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Choose Champion Build:
Spells:
Smite
Flash
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Introduction
Hello all! I bought
Some things to cover:
For your information, the second guide is for the other build possibilities.
And I would request that you would be kind enough to try this build and guide before down voting. Im open to suggestions so please suggest in the comments!
Ravaged by Rune Wars long past, the lands south of the Great Barrier are wrecked by chaotic magical storms, leaving the grasp of nature's rule tenuous at best. While abnormal flora or fauna are the norm rather than the exception in these ruined areas, perhaps none is more curious than the case of Rammus. While no one is entirely certain why an armadillo from the Shurima Desert crossed the ***ungu Jungle into the Plague Jungles, Rammus made just such a journey. There, amongst the twisted vines and festering rot, he came across an oddity - a healthy evergreen hedge maze, stretching as far as the eye could see. As he explored the maze, something compelled him toward its center - a light, a presence of some kind. As he drew closer, the light surged, blinding him and knocking him unconscious.
When he awoke, Rammus' whole world had changed. The maze had vanished and he felt truly cognizant for the first time in his otherwise unremarkable life. As his predicament dawned on him, Rammus had a moment of panic. As he trembled, the earth around him began to shake, the intensity increasing until he managed to steady himself. As the quake receded, Rammus arose and left the Plague Jungles in search of others like him. His search brought him across all the lands south of the Great Barrier, but everywhere he went, he was unique.The hardships of this sojourn inspired him to craft the suit of armor that would earn him the title of Armordillo. Rammus' quest eventually drew him to the only place where a sentient armadillo is less than confounding - the League of Legends.
''I've seen a lot of things, but this... this is a first.'' - Ezreal, the Prodigal Explorer, after first meeting Rammus
Pros:
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Cons:
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Greater Quintessence of Health - with these
Rammus gets an extra 78 health to start with an extra boost of health, starting with just under 500 health, this will let you gank even better with more endurance.
Greater Glyph of Magic Resist - Gives
Rammus some nice early game MR that he does need, as he can take allot of damage from magic damage early on in the game.
Greater Seal of Armor - Gives
Rammus a boost of armor for extra damage and survivability.
Greater Mark of Attack Speed - This for
Rammus is a nice boost of attack speed that helps with pretty much everything
You should always take
This makes for allot faster jungling, and an ok gold source. It is also good for stealing enemy buff's and even baron or dragon. I strongly recommend taking this always.Recommended
I use this over
Since
This is especially useful when it's late game and your extremely tanky, as you can surprise an opponent by healing at the last second.Plausible
This can be very useful to gank and defend or push. For ganking you can teleport into a bush via a ward and gank.
This is only plausible if you take
This isn't very useful, as I find with
Again this isn't that useful, as
I would say this is the least "viable" option out of this section, you should have blue buff most of early and mid game, so you shouldn't need this.
Useful for those annoying CC's especially if you bought ninja tabi.Do not take!
This has quite a big cooldown, and you could heavily benefit from something else, also attack speed and AP isn't SUPER helpful for
This is only really useful early game in my opinion, since late game the minion is quickly killed. Your also jungling so you wont be in lane much early game to use it.
This is for dominion only and this is not a dominion guide.
Leave this to your support
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Spiked shell: This gives
Rammus more damage the more armor he has. For example, if
Rammus has 100 armor he would get an extra 25 damage.
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Powerball(Q): This you your main chasing, escape and all round getting round skill. It gives you a massive speed boost, and has some ok damage on it - Use this whenever you can.
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Defensive Ball Curl(W): This is
Rammus's built-in
Thornmail, even against champions who don't do allot of physical, or auto-attack damage like
Ryze it is extremely good, as it returns a set amount of damage, it also gives him a very nice boost to his armor, and hence damage - Use this whenever in combat.
- Puncturing Taunt Puncturing Taunt(E): Maybe
Rammus most annoying ability, and called "OP", this allows
Rammus to stop champions running, or even saving your teammate, it also reduces armor - Use this whenever in combat if you feel safe doing so, even when jungling, for the armor reduction. This is also amazing at suppressing mages, because they just auto-attack while taunted.
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Tremors(R):
Rammus's ultimate, good at clearing minion waves, getting kills or pushing towers - Use this when ever you need to do any of the formerly mentioned things.
You want to max out
A note: The first build contains a balanced build, if your versing a balanced team I recommend using that.
Starting items/Early game items
For armor for early jungling, builds into your
x5 I'm sure I don't have to explain.
You need some speed early on.Philosopher's stone For some extra health and mana regen, makes you more sustainable over time, also for GP10.
Nice boost of health and some more GP10
Your first real "tank" item, it also supports your team with it's passive. It brings a nice balance between health, armor and MR.Boots
Recommended
These are most useful, whenever there is a bit of CC in the game, without them you get hindered extremely easily.
Useful if the opposing team have a few auto-attackes and not much CC, like Viable
Very useful for getting to places fast, that's about it.
A nice speed boost like Not viable
These aren't that useful since
Core items
Your boots, whatever ones you choose.
This, I never sell, it is an amazing item, purely for it's active, it can support your team with a speed boost to run, get somewhere, chase, or just get you one of those. Use this whenever possible.Click here or see Situational items for the rest
Final items
One of the few definite items that you get later. Only if the opposing team is 4-5 magic damage champions should you change this out for a situational item.
Amazingly useful, especially since when you get it last, you should be tanky enough to tank at least one champion for a while. I would not recommend getting this if you are being completely smashed, though I would doubt you would get to this item if you are.
This part is an extension of the core build part of items, since I do not have a full set of "set" core items.
Recommended
I will just say, don't get this if the enemy team has 1 or less magic damage champions.
Again, I will just say, don't get this if the enemy team has 2 or less physical damage/auto-attack champions, I say 2, because there are other items that can do half of it and protect against magic damage better like
Get this if you want some extra armor and health. Useful is the enemy team has more physical damage than magic damage champions.
Get this if you want some more damage and health, useful if there are reasonably squishy champions and a mix of magic and physical damage champions.Not recommended
Useful if you need some more MR and CC's are getting annoying.
Really only useful if the enemy team has a very even mix of magic and physical damage champions.
I think this is the least-useful item out of this section, as late game you don't need mana, you can get the armor from a thornmail, and the CDR isn't really needed. Although if the enemy team is heavy physical damage and you already have a thornmail, you could choose to get this.
Useful is ALLOT of CC's are annoying you, you can just wait until they are all on you and then use it, though I prefer Use
Protect your squishies, especially your carry. Here is my taunt list (who to taunt over others).
2. AP Carries, like
3. Carries like
4. Other non-tank damage dealers, like
5. Supports like
6. Tanky DPS like
7. Last but not least, tanks, like
Pre-jungling options
So, when you start the game, before you buy items, you need to check if the opposing team has a jungler, if so you want to decide if you want to gank him. If you do use the starting of the second build what is;
You will want to place the sight ward so you can see the monsters they are starting on, but you also want as much vision as possible (Picture below). After that, you can choose to plain out gank him with your team and grab a kill, you could wait for them to nearly kill the monster and
Jungle route
- (Blue Golem) To start off, you'll want a leash, and maybe protection if you want it. So start hitting it, when it starts attacking you, use
Defensive Ball Curl and keep on hitting it, you will probably want to pop a
Health Potion unless you have a strong leash. Use
Defensive Ball Curl if it comes off cooldown while your still fighting it, you should kill the small lizards without hitting them before you do the blue golem, when the golem is at around 400-500 health
Smite it for instant kill.
- (Wolves) Next,
Powerball to wolves, then use
Defensive Ball Curl and kill the big one first. I normally pop another
Health Potion here.
- (Wraiths) Again,
Powerball to wraiths and focus the bigger wraith, you should be using defensive bull curl again, and the small wraits should be dead or near death without you hitting them. Again, I normally pop another
Health Potion here.
- (Red buff/Small golems) If
Smite is off cooldown, take red buff, if not move to small golems.
- (Small golems)
Powerball to the small golems, attack the smaller one and
Defensive Ball Curl and keep attacking, you should
Powerball once more when it becomes off cooldown, and use
Defensive Ball Curl if you want. You should pop another
Health Potion here.
- (Red buff)
Powerball to red buff, and use
Defensive Ball Curl, again just focus the big lizard, and smite it when it's around enough health to one hit with your
Smite (You can check by hovering over smite and checking how much damage it does). I normally pop my last
Health Potion here. If you didn't do the small golems, go and do them, if you aren't using the alternate masteries, you'll need to do wraiths before ganking, so you can puncturing taunt.
- (Ganking) I'm putting this in the Jungle Route section, because I always gank at the same point my route. So, you should be level 4 by now and have puncturing taunt, I normally gank mid lane first as it's the closest, if another lane desperately needs help, help it. When you are ganking, start
Powerballing before you leave the brush, so you have some speed,
Powerball to the enemy champion(s) and hit them, puncturing taunt them and use
Defensive Ball Curl, and start auto-attacking them, with friendlies helping, you should take them down, if not, leave and gank another lane or push that lane.
- (Post-Gank) After ganking, I usually don't go back to full on jungling, I just continue ganking, invading the enemy jungle and I only go back to the jungle to take Blue buff and Red buff.
Alternatives
I have't tried these, so they are all just in theory.
The only alternate jungle routes, I can think of, is start Red buff and move to Small golems/Wraiths and move from there. I wouldn't recommend not starting blue, as
You could start Small golems>Red buff>Wraiths>Wolves>Blue buff. Or Wolves>Wraiths>Small golems>Blue buff>Red buff.
Pictures
Where to ward if your invading before jungling:


Jungle routes:


Video of the jungle route and a jungle invasion:
Sorry for the res, I don't know what happened.
And the full replay of that game (Click here).
Casters
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Tanks
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DPS (not AP)
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If there is anything wrong/needs to be added/needs to be removed, please don't hesitate to tell me in the comments, I'm sure I've got some grammar or spelling wrong, and although I'm from New Zealand, I've done everything the american way (I think), so it would be nice if you told me so I can fix it and make my guide better.
So please post your thoughts in the comments! Also thanks to jhoijhoi for the "Making a guide" it helped allot!
Thanks for reading!
-Death_possum







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