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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.
This build allows for the ability to take most people one on one regardless of if your fighting ap or ad characters. Rammus, however, is still the anti ad tank and does the job very well. I recommend this build to be used against balanced teams. The Merc Treads combined with an early Guardian Angel gives plenty of magic resist without compromising his most important stat, armor. If you get lucky and play an all ad team as Rammus, you should single handedly be able to win the game for your team. Instead of merc treads grab ninja tabi and switch the order you get Thornmail and the Guardian Angel. Instead of Banshee's Veil, grab something with more armor instead.
- Solid tank
- Very good against AD characters.
- Can take turrets out by himself with little danger.
- Powerball combined with Flash provides great chasing and escaping ability.
- AP heavy teams can be a problem.
- Tends to run out of mana.
- Less than average survivability out of Defensive Ball Curl
- Snares are bad for you.
Game Phase Strategy
Early game Rammus is squishy just like everyone else. Focus on last hitting minions if possible as you don't have too much damage output early game. Using Defensive Ball curl at the right team is key to staying near full health. If you notice a character like Ryze about to throw a spell at you, don't be afraid to use defensive ball curl to take less damage. If an enemy is dumb enough to get near your turret, taunt him if possible. This will cause them to attack you, in turn making them take turret damage. This is where the Summoner Spell Ignite comes in handy as you should likely be able to get the early kill. At level six is when things start to get fun because Tremors does very good damage as well as being on a short cooldown.
You have probably noticed by now Rammus can have mana problems that end up costing you in team fights. After you get your first Sunfire Cape you should grab golem as long as it makes since for the team (if you have fed Anive i.e. leave it for her). Golem buff allows for almost infinite mana and even shorter cooldowns.
This is also a great time to start ganking. Powerball's speed bonus actually increases over time so using it then waiting a second or too makes sure that there is more of a surprise when you come out of the bushes. Powerball is also a great way to move around the map making sure you are always involved in something productive, even if it is just farming.
Taunting is very important in team fights as it should be used on the most dangerous character.It's also great to make sure someone doesn't get away when chasing.
Some problems may arise if the team is good and they know when to (or even can) silence you before you get defensive ball curl off. Because Rammus works more off of armor and MR, he doesn't have as much health compared to other tanks.
Don't forget, your a tank, so be one. Initiate fights for your team, be in the front line, and save others with Powerball and taunt. Rammus is also great at defending a turret even if all alone.
If the other team is dead or you know the aren't near you, you should never be afraid to tank a turret by yourself or with teammates. Use tremors frequently because of the 1 min cooldown, as it should be up for the next team fight. Also when there is a standoff at a turret and nothing is really happening, if your team is competent, it might be in your best interest to separate and grab a turret.
This guide is for anyone wanting to try Rammus. In my opinion he is a very fun and rewarding champion. Powerball all day.
Thanks for reading and feel free to leave comments. Even mean and angry ones, cause they might be entertaining :)