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Build Guide by RandytheGrey

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League of Legends Build Guide Author RandytheGrey

dps/lifesteal Rammus

RandytheGrey Last updated on April 19, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.


Brute Force
Improved Rally

Offense: 21

Strength of Spirit
Veteran's Scars

Defense: 8

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 1

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Whenever I saw builds for rammus, I noticed that they seemed to give him a lot of HP and armor. this seemed, well... boring. It seemed to me that Rammus had a lot of potential to be more than just another wall for opponents to get around. Rammus always seems to be in the middle of conflicts often anyways, soaking up damage for everyone. But just as good as Rammus is at being the center of attention, he seemed just as good at disrupting the flow of an enemy group. I worked with him awhile and found that he worked great as a distraction, but was,t able to do too much with all of that attention. So I tried out a build to focus more on offensive capabilities, and l was surprised to see that you could keep him in the fight just as long, with better results. by giving him solid movement and attack speed, I was able to run through large group conflicts and quickly take care of the threats to my allies, oftentimes distracting another enemy or two and pulling them away from allies with lower health simply by appearing as a softer target. I wanted to see what people thought of it, so here goes!

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I'll fully admit to not having the runes for this build, so this is a rough estimate of what to go for: Damage, attack speed, and a touch of heath and armor buffs. feel free to play around with them and find what works best for you.

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As promised, this is an offensive-heavy build, and that's clearly reflected in the masteries. The armor boost gives you a nice cushion, and the rest is there to make you better at killing champions quickly. I tend to stay away from the utility masteries as a matter of personal preference, and if you disagree with that you can swap out some of the defensive masteries for ones that suit your playstyle better. I wouldn't reccomend pulling from the offense, though, since you are trying to do a lot of damage quickly, ant hese are a good boost for it.

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Doran's blade isn't a popular choice as a first item purchase, but it works well for this build. it establishes lifesteal early and gives you some more health to play around with, letting you hold your lane for a good while. buy the Beserker's greaves once you can afford them to get you more speed, as well as more attacks. For Starks Fervor, buy the recurve bow as the first piece if you end up splitting the purchases, since at this point you should be holding up fine defensively. The sunfire cape is best bought all together, but buy whichever piece you can afford if you end up back at base. For the Bloodthirster, you'll want to pick up the b.f. sword first to start to do some serious damage followed by the pickaxe since you won't be relying too much on critical strikes. the thorn armor and infinity edge can be purchased in either order, depending on how much gold you have and how the game is going. If your team is defending, go for the armor to hold your position and let turrets and allies make up the damage. If not, the Infinity edge is great for keeping up the offensive and keeping your opponents out of the game. since these would be your seventh item, sell the Doran's blade to make room for it.

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Skill Sequece

Puncturing taunt and Defensive ball curl are your best friends. Using the taunt effectively early on can pull the attack off an ally and let them escape or kill the target, or you can simply pull them into turret range and let it do some damage for you. that coupled with the ball curl should deter any would-be turret divers looking for a kill when you're low on health. Now for powerball, you take one at third level to get access to it, then LEAVE IT ALONE. you rarely use this skill with this build, but sometimes you can chase down an escaping champion or get away if things get hairy. After you hit someone with this skill, it's business as usual: taunt, shield, kill. and of course, don't forget your ultimate . It's best to pop tremors after your shield, since it often doesn't register that its hitting them until it's too late. If your up against squishy opponents like ranged fighters or mages, I'd recommend not using it unless you have to, saving if for if their friends show up to rescue them. Another important point to mention is that it works on buildings as well, so don't be afraid to use it to quickly take down turrets if you get a free shot at them.

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Summoner Spells

not much to say here, really. Ghost is great for the same reason as powerball: lets you chase down or get away from champions. Teleport is there to mover around the field to help out where you're needed quickly. Don't be afraid to solo a lane with these two abilites, you can assist anyone who gets outnumbered and keep it from happening to you. With these spells, plus your powerball and footwear, you are able to control a large part of the field and quickly respond to threats as they appear.

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That's my build. It's fun to play and seems to get me good results fairly often. This is my first posted build, so any and all feedback would be appreciated. Let me know what you think, and I'll keep posting any interesting builds I come up with.