Rammus Build Guide by BadCRC1945
Not Updated For Current Season
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.
Under construction as I test out this build.
Rammus is, in my opinion, one of the best champions you can have on a Dominion team- and for a multitude of reasons. Rammus is a speed demon with his Powerball, he's by far the fastest champion in the game which is absolutely critical to control such a fast-paced game mode. That alone makes him probably the best Capturer-role champion there is in the game. What's more is once he takes a point, with all of his skills combined with good items, he can easily solo defend it against multiple attackers- making him excellent in the Defender role as well. Nothing can more annoying to a Dominion team then having multiple champions stuck at the point right in front of their spawn unable to take it for a considerable amount of time because Rammus can be such a pro defender. Lastly, even built as a tank his passive Spiked Shell combined with damage return from Defensive Ball Curl and items like Thornmail make him give out decent damage in a sustained fight.
Speed, tankiness, decent damage- Rammus is a triple-threat Dominion champ.
Boots of Mobility
Ridiculous amounts of speed boost which turns an already fast Rammus into a speed demon.
Tons and tons and tons of health and excellent regen gives excellent survivability. Spending less time going back to the Fountain to regen health means you're spending more time capturing points.
A must-have for any Rammus, I think. Excellent armor which adds also adds to the damage output of Spiked Shell (1 AD for every 4 armor) and Defensive Ball Curl (1 magic damage for every 10 armor). Plus you get 30% damage return as magic damage on top of that. That's three different sources of damage increase from one item. AD champs fall before your armored might!
My main picks after core:
Force of Nature
Even more good health regen to keep you out on the field, excellent magic resist to keep those annoying casters away and a small movement speed bonus to boot. Hard to beat that combo.
A complex item... you get excellent armor, more health and health regen and a little bit of cooldown reduction. Plus enemies attacking you get their movement and attack speeds reduced which is great for escaping if your outmatched at one point. Just zoom away and take a different one. Also an active to reduce enemy attack and movement speeds even more, the length of the debuff is based on magic resist and armor which you'll have plenty off with Rammus.
Definitely an intriguing item, gives you health and magic resist which is great for tanking, plus a little bit of mana. But the real kicker here is that it reduces magic damage received by 10%, stores it, and then can return it with the active- up to 600 total damage to all nearby enemies! Yet another source of damage return for Rammus which is not to be underestimated in a team-fight in the cramped quarters of a capture point.
Other great items for Rammus:
Good armor plus lots of AP that can add magic damage to your Powerball and Tremors. Plus a great passive that can keep you alive in a pinch.
Good armor, lots of health plus an extra 35 magic damage every second.
Good armor, decent magic resist and an excellent passive to keep you alive. The more time you spend capturing points and the less time you spend dead the better.
Excellent armor, reduces attack speed of nearby enemies which is great against AD champs and tons of cooldown reduction which allows you to use your Powerball more often too zoom around the map and keep capturing those points!
Decent health regen plus 15% reduction in capture time. I prefer more armor on Rammus but this is always a good option. Don't forget the active giving an extra 30% move speed.