Rammus Build Guide by DannyIzSik
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Not Updated For Current Season
Not Updated For Current Season
Ravaged by Rune Wars long past, the lands south of the Great Barrier are wrecked by chaotic magical storms, leaving the grasp of nature's rule tenuous at best. While abnormal flora or fauna are the norm rather than the exception in these ruined areas, perhaps none is more curious than the case of Rammus. While no one is entirely certain why an armadillo from the Shurima Desert crossed the ***ungu Jungle into the Plague Jungles, Rammus made just such a journey. There, amongst the twisted vines and festering rot, he came across an oddity - a healthy evergreen hedge maze, stretching as far as the eye could see. As he explored the maze, something compelled him towards its center - a light, a presence of some kind. As he drew closer, the light surged, blinding him and knocking him unconscious.
When he awoke, Rammus' whole world had changed. The maze had vanished and he felt truly cognizant for the first time in his otherwise unremarkable life. As his predicament dawned on him, Rammus had a moment of panic. As he trembled, the earth around him began to shake, the intensity increasing until he managed to steady himself. As the quake receded, Rammus arose and left the Plague Jungles in search of others like him. His search brought him across all the lands south of the Great Barrier, but everywhere he went, he was unique. The hardships of this sojourn inspired him to craft the suit of armor that would earn him the title of Armordillo. Rammus's quest eventually drew him to the only place where a sentient armadillo is less than confounding - the League of Legends.
"I've seen a lot of things, but this... this is a first." –- Ezreal, the Prodigal Explorer, after first meeting Rammus
Tanky DPS Rammus.
Fun build to do when you're bored, works pretty decently. With defensive ball curl lvl 5 you will still have everything you need to be a tank, 300+ armor 250+ mr. 300 AD is a bonus.
10 armor pen is needed for jungling, true damage to almost all the creeps, armor seals and mr glyphs are pretty much standard for any tanky dps.
3 Swiftness quints to make up for rammus's base 310 ms.
Just enough offense to clear the jungle quickly, and utility for the buffs and 6 in defense for 6 armor and 6 mr.
Standard jungle start, after you get a wriggle's you can buy a heart of gold for fast health and some nice gold farming. Merc treads for mr and cc reduction obviously. Wit's end is an easy offensive/defensive item not to mention some magic damage on hit. Frozen mallet is needed with rammus's low hp pool and gives him some more single target cc along with his roll(usually only hits one when chasing) and taunt. Atmas impaler is basically needed for ALL tanky dps, armor, crit and bonus ad all in one nice little item. If a game even gets to end game, you can get a GA or a banshee's veil, but this requires almost too much gold to reach by end game.
Start with W and when you jungle do not activate it until the blue buff golem turns around and starts attacking you, provided you get a leash which is pretty needed. It is needed since it raises your ad and returns damage in the jungle. Get powerball second in order to do aoe damage to wolves and then wraiths. Then get taunt maxed first and getting ultimate when you can.
Flash is great for initiations and escapes.
If you don't jungle with smite, you're doing it wrong.
Pros / Cons
Pros- Mobility, highest of any tank.
- Highest ad because of spiked shell.(with w on it should be 75 extra ad from armor alone)
- 150 armor + 150 mr at lvl 13
- Aoe magic damage for 6 seconds (Tremors)
- Sexy beast of an armadillo
- Easy split pusher with powerball
Cons- No aoe cc
- Needs a lot of farm
- Is amazing late game, but well played games don't get into late game.
Creeping / Jungling
Start with blue buff, get a leash.
Go wolves and wraiths. You'll be level 3.
Now with all 3 skills, gank any lane you can.
Farm their creeps when you get a kill or zone the enemy, go farm a creep camp and repeat.
You are an initiator, you powerball in and w as fast as you can to mitigate damage, if you want you can flash taunt a carry and auto attack the hell out of him. Probably a dead carry.
And DO NOT initiate without a team. >.>
Farm is basically what this game is based around, the more creep score you have the better you are going to do. As long as you have 20-100 cs over anyone you are winning provided you are not 0-6-0.
Always be farming/ganking. When you gank, take some last hits for gold. After a gank go into the jungle and farm neutrals.
If a lane is empty take the farm, push as much as you want until it gets passed the first enemy tower. If you want to keep farming that lane you will have to ward the main choke points of the enemy jungle in order to avoid being ganked. Powerball will allow you to escape when you see them coming. And with powerball he can go lane to lane, and jungle to farm.
Late game rammus can tank as well as any other tank, (though not peel or stunlock an entire team) the point of this build is to do damage and live everything thrown at you. Rammus is one of the best initiators with powerball and taunt let's your team focus anyone, but you should be able to be a good bruiser with tremors and 30 armor reduction with w on to return auto attack damage.
This build should be viable enough for ranked at lower ELOs where you can farm all day and no one does anything, plus rammus is one of the strongest jungle gankers in the game, and I haven't gotten to higher elos, but this build requires ALOT of farm. If you can get the farm, however, you are unstoppable.
This is also a side-note: GET SOME WARDS. ANY CHAMPION YOU ARE JUST GET 1-2 WARDS EVERYTIME YOU GO B. HELPS THE TEAM A ****LOAD.