Build Guide by Karyuu
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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.
Rammus, The Armordillo
Check my other builds ->Karthus, Cho'Gath
-Good overall tanking
-Taunt ability which is realy good
-A 'W' key that makes your enemy spend mana for little damage
-A 'Q' key that enables you to move up to 700 move speed (assuming you get just boots)
-A 'E' key that makes an enemy follow you up to 3 secs
-Good AoE damage
-Low damage output (considering other heroes)
-Needs timing on when you use defensive ball curl
-Somewhat less hp than other tanks
This is my first guide and i will still edit it later, but for now ill see what you think of the basic idea of the guide.
Well for me rammus is a realy good hero, that can adapt to many roles and help allies in most situations (You can power ball -> puncture taunt and stop the enemy who is about to kill your ally or you can powerball to slow and help your ally who almost lost a kill).
About runes, items, i think rammus is realy flexible, so the most important is not items and runes(of course armor itens help to improve his atack , but what im trying to say is that most protective itens suits him well) and in fact how you play and use his skills, but ill explain my choices :
Greater Mark of WardingI think its not worth taking mark of shielding, since it doesnt have a great diference.
Greater Seal of EvasionSome would say that armor would be more usefull, but for me, the idea of avoiding a heavy dps crit is simply enought to take dodge runes.
Greater Glyph of ShieldingHere theres some diference between glyph of warding and glyph of shielding and i think its worth taking shielding rather than warding.
Greater Quintessence of EvasionHere the choice is harder , since there are many good quintessce that can help in the beggining like quintessece of fortitude makes quite a diference at lv 1 and might be the diference to a kill or a death.
Core Items :
andI think that the bonus amor and damage is enought to make this your choice and the pots are just for tought situations.
Mostly because of its dodge chance which i think its better than mercurys treads.
- Gives some magic resistence (57), hp (450), mana(400) and also block a single target spell every now and again (30secs), so its a good basic defense against any hero with magic aatacks(if you have further problems against magic user go for force of nature and/or quicksilver sash).
Gives armor (45) , hp (450) and 40 magic atack per second, a perfect pursuiting and also farming tool(make it before thornmail if you are doing well).
Gives a good amount of armor (100) and also reflects 30% of melee damage as magic damage, so a good choice for its price (make it before sunfire cape if you have some problems and your hp drop fast against their melee).
Optinal Itens :
Frozen heart is nice and gives a good cd reduction (25%), mana (500), armor (99) and reduce enemies atack speed (20%), Nature force gives a good magic resist and also regen,I rather not take guardian angel since it gives the bad habit of relying on the ressurection, but its also a good choice, Warmog makes rammus get quite beefy with this big chunk o' hp, Atmas is usefull for an agressive rammus, Randuin eh ...(if you realy need more slow than rammus alredy have ...).
Summoner Skills :
FlashIts a good spell that helps you to run/gank and makes your enemies freakout some times when a huge spiky ball come towards then from behind.
ExhaustRealy good with rammus , so by using it it prevents enemies from running and also prevents some deaths.
HealPersonally i prefer flash and exhaust, but it can also be an option if you like.
GhostIt can be used to ensure a kill or a runaway but i prefer exhaust that enable your team to also get the target, when on ghost is only you.
Most of the other summoner skills can be used if you like them since almost all of them can be "somewhat usefull".
Rammus gains additional damage as his shell becomes reinforced, converting 25% of his armor into damage.
Your passive skill is realy usefull, so all the armor of your itens boost your atack as well.
Rammus accelerates in a ball towards his enemies, dealing 100 / 150 / 200 / 250 / 300 (+100% of ability power) magic damage and causing 28 / 36 / 44 / 52 / 60% reduced movement speed to nearby enemies on impact.
Makes you faster, damage and gives a damm slow.Good use when you are at base, since it boosts the move speed and the fountain heals anyway.
Cooldown 12 seconds Cost 80 / 90 / 100 / 110 / 120 mana
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 (+25% of ability power) magic damage to attackers.
Perfect against nukers or fast atackers, just need some atention to the right time to use.
Cooldown 18 seconds Cost 50 mana Range 300
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).
Perfect for intercept fleeing enemies and easy kills at your tower.
Cooldown 9 seconds Cost 50 / 65 / 80 / 95 / 110 mana Range 325
Rammus creates tremors beneath him, dealing 65 / 130 / 195 (+30% of ability power) magic damage per second to nearby units and structures. Lasts 8 seconds.
Good to help with the damage output, also good tool to farm and get towers.
Cooldown 60 seconds Cost 120 mana Range 300
The sequence you pick the skills also can change, like if you are facing lots of magic dmage heroes you should max defensive ball curl, but even in that situation i get the first 3 levels the same order , mainly because i see powerball as a great pursuit/GTFO tool and puncturing taunt is a perfect skill to make the fleeing enemy stop for a while or to damage anyone who dares to get near your tower.
Early game :
Start with a cloth armor for more armor/damage and some pots to keep you alive in desperate cases.Early with rammus you should consider going in a lane with another slower or a disabler to ensure a kill after some damage on a enemy or to anyone who comes near your tower(puncture taunt -> atack untill it wears off -> power ball -> if not dead your ally stun/slow/disable -> easy kill ^^).
Mid game :
At this point you should alredy have a ninja tabi and at least started banshees(depending on what type of enemy you are facing you can make other itens), and now its a good time for gank.Depending on the situation(the enemy have about half of his hp) you can go rushing with a powerball(puncture taunt if hes getting away) and your allies finish him or you get from behind, punture taunt, atack, power ball(if you want u can ult at the beggining since his ult is just 60secs cd, but watch tour mana at early levels) and your allies finish him.
Doing this well without getting into traps should make you push lanes quickly and get some cash, so you can finish any other itens you think its suitable to the situation.
Late game :
At this time you should have at least the banshee and another item done and alredy started Frozen heart/Thornmail/other iten (finished and alredy aiming for another iten if you farm well ).If you did well you should be a unstoppable beefy tank, but now your damage isnt too much so basicaly you will get mostly assists, but also you can spend your time destroying towers and killing lots of creeps with your ult (by late game you should have no problem with mana) that is very effective against tower/creeps at rank 3.
So basicaly the same tactics to help your friends out on ganks , just pay atention to late game dps, who can kill you if you underestimate them or think you wont die anymore and dont need allies.
-Use powerball to move across the map and aways when you are at base (it increases your move speed a lot).
-Use taunt to get enemies out of their towers or even their base ( realy funny to do that).
-Make yourself a "bait" to the enemies casters and use defensive ball curl when they are about to "get" you and then you may charge, but the main idea is to make them waste their mana.
-Dont be afraid to ult at creeps or towers since its only 60 secs cd and sometimes the gold you get from those massive waves of creeps makes it worth a ton, also breaking towers is priceless.
Well thats basically how i play with rammus, i hope i gave you at least an idea of one way to play with rammus.