Rammus Build Guide by
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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.
I've been a fan of Rammus for quite some time, and by far I believe that he is the best tank in the game. When I first started playing Rammus, I tried a couple games with builds off this site. Including the "Competitive Rammus Guide." I found them all to be awful. If you win with them, that's cool, I mean winning is the main key to the game.
This guide will teach you how to win with Rammus. I barely lose using Rammus like this, and the only reason I do is if I find out that bottom is feeding, or trolling, etc.
So after seeing the builds on this site, I built my own build... that was okay, but not great. I kind of stopped playing Rammus, and then got back into him, to re-develop my build into a great build of death. Literally. I don't think I've played a game where people haven't feared me.
And, well, to finish this introduction. Just remember this is purely my build. Enjoy it, and use my tactics, and you should win games.
Rammus gains additional damage as his shell becomes reinforced, converting 25% of his armor into damage.
This passive is the passive that most new Rammus's will think doesn't help them. But it helps A TON. When you Pop you're Puncturing TauntTaunt, [icno=Defensive Ball Curl]Shield, and Tremors, this extra attack damage is really noticeable, and I can't help but to think it's what makes Rammus the Ultimate Tank. Remember: +20 Armor = +5 Attack Damage
Rammus accelerates in a ball towards his enemies, dealing 100/150/200/250/300 (+1) magic damage and causing 28/36/44/52/60% reduced movement speed to nearby enemies on impact.
This is the Ability that most people remember Rammus by (besides the Taunt). Why? How does it feel to have 100 health left, recalling in the bush and a "Armordillo" comes spinning at you with 650+ Movement Speed? Not only will you use this move to get around the map, but also to use it to initiate, and to chase down runners. Upon impact it will throw every run hit by it, up into the air slightly. This gives you the time to pop your taunt. You can Recall, or Teleport, while in Powerball.
Defensive Ball Curl
Rammus goes into a defensive formation for 6 seconds, increasing his armor and magic resistance by 50/75/100/125/150 and returning 26/32/38/44/50[(+0.10)*(armor)] magic damage to attackers.
This move is really quite good, because not only does it increase your armor, and magic resist by a whopping sum, but it returns damage. The damage may not be a ton, but with all other moves, and your white hits, it helps. You should be using this when tanking minions, turrets, team fights, or 1v1's. This move can't be used with Powerball, and you can turn off the shield at any time by pressing W.
Puncturing TauntPuncturing Taunt
Rammus taunts the unit into a reckless assault, reducing their armor by 10/15/20/25/30 and forcing them to attack Rammus for 1/1.5/2/2.5/3 second(s).
This is the move that separates the Rammus from the boys. The reason why you never turret dive a Rammus. Why you should never get by a Rammus. Because this taunt (3 seconds at lvl 9) will rock you. You should use this when turret dived, when about to gank, or to pull off squishies from a team fight. This will work on all monsters besides Baron, and can be Cleansed.
Rammus creates tremors beneath him, dealing 65/130/195 (+0.3) magic damage per second to nearby units and structures.
Lasts 8 seconds.
This move is great. And don't feel bad to use it on one person, or large waves of minions, because the cooldown is small. Use this to push turrets as well, because it damages structures. If an enemy is escaping while you pulled your Tremors, then Powerball after him/her. You can use all of your skills while under the effects of Tremors.
From best to worst:
Clarity: I know what you're thinking. Newb! Why would you use clarity, just control your spamming! Uhh no. With Rammus, you wanna spam your skills so you can always be advancing towards the enemy full speed, whether it's pushing a lane, or killing someone. You will always have the mana to get there. Plus helping your laning partner with mana isn't a bad idea as well.
Teleport: This is a great spell. After you get level 6, you can recall get your boots, start working on your Spirit Visage, and Teleport back in seconds. No doubt, I use this on basically all my champions for it's usefullness to get around the map. I encourage you to do the same.
Flash: This is effective, and can let you jump things while Powerballing. But because you have Powerball, you should be able to maneuver your way around minions. If you can't, then don't gank. Wait it out. So I don't use it, as there's really no reason for it. You shouldn't use it to run away, Rammus should be in the battle until it is over, regardless of who wins.
Ghost: Makes you go faster. If you bring this you would essentially stack it with your Powerball. But it isn't really needed.
Fortify: If you really need it, then take it. Especially if you see that their team has a lot of backdoor champs. (Yi, WW, Twitch, etc.)
Heal: I see many Rammus's with it, and that's not good. You shouldn't need it... at all.
Clairvoyance: Useful for ganking bushes, but leave it to the Support.
Smite: Rammus can jungle, but we don't.
Ignite: Leave it to your laning partner to have this.
Revive: Good for getting back into battle. Very great at 3v3, but the cooldown is ridiculously long, and shouldn't be brought.
Cleanse: No, this would be a spell to troll with.
Rally: I've actually used this on 3v3, and it's been helpful while pushing, but don't bring it. Just don't.
Promote: No, not worth it.
Garrison: Possibly, but no.