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Rammus Build Guide by derikice

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League of Legends Build Guide Author derikice

Rammus for all your needs!

derikice Last updated on April 15, 2013
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Jungle Role
Ranked #7 in
Jungle Role
Win 52%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 0

Honor Guard

Defense: 13


Utility: 17

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---I'm oficially going to completely remake this guide, soon I'll archive this.---

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Here I will say some important stuff.

Wazzap dudes! First of all, this is my first guide, so don't be mean in the discussion page!
I'm writing this guide because I really like Rammus and i like to try funny builds.
Rammus is one baddass tank that haves some really nice skills, being puncturing taunt the most known by the other players(especially the AD carries :D ), as it makes your opponent attack you for up to 3 seconds, without being able to cast spells or run away.

Next, I made 5 builds for the lovely armordillo, but you know, some are more viable than others, in this order:

Maybe Rammus is not one of the easiest champions, but there aren't much hidden techniques to learn about him. Last thing, english is not my primary language, so there may be a few (or a lot) gramatical errors, you can point them in the discussion, beucase I'll update this guide whenever possible.
I hope you find this a nice guide for all you turtle lovers!

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Pros & Cons!

Like any champion, Rammus haves strong and weak points.

+Super tank
+Lots of CC
+Can quickly destroy turrets
+Still tanky without items
+Using Defensive Ball Curl plus Thornmail
Rammus can solo almost any fed ADC

+He's a cool turtle
-Somewhat weak in the early game
-Slow jungle clear
-Not very good at counter jungling
-Not so effective against AP champions

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Some runes are staples for Rammus, they are Greater Seal of Armor and Greater Glyph of Scaling Magic Resist. They're always good for him.

In the marks, there are basically three options: Greater Mark of Attack Speed, greater mark of armor penetration or Greater Mark of Magic Penetration (you could use greater mark of hybrid penetration, but the pen is not good enough for the expensive price).

There are lots of quintessences to choose, but I prefer Greater Quintessence of Armor, because they go really nice with Spiked Shell.

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Some utility masteries are very useful for jungling, such as Greed , Runic Affinity and Awareness . But you must always get at least 9 points defense for the tankiness.

If you're going for solo top, I suggest getting 9-21-0, getting armor pen from Weapon Expertise , while you get lots of initial tankiness.

Personal stuff:
I really don't like Block , Unyielding and Defender . Good Hands would be good (hoho), but the idea here is not dying >.<

Also, I had to choose to put the 3rd point in either Tenacious or Juggernaut . I prefer the tenacity (since i didn't add Relentless ), but you can choose what you prefer, or even, you could leave both with 2 points and put it in Reinforced Armor .

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Rammus have quite a baddass kit!

His passive:

Spiked Shell

Rammus gains additional damage as his shell becomes reinforced, converting 25% of his armor into damage.

What I say: Nice passive! It makes Rammus start the game with huge ad, and keep it high through the game.
Some numbers:
Cloth Armor gives 3,75 AD
Chain Vest gives 10 AD
Randuin's Omen gives 17,50 AD
Frozen Heart hives 22,5 AD
and finally, Thornmail gives 25 AD

As you can see, he can kick some *** without a single AD item.His Q:


Rammus switches to his ball state, continually increasing his movement speed. Upon impacting with his enemies, they will be knocked back for an instant and be dealt 100 / 150 / 200 / 250 / 300 (+ 100% of AP) magic damage. Additionally, targets affected by the impact will be slowed by 20 / 25 / 30 / 35 / 40 % for 3 seconds. Powerball lasts for up to 7 seconds.

What I say: Lots of movement speed! Powerball + Enchantment: Homeguard will get you anywhere on the map in seconds! Also, it does a nice slow and a little knockback.His W:

Defensive Ball Curl

Rammus goes into a defensive formation for 6 seconds increasing his armor and magic resist by 40 / 60 / 80 / 100 / 120 and returning 15 / 25 / 35 / 45 / 55 (+ 10% of total armor) magic damage to attackers.

What I say: Rammus whopping shield! at level 5 you'll get 120 armor and magic resist! Also you will crush any attack speed based champion!His E:

puncturing taunt

Rammus taunts the unit into a reckless assault, reducing their armor by 10 / 15 / 20 / 25 / 30 and forcing them to attack Rammus for 1 / 1.5 / 2 / 2.5 / 3 second(s).

What I say: Yay! 3 seconds taunt and armor reduction! this is a big help to remove some armor and make your ADC do lots of damage!His Ultimate!


Rammus creates tremors beneath him for 8 seconds, dealing 65 / 130 / 195 (+30% of ability power) magic damage per second to nearby units and structures. Maximum magic damage is 520 / 1040 / 1560 (+240% of ability power) Rammus can move, attack and use other abilities while it is in effect.

What I say: DESTROY DA TURRETS!!! Also is deals some nice damage when you're surrounded by enemy champions.

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Skill Sequence!

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


That's the basic. Level Tremors whenever possible, max puncturing taunt by level 9 or 10 and then Defensive Ball Curl, leaving Powerball for last. Usually I get the first levels of Defensive Ball Curl at leves 1, 3 (or 4) and 5, so I take a lot less damage in the jungle.

If your team isn't going very well and needs ganks before you can complete the jungle route, get puncturing taunt at level 3.

If you're going with AP Rammus then level up Powerball first for tons of damage!

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As a jungler, (and specially Rammus, poor slow turtle) you gotta almost always pick Smite.
The second spell is either Ghost or Flash.

If you're supporting with Rammus you should get Heal because it will be your only way to really support.

When I go top lane i like to get Barrier because most opponents pick Ignite which counters heal.

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For this part of the guide I'll make one session for each Rammus type.JUNGLEDILLO

The best start for season 3 is Hunter's Machete and 5x Health Potion. I prefer the machete but some people still use Cloth Armor, it's up to you to decide.

You should rush Spirit of the Ancient Golem ASAP and also, you can get philosopher's stone to earn some extra bucks.

After that it's up to you to choose, but some recomended items are: Warmog's Armor, Runic Bulwark, Sunfire Cape, Banshee's Veil and Randuin's Omen.

The idea of a jungle Rammus is not to deal lots of damage, but to get mega tanky, and take all the damage for your team. But don't forget to taunt the ADC!


As you will not be getting minions, you must get a philosopher's stone(R.I.P. Heart of Gold) by your first come back.

Don't forget to buy sight wards!!!

Runic Bulwark will give some nice stats for your squishy ADC, and you should also get Mikael's Crucible that will basically act like a Cleanse and also will heal a little bit.

For super tankyness and mana (also CD reduction too) get Frozen Heart, that passive is also very good to lower the opponent ADC DPS.

If you don't like buying sight ward everytime you shop, get a Sightstone, and don't forget to upgrade it to Ruby Sightstone.

Some tricky thing to do is (only if you're high on cash) to upgrade your philosopher's stone to Eleisa's Miracle and then buying another philosopher's stone to get shurelya's reverie but you have to do this at max lv 15 so Eleisa's Miracle passive actives and you'll get its bonus without occupying an item slot.


Grab a Cloth Armor and a handful of Health Potions. If you're against AD get Thornmail ASAP.

Since you're going top lane, it's expected you do some damage, and for that you should get Frozen Mallet, Atma's Impaler and Wit's End. However, this will not leave much space for magic resist, so if the enemies are getting ap heavy you could get Maw of Malmortius or Mercurial Scimitar.
Armor you'll have enough from a Thornmail and Atma's Impaler, but maybe you should leave Thornmail for later if the enemy top laner is AP.

There isn't lots of things to change here, but remember to get armor items to keep your attack high.

And for last, get a Warmog's Armor for lots of hp, and for the Atma's Impaler passive. If you wanna get more armor, you could trade for Randuin's Omen.


Start with a Dagger and Health Potions (you WILL need the pots).

Rushing a Phantom Dancer is a good idea, but you could get the damage items first.

Ok! Get two Phantom Dancers for lots of attack speed and critical. Thornmail and Mercurial Scimitar are both good because they are very offesive AND defensive. Mercurial's active can also save your bacon some times.

You could get Berserker's Greaves but i prefer Ninja Tabi, because it will give armor, AD and the enemy ADC will deal less damage to you.

For armor penetration you can get The Black Cleaver, but Youmuu's Ghostblade and Last Whisper are pretty cool too. I like to use The Black Cleaver for the extra hp and cooldown reduction.

If you want lifesteal, then change a Phantom Dancer for a The Bloodthirster, (or Ravenous Hydra) your attacks will be a little slower and you will crit less, but you will gain some health attacking.


In the early game you could consider getting one or two Doran's Rings.

As your only harass is Powerball, you'll need lots of AP to compensate, and Deathfire Grasp helps a lot. Try to get as much AP as possible, so Rabadon's Deathcap is a must! Zhonya's Hourglass, Abyssal Mask, Rod of Ages and Rylai's Crystal Scepter are all good items that give AP and also makes you tanky.

Your only really useful option of boots is Sorcerer's Shoes.

One item that is not in my build but isn't bad is Lich Bane, it does some nice damage.

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-Remember that Powerball doesn't go over minions! If you're planning on a surprise gank, make sure that the enemy isn't surrounded by minions.

Never forget to taunt someone!! puncturing taunt is really awesome. Use whenever possible.

-At a first glance, Tremors may look weak, but you if hit all the 8 hits the damage goes to 520/1040/1560 +240% of your AP! So don't underestimate it.

- Enchantment: Homeguard is veeery nice for Rammus.

-Even thought Rammus is a huge tank, don't get so cocky to simply roll to the middle of the whole enemy team alone. (this may look like a pretty obvious tip but people really do that.)

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Other stuff!

I play Rammus as my main jungler, and for almost a year, however, I'm can't say I'm a super pro, or something like that. So yeah, maybe there is a better build for Rammus that I don't know.

And the guide isn't totally finished yet, I mean, it IS finished, but there are a lot of things that I need to polish... (yes, I'm looking at you, items chapter).

Also, don't forget Rammus is made for jungling, play the other roles only against bots or with friends, or people will not like you...

If you did like my guide, or didn't, or want to fix something I said wrong, don't be shy! Go show your feelings in the discussion page!

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Uhh... Lemme think...

Thanks to Jhoijhoi for her super awesome tutorial guide;

Thanks for myself for doing this guide (._. )

And of course, thank you for reading it!