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Choose Champion Build:
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Jungle Rammus
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Jungle Rammus 2
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Alternate Start
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Alternate Start 2
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Situational Items
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Dominion
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Twisted Treeline 1 WIP
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ARAM 2
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ARAM 1
Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Introduction
Hello and welcome to my guide, this is my first guide that I will have published. Over the time that I have played League of Legends, I have compiled a list of builds that I occasionally use when I play. The champions which these include are;




















Unfortunately many of these have become obsolete as they are from Season 2 and they removed the


The first time I played jungle was in Season 2 with a bunch of friends. At the end of the game, I said to myself that I would never play jungle again. I guess I overreacted a little bit. I prefer jungle over any other lane however I can support, top and mid lane. That being said, I suck **** at adc period. Times may change and I may get better, we shall see :). Currently I have 3 accounts on the NA server: 5n1p3rm4n796, 5n1p3rm4n797 and justtrolling123. I live in Australia so typing certain words without 'u's is not normal for me, but I'll try XD.
Rammus was the very first champ that I liked, he is my one and only favorite. When I bought
Rammus, I never would have thought to become a jungler. When I was 15-20, I would play him bot lane with my good friend IonizedPuppet0 as
Lux and we would own with our crazy amount of Crowd Control and Damage Output.



In my opinion,
Rammus has no real need for a
Flash however, it is very handy to get out of a team fight you will lose or a position which disadvantages your team members.
Smite is almost a requirement for any jungler, some exceptions to this would include:
Udyr,
Fiddlesticks,
Nunu & Willump and
Shaco.







The items in this build are mostly interchangeable, for example, instead of having
Ninja Tabi you could use
Mercury's Treads instead or vice versa. I do not have a preference for most of my items, it all comes down to which damage type the enemy deals more of. In many cases, the
Runic Bulwark can be exchanged for a different item if your top laner or support have it already, or are planning to purchase it.
Randuin's Omen is an excellent item to get as provides a great advantage if used correctly. In my honest opinion, the best time to use it is when you are about to finish a team fight, when the enemy or your team are trying to get away. Doing so provides a great escape or chase mechanism so that you can finish them off easily.




These items are used under certain circumstances such as, having an enemy team full of ADC's, playing off-tank to do more damage, or to suit your play style. Whatever the reason, these items would not be as effective since they have problems like, higher gold cost, very late game effectiveness, efficiency based on composition of enemy team or simply hard to manage during intense battles.
I'm not a normal jungler by a long stretch. First of all, I don't start wolves, the reason I choose not to is because I don't wish to waste the exp of the laners that help me leash. The longer they stay with me, the more time there is for bad things to happen.
This is a story of a 5's I played with some friends.
Spoiler: Click to view
Now onto the rest of my jungle route. I'll try and keep this short. If on blue side, get Blue Buff, with
Smite and leash, get wolf camp, cross midlane, get wraith camp, get Red with
Smite. Then gank bot lane. I prefer to leave golems for bot lane to kill for extra gold. In my honest opinion, they are the hardest camp to kill (not including buff camps) with or without
Smite. If on Red side (Use colorblind mode, it's much better :D), same route but gank toplane. If successful enough to get a kill for the team and have enough health, gank mid, give wraiths to mid, get wolves, gank top, or vice versa.
This is a story of a 5's I played with some friends.

Now onto the rest of my jungle route. I'll try and keep this short. If on blue side, get Blue Buff, with



This is one of my least favorite topics, I don't like runes and I don't use them, that being said, this does not mean that I have not tested my build, both on normal LoL and on the PBE server. With and without runes. Do whatever, ask around, gain some knowledge on them.
The setup that I use for tanky jungling is: 9x
Greater Seal of Armor, 9x
Greater Mark of Scaling Magic Resist, 9x
Greater Glyph of Scaling Magic Resist and 3x
Greater Quintessence of Health. I have considered using 9x
Greater Mark of Magic Penetration and 3x
Greater Quintessence of Movement Speed however, I feel that as of the Season 3 patch which removed some of the main Magic Resist items like
Force of Nature, more Health and Magic Resist can help counter this setback.
The setup that I use for tanky jungling is: 9x







This is my favorite part, I love to experiment with weird and wacky combinations of Mastery points, on my tanky top, I run 0/27/3 (as of 3/5/2013, I run something similar to my ARAM masteries), with
Rammus I like to run 0/21/9.There isn't really much to explain from me. If you don't like the setup I run, just fiddle around with your strengths till you find what you want.

The
Defensive Ball Curl of
Rammus works beautifully with his
Spiked Shell. The higher the level of it, themore damage you can take and deal when you activate it. This I like to max first. His puncturing taunt is what I max second, it is most powerful when used to cancel a channeling skill by
Fiddlesticks or someone similar. What you want to avoid is, taunting someone like
Fiddlesticks into your team. Something which you can do is to lead them away from the rest of your team so that they lose one of their carries in a team fight if one ensues. One of the other great things about
Rammus is his
Soaring Slam. This ability of ultimate power can be used for more than just team fighting. It can be used to split push (ask IonizedPuppet0, expert right there :P), destroy turrets, inhibitors and even the enemy nexus.
Soaring Slam is an unique skill which damages anything and everything (non-friendly) that
Rammus comes near. Use this in conjunction with
Sunfire Aegis, enemies will always try and avoid you. Seriously though, who would want to be matched up against a spiky rolling armadillo that is on fire?










Coordination of ganks are a must, being at the front of team fights is also needed. What my teammates hate but I like to do, sacrifice myself to try and save another person.
Rammus is tank, with enough health and other defensive stats, he can buy enough time for your team to secure Baron Nashor or to get the **** out. If you go in, don't back down, give it all you got. However if you do go in, without the agreement of your team, there is only yourself to blame if you die. Don't go in to team fights which you don't think you can win (I have a bad habit of doing this :P). Lastly be confident and trust your team mates. Don't give up, if you do, you might as well have lost the game as soon as it started.

Items and Positioning:
Running 0/30/0, you should have enough reduction of CC for it to not matter much. You will have enough health at the start if you buy a







Team Combination and Maneuvers:
About team composition, if playing ABAM/ADAM,




As for a full team compsition, I believe,







Mastery Explanation:
Now, onto the masteries for ARAM 1. I run 0/30/0 on ARAM as there is not much space to maneuver in and most of the early utility points are useless and a full tank creates a big threat as there isn't space for people to aim skill shots around. All my points are in Defense because, both optimal Abilities for a tank in ARAM is








One point in







Update Incoming, Shifting some items and adding the
Orb of Winter. Patience is a virtue. :)
It should really say builds, but anyways. These are just different builds that you can have, it focuses on mainly the composition of the enemy team's damage output. Mainly Mixed, Physical or Magical. I will try the best I can to cover most of the possibilities. Starting items should follow the recommended in getting
Boots and the Philosopher's Stone but depending on the composition of their team, predominantly AD or AP, you should build either
Cloth Armor or get 5x
Health Potion.
Again, it is vital to take control of the enemy bush, there are many logical reasons for this. One of them is to force their team into a defensive position around their tower, this is where, if you have team mates with poke, pick them off one by one. We like to call this bush dominance. (Thanks RagedDaniel)
Use your
Powerball where ever possible, use it to slow any enemy that is out of position or to force an enemy back into your team after a successful
Rocket Grab. The best times to use your
Defensive Ball Curl is to push towers or for increased damage when you puncturing taunt. Another good time to use it is when you are under a long ranged ultimate or skill from an enemy. I find that if you purposely hit the
Trueshot Barrage, you absorb some of the potential damage that could kill one of your team mates as the more things it passes through, the less damage it does. Puncturing Taunt can be used to keep an enemy in the midst of your team whilst they finish him/her off.
Soaring Slam should be used when ever you are in the middle of their team and there is a battle raging on and also to be used when you are pushing the towers.
Running the same masteries as before so there isn't really a need for a repeat of an explanation. (Read above Chapter for Explanation)
Utilizing a balance of Armor and Magic Resist, this would create the most efficient use of damage reduction. Where my first ARAM build was based on my own personal preference during mixed damage battles, I feel that this build prevails more in that aspect. It provides more Magic Resist and Cooldown Reduction at the cost of 200 HP. Again, if there is already a team member who has the
Runic Bulwark, you could swap the item for something with more Armor or Magic Resist.
This build focuses on pure Armor, it is used if the team is unlucky enough to get almost all Attack Damage champions. It utilizes the passive of the
Thornmail which returns 30% of the damage by standard attacks before it is reduced by your armor (Thanks to Hemanshi for clearing this up). So, having more armor actually does not affect the damage they receive, it is only dependent on their total attack damage. Coupling this with your
Defensive Ball Curl's effect, you can do more damage to them than they do to you without even attacking them. Add
Sunfire Aegis's aura, then you will truly be a sight to see. The Unique Passive/Aura of the
Frozen Heart gives your team the advantage as their DPS will be significantly lower, and with your
Defensive Ball Curl, Puncturing Taunt and
Soaring Slam you can single out any one of them.
Unfortunately this build is not as strong as it could be (Any suggestions that are made will be taken into consideration and credit will be given where it is due), there are a very limited amount of items that give both Health and Magic Resist, so parts of this build is in a grey/gray area. Any and all items that contain Health and Magic Resist are High Priority. These include,
Banshee's Veil,
Spirit Visage and the
Runic Bulwark. In this case you should always be the one to get the
Runic Bulwark as you really need the Health to supplement your Magic Resist. Getting the Philosopher's Stone at the start will help you gain gold at a faster rate so that you can keep up without getting the Creep Score that is required to get these items. Usually I will only get around 10-20 CS in an ARAM game as I mainly focus on the squishier champions of their team. Getting the
Shurelya's Battlesong last will squeeze the most money out of the Philosopher's Stone. IonizedPuppt0 has suggested me to remove the
Maw of Malmortius and replace it with the
Rylai's Crystal Scepter. It gives 500 HP and 80 AP which are very useful stats to have. Also, dealing spell damage with
Soaring Slam during big fights can give a hefty advantage to your team. It also works with his
Defensive Ball Curl so that the slow can be distributed as far as the enemy's range (Thanks to IonizedPuppet0 for helping test this). However this does not work with the passive of the
Sunfire Aegis and
Thornmail (Again thanks to IonizedPuppet0 for helping). If you wish to drag an enemy towards your team members without hindering their movement, do not activate your
Defensive Ball Curl with the Puncturing Taunt.
Most of these items can be interchangeable with the vs AP build as they mostly give Magic Resist. I will try and explain the four items that don't and why I feel that they could be useful. Firstly the
Frozen Mallet, it gives a fairly sizable chunk of health. However,
Rammus has a very slow auto attack and the slow is rather ineffective at best. Zeke's Herald, provides a decent amount of health, gives 20% CDR, and gives an aura to nearby team members granting them +20 Attack Damage and +10% Life Steal, good if you have around 2 AD Champs on your team otherwise try to steer clear of it.
Atma's Impaler gives Attack Damage based on 1.5% of your Max HP. It also gives you a medium amount of Armor making it a good item to consider.

Introduction:
It should really say builds, but anyways. These are just different builds that you can have, it focuses on mainly the composition of the enemy team's damage output. Mainly Mixed, Physical or Magical. I will try the best I can to cover most of the possibilities. Starting items should follow the recommended in getting



Positioning:
Again, it is vital to take control of the enemy bush, there are many logical reasons for this. One of them is to force their team into a defensive position around their tower, this is where, if you have team mates with poke, pick them off one by one. We like to call this bush dominance. (Thanks RagedDaniel)
Skill Usage:
Use your





Running the same masteries as before so there isn't really a need for a repeat of an explanation. (Read above Chapter for Explanation)
Build Order Mixed:
Utilizing a balance of Armor and Magic Resist, this would create the most efficient use of damage reduction. Where my first ARAM build was based on my own personal preference during mixed damage battles, I feel that this build prevails more in that aspect. It provides more Magic Resist and Cooldown Reduction at the cost of 200 HP. Again, if there is already a team member who has the

Build Order vs AD:
This build focuses on pure Armor, it is used if the team is unlucky enough to get almost all Attack Damage champions. It utilizes the passive of the






Build Order vs AP:
Unfortunately this build is not as strong as it could be (Any suggestions that are made will be taken into consideration and credit will be given where it is due), there are a very limited amount of items that give both Health and Magic Resist, so parts of this build is in a grey/gray area. Any and all items that contain Health and Magic Resist are High Priority. These include,












Situational Items:
Most of these items can be interchangeable with the vs AP build as they mostly give Magic Resist. I will try and explain the four items that don't and why I feel that they could be useful. Firstly the



Introduction:
Honestly, I don't play Twisted Treeline much, not since they changed the map. However I will try and provide decent information on the strategies and tactics to playing Rammus top in Twisted Treeline.
Starting Items:
Starting with



Summoner Spells:


TBC...
Introduction:
I don't play Dominion as much as I wish I do, but again, I'll try my best. This build is for a Movement Speed Rammus. The aim of a Movement Speed Rammus is to stay hidden and capture any unguarded points.
Starting Items:
Rushing a


The



TBC...
To wrap up, this build was never intended for purposes other than to help me, the chapters that I have put together are just for any strangers who are reading. If you like/dislike anything I have written please leave a comment if you want to and vote. Constructive criticism is always welcome and any suggestions as to how I can improve would also be appreciated, credit will be given where applicable. If you have read this far, I just want to say thank-you for reading. See you guys on the battlefield.
Photos :) :
Some unrelated gameplay videos:
Quadra Kill
Penta Kills
Photos :) :

Some unrelated gameplay videos:
Quadra Kill
Penta Kills
To:
- SoulEquinox for playing the Tennis and for supporting the whole team during 5's
- Dilpick for the obvious downvote
- NinjaMidget72 for inspiring me to write this
- Dxdge for being a lad with the #brutals
- DzlCHEATS for being a great guy
- Bxtr for supplying the kush
- IonizedPuppet0 for helping me fix the guide, and for his split pushes (towers win games), also for
Rammus,
Lux Combo :D
- RagedDaniel for his all round greatness
- Jhoijhoi and her very helpful and informative guide on making guides, which you can find here: JhoiJhoi's Guide to Making a Guide.
- Loxely for his carrying and his brutals, also, if you are interested check out his AD Ashe - Fire away! Guide.
- Cu1y for being the sickest lad out.
- Thatdudeinthecotton and aDaptor for suggestions
- Hemanshi, for being a mate, sharing this with his friends and generating the views
- JueyAye for being epic at life
- ChampinEveryDay1 for being the best Vayne NA and smashing DoubleLift like a twig
- Registrator and heartshredder for being the sickest ****s out :^) ayy lmao
These will be some of the things I have planned for this guide:
High Priority:
Mid Priority:
Low Priority:
High Priority:
- Edits to both ARAM Builds for new items etc.
- New section for Ability Sequence choices, and other viable options for various things.
- Finish up Twisted Treeline and Dominion Sections, when I have the time to.
- Substitution of the Runic Bulwark for another item. (Done) Requires polishing.
Mid Priority:
- Improve Pros and Cons
- Maybe, More purchase orders for vsing specific damage types
- Section for jungle match-ups
Low Priority:
- Color-Coding (Mostly done, just waiting to complete my TT and Dominion Builds)
- Pictures, will come soon, as soon as I get most of the information down pat.
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