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Ramm, Bamm, Thank you M'amm
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Spells:
Flash
Ghost
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Summary
Pros
- Great Damage Over Time with "w" and "r"
- Awesome CC
- Team Player
- Late Game threat/initiator
- Natural at tanking, excels when focused by Melee/Phys
- "q" serves as good escape and initiator
- can tank turrets with "w", and destroy turrets with "r"
- Taunt will break enemy team's formation and force them to move
Cons
- No instant damage spells other than roll
- Vunerable to Magic/AP
- Not much farming capability at start (when laning, this isn't a jungling guide)
- Quiet and Shy (Doesn't talk much, although that might be a Pro)
- Great Damage Over Time with "w" and "r"
- Awesome CC
- Team Player
- Late Game threat/initiator
- Natural at tanking, excels when focused by Melee/Phys
- "q" serves as good escape and initiator
- can tank turrets with "w", and destroy turrets with "r"
- Taunt will break enemy team's formation and force them to move
Cons
- No instant damage spells other than roll
- Vunerable to Magic/AP
- Not much farming capability at start (when laning, this isn't a jungling guide)
- Quiet and Shy (Doesn't talk much, although that might be a Pro)
Marks - I prefer to Grab some Armor Pen. to ensure that Rammus is taking full advantage of his Damage Over Time ability. Auto-attacking dmg will increase with Passive and Armor Pen will benefit this.
Seals - Early Game Armor is not a bad thing for Rammus. Mana can also be an issue for Rammus, some Mana Regen will benefit his laning/ganking in early game.
Glyphs - Rammus needs CDR anyways to re-cast his abilities during teamfights.
Quints - Early Game Health is always ballin'.
Seals - Early Game Armor is not a bad thing for Rammus. Mana can also be an issue for Rammus, some Mana Regen will benefit his laning/ganking in early game.
Glyphs - Rammus needs CDR anyways to re-cast his abilities during teamfights.
Quints - Early Game Health is always ballin'.
Defense Defense Defense. I try to avoid Dodge because when the enemy IS focusing on you, you want them to take the most damage right back at them with Defensive Ball/Thornmail.
You could potentially so with Expanded Mind rather than Awareness in the Utility Column just to give a mana boost.
You could potentially so with Expanded Mind rather than Awareness in the Utility Column just to give a mana boost.
Rammus' primary focus should be utilizing his passive skill and trying to stack as much armor as possible. Of course, the other team may not have been stupid and brought some AP champs with them. If this is the case, I suggest you buy a Banshee's Veil immeadiately after the Sunfire Cape just to be safe. Encourage your team to focus fire any high DPS Casters (as they should) to maximize your ability to tank for them.
Merc Treads are helpful for CC Reduction as well as some of the only Magic Resist found in this item list.
Sunfire Cape is awesome for high health (tanking essential) as well as armor for Rammus. The Passive of the cape with help with farming creeps in large clusters, as well as an additional 80-160 dmg when taunting enemy melee champs.
Thornmail is perfect for Rammus as it offers maximum armor and helpful Passive that is only used optimally with his taunt and Defensive Curl. This item was made for him.
I always Grab a Glacier Shroud to enhance Rammus' usefulness in longer team fights. The extra mana and CDR is a life-saver for you and your team mates.
Guardian Angel is usually the 'coup de grace' for any tank. Helpful Late game item that will make the enemy team hate you.
Frozen heart is a step-up from Glacier Shroud not entirely nesscessary. Go ahead and build other tank items at this point if you wish (ex. Force of Nature or Randuin's Omen)
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I Always Prefer to begin with a well-balanced
Merc Treads are helpful for CC Reduction as well as some of the only Magic Resist found in this item list.
Sunfire Cape is awesome for high health (tanking essential) as well as armor for Rammus. The Passive of the cape with help with farming creeps in large clusters, as well as an additional 80-160 dmg when taunting enemy melee champs.
Thornmail is perfect for Rammus as it offers maximum armor and helpful Passive that is only used optimally with his taunt and Defensive Curl. This item was made for him.
I always Grab a Glacier Shroud to enhance Rammus' usefulness in longer team fights. The extra mana and CDR is a life-saver for you and your team mates.
Guardian Angel is usually the 'coup de grace' for any tank. Helpful Late game item that will make the enemy team hate you.
Frozen heart is a step-up from Glacier Shroud not entirely nesscessary. Go ahead and build other tank items at this point if you wish (ex. Force of Nature or Randuin's Omen)
I prefer to grab Ghost because it is always a great chaser SS and escape SS. Gives Powr Ball a Huge Kick in speed too.
Flash for the same reason, if a team fight hs begun without you, Flash into the battle with your ult activated to deal some massive AoE.
These are only my recommended SS. It's ultimately your preference and choice.
Flash for the same reason, if a team fight hs begun without you, Flash into the battle with your ult activated to deal some massive AoE.
These are only my recommended SS. It's ultimately your preference and choice.
Power Ball first to give you that little speed boost when popping out of bushes, Knock Back and Slow really helpful to chase.
Taunt will be your main focus however, as it is Rammus' most iconic ability. Focus points into that skill to help your teamates get the most time to take out the target you pulled.
Defensive Ball is vital to Rammus tanking. When focused, this spell with deal damage back to attacker and can save your life depending on how you use it. If team has casters, use it to absorb most incoming Magic Damage.
Ult is best used when surrounded by enemies, they will usually focus your teamates and try to ignore you. This ability will force they to take additional damage over time when you are nearby and discourage them from focusing on your teamates.
You want to utilize your spells to maintain the enemy's fire and knock it back at them with Thornmail/Defensive Ball/Sunfire Cape/Tremors Combo to deal insane dmg over time.
Rush in with Power Ball, Drag enemy away from group with taunt,as their team focuses you and starts casting be prepared by using Defensive Ball. Put the Kabosh on it with your Ult then let you team jump in.
Taunt will be your main focus however, as it is Rammus' most iconic ability. Focus points into that skill to help your teamates get the most time to take out the target you pulled.
Defensive Ball is vital to Rammus tanking. When focused, this spell with deal damage back to attacker and can save your life depending on how you use it. If team has casters, use it to absorb most incoming Magic Damage.
Ult is best used when surrounded by enemies, they will usually focus your teamates and try to ignore you. This ability will force they to take additional damage over time when you are nearby and discourage them from focusing on your teamates.
You want to utilize your spells to maintain the enemy's fire and knock it back at them with Thornmail/Defensive Ball/Sunfire Cape/Tremors Combo to deal insane dmg over time.
Rush in with Power Ball, Drag enemy away from group with taunt,as their team focuses you and starts casting be prepared by using Defensive Ball. Put the Kabosh on it with your Ult then let you team jump in.
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