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Spells:
Smite
Exhaust
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Introduction

The basis of this build is effective 1v1 fight ability in the hands of a highly capable crowd controller with the added bonus of being able to support his team with CC in group fights. This build WILL fill that roll.
Strengths-
1V1:

Crowd Control: let's face it, it is hard to beat


Ganking: Tying into CC, he is fast, controlling, and strong with this build; making any gank a highly successful one.
Support: His survive-ability and tankiness combined with a map controlling mentality will control how your opponents move around the map.
Weaknesses-
AP:


Early-Mid game: This build does seam to have a mildly rough start, so if you find that some changes should occur to the order of the build, feel free to adjust them. After the build is done though, you should see a remarkable level of damage output and game control. no one will want to 1v1 you or be in a fight in your area.
**THERE IS A MISS CALCULATION WITH THE ARMOR TO ATTACK DAMAGE RATIO OF HIS PASSIVE, THIS IS NOT NOTED IN HIS OVERALL ATTACK LISTED IN HIS STATS, KEEP IN MIND THAT THAT BONUS AD JUMPS WITH DEFENSE CURL MAKING HIM EVEN STRONGER**
-= IF YOU FIND THAT THERE ARE CHANGES THAT SHOULD BE MADE OR ANY ALTERATIONS IN THE ORDER OF THINGS, PLEASE LEAVE A COMMENT SO THAT I CAN ADJUST IT =-



After you take the blue buff it is recommended that you gank the middle lane. The middle has a few easy paths to get behind minions for an effective


Continue jungling till potions are gone, return to base, resupply, and continue. Resume jungling and Ganking to obtain




(since you are tanky and only risk death on ganks that stand a chance of a positive outcome,

Runes favor early game defenses and mid-late game attack damage output.
Masteries tend to favor the same thing; most of the points are placed in offense with some points allotted to the defensive tree for the added flat armor and hp for early jungling.
With summoner spells focused around jungling and ganking smite and exhaust were the obvious choices. If you like to shift these around make sure that smite is always included. Alternatives for Exhaust might be considered as long as you are changing them to fit a different play style with the same build.
Flash: allow you to adjust yourself for better uses of Power-ball and Taunt.
Ghost: allows for faster ganking and map control
Ignite: better 1v1, controlling healing effects mid-fight (regen, heal, and lifesteal)
Heal: great for changing the tides of battle and maintaining your jungling health.
Surge: helps with jungling and 1v1, works decently with ad rammus
The rest are not viable for this build.
Skills should be focused depending on the time of game(minus the ult).
Early game: focus on jungling at lvl 1 and ganking through level 6-8ish.
Mid game: focus on crowd control since this period of the game is a bit chaotic. The cc will alow your team to easily take advantage of ganking and lane control.
Late game: Beef up your defenses for longer term fights and the bonus AD off of his passive.
















END COST: 13,565 (not counting extra oracles or wards)
This is a highly reasonable build when you understand how quickly you can have this much damage potential.
The item build favors:
Attack Damage
Attack Speed(to some degree)
Support through cc, warding,

Strong 1v1 thanks to overall armor and hp
The build is rather self-explanatory










Keep in mind that








Second, I use two programs to take pictures/video of lol matches, neither of which are exactly "user friendly" so some of the quality is a little spotty.
This first one shows how the crowd control as well as the hp allows easy 2v1 potential, the added AD lets you easily tear down your opponents.
This short video shows to an even greater extent what all that cc, damage, and tanky-ness can do with the aid of a teammate, even against 3 opponents. Just because he does not build out like a flat tank doesn't mean he can't take a beating.
This last video is to squash any concerns about AP damage output, one vs one with just



*Note that


This player is slightly dependent on over-zealous opponents. taking advantage of an over pushed lane will almost always secure you a kill. Spinning up power-ball early to get a nice speed boost and then combining the knock up upon collision with the defense curl and taunt combo will usually put your opponents 6 feet under.
Mid-late game focus on helping push side lanes and adjusting rapidly around the map where needed; taking advantage of possible numbers advantages to secure easy kills.
REMEMBER: your ultimate does a significant amount of damage to turrets and assuming you are grabbing the blue buff often enough, the cool-down on it is worth using on any turret you can.
Late game try and stick with another champion to share your powerful crowd control.
Edit timeline:
7:30pm-3/7/2012: Changed out Zeke's for wriggles. Edited builds and guide content to fit.
10:55pm-3/7/2012: Added Videos of build in action. Bot match only.
-1v2 Rammus VS Lux&Garen
-2v3 Rammus&Morgana VS Lux,Sivir&MasterYi
-1v1 Rammus VS Malzahar
Added Ninja Rammus Picture. (copyrights to Riot on that one)
1:50am-3/8/2012: Massive coding addition in all sections excluding: [runes,masteries,summoner spells, and skill sequence] and [Team work]
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