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I can add that Rammus is very flexible, you can play any build into him, as long as it has a minimum of resists, if you wanna check some other more off-meta but better to snowball builds, make sure to check mine (sry for advertising in your comment section)
132 master players played ranked with Rammus over the past 2 days and these are the item winrates.
Don't trust Rammus mains. Trust data.
I think rushing a jungle item is the most reasonable plan atm to compensate for slow clearing. But don't try to powerfarm in higher elos, jungle exp and gold are nerfed too hard. Only way to win is to gank a lot and enable someone on your team to carry.
I still rush
Predator might be a thing tho!
The problem is that nothing really competes with chemtank and deadmans rush at the moment.
With the new changes to jungle coming Rammus is probably going to be hurt even more than the champs with fast clear right? :(
First thoughts are that Wit's End will be more expensive and give no healing, so this leaves
I will definately try it out, but still think
Rageblade rush with a 1300/1600 first back for rageknife+boots/rageknife+boots+dagger. Rageblade is very comparable to Bloodrazor early game with Rageblade being 150 gold more, and with Rageblade doing ~66 AD on hit (its 50 but on-hits proc twice every 3 attacks(which also includes PASSIVE and wits end) which makes it average 66) while Bloodrazor does ~48 AD on hit when you buy it, assuming people have about 1200 HP. (Bloodrazor scales extremely well into late game while Rageblade doesn't > however I have a semi-fix for this.)
Bami's > Bramble (for the healing cut if needed, else just wait until later) > Sunfire > Wit's End > Thornmail > Spirit Visage
Then at this point I think it is worth it to sell Rageblade for a Ravenous Hydra for the omnivamp.
I've got some math/numbers. Each was done by doing a full combo on an enemy dummy Q>W>E>R and auto attacking until the R falls off and then walking away. So about an 8 second fight - and ravenous hunter (RH with 5 stacks).
*First, the removal of Death's Dance has left a giant healing hole in my old build where I could build it last item and turn into a teamfighting healing monster that could 1v3 pretty much regardless of the matchup. Ravenous Hunter does a great job of keeping me healthy for ganks when farming jungle, but for healing during teamfights I feel that an omnivamp item is required.
Rageblade/Sunfire/Wits/Thornmail/Ravenous Hydra = 9.4k damage, 900 healing from RH, 1400 healing from Ravenous Hydra
--This leaves me feeling much too squishy, but has a very good amount of healing
Rageblade/Sunfire/Wits/Thornmail/Spirit Visage = 8.6k damage, 1000 healing from RH
--This feels just as tanky as before, very strong but lacks the healing that my playstyle relies on
Spirit Visage/Sunfire/Wits/Thornmail/Ravenous Hydra = 7.3k damage, 900 healing from RH, 1100 healing from Ravenous Hydra
--Selling the Rageblade for Ravenous Hydra sacrifices a bit of damage but still feels just as tanky as season 10 while providing a great amount of healing to allow for 1v5 teamfight carry potential. All in all, with this build Rammus is much stronger early game than in season 10 but is a bit weaker late game. Very glad to see that with the removal of Bloodrazor an attack speed - on hit Rammus isn't dead.
EDIT- At full build I'm now finding it viable to sell boots for an item, largely because of wit's end's passive that gives 20 move speed on hit for 2 seconds. Either selling it for Dead Mans Plate (which now gives a flat 5% move speed in addition to its stacking move speed) for AD matchups and Force of Nature for AP matchups. Alternatively you can also build Silvermere Dawn which is an AD Bruiser QSS to deal with any major threats that need cleansing such as Morde ult or Malz suppression.