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Spells:
Teleport
Flash
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Introduction
PLEASE READ THE WHOLE GUIDE FOR FULL UNDERSTANDING BEFORE YOU DOWN-VOTE/UP-VOTE. KTHANKS :)
All the runes are based on straight Armor and Magic Resist. If you find Health runes to be more helpful for you, then you might want to use them but for this build these are the ones I use:
Flat Armor
Magic Resist Per Level
Flat Magic Resist
Magic Resist Per Level
As I mentioned, you may want to trade one of those for either Flat Health or Health Per Level. I recommend these because this is what i've been using.
Flat Armor
Magic Resist Per Level
Flat Magic Resist
Magic Resist Per Level
As I mentioned, you may want to trade one of those for either Flat Health or Health Per Level. I recommend these because this is what i've been using.
I have a freaking weird Mastery Tree, but it works good with Rammus.
I go with a 0/17/13 Tree putting 17 points on the Magic Resist and Armor boosts, also getting the dodge chance even though they could actually change (will explain on the items part). The other 11 points are put on all the mana boosts slots and 2 for my spells.
I go with a 0/17/13 Tree putting 17 points on the Magic Resist and Armor boosts, also getting the dodge chance even though they could actually change (will explain on the items part). The other 11 points are put on all the mana boosts slots and 2 for my spells.
My starting item(s) are
along with a
....
Depending on the game situation and what kind of opposite team you are playing against prioritize your items in which ever order you need them the most. As you can see most of the items I propose on the build(s) are somewhat (very) expensive. I help myself by buying Philosopher's Stone and to give me extra gold. Other thing you can do to make sure you get enough farm without disturbing your carries is you can jugle Rammus :D I prefer to lane because I like to make sure that our main carry(carries) get fed.
^^^^ Take and Get killed -> Revive -> Powerball -> Ghost -> Kill opposite Nexus >:D {***TROLL BUILD; DO NOT TRY ON RANKED PLAY***}
CORE ITEMS
vs. DPS/AD Team
vs. Mage/AP Team
vs. Balanced Team With/Without Tank
....
Depending on the game situation and what kind of opposite team you are playing against prioritize your items in which ever order you need them the most. As you can see most of the items I propose on the build(s) are somewhat (very) expensive. I help myself by buying Philosopher's Stone and to give me extra gold. Other thing you can do to make sure you get enough farm without disturbing your carries is you can jugle Rammus :D I prefer to lane because I like to make sure that our main carry(carries) get fed.
And... if you'd like to troll hard
:D
^^^^ Take and Get killed -> Revive -> Powerball -> Ghost -> Kill opposite Nexus >:D {***TROLL BUILD; DO NOT TRY ON RANKED PLAY***}
Mains
Teleport Rammus could actually be a life-saver sometimes. And a push stopper as well. This is why i main this spell over all the rest. It is important to be there for a team fight when your teammates need an initiation and Teleport is a great way to make sure you play your role in teamfights.
Flash is my second spell very helpful for a gank. You can hide in a bush Flash in -> Powerball -> Puncturing Taunt -> Win! :D
Good Replacements
Ghost is a good choice replacemet for Flash.
Smite, if you'd rather jungle Rammus of course you'll need this.
Cleanse is also a great choice if they have A LOT of CC.
Frotify helps a lot if you do not Teleport up and your enemy is pushing hard a lane also it can save teammates if used at the right times :D
Revive could be a good choice for Rammus if your team gets aced and you need to distract the enemy so they won't push as much.
It could be those times when you know the other team will have a jungler and you want to annoy them and mess with thier jungle or counter jungle as well. Great Spell.
No-No's
Exhaust could be helpful, but c'mon you have a 3-second OP Taunt ;)
Clarity, believe me when I say Rammus runs out of mana in the most crucial moment but you really shouldn't waste a spell slot on Clarity.
Heal*, just a no. You are a Tank, Tanks are expected to die, don't give the excuse that it might save your teammates. If you really want to save them, just do your tank role and hope they do theirs.
Rally, it just does't make sense for a Rammus to have this spell.
Ignite if you were to go AP or DPS Rammus, which I doubt, then this would be a good spell, but since most Rammus tank, NO Ignite.
*JUST FOR THE RECORD, I HATE HEAL, AND I THINK IT SHOULD JUST BE TAKEN OFF LEAGUEOF LEGENDS*
I haven't jungled with Rammus but I will check out some videos and will post them if they are helpful, and of course acrediting the people that made them.
Here's the one video I would follow and of course thanking "Nghiadeghet" for the making of such:
http://www.youtube.com/watch?v=FB6jbm6wy88&feature=related
Here's the one video I would follow and of course thanking "Nghiadeghet" for the making of such:
http://www.youtube.com/watch?v=FB6jbm6wy88&feature=related
Your role as a tank is fairly easy. Your job is to get your carries fed and take damage in team fights like we all know. And with Rammus these things are even easier than with any other tank.
Team fights are were you must be able to tank, aim the opposite team's carries, and keep the other team's tanks off your mates. This could be quite the challenge sometimes, they could have a lot of burst, which is where all the burst would go to you, killing you instantly, and would leave your teammates, in a way, vulnerable. The only good thing that this could give your team, is that the enemies might have blown up all abilities on you, and wasted a lot of mana, getting hurt in the process. This is when your team, if smart, would go in ace and push :D
Team fights are were you must be able to tank, aim the opposite team's carries, and keep the other team's tanks off your mates. This could be quite the challenge sometimes, they could have a lot of burst, which is where all the burst would go to you, killing you instantly, and would leave your teammates, in a way, vulnerable. The only good thing that this could give your team, is that the enemies might have blown up all abilities on you, and wasted a lot of mana, getting hurt in the process. This is when your team, if smart, would go in ace and push :D
All of Rammus's Skills make him the ultimate tank. Having a Powerball that can knock up you enemy while this happens giving you time of using your Puncuring (OP) Taunt.
My favorite, Defensive Ball Curl which gives you the ability to gain Armor and Magic Resist as you activate it makes you take almost no damage at all. OP? nah xD
Tremors, making you a great pusher/farmer in solo lane, deals damage to towers. OP MORE? NAH!!!! ;D
My favorite, Defensive Ball Curl which gives you the ability to gain Armor and Magic Resist as you activate it makes you take almost no damage at all. OP? nah xD
Tremors, making you a great pusher/farmer in solo lane, deals damage to towers. OP MORE? NAH!!!! ;D
As lane phase begins you should be looking for some last hits also keeping the harassment off your laning mate. Let your mate last hit until he can get a NEEDED item and then start last hitting more every level. If you DO NOT have a jungler on your team you might want to jungle around whenever you get the time to. you can also counter jungle if you feel like necessary and you know where the opposite jungler is located at the moment. Please DO NOT interfere in a teammate jungler phase, you will screw over your whole team like that.
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