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Spells:
Flash
Ignite
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
A little note before we start
Sometimes, some chapters dissapears without me deleting them. It's a bug and I will try to find out the problem, so remember that some chapters may not be here sometimes, but i will try to add them as quickly as I can.
Pros / Cons
spaaaaaaaaaaaaaace |
Pros
![]() + Extremly tanky + He rarely dies, especially mid and late game + One of the best gankers in the game + He got a 3 second taunt + He does damage with armor + Great escape and chase + He doesn't talk much |
space |
space |
Cons
![]() - Not much of a damage dealer - Not that great early game - Powerball is tricky to controll - Not that effective alone |
Defense
Tier 1



Tier 2

Tier 3

veterans scars: Self explanatory.

Tier 4



Tier 5

Tier 6

Utility
Tier 1
summoners insight: I take this to upgrade



Tier 2




Tier 3


Runes
Greater Mark of Armor: Armomage with armor.r is as said, necessary on
Rammus because he can take more beating with more armor, but like that isn't enough, he even does damage with armor.
Greater Seal of Armor: I take this rune because of the same reason as mark.
Greater Seal of Magic Resist:
Rammus can be a little weak to magic attacks when he doesn't turn on
Defensive Ball Curl.
Greater Quintessence of Health: I take this rune on just about every champ. That little extra health is very useful early game.
Other Viable Runes
The only thing i can say in this part is get either magic resist, armor or some additional health.
Good Summoner Spells















Avoid if possible




Avoid at all costs










Ability Sequence Order

Synergizes well with



This is your main initiator, escaping ability and chasing abiltiy. Awesome ability. I learn it at level 1 but max it last. More about it in the Powerball chapter.

Really great togheter with puncturing taunt. You can use this one to farm without having any annoying harassers keep attacking, because it gives great resistance and it return some of the damage. I learn it at level 3 and max it second. More about this ability in the Defensive Ball Curl chapter.
puncturing taunt Rammus taunts an enemy unit into a reckless assault against Rammus' hard shell, reducing Armor temporarily.
This is



A great ultimate that can be used in teamfights, but also to push turrets. I learn this ability whenever I can. More about it in the Tremors chapter.
Items
-
: A great starting item that provides armor, health regeneration and some lifesteal.
-
: Now many would disagree when it comes to this item. But the thing is that you need that early armor. I use
Mercury's Treads about 49% of the time so these boots barely made it as first choice for boots.
-
: This item is godlike on
Rammus. Combined with
Soaring Slam, you can deal some great damage even if you aren't a damage dealer.
-
: Health, armor and magic resist is everything you could ask for on Rammus! Awesome item and it's cheap.
-
: When playing as rammus, you want to take damage to protect your team, but sometimes you take a little too much damage (not often) but when that happens, you will wish that you had a
Guardian Angel. But beside the passive, this item got a great ammount of armor and magic resist. A great choice!
-
: Rammus only weakness is magic damage.
Defensive Ball Curl can fix that problem most of the time but sometimes it's off cooldown and it gives ap casters a great opportunity to do some nice damage. This item fix that problem and it makes
Defensive Ball Curl godlike!
-
: Armor, magic resist and health regeneration is awesome! The passive isn't really godlike but it's decent. If you remember to use the active, then this item becomes even better!
Situational Items



When to pick this item: When the enemy team are dealing physical damage and not magic damage.



When to pick this item: When you keep finding yourself without mana.

When to pick this item: When CC is holding you back in any way.

When to pick this item: When you don't farm so well early game and really need some magic resist.
Some people playing as
Rammus max this skill first, because of the damage. But it doesn't deal sooo much damage and you aren't even a damage dealer in the first place.
Always choose this skill at level 1, so that you can get to your lane quickly and you can pick up first blood with it. If you don't, maybe your laning partner will.
Remember that once you hit an enemy unit, you are stopped for a second and the enemy gets a small knocked airborne effect (that effect is not big though). Therefore, if you are chasing an enemy be aware of minion waves. If you accedently hit them, then the enemy will get enough time to escape.
Use this as your main initiator, since it can give your teammates a second to catch up and it slows the target.

Always choose this skill at level 1, so that you can get to your lane quickly and you can pick up first blood with it. If you don't, maybe your laning partner will.
Remember that once you hit an enemy unit, you are stopped for a second and the enemy gets a small knocked airborne effect (that effect is not big though). Therefore, if you are chasing an enemy be aware of minion waves. If you accedently hit them, then the enemy will get enough time to escape.
Use this as your main initiator, since it can give your teammates a second to catch up and it slows the target.
Remember to turn on this ability whenever an AP caster is around, and you suspect him/her to start attack you. It gives you a heavy magic resist and it returns some of the damage (not much).
It's also a great farming ability. Just get aggro of all minions, turn on this ability and attack the melee minions or the cannon. You will clear out a whole minion wave in no time with this strategy.
Remember that you can't turn on this ability at the same time as
Powerball so think before you turn on either
Defensive Ball Curl or
Powerball.
Turn it on in team fights! If the enemy team is focusing, you can stay in the fight for a longer time and you can deal a little ammount of damage back. And your main role is to soak up damage. With this ability, you can soak more damage.
I learn it at level 3 and max it second. Take this as your first ability if you are going to jungle.
It's also a great farming ability. Just get aggro of all minions, turn on this ability and attack the melee minions or the cannon. You will clear out a whole minion wave in no time with this strategy.
Remember that you can't turn on this ability at the same time as



Turn it on in team fights! If the enemy team is focusing, you can stay in the fight for a longer time and you can deal a little ammount of damage back. And your main role is to soak up damage. With this ability, you can soak more damage.
I learn it at level 3 and max it second. Take this as your first ability if you are going to jungle.
This is
Rammus's bread and butter skill. You should ALWAYS max it first. It taunts the enemies. Well, some may ask, whats so special with a taunt? Let me introduce you to the wonderful world of puncturing taunt.
First of all, it can be used to pick up first blood very easily. That extra gold might be just what you need.
Second, it can be used to help your team. Chase down the target, taunt him and get back. The target should be dead in a second or two.
Third, you can use it to lower armor. Doing this will increase not only your damage, but everyone else who attack the target.
Now to the fourth way, wich is my favorite way of using whis wonderful ability. You can get escaping enemies with it. But i already mentioned it, didn't I? But there is another way of chasing opponent with puncturing taunt. If you are going 1 vs 1 against, let say
Master Yi. So he gets low on health and you know that he is about to pop
Highlander, you could just taunt him and finish him off. I ahve gotten probably a million kills in this way.
Be careful who you tanut. If you taunt someone like
Tryndamere who relies on autoattacks, you will take more damage than
Tryndamere wich is, quite pointless.
I take this at level 2 and max it first.

First of all, it can be used to pick up first blood very easily. That extra gold might be just what you need.
Second, it can be used to help your team. Chase down the target, taunt him and get back. The target should be dead in a second or two.
Third, you can use it to lower armor. Doing this will increase not only your damage, but everyone else who attack the target.
Now to the fourth way, wich is my favorite way of using whis wonderful ability. You can get escaping enemies with it. But i already mentioned it, didn't I? But there is another way of chasing opponent with puncturing taunt. If you are going 1 vs 1 against, let say


Be careful who you tanut. If you taunt someone like


I take this at level 2 and max it first.
Great ultimate that even does damage to turrets. Therefore, you can push turrets very effectevily.
Using it togheter with puncturing taunt will deal some nice damage.
Use it to take down turrets. It does some great damage to turrets and you can get some easy gold on this.
Use it in teamfights to deal some damage to all enemies. Using
Soaring Slam might just make your team win the fight.
Use it as often as you can. It got a very low cooldown (60 seconds).
As any ultimate, i take it whenever you can.
Using it togheter with puncturing taunt will deal some nice damage.
Use it to take down turrets. It does some great damage to turrets and you can get some easy gold on this.
Use it in teamfights to deal some damage to all enemies. Using

Use it as often as you can. It got a very low cooldown (60 seconds).
As any ultimate, i take it whenever you can.
You are the damage soaker. You should build resists (armor and magic resist) and just take damage, damage and damage. Because you are almost indestructable, your team can just spam abilities while you keep the enemy team from attacking yours with puncturing taunt. Remember to turn on efensive ball curl and
Soaring Slam whenever you can. Also, if someone is trying to kill your carry, just catch that bastard with
Powerball and get him/her away from your carry with puncturing taunt.





But here you shouldn't protect your teammates like you should mid and late game. Just attack whenever your lanepartner is and push the turrets. Many people that are new to


You should have started to build some resists by now and you can start taking some damage. Your taunt should last about 2.5 - 3 seconds by now. You can start challenging people now because you got some reists by now. But be careful though, the enemy team might get magic or armor penetration.
This is where
Rammus shines. He can win every teamfight and just never dies. NEVER. Maybe once but not more (if you dont go against 5 enemies with extreme armor or magic penetration). Keep doing your job in your team.

Laning with
Rammus is pretty easy. It can be a little difficult early game, but other than that it's fairly easy. There are some things you should think of when laning as
Rammus.
1. Be careful: You must be careful early game, because you don't have any strong resist so you are kind of squishy.
2. Lane togheter with a good laner: You don't need to only lane with good laners, you can lane with supports too. And by good laner, i mean someone with either great harrass, hard CC, any nuker or a support with heavy resist auras.
3. Engage!: If your lanepartner is starting to attack or is saying that he/she is about to attack, you should engage first. With your
Powerball + puncturing taunt combo, you could easily take out single targets.
4. Outnumber the enemies: As I said above, you and your lanepartner should take out single targets whenever you can. By doing this, you outnumber the enemies in your lane wich gives you great pushing opportunities.
5. Don't push too hard until you reach level 6: With
Soaring Slam, you can take down turrets a lot faster and easier, making it a lot easier for you to escape without having any annoying gankers.
6. Ward your lane!: Ward it! I will show you a picture of where to ward the map.
7. Don't leave to gank unless your lane is safe:
Rammus is an amaing ganker so try to gank as often as you can IF your lane is safe. Don't leave when your turret is about to get destroyed and a teammate desperately needs help to def it.


1. Be careful: You must be careful early game, because you don't have any strong resist so you are kind of squishy.
2. Lane togheter with a good laner: You don't need to only lane with good laners, you can lane with supports too. And by good laner, i mean someone with either great harrass, hard CC, any nuker or a support with heavy resist auras.
3. Engage!: If your lanepartner is starting to attack or is saying that he/she is about to attack, you should engage first. With your

4. Outnumber the enemies: As I said above, you and your lanepartner should take out single targets whenever you can. By doing this, you outnumber the enemies in your lane wich gives you great pushing opportunities.
5. Don't push too hard until you reach level 6: With

6. Ward your lane!: Ward it! I will show you a picture of where to ward the map.
7. Don't leave to gank unless your lane is safe:




Get a cloth armor and 5 health pots. Get a point in



Go to the wolf camp and take a point in puncturing taunt when you got enough xp. Take out the big wolf and the rest are easy. If you get low on health take a health pot.
Go to the banshees camp. Take them out quickly and go to the ancient golem camp.
Clear out one of the golems with smite and the other is easy.
Now recall or if you didn't loose much health or didn't use


Now you should recall and get an item but you could gank if there is a really weak target.
Farming is easy for
Rammus. Just pick up minion aggro and turn on
Defensive Ball Curl. Now attack the melee minions or the cannon.


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