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Rammus Build Guide by Galfureye

What's an Armodillo doing in my Jungle!?

What's an Armodillo doing in my Jungle!?

Updated on July 5, 2011
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113
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League of Legends Build Guide Author Galfureye Build Guide By Galfureye 113 18 435,102 Views 94 Comments
113 18 435,102 Views 94 Comments League of Legends Build Guide Author Galfureye Rammus Build Guide By Galfureye Updated on July 5, 2011
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1
p33nboy | April 26, 2013 3:08am
Good guide but you should update it, some items no longer exist
1
ModoTheGreat | January 3, 2012 2:29am
I really like Rammus in lane. His taunt makes it suicide for enemies to enter turret range, his DBC lets him tank minion waves with minor damage. Nothing should be able to damage your lane's turrets if you're around. Also, Tremors is a great tower killer once you get it, and taunt/PB can save your lanemate often if you're in bottom lane. I sometimes jungle him when my team lacks a jungler and has no real tank, though; his ganking with PB and Taunt is pretty sweet stuff despite his low jungle sustain.

If anything, I usually take Mercury's Threads or Boots of Mobility over Ninja Tabi. Tabi lets you dodge auto-attacks, which seems great until you realize DBC (and possibly Thornmail) don't trigger if the enemy misses you. Mercury's Threads offer some mres, which is great since you will need some but don't want to focus on it. I always pick them if the enemy has 2+ AP carries or heavy CC. Mobility is great for ganking, and lets you easily replace that Ghost for something more useful.

This leaves you without an item to build your Cloth Armor into, you say? Well, you can rush Wiggle's Lantern which boosts your otherwise lousy survivability without potions, or you can save it for GA, Thornmail or whatever you're building.

As a final note, people seem to complain that Thornmail deters enemies from attacking Rammus. I'm laughing at the idea enemies would be willing to attack Rammus either way, with his insane defenses when DBC is up. Thornmail lets you tank any DPS character if you're not heavily under-leveled; I've sent Tryndameres and Twitches to their grave in 1v1 (and even a fed Twitch with his whole team piling me; 4 hits from his ult and he died from backlash).
1
FirexStorm | October 16, 2011 5:24pm
I don't like it. It's so slow. The first round is good, I can keep up. But once you finish the route and you go back to jungle, it takes him forever to finish it and you get outlvled. Everyone is level 12 and I'm level 6, right there trying to finish off wolves, taking like a minute. But I'm not going to downvote because it's either I'm doing it wrong or rammus is just so slow at jungling because he's a tank and can't do enough damage to make it faster. But I've seen like 2 good jungle rammus, so I don't know anymore. I check the runes and masteries of those rammus but nothing special. So I don't know, I just gave up on jungle rammus because I get outlvled ridiculously.
1
DkH.ZeRa | September 21, 2011 8:35am
Thanks for the guide!

Here my results with rammus + jungle:
1
Ssyrak (32) | September 14, 2011 3:34am
A great guide for Rammus. He maybe isn't among the fastest junglers but his ganks belong to the most dangerous.
The only thing I disagree with you is Guardian Angel. It's a really bad item on a tank, even if he got taunt.
1
DuffTime (672) | August 24, 2011 3:40pm
Yoo tink Aegis beefore sunfere?

:o

Edit;

I think you might want to reconsider your statement to the downvoter in regards to no dodge on Rammus... :3
1
Jmrwacko | August 17, 2011 3:14pm

i know its kind of an awkward,impossible question to answer,but from what lvl do you think its possible to pull off jungling alone? or at all?

You can jungle as warwick from lvl 1 because he has so much health regen. Just don't start with the blue golem.
1
ArdNe (1) | August 6, 2011 11:37pm
Good guide, I used it to get an idea of where to start with my first ram jungle. I do all the same except I build philo after tabi then heart of gold then my defensive items.

Edit: i also made a guide of my own with my item setup however i made sure to point to yours in it since you got me into jungle rammus.
1
Glarolar | August 2, 2011 11:28pm
Great build, followed the exact items to try it out had never jungled with rammus before, and ended up goin 6-1-11/16 two games in a row!!! Great job!!!
1
Galfureye (32) | July 18, 2011 6:02am
Shinen-San wrote:

Downvoted.

1) Mana per lvl glyphs + Mercury Threads. Since Heart of Gold no longer requires a cloth armor to build, another item is needed to make the early Cloth Armor worth it - an that's Ninja's Tabi. Mercury Threads are obsolete, if you take Eleisa's Miracle into account, which, as a side note, takes care of all your mp5 needs.

2) Masteries. Rammus doesn't have the mana pool to make Strength of Spirit worthwhile. On the other hand the extra movement speed from Nimbleness can either make or break a chase or speed up jungling that little bit.

3) Sunfire Cape + Thornmail. Even more than Force of Nature, Thornmail is an extremely situational item. Although it is a cheap source of armor and damage, i usually skip it if the enemy team doesn't have a pure-ad squishy melee carry like Xin or Yi. For Sunfire - its cost is quite high for the stats it gives. For health, I prefer taking Warmog's. For armor, Frozen Heart (its aura + the active of Randuin's shut down the enemy AD carry totally) or Aegis of Legion.

4) Guardian Angel is a total waste of money and item slot. It does all the things that Rammus doesn't need - give him a little bit of all defensive stats but none in particular; draw the enemy aggression off him, as if he was an attracctive target in the first place; raise him after he dies, which you shouldn't anyway, if you play your cards right.

5) A quite slim selection of situational items. You skip situationally useful items like Quicksilver Sash (AKA makeshift Cleanse), Abyssal Scepter (great item vs AP-heavy teams), aforementioned Frozen Heart (the bane of all AS-AD carries) and Wriggle's Lantern (although not quite a tank item, it utilises Rammus' workable AD and makes his jungling tad bit easier, with the free ward a handy bonus)

6) No options for runes. Although this set should prove effective, you might show other options like: AS marks (doing the same as ArPen - improving autoattack damage) and MR or CDR glyphs (MP5 isn't crucial if you take Eleisa's Miracle).


I can't tell you how loud I laughed at this, you are trying to act like you understand the game, yet you probably just joined yesterday, sorry but you are a complete idiot and nothing you said here is even remotely rational of thought. First off, if you get dodge on Rammus, you're doing it wrong, your basically nerfing your W and thornmail the more dodge you get. Second mercury tread's are by far the best item on a tank and you should always get them, the mana regen is just my personal preference but you can go magic resist or whatever. Third, strength of spirit is a great mastery no matter what and health regen is better than useless dodge to make your W and thornmail worthless. I really don't feel like explaining anymore of your idiotic incoherent thoughts, just get off this site until you know at least one correct thing about this game. Please, it would do the whole world a favor.
1
Shinen-San | July 17, 2011 10:15pm
Downvoted.

1) Mana per lvl glyphs + Mercury Threads. Since Heart of Gold no longer requires a cloth armor to build, another item is needed to make the early Cloth Armor worth it - an that's Ninja's Tabi. Mercury Threads are obsolete, if you take Eleisa's Miracle into account, which, as a side note, takes care of all your mp5 needs.

2) Masteries. Rammus doesn't have the mana pool to make Strength of Spirit worthwhile. On the other hand the extra movement speed from Nimbleness can either make or break a chase or speed up jungling that little bit.

3) Sunfire Cape + Thornmail. Even more than Force of Nature, Thornmail is an extremely situational item. Although it is a cheap source of armor and damage, i usually skip it if the enemy team doesn't have a pure-ad squishy melee carry like Xin or Yi. For Sunfire - its cost is quite high for the stats it gives. For health, I prefer taking Warmog's. For armor, Frozen Heart (its aura + the active of Randuin's shut down the enemy AD carry totally) or Aegis of Legion.

4) Guardian Angel is a total waste of money and item slot. It does all the things that Rammus doesn't need - give him a little bit of all defensive stats but none in particular; draw the enemy aggression off him, as if he was an attracctive target in the first place; raise him after he dies, which you shouldn't anyway, if you play your cards right.

5) A quite slim selection of situational items. You skip situationally useful items like Quicksilver Sash (AKA makeshift Cleanse), Abyssal Scepter (great item vs AP-heavy teams), aforementioned Frozen Heart (the bane of all AS-AD carries) and Wriggle's Lantern (although not quite a tank item, it utilises Rammus' workable AD and makes his jungling tad bit easier, with the free ward a handy bonus)

6) No options for runes. Although this set should prove effective, you might show other options like: AS marks (doing the same as ArPen - improving autoattack damage) and MR or CDR glyphs (MP5 isn't crucial if you take Eleisa's Miracle).
1
bludthirsty (2) | July 17, 2011 1:07am
AMAZING BUILD DONT CHANGE IT! +infinity
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