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Runes: Jungle Runes #1
1
2
3
4
Resolve
Sorcery
+10% Attack Speed
+6 Armor
+6 Armor
Spells:
1
2
Jungle
Chilling Smite
Flash
Items
Champion Build Guide
Introduction
Welcome to the Demolisher Rammus - Jungler and Supporter guide!
If you noticed one specific item in this guides item build, a specific rune and the name of this guide, I'm assuming that you already have some sort of an idea what this guide is about.
The specific item here is the
Ohmwrecker and the specific rune is
Demolish. Also we are talking about
Rammus, who has
Soaring Slam. Need I explain more???
As everything above implies, the idea of this build is to quickly destroy enemy turrets and push their lanes. This is your PERSONAL OBJECTIVE. When you are not protecting your allies in teamfights and whenever an opportunity is presented, GO AND DEMOLISH! More on that later...
If you noticed one specific item in this guides item build, a specific rune and the name of this guide, I'm assuming that you already have some sort of an idea what this guide is about.
The specific item here is the




As everything above implies, the idea of this build is to quickly destroy enemy turrets and push their lanes. This is your PERSONAL OBJECTIVE. When you are not protecting your allies in teamfights and whenever an opportunity is presented, GO AND DEMOLISH! More on that later...
Gameplay - How's and Why's
At first glance, this build doesn't stand out compared to other
Rammus builds.
The items are pretty much the same, ability order the same and even runes and summoner spells don't resemble something unique. And this is where you are wrong! You know the old saying it's not about how big it is, rather how you use it. Yeah, I just smuggled that joke here. No, I'm not proud. Not a lot at least.
The obvious difference is the
Ohmwrecker.
Rammus is well equipped to deal with turrets (
Defensive Ball Curl and
Soaring Slam) and with
Ohmwrecker and
Demolish he can do some serious damage.
This would be some sort of a basic combo:
1)
Powerball to the targeted turret;
2) Use
Soaring Slam,
Defensive Ball Curl and
Ohmwrecker;
3) By this time you've proced
Demolish;
4) Turret is destroyed or you back off after the
Demolish proc and
Soaring Slam duration.
In scenarios where you will be 1v1 the turret, which kinda is the spotlight of this build, YOU WANT TO TAKE MINIMAL DAMAGE WHILE DEALING MAXIMAL DAMAGE TO SAID TURRET. Most of this damage comes from
Demolish and
Soaring Slam, so you wanna make sure to get the most out of
Soaring Slam duration and to pop
Demolish of course. In order to do this, you need to understand the correlation between these effects.
Soaring Slam - instant cast, lasts 8 seconds, 100/80/60 second cooldown.
Ohmwrecker - instant cast, lasts 3 seconds, 120 second cooldown.
Demolish - 3 second delay, 45 second cooldown.
Defensive Ball Curl - instant cast, lasts 6 seconds, 6 second cooldown.
Defensive Ball Curl is used to increase armor which will decrease turrets damage. After around 2-3 shots (depending on your armor and health it can be more or less) pop
Ohmwrecker.
Demolish will proc by then and you can
Powerball away.
Soaring Slam is active from the very start.
If your role is
jungle, this is pretty much how you should roam and try to sneak damage whenever you can. Whether you do it with a full combo or just
Demolish procs or
Soaring Slam is up to you. TAKE AS MANY OPPORTUNITIES TO DAMAGE AND DESTROY ENEMY TURRETS.
If you roll as a
support you won't have the luxury to be so picky. However, you will have extra fire power with your ADC and usually you will take the advantage of the minion push as well. You will still have opportunities for some solo demolishing, so take those if/when you can.

The items are pretty much the same, ability order the same and even runes and summoner spells don't resemble something unique. And this is where you are wrong! You know the old saying it's not about how big it is, rather how you use it. Yeah, I just smuggled that joke here. No, I'm not proud. Not a lot at least.
The obvious difference is the






This would be some sort of a basic combo:
1)

2) Use



3) By this time you've proced

4) Turret is destroyed or you back off after the


In scenarios where you will be 1v1 the turret, which kinda is the spotlight of this build, YOU WANT TO TAKE MINIMAL DAMAGE WHILE DEALING MAXIMAL DAMAGE TO SAID TURRET. Most of this damage comes from













If your role is



If you roll as a

Top Lane ?
A simple question: Is this viable top?
And the answer is: Yes, maybe, I don't know.
You can certainly play
Rammus top lane. However, how good is that compared to his performance in the
jungle or as a
support is the real question.
Rammus is a
tank not a
fighter. Although he could stand his ground, he isn't as independent as some other top laners. In some cases
Rammus would struggle to keep up and won't have many opportunities to push. So going top is possible, but really not optimal.
jungle provides the element of surprise and the ability to roam across the map somewhat freely. While in
support shoes, you have your ADC to back you up and vise versa. Both roles are more favorable for
Rammus.
And the answer is: Yes, maybe, I don't know.
You can certainly play










Ohmwrecker
Players understand what items are required to create the
Ohmwrecker. They buy them one by one, all the while being aware of the effect of those items. And then once the
Ohmwrecker is complete - they forget everything about it but the active effect. I was guilty of this myself...
Ohmwrecker provides 6 things. SIX THINGS!
1) +50 armor;
2) +10% CDR;
3) +300 HP;
4) +50% Health regeneration (150% base health regen);
5) Point runner (passive): +20% movement speed near turrets and destroyed turrets;
6) The active effect.
The point I'm trying to make is that this is an all around good item, but obviously people buy it for the active effect. In that case, how long should you keep it? Should you sell it for something else once you brake, for example, enemy inhibitor turrets? If so, when exactly should you sell it?
This will be up to you. You decide when or if you will replace
Ohmwrecker with something else. Just keep in mind all other benefits that this item provides apart from the active effect.



1) +50 armor;
2) +10% CDR;
3) +300 HP;
4) +50% Health regeneration (150% base health regen);
5) Point runner (passive): +20% movement speed near turrets and destroyed turrets;
6) The active effect.
The point I'm trying to make is that this is an all around good item, but obviously people buy it for the active effect. In that case, how long should you keep it? Should you sell it for something else once you brake, for example, enemy inhibitor turrets? If so, when exactly should you sell it?
This will be up to you. You decide when or if you will replace

Ability order and Summoner Spells
Apart from the first 3 levels, the ability order will remain the same both in the
jungle and as a
support. Note that even those slight differences aren't necessary.
Powerball - should be maxed first. This is the only ability which cooldown will decrease with level. Also damage and slow increase with each rank. The movement speed increase is based on CHAMPION LEVEL AND IS NOT AFFECTED BY THE RANK OF
Powerball. Both rank 1 through 5 will grant the same amount of movement speed on a given level. Mana cost is SLIGHTLY increased and is not debilitating even if you don't get items that provide mana or mana regen.
Frenzying Taunt - this is a tempting option to max, especially if you go support. Even in the jungle, the attack speed provided from this ability will enable
Rammus to land more attacks, which goes well with
Spiked Shell and is further enhanced by
Defensive Ball Curl. However, this lasts for as long as the taunt lasts - which is not a lot and it doesn't scale really well. There is a 1 second difference between rank 1 and rank 5. This not so great scaling combined with no decrease in cooldown is why you should prioritize
Powerball over
Frenzying Taunt.
Defensive Ball Curl - this works similarly to
Frenzying Taunt. No cooldown decrease per rank. Also no duration increase. However, the scaling is really good - so good in fact that you start out with descent armor and magic resist bonus right from rank 1 and, actually, you don't have to max it. Rank 1 will suffice for a long time.
There might be a puzzling thing about
Defensive Ball Curl damage. Here is how it works:
Rammus has a passive damage boost
Spiked Shell. This is active all the time (duh!). When
Defensive Ball Curl is activated, part of its effect is to add additional damage to each attack. This works similarly to
Powerball movement scaling - it scaled off champions LEVEL not RANK. Think of it as
Spiked Shell 2.0. So whenever you attack, you apply this damage +
Spiked Shell damage. The damage dealt is MAGIC - gets countered by magic resistance (duh again!). In addition to all this, 50% of
Spiked Shell damage is applied to anyone who attacks
Rammus (kinda like
Thornmail).
When it comes to Summoner Spells:
Flash and
Chilling Smite are the way to go.
Chilling Smite provides that sweet movement increase which
Rammus really needs to get to and stick to his target. Also deals some true damage. Not bad, not bad at all...












There might be a puzzling thing about










When it comes to Summoner Spells:




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