Build Guide by pete101011
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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.
NOTICE FOR LAST PATCH: Defensive Curl now scales with armor, not AP. This build isn't effective anymore with only 2 abilities. I'm disappointed too.
Whoa, why did this guy make an AP Rammus build?
Because, it works...
This guide is a good example of playing outside the norm, while still being effective.
Powerball: (Active): Rammus accelerates in a ball towards his enemies, dealing magic damage and causing reduced movement speed to nearby enemies on impact.
Cooldown: 11 seconds
Cost: 80 / 90 / 100 / 110 / 120 Mana
Magic Damage: 100 / 150 / 200 / 250 / 300 (+1 per ability power)
Slow: 28 / 36 / 44 / 52 / 60%
Info: This skill is amazing with the 1:1 ability power ratio, all you have to do is aim. The reason you get this skill up is to start doing tons of damage early.
Defensive Ball Curl: (Active): Rammus goes into a defensive formation for 6 seconds, increasing his armor and magic resistance and returning magic damage to attackers.
Cooldown: 15 seconds
Armor and Magic Resistance: 50 / 75 / 100 / 125 / 150
Magic Damage: 26 / 32 / 38 / 44 / 50 (+0.25 per ability power)
Cost: 50 / 50 / 50 / 50 / 50 Mana
Info: Surprisingly, this is an amazing spell against any attack damage champions when you go AP. My build gives around 700 ability power so one melee attack on you will do 225 damage to them. Not bad if you are against tf or ashe. Also the biggest bonus is probably the fact that this goes with Rylai's Crystal Scepter. That means if they melee attack you, then they are slowed. Its like AP Randuins Omen.
Puncturing Taunt: (Active): Rammus taunts the unit into a reckless assault, reducing their armor and forcing them to attack Rammus for a few seconds.
Cooldown: 9 seconds
Armor Reduced: 10 / 15 / 20 / 25 / 30
Duration: 1 / 1.5 / 2 / 2.5 / 3 seconds.
Cost: 50 / 65 / 80 / 95 / 110 mana.
Info: Whats not to love about this ability? The only problem is that this spell doesn't go with AP or Rylai's... ugh.
Tremors: (Active): Rammus creates tremors beneath him, dealing magic damage per second to nearby units and structures.
Lasts 8 seconds.
Duration: 8 seconds.
Cooldown: 60 seconds
Magic Damage: 65 / 130 / 195 (+0.3 per ability power)
Cost: 120 / 120 / 120 Mana
Info. This is going to be one of the best ability power moves Rammus can get. It might not seem like much but .3 ability power per 1 is amazing for a damage per second spell. As said before, with the 700 ability power this build gives, it will deal 405/second for a total of 3240 after the 8 seconds. Not bad for an armadillo.
(Optional: Flash in if there are minions in the way)
2. Pop Defensive Curl.
3. Taunt them.
4. Use Ultimate.
5. If they start to run away, Ghost.
6. Repeat if necessary.
Basically this build focuses on a glass cannon approach.
If you want to replace the first Archangel's for a Rod of Ages (extra health) that would still work.
Towards beginning game, try to be mainly defensive. If they attack your tower, use your taunt scare them away.
As you near mid game, it would be wise to start ganking. Powerball in and use your combo. Right now you can get golem buff and it would help yourself a lot by doing so.
Late game, just powerball in, flash past minions, and wreak havoc as they all degen health like crazy.
Hope you enjoyed this guide and good luck with AP Rammus!