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Rammus Build Guide by SlashStarEX

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League of Legends Build Guide Author SlashStarEX

[SUPPORT] The tanky initiation rolls in for the assists!

SlashStarEX Last updated on November 30, 2013
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Ability Sequence

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



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Wanderer
 
 

Utility: 21


Introduction


Hi I am SlashStarEX, a Platinum III Jungle / Support main.
Today I am here to share with you one of the newest OP support champs of Season 4, Rammus The god of roaming ganks.


// SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here.



Pros / Cons


Pros


+ Great at roaming
+ Good catch-up / escape
+ Extremely tanky late game
+ 2.5 second taunt
+ AOE Ult that can damage towers
+ He literally only says "Ok."

His Powerball skill makes Rammus not only a great ganker, he can also use it to speed away from incoming ganks. His Defensive Ball Curl provides him with free MR and Armor along with a free Thornmail when hit while Defensive Ball Curl is in use. His Puncturing Taunt causes the enemy to focus him for a whole 2.5 seconds, which can help initating for your team or peeling away an enemy. Tremors is a very overlooked AOE skill that does 195 magic damage at maximum lever PER SECOND, which leads him to do a minimum of 975 damage if he hits it only once on all five of the enemy team. Due to a bug on release, none of the other voice lines for Rammus were played besides his "Ok." line leaving Riot to leave the error alone due to community love for the simplicity of his character.
Cons


- Very team reliant
- Can fall behind if no one follows up
- Can be considered "troll"
- Near-Suicide initiation
- Easily harassed in lane
- He literally only says "Ok."

Rammus being a tank and now a support will mean he will not have very direct control of the game other than initiating and hoping for the best. If Rammus goes solo initiate and is not followed up, it does not matter how tanky he builds, he will die. Even though the season is still new, many will not want to accept Rammus into the support role until a pro team or amateur team picks him up and uses him to snowball games. Although Rammus does have the best imitation and a hardcore cc, he has no way to leave the fight because as a tank he is expected to die for the carries. You will be very saddened after you realize that Rammus is unable to say anything to your opponents when trying to laugh, taunt, joke, or dance.




Masteries


Masteries
2/5
2/1
1/1
3/5
1/1
3/5
1/1
3/1
1/5
3/1
1/5
1/5
1/1
2/1
1/
3/
1/

SPACEBlocking 2 basic damage makes you slightly tankier
SPACEGetting % bonus armor and MR is great on tank champs overall
SPACEBlocking 2 DAMAGE (Includes spells and DOT!) from champion damage makes you even tankier
SPACE36 HP at level one is great for all champs in general
SPACE%HP is always useful on tank champs
SPACE1.5% MS can make or break a gank with Rammus
SPACEBeing able to cast your trinket slightly larger radius with Sweeping Lens only makes you stronger
SPACELess CD on Exhaust and Flash means more secure kills
SPACEMore heal duration on pots = longer lane sustain
SPACEMore gold = more assists = more gold
SPACEBiscuits are delicious
SPACE+1 gold per cs you dont last hit + coin = +3 then +5 after nomad
SPACELet's start with a trinket and two wards
SPACELevels are essential to getting higher ranks of cc
SPACE+15 gold per assist? AKA MORE MONEY
SPACE+5% CDR along with + 10% more actives = more Powerball + Talisman of Ascension
SPACEmore mobility = more successful Powerball ganks



Runes



Runes

Greater Mark of Armor
9

Greater Seal of Gold
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Gold
3




Summoner Spells



Exhaust: A single target attack speed and movement speed slow, effectively shuts down any champion when hit with this spell. Almost guarantees a kill when ganking

Flash: A targeted blink that when used can catch players of guard, such as powerballing towards minions but flashing over them to hit the champion behind

Ignite: Apply grievous wounds along with true damage over time. I would not use this over Exhaust except when against Dr. Mundo or champs that are extremely hard to kill.



Ability Explanation



  • Spiked Shell: Gain bonus AD when building Armor. This allows Rammus to build mainly armor still do moderate damage even when not building damage.
  • Powerball (Q): A movement speed buff that speeds up over time and when Rammus collides with a minion or champion he will knock them slightly back and apply a slow in a small radius. Use this to catch up or run away or to simply apply pressure in lane
  • Defensive ball curl (W): A buff that gives Rammus a Thornmail like passive when in use and additional armor and MR. Immediately use after using popping taunt, but be careful not to Powerball out of this or vise versa.
  • Puncturing taunt (E): A single target taunt that will reduce the target's armor leaving them much more susceptible to damage. Always aim to use this on the carry or anyone diving in on your carry, whichever suits the situation more.
  • Tremors (R): An AOE spell that is very underestimated in damage. Adding this into your combo can decimate a fair amount of hp. If you are pushing heavily, contemplate popping this as this skill DOES damage towers.



Ability Sequence Order


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

> > >
AOE Damage > High CC > Resistances > Slow that doesn't scale very well



Items


Item Sequence

Ruby Sightstone
1600

Mercury's Treads
1100

Talisman of Ascension
2400

Sunfire Cape
2900

Randuin's Omen
2900

Spirit Visage
2800

Removing wards leaves you to have much more presence in lane as well as allows your jungler to have more reliable ganks.

Wards, enough said right?

Taking less CC means you will have a greater chance of reaching your target.

Builds straight from Ancient Coin and let's you provide an aoe speed up for your team and yourself to engage or disengage.

AOE magic damage, Armor and health leaving this item to be the holy weapon of tank stats and damage.

AOE slow, armor, health, a much needed holy trinity for Rammus

MR, CDR, and health? Decent, but the passive won't be used terribly often.



Teamfights


Your standard combo for trying to initiate is: Powerball + Talisman of Ascension + Flash + Puncturing Taunt + Exhaust + Defensive Ball Curl + Tremors. If they aren't dead yet your team sucks and report all of them.



Summary


TL;DR Rammus is op, pls nerf. Much more gold support than jungle. Wreck teams EZ. Season 4 = Season of Rammus

// SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here.