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



However I hate to tank. Mostly I hate to lane tanks. That is another reason for this guide.
Anyway I wanted to develop some nice tech for jungling Rammus. This is me sharing that tech.
SPOILER: The tech lets you jungle golems to golem and avoid some nasty early shenanigans.
AD MARKS!: Ok, so your late game damage suck. SO WHAT!? You're a tank, and you damage is secondary. The early game damage to get through the jungle quickly and hurt a lot in ganks is more important. There is an arguement for adding a bit of ArPen, but I have found this setup quite effective.
Armor Seals: Why take anything else on

MR/LVL GlYPHS: So you want to not die to spells? OK. There is no need take flats with

Armor Quints: same as seals, helps a lot and lets you go golems to golem.
HP Quints: These give you early survivability in the jungle.

Powerball to the wraiths and focus the blue one with ball curl active. This is the easiest camp for Rammus, so stealing it is easy. Remember this for any counter-jungling opportunities. Pot here too.
Walk to wolves and ball curl+pot to kill them. Level ball curl again and powerball to golem.
Kill golem with ball curl and a pot and a smite. You can smite at around 600 (as opposed to 550) since you are level 3 rather than 1 and smite gains 25 true damage per level.
Now I usually back and then gank now (sometimes you have to wait for a creep death for level 4). Then wraiths and red if you want. You have enough CC from taunt+ball (remember to flash+ball to get through creeps. Also landing between two enemies can create a nice position to focus one of them).
Then you can take red. You aren't too dependent on it. Basically you want to clear the jungle and get Philosopher's Stone and

Next comes boots. Also obvious. The consumables are very helpful but not essential.
Philosopher's Stone gives nice income and takes care of your mana troubles. The HP/5 gives you nice sustainablity as well.


Then


Now you need more MR, so a




Against a team that does not have a significant amount of AD you should opt for

After I have built both of the above (against balances teams) I generally buy a

From here I get either:
MORE TANK=>


ANTI-AD DAMAGE=>

ANTI-AP DAMAGE=>




The Taunt is your CC for the gank. Your autoattacks do a fair bit of damage (over 100 before armor with ball curl active) and you should be able to help your team win lanes.
The only problem is your counter-jungle is rather poor. You are not Nunu. Oh well your late-game utility is better (IMO hard CC beats soft CC).
You should focus your taunt on either carry or use it defensively to cancel something like a Nunu ult. I once saved an Ashe from Jarvan IV by taunting him in his ult. He could not attack and stood there while Ashe tore him apart.
Since Taunts silence an AP carry is a decent choice for a taunt. Basically you should put it on whomever does the most damage.
A decent tank. I think that there are relatively few of these.
Taunt!
Can jungle as a tank!
Can ult towers!
Moves around the map quickly (two powerballs with blue lets you dissapear from bottom and appear top before you are really expected).
CONS
Banned a lot in ranked.
Laning sucks (kinda irrelevant here)
Squishy early
The metagame seems to place a ranged carry+ support bottom, AP carry mid and an offtank top. Hence the tank must jungle. This is all well and good. Actually, this is really good. Deviations from this create problems. Consider the following:
The Tank is Solo top (Offtank Jungle, i.e. Olaf):
The lack of ranged pokes on most tanks (exclude Shen & Cho'Gath) makes it quite unlikely for the tank to win the lane and get a good farm. This gives your opponent a farmed offtank and you a poor quality tank.
The Tank is Solo Mid (AP Jungle, i.e. Akali)
This is a problem for the same reason the above is a problem.
The Tank is Bot (AD Carry/Support Jungle, i.e. Tryndamere/Karma)
So this leaves all the harassing to the support champion, and any Soraka or Sona can outheal this damage. Then we give the enemy a farmed AD carry and take an underfarmed AD carry and an underfarmed tank. If the support champion jungles you both have to put up with a Karma on your team, but you also have a lane with poor sustainability that MUST be sustained. THis is a terrible decision in either case.
Hence the tank SHOULD JUNGLE IF AT ALL POSSIBLE. Hence Amumu is probably the best tank in the game, followed by Shen, and finally Rammus. Then bad tanks like Maokai and even Udyr (He shouldn't tank IMO). Then laning tanks like...Singed (if you consider him a tank). Nunu is also a decent tank despite his lack of CC simply because of his very strong jungle.
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