that if you are behind.

Puncturing Taunt
PT is Rammus's Trump card(no puns intended Shaco) and when executed right, It. Will. Wreck. Havoc on ADC's.this is the Ability that will help you lock down Carries and make them attacking you.

Offensively it will guarantee that you get some extra hit in or even kill your opponent when you have the edge. And it also reduces the armor of the target leaving them even more vulnerable to attack for the duration meaning a coordinated attack will massacre the taunted opponent.

Defensively it can save your own carries and other frail mates from certain death and make whoever pulled that move look like a noob as the ***kicking commences. this is one of your strongest weapon. and I can't stress how important a well timed PT is.

Tremors
Tremor is one of the best AoE's in-game for two reasons; Scaling and Turret killing. This ability is why no one who lane's against Rammus should underestimate him. Anyone who lane against Rammus should NEVER leave their lane after Lv6 or get near him. Because Rammus will kill turrets and champions alike and the scaling is what also make it a terror, at 240% AP or 30% per hit you will hit hard and in teamfights you will be a force to be reckoned with. at times you may get a triple or even a quadra kill if things go well. A rammus with Rylai's is an enemy teams worst nightmare in Teamfights as you slow them as well, leaving them at the mercy of an Assassin or a ADC.


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Skill Sequence

Code:

Ability Sequence Order


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >
You want to level DBC as fast as you can with PT being leveled second. Power ball is level last because of it's the only ability that costs more mana per rank. DBC is need to be ranked faster becauase you NEED the extra armor and MR because Rammus is frail at the start. PT doesn't need be level fast because it you don't need to lock down any carries yet and it's still strong at lower ranks. And as always Level your ult asap.


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Item and stats(Long section)

Priority


Stats Priority: HP=Armor > MR > AD > MS.

Item Priority: > > (Pick one or an alternate item) / > (Pick Both Thornmail and an MR Item, but take the one you need the most first) / MR Item( ) > (Pick one or an alternate item) / /

So for Items you want to Priorities Armor and health as you need it to tank with and some MR as well do balance your defenses out. But rushing MR is only becomes a concern if you are faced with a lot of magic damage then get some early MR. AD and AP is not really a concern as you will be having a lot of AD from your passive and that you have high AP scaling. Once you have at least one completed armor item (pref Sunfire) and have either boot's regardless of tier as well as Null-magic mantle or spirit visage. You should aim for a damage item, which will happen mid game when you are tanky enough to get some damage to compensate for your damage, which begins to fall behind at that stage.

Getting MR is very important as Rammus even if you wouldn't get any AD form it as many people make the mistake of stacking too much armor (which personally is a f¤#!king noob move )because as much as you need armor to deal damage, you also have to know MR is crucial for your survival. Especially now since the Mage update has finally come.

Planing your build path


Rushing Thornmail like your life depends on it!


In the early game you should be aiming to rush Bami's Cinder because you need it for farming. as you are a poor farmer unless you are hit with DBC. Make sure that you make a plan for getting the right items for the match. However if you are facing off against a Jax, Riven or Fiora regardless if they are snowballing or not. You have to get thornmail ASAP and then some HP. First of all they rely on dealing a lot of damage and to snowball in order to win the game, without that early advantage they can be very mediocre at best and trash at worse. Also, it's extremely important that you have DBC up when trading so as you can reduce some of the magic damage taken. you can also be bold and use your taunt to prolong the trade and force them to flee you.

When to focus on offensive for the mid game


If you have a strong jungling or support tank. then you should try and prioritize offense a bit earlier as you have more damage in your team. so you should get your first offensive item second if you don't have a tank or a tanky team compilation, otherwise you should make sure you have a reasonable balance of defensive tanks as well as focusing on the stat that is most important for the match. But remember, mid-game is where anything goes and nothing is set in stone like in the late game, meaning you could go from nearly full offensive to a mix of offense and defense and so on.

choosing a semi-core item


If you are ever in doubt about choosing a semi-core item, you have to ask yourself, "What to I need the most to counter the enemy them" to do that you have to at least have some knowledge of the champions you are fighting against. If it's hard to initiate then take Hextech protobelt, If you want to slow enemies that have poor mobility with your ult to get a guaranteed kill, then get Rylai's, need to have some consistent AA damage and have an long range cleave on top, TH is for you, If you need to tank better and have the means to recover fast of I survive an ambush, then you should be warmog.

Of course there are other reasons you need the aforementioned Items and if only one or none of the four are needed, then you should replace them with one of the situational Items.


Early game Items


As mentioned, Bami's is needed for faster wave clears and farming, it's also scales well with your ult indirectly as you will be dealing extra AoE damage with it, you can if you want or have to, not upgrade it if you are in a rush to get thornmail.

More armor, more damage. Thanks to your passive, you also get a free longsword(10 AD) with it.

if you ever face a lot of magic damage or have to deal with a mage top (Ryze, Lissandra and F"#!king Teemo) get this

Spectres is important for two reasons. To give you some more Health and MR, and to allow you to build towards Spirit visage or Banshee's Veil. the latter which you will need if faced with casters with powerful CC or deliberating abilities. so get this mid game will be a great help against mages or if you get poked a lot.

Core Items


This is Rammus's keystone item. Armor, health and Immolate. These three are your main core stats you need for all game, no excuses. as mentioned, Immolate will help you out with farming as it deals 50% more damage to non champions.

With Spirit Visage, you will get a lot of HP regen thanks to TH and the item itself as well as the 20% bonus. Making this a strong item to get if you don't have to worry about blocking abilities.

Banshee's is a powerful Item whenever you need to stop a spell, either for yourself or your allies. This item can be a lifesaver, any time your will be bombarded with spell's. So take it if you need to deal with and lockdown any spell caster that might be a threat to your team.

Most of the time I take these because you need to be mobile in team fights and the longer you are out the greater the chance of you carries will die. you will also be get some early MR as well which will be a great help for balancing out your defensive stats.

Boot's of swiftness Personally I prefer to have Mercury's but Boots of swiftness is a very good Item at the moment, mostly because the movement speed gained is crazy, and you gain better resistance to slows, which can be a lifesaver when you are rolling and get slowed.

If the enemy team as a lot of AA and AD based Champions, get this and watch them fall. As you are a powerful counter to them, Tabi will making you even more powerful against them.

Rammus + Thornmail + DBC = ADC death guaranteed. Don't mess with this bad boy as it's a must have for rammus because of his passive. But don't take it first as you to have completed your mid items as you need health as well to make it work as it doesn't give you any. Because rammus has so much base armor. getting mid to late game as you will melt ADC's when you taunt them. without any runes or talents, the damage you will reflect with thornmail alone against an ADC with 250 damage will be: AD*0.15+B.armor*0.25(250*0.15+100*0.25=25+37.5=62.5) which is quite a lot of damage for an ADC to take when attacked at high speed.

Final Items/Semi Core



Titanic Hydra or TH is one of the best items for rammus and a great addition form the juggernaut patch(5.16). Because it scales with health and your passive grants AD with armor. Getting this as your second complete item after sunfire cape will increase your Damage potential massively as you need it for wave clears and pushing. Rammus is a notorious split pusher and with this you will become a monster pusher. using DBC>TH Active> AA will lead to some serious AoE damage as the Armor gained from DBC is added to your AD.

At the end of the game you should get Warmogs as the health regen, especially with spirit visage will be through the roof. if you ever survive an attack you could just return for some more.

Rylai's is powerful because of the synergy with your Ult. The slow as well as the powerful scaling with Tremor allows you to both slow and deal a lot damage in both teamfights and wreck turret's as well.

Man, many of you may ask why the hell buy Hextech Protobelt for rammus, and I say it's the dash, AP and HP. Being able to dash in, off load the payload and then ult is gonna be insane, making it much easier to initiate. Rammus sometimes needs to use flash catch people off guard make fights happen, but with this he doesn't need to worry about that as you can Powerball during the dash and then taunt as the items active stops you for a sec and so does powerball allowing you to cancel the effects.

Situational Item



Get Locket of the Iron Solari if you want to play a more support role and give teammates some MR but on the flipside you get less MR yourself but you also get a shield to use as well.

Abyssal is a good one for when you need some extra MR and AP if you need to fight a lot of Mages and especially if you are part of a AP heavy team as well. You will also gain a MR reduction aura which can demolish anyone with your ult.

Zhonya's Hourglass can be a real troll item to get as you not only get some AP and armor(which means more AD) but also a stasis active which you can use to make yourself invulnerable and get yourself alive for longer.

This badboy will give you a lot of mobility and it's momentum passive will make sure that you deal a butt load of damage when you hit with full stacks. considering that you have Powerball, the sheer speed will catch enemy champions off guard as you hit them with your first Auto attack.

I haven't tried this badboy out but feel free to try it out on Rammus (Will be updated after some testing). But having a Shield and an buff to your damage while it's up is a god sent then getting jumped on or fighting in teamfights as you will be needing some extra durability and with DBC and Banshee's veil, You may as well be Immortal. So get this if you so if Talon or LB jump you going all Assassin, you can send them Assassout.(I know, Bad puns A la Sans)


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Jungling.

Well for starters I am not really playing Rammus as a jungler but if you are ever going the traditional route, then here is a quick guide one doing it as a juggernaut because to be f#@3ing honest there are way too many (and MUCH better) jungling guides for rammus so I am not gonna waste my own and other's time on it. What I will do however is at least help people that want to apply my top guide to the jungle the best I can for two reasons:

One: You want a more offensive Rammus.

If that is the case. Than you can look forward to the fact that a jugg Rammus with either Titanic Hydra or Rylai's will rekt the enemy team, especially since TH scales well with Cinderhusk.

Two: Top is taken.

If that is the case or if you have to deal with a comp with a better top, so dude rushed to be top, Yaddi Yadda, then I really want to help on this one.

Anyway. Because I wanted to make the runes as optimal for rammus as possible you shouldn't worry about changing them. what is to be worried about is what Items and masteries you will be needing. for starters since you can customize your masteries so you should be going 0-12-18. and take Runic affinity, merciless and dangerous game, as you will be in the thick of things and you can thank the carry for killing and topping you up on mana and health, instead of grasp of the undying, you should be going for strength of ages or bond of stone. the former will make you a bit more tanky from the get-go and make you soak up some of your friends damage and the latter will increase your and your allies HP grow and heal you with each kill after you have max stacks.

Item Wise, you have to realise that you have one item slot less as you will be jungling and you need the jungling item if your going to do so at the start of the game. On the bright side you can now buff your smite to deal damage or to ward off your paranoia a bit with tracker's knife and you can now get Deadman's plate, so no real need for Boot's of mobility. On the flip side you will only have a little less HP and max level with a(or my) full build. so you have to center your items around it and gaining a bit more health. Lastly since you will have a(n even more) limited build path, you should leave out Warmog's as your two armor items will be needed for the damage, so will a MR item and a "health" weapon such as Rylai's or Titanic hydra. meaning you will miss out on an insane amount of HP regen.


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Early game and Trading.

Role in the top:


In early game you are goal as rammus is make sure that you do not die. although as Rammus, I have bounced from near loss. You can't afford to die too much. Your goal is to make sure that you farm as well as leveling fast enough to reach Lv 6 and gain your ult. be extremely careful when you are fight ranged or mages as rammus at this stage can't risk being poked down too much, however make sure you use DBC right about when they attack, you usually have a split second to active DBC and reduce the damage you will take. Because of Rammus lacks an efficient gap closer because Powerball will telegraph your attack to your opponent, you can use it to scare them off of you. when trading make sure to use PT and DBC as a combo to deal damage to your opponent, while protecting yourself from harm.

Chasing for the kill:


Don't chase unless you're damn sure you can score a kill. Always keep your distance from your opponent when DBC is off CD as you will need it when they start trading or when they fight back. A good way of harassing the hell of them is to Powerball>DBC>PT that way you deal a **** load of damage and force them out of lane for a while or pop a potion while you farm without worry of counter attack. be careful of pushing them back to their turret as you will be vulnerable to ganks and that you might be blocked off by either the jungler or enemy top laner, leaving you in a very sh"¤y situation.

Become a wall of pain:


Use your advantage as a tank to win the lane as you will need to stonewall(Playing as defensively as a means to upstruck and hamper your opponent) as much as possible. another advantage is to use the fact that you will get items build faster as tank items cost less so leaving the laning phase without a lot of cs is not that harmful to you overall but can still hurt you if you don't farm enough. Stonewalling is damn important against snowballers like riven or jax as they NEED to get an early at advantage and you are mid-late game beast so stalling them will be a kick in the nuts.

Tag teaming in the top:


When your jungler is coming up to gank your opponent. make sure that your ready as well lock them down while the two of you attack your opponent. Rammus's kit ensures that a well executed gank will kill your opponent so team coordination is and will be vital. whenever you reach Lv6 don't be afraid to use your ult to destroy enemy turrets. the faster the better.

Btw here is a good link that describes tips for top laning in more detail: http://www.themittani.com/features/lol-10-tips-top-lane?page=0%2C1


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Mid game

Mid game begins:


At mid game your goal is to push and help out with kills and turrets. being tank based means you need to be protecting your mates from harm while punishing enemies for daring to attack your buddy(assuming they are, well you get the drift). You should at this stage have Sunfire, tier 2 boots and Null-magic mantle/Spectre's cowl completed while on your way to build TH or Rylai's. When pushing you're actually better at killing waves when you don't have minions with you as they will focus you and you can kill them with DBC, especially with Sunfire or Thornmail, since you deal more damage from being attack then attacking. when going one on one. make sure you are aware of who you're fighting. going up against a feed champ or one when a natural advantage is suicide and you'll just end up feeding.

Bringing down the tower like a boss:


Also you need to destroy towers or at least damage them a lot. You will be tough enough to tank towers so don't be afraid of drive if you can get the kill. Ulting under the tower if the enemy is "hugging it, means that you will be damaging both, so if you are lucky to get out in time you will have not only killed your opponent, but you also have dealt some damage to the tower as well, meaning that you are a step closer to victory. Rammus ulting towers and then powerballing when the enemy team comes to kill you and failing to do so is one of funniest and satisfying thing you can do the troll their team as some of them that can't lock you down will just try and damage you as they watch their tower crumble. Rammus is one of the most fastest champs, and with TH, thornmail and SFC you can apply a lot of pressure on the enemy team by split pushing, even better yet with ZZ'rot and Banner of Command.

Choose your battle wisely:


If you are roaming and pushing you have to make sure you aware of the champs you are fighting against and if the place is warded. You get a sweeping trinket if you like as you move fast and you can over more ground before it runs up. As you are a good pusher and tank, you are gonna have to make some decisions that will affect the outcome of a match, some epic, others disastrous. To Push or tank, knowing what needs to be done is necessary and having good map awareness is key to this, so teamfights happen and teleport is on CD you have know if you can save your mates of it's better to push a bit and give your team and yourself some breathing space to recover. If you are gonna initiate, you have to take people by surprise. A good Rammus comes up from unpredictable angles and then crashes into the enemy team. if your mates are fast enough, we will also attack as you just give them an opening to kill off the enemy team.


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Late game

Endgame



by this time the only item missing is Thornmail or spirit visage and Warmog's. team fights will be happening a lot now. this is the time were Rammus really shines. you're strong enough to kill squishes easily. Make sure you target carries and lock them down and kill of the enemy team or if your team is getting jumped that you lock down the carries that attack support or other team mates that are vulnerable. use power ball as a AoE attack to help disrupt your enemies if all of your other abilities are on CD and when they are all clumped together.

Your objective at this stage of the game is to destroy/kill: enemy team>enemy inhibitors>Baron=Elder Dragon. Killing the baron or elder dragon while the enemy team is alive can score them a lot of kills during or after the Boss fight or worse, the kill on the epic monster. Which is a massive Noob move so don't do it if you haven't won a team fight or scored an ace.


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Special Thanks

I want to thank jhoijhoi for making the guide help and others who contributed to it as well as all how made the BBcode guide. And Thalose because I couldn't have make my guide without using yours as an template to based mine on. so thanks you very much, all of you.