Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Rammus Build Guide by DjapeFromSerbia

Jungle Rammus, Jungle Guide for Pre-season 10 [ Patch 10.23 ] ( New

Jungle Rammus, Jungle Guide for Pre-season 10 [ Patch 10.23 ] ( New

Updated on November 12, 2020
9.2
217
Votes
14
Vote Vote
platinum
League of Legends Build Guide Author DjapeFromSerbia Build Guide By DjapeFromSerbia 217 14 681,408 Views 9 Comments
217 14 681,408 Views 9 Comments League of Legends Build Guide Author DjapeFromSerbia Rammus Build Guide By DjapeFromSerbia Updated on November 12, 2020
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Runes: Runes

Resolve
Aftershock
Font of Life
Conditioning
Unflinching

Domination
Cheap Shot
Ravenous Hunter
Bonus:

+10% Attack Speed
+6 Armor
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

LeagueSpy Logo
Jungle Role
Ranked #32 in
Jungle Role
Win 53%
Get More Stats
Jungle Role Ranked #32 in
Jungle Role
Win 53%
More Rammus Runes
>

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Abilities

PASSIVE
Spiked Shell

Rammus's basic attacks deal 8-20 (at levels 1-13) (+10% armor) bonus magic damage.


Q
Powerball

Rammus switches to his ball state, continually increasing his movement speed up to 150-235% (at levels 1-18). Upon impacting with his enemies, they will be knocked back for an instant and be dealt 100 / 135 / 170 / 205 / 240 (+100% of ability power) magic damage. Additionally, targets affected by the impact will be slowed by 40 / 50 / 60 / 70 / 80 % for 1 second. Powerball lasts for up to 6 seconds.

Powerball is a channeled effect and can be interrupted.
W
Defensive Ball Curl

Rammus goes into a defensive formation for 6 seconds, increasing his armor by 30 plus 60 / 70 / 80 / 90 / 100% and magic resistance by 10 plus 30 / 35 / 40 / 45 / 50% of Rammus' total resistances. While in Defensive Ball Curl, Rammus deals 12-30 (at levels 1-18) (+15% of Rammus' armor) magic damage to attackers.

Rammus slows himself by 30% and amplifies Spiked Shell by 50% while Defensive Ball Curl is active. Rammus can reactivate the ability to end the effect early.

E
Frenzying Taunt

Rammus taunts an enemy champion or monster, forcing them to attack Rammus for 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds. Rammus also gains 20 / 25 / 30 / 35 / 40% attack speed for the duration of the taunt. The attack speed buff's duration constantly refreshes while Rammus' other abilities are active.
R
Tremors

Rammus creates tremors beneath him for 8 seconds, dealing 40 / 80 / 120 (+20% of ability power) magic damage per second to nearby units and double that damage to structures. Affected units are slowed by 8 / 10 / 12% for 1.5 seconds. Subsequent tremors add an additional stack and refresh the slow duration (max slow: 64 / 80 / 96%). Maximum magic damage to units is 320 / 640 / 960 (+160% of ability power). Rammus can move, attack and use other abilities while Soaring Slam is in effect.
Back to Top

Summoner Spells


SUMMONER SPELLS
-
FLASH: Pretty standard spell to take on most champions and Rammus is not exception. It allows you to make "flashy" plays with Powerball+ Flash combo.
SMITE: You are the jungler, so obviously you should take smite. As for upgrade, I prefer Stalker's Blade.
Back to Top

Aftershock

Aftershock: Nothing competes with aftershock as the keystone for our favorite amordillo. It scales way too well and gives Rammus that much needed closure in the early game for engages and ganks. Rammus is one of rare champions that got buffed by recent Aftershock changes, which made Aftershock scaling of your bonus Armor now.
Considering your Frenzying Taunt and Spiked Shell, it's obvious why this keystone is MUST TAKE for Rammus.
Back to Top

Runes


Font of Life
Font of Life marks enemy you impair movement of. If your allies attack they heal (5 + 1% of your max health). Obviously this is good for Rammus, because it's scaling of your health %, and also because your Soaring Slam can mark whole enemy team.

Conditioning
Flat Armor and Magic Resist along with a 5% increase to both. With how much Armor Rammus stacks this is quite powerful rune.

Unflinching
Unflinching gives you slow resist and tenacity when your summoner spells are on CD and extra for 10 secondss when you use them. This rune is obviously good for all jungler's because of Smite, but it's also good for Rammus beacuse of his Powerball + Flash combo.

Cheap Shot
Rammus has lots of impairments and an ult that impairs people for 8 seconds. Since this rune has a 4 second cooldown it is safe to say you are going to be able to proc Cheap Shot frequently enough to make this a solid choice.

Ravenous Hunter
Ravenous Hunter is ultra cool rune, which I prefer over Relentless Hunter, if enemies have a lot AA oriented champions. I usually get over 10k healing every single match.

Relentless Hunter
Allows you to build Ninja Tabi but also gain the out of combat movement speed that Mobility Boots would provide. This rune allows for superior map movement and in some cases grants you the ability to completely neglect wards because you move too fast.

Triumph
Triumph works with either a kill or an assist, and is based on % of lost life. As both Defensive Ball Curl and Soaring Slam are easy to hit all 5 enemy champions, you get a lot of healing from the 5 assists you get from winning a teamfight.

Legend: Alacrity
Legend: Alacrity is good for boosting you clear speed, and also to put some additional AA when you taunt someone. I prefer using this over Legend: Tenacity

Legend: Tenacity
Even though I'm using Legend: Alacrity more often, in situations when enemies have a lot of CC and you want to build Ninja Tabi, you should take Legend: Tenacity instead.
Back to Top

Items


Turbo Chemtank
This is the BY FAR best mythic item for Rammus, it's Rightous Glory with addition of Bami's Cinder which allows Rammus to gank super efficiently after buying first item.
This should always be your first item, and you should only buy Boots in between finishing it.

Thornmail is MUST HAVE item on Rammus, because it's passive stacks with your Spiked Shell, and because of Grevious Wounds debuff which protects Rammus of being outhealed by enemies. Personally, I take Thornmail in every single match, no matter what enemy composition is.

Plated Steelcaps
This is best boots upgrade for Rammus in current meta, because there is huge AD items rework, more of AD assassins/ADC's are being picked. It's best boots choice for Rammus at least in preseason. If are you playing versus AP oriented composition you should opt into Mercury's Treads instead.

Abyssal Mask is awesome item for Rammus after its rework. I preffer buying it after Thornmail and Turbo Chemtank even if enemies are full AD. It gives Rammus +10% damage of taunted target which is insane buff comparing to seasons 10 Abysall Mask.

Dead Man's Plate is always good item, giving you bonus movement speed for your Powerball flanks and also armor which if obviously best stat for Rammus.
Alsoo it add burst to your All-ins cause of its passive.

Back to Top

Teamfighting as Rammus




You should be looking for Powerball + Flash combos on enemy back line for initiation in later stages of the game. That's why you bring Unflinching as your rune choice.
Even though you should focusing ADC in 99.9% of time, there are situations when you should taunt enemy tank just to prevent him diving into your backline.
Back to Top

Tricks & Tips

  • Don't buy potions at the start, you don't need them, at least not in preseason for now.

  • Powerfarm early game and don't force much fighting before Turbo Chemtank.

  • As Rammus you want to be carefull of ganking time, because if you come at lane when minions are there, you will be forced to roll around them instead of going straight for the champion.

  • If you are Flashing into champion, look for flashing over them instead to just hit them, on this way you would push them a little bit towards your team instead on the other way.

  • Rammus is a champion you should mainly use to counter. When he's good it's usually because of the team comps. So if you see 3 or 4 enemy are AD, feel free to pick litle Armordillo.
Back to Top

Jungle Route

Your route should start from one of the buffes, of course depending on the match ups. You should choose the buff from whom you will start by determining which lanes have the highest priority, and which is wining condition for your team.


Anyway, your route should look something like this:

After checking crab you should back and buy Bami's Cinder
League of Legends Build Guide Author DjapeFromSerbia
DjapeFromSerbia Rammus Guide
Vote Vote
Rammus, Jungle Guide for Pre-season 10 [ Patch 10.23 ] ( New

League of Legends Champions:

Teamfight Tactics Guide