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Choose Champion Build:
- Meta Jungle
- OP Tank Jungle
Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Intro to Rammus
Have you ever dreamed of that one all around champ?
The one who can 1v1 ANY champ, yet also survive a 5-man gank?
Well then! Wthout further ado, I present to you:
An Important Note: Make sure to look at BOTH builds for Rammus at the top of the page.
The one who can 1v1 ANY champ, yet also survive a 5-man gank?
Well then! Wthout further ado, I present to you:
Rammus, the Armordillo!
Onto the guide!
An Important Note: Make sure to look at BOTH builds for Rammus at the top of the page.
Each has different ability sequences and masteries, along with slightly different items.
Also, the Spirit Stone can be replaced with Madred's Razors in any Rammus build!
Pros+ Great mobility/initiation with Powerball |
blaaaaaaaaaaaaa |
Cons- Early-game is weak
|
So what makes Rammus so great?
His Abilities.
Powerball
fi | Powerball is what makes Rammus amazing at saving people. As it charges up, you'll go faster and faster, eventually running out or knocking somebody up. using Flash with this is the ultimate distance closer for a gank. |
Fountain-Balling:
1. Start Powerball at the fountain2. Wait for your mana to fully regenerate
3. Take off with a speed boost to wherever you're going
Always use this tactic whenever you leave your base.
Defensive Ball Curl
fi | This gives Rammus the ability to jungle and actually deal some damage. Combining this with a Thornmail will make the ememy ADC deal more damage to themselves than to you! This also gives you higher AD, letting you take down champs and turrets quicker. |
Puncturing Taunt
puncturing taunt | fi | With this, Rammus has amazing ganking potential. To make up for his lack of early-game damage, puncturing taunt lowers the enemy's armor and lets your allies do the killing. Pulling enemies into the range of your tower with this is also great for landing free hits. |
Tremors
fi | Take down champs, towers, and minion waves without them even noticing! Soaring Slam is your ultimate ability that is awesome in teamfights. Powerball, Defensive Ball Curl, Puncturing Taunt, and Soaring Slam make Rammus into a tank AND a fighter. |
Ability Sequences
To jungle with Rammus, you must start with Defensive Ball Curl at level 1 and then take Powerball at level 2.
From there, you can switch between leveling up Defensive Ball Curl and puncturing taunt depending on the circumstances. Also take Soaring Slam at levels 6, 11, and 16.
When should I take:
Tauntpuncturing taunt |
fillllllllllllllllllllllllllllllllllllll ORfillllllllllllllllllllllllllllllllllllllllll |
DBC? |
filllllLevel 3
- Take puncturing taunt if your lanes are pushed and you have enough health/mana to gank.
- Otherwise, level up and continue jungling.
filllllLevel 4
- Take whichever one you didn't take at level 3.
filllllLevel 5
- Take puncturing taunt again if you're fairly tanky or believe that you can gank for a kill.
- Otherwise, level up for extra survivability.
filllllLevel 6
filllllLevels 7-13
filllllLevels 14-18
Ability Combinations
When Ganking
or Initiating: filler filler filler When Chasing and stuff is on cooldown: filler filler filler When Running away: |
filler |
--->
filler filler filler filler ---> filler filler filler filler ---> |
--->
filler filler filler filler filler ---> filler filler filler filler ---> |
--->
filler filler filler filler filler ---> filler filler filler filler filler ---> |
Feel free to use Soaring Slam whenever you need to. With a short 60-second cooldown
and a relatively small mana cost, this ability is really just easy damage.
Here are my choices of runes for this guide:
Precision
Fleet Footwork
Phase Rush
Runes
Other options:
Greater Mark of Magic Penetration, but you will not be as strong in the late-game.
Greater Quintessence of Movement Speed if you want a bit more tankiness.
Flat Armor Flat Armor
Taking the Greater Mark of Armor will give you a better early jungle than theGreater Mark of Magic Penetration, but you will not be as strong in the late-game.
Flat Health Flat Health
The Greater Quintessence of Health is a good alternative to theGreater Quintessence of Movement Speed if you want a bit more tankiness.
Here are some masteries that fit this build and the meta for jungling well:
fill Meditation is a really great thing to get on Rammus, giving you just enough regeneration early-game to not have to worry about buying mana items. This also builds up into Runic Affinity , which is great to have on any jungler.
fillYou also may be wondering why I left Unyielding , Block , and Legendary Armor out altogether. Taking a bit less damage from champs would be nice, but that counters the effect of Thornmail when you're trying to send damage back to their ADC. Legendary Armor will be explained below.
fill
However, this is the set of masteries that I have found to be the most fun AND helpful:
fill
A small tip:
Legendary Armor
_________________________________________________________________________________________
fillThis is a very controversial mastery, so I'll try and explain how it works on Rammus as clearly as possible. Rammus has a base armor of 21, which gets up to about 90 by level 18. Legendary Armor gives bonus armor to everything but base stats. In an fairly good game, you may have about 210 or so armor by the end. This means that you got 210 - 90 = 120 bonus armor. 120 * .05 = 6 armor gained from 3 points in Legendary Armor . This works the same with MR, so you can figure you'll get 3-5 points of MR or AR in any given game. This mastery is viable on Rammus, however, because of the massive boost to armor and MR with his .
filler
Tl;dr: There's really not enough points to take this if you're using Build #1,
but this is awesome if you're going full tank with Build #2.
_________________________________________________________________________________________
fillfillThis is a very controversial mastery, so I'll try and explain how it works on Rammus as clearly as possible. Rammus has a base armor of 21, which gets up to about 90 by level 18. Legendary Armor gives bonus armor to everything but base stats. In an fairly good game, you may have about 210 or so armor by the end. This means that you got 210 - 90 = 120 bonus armor. 120 * .05 = 6 armor gained from 3 points in Legendary Armor . This works the same with MR, so you can figure you'll get 3-5 points of MR or AR in any given game. This mastery is viable on Rammus, however, because of the massive boost to armor and MR with his .
filler
Tl;dr: There's really not enough points to take this if you're using Build #1,
but this is awesome if you're going full tank with Build #2.
_________________________________________________________________________________________
A small tip:
fill | If you keep a close eye on your stats in the bottom left corner of your screen, you can tell if ememies are coming towards you. Anytime your AR and MR go up by 1, you'll know that there's another enemy champ in the area. |
Disclaimer: All builds in this guide are situational, so feel free to modify your build however you'd like!
Early Game
_________________________________________________________________________________________
_________________________________________________________________________________________
Why No Cloth Armor?
filler | Cloth Armor is an option, but a very bad one in S3. Jungle times need to be faster for quicker ganks, and the is the only item that will let you do that. | filler |
_________________________________________________________________________________________
Why is Philosopher's Stone "Optional"?
Mid-Late Game
- By now you should know what you're up against, so you can begin to build accordingly.
Which boots should I take?
Fillerillerille |
+ Armor stacks well with your passive, Spiked Shell + 10% Damage reduction is great against all enemy AD's + Cheaper than Mercury's Treads - Spirit of the Ancient Golem takes a while to build |
Fillerillerilleriller |
+ MR is hard to find since the removal of the Force of Nature + 35% Tenacity helps with early ganking and escaping - Costs 200g more than Ninja Tabi - Spirit of the Ancient Golem already gives tenacity |
Bottom line
Take |
Filler |
If |
Filler |
- Strong AD and - 4 or less CC's |
Fillerill |
and |
Fillerill |
Take |
Filler |
If |
Filler |
- Strong AP and - 5 or more CC's |
Boot Enchantments
filler | filler |
_________________________________________________________________________________________
fill
fill
Aegis of the Legion and Locket of the Iron Solari
Spirit Visage
fill | Tanking AP in Season 3 is much harder due to the removal of the . To fix this, I have changed my build to include massive amounts of base health and regeneration by using the passive of the . Combined with the regeneration of the , philosopher's stone, , and you'll transform into a constantly ulting Dr. Mundo. | fill |
Thornmail
fill | This item will make you the bane of the enemy AD carry's (short) life. Buying this gives you a passive 25 AD and 10 extra damage on your , and also returns 30% of damage taken (before armor) back to the enemy! is what really makes Rammus shine. | fill |
Randuin's Omen
Guardian Angel
Warmog's Armor
fill | Warmog's gives you health. Having health can keep you alive. Staying alive is good. Therefore, getting a 's is good. So get it. | fill |
Optional Items
Philosopher's Stone
philosopher's stone | fill | See Early Game above. | fill | philosopher's stone |
Frozen Heart
Sunfire Aegis
Quicksilver Sash
Shurelya's Battlesong
fill | This is an awesome item that you can build from the philosopher's stone late-game. The regeneration is helpful, and the active will let your team outrun or catch up with the enemy team. | fill |
Items that I don't like
Eleisa's Miracle
Banshee's Veil
Wit's End
fill | Gives the same amount of MR as a , and also includes a passive that is wasted on rammus. Even though this is in Rammus' recommended build, don't get it. | fill |
Fun/Offensive Items
Rylai's Crystal Scepter
fill | Using and will slow all enemies that you hit, making it easy for the rest of your team to run away or catch up to you. This is a fun and helpful item to have. | fill |
Abyssal Mask
Hexdrinker
fill | Building this into a will make Rammus into a monster when he's low health. The shield will protect him from AP burst, and his basic attacks will do amazing damage. | fill |
Twin Shadows
Banner of Command
fill | Great for pushing lanes. Armor and AP will make basic attacks and flatten turrets and minion waves. Other than that, there's not much else to say about this item. | fill |
Zephyr
fill |
This transforms fed Rammus into extremely OP Rammus with insane speed. This should be switched out with your late game for a bit of fun. |
fill |
Here is a video detailing early-game jungling as Rammus.
This should give you a basic guide as well as some helpful tips.
(The jungle has been updated since this video, so an newer version will be made soon!)
Example Jungle Strategy:
1.
Ancient Golem
(with leash) = Level 2
2. Wolf camp
3. Wraith camp
4. Double Golems = Level 3fill--->fillGank Top
fillOr
5.
Lizard Elder
fill--->fillGank Top or Mid lane, then recall
fillOr
6. Wraith Camp = Level 4fill--->fillGank Mid lane, then recall
fillOr
7. Wolf Campfill--->fillGank Bot lane, then recall
fill
Warding
Jungling at [Summoner] Levels 9-12?!
Yes, it is very possible and works quite well. As long as you get a fairly good "leash" on blue to start,
these masteries will allow you to jungle starting at summoner level 9, getting exponentially
better as you put points into Hardiness . By level 12 it'll be easy!fill
Most people don't jungle at these levels, so as long as you have a champ that can solo top well,
your team should have a massive advantage.
these masteries will allow you to jungle starting at summoner level 9, getting exponentially
better as you put points into Hardiness . By level 12 it'll be easy!fill
Most people don't jungle at these levels, so as long as you have a champ that can solo top well,
your team should have a massive advantage.
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