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Rammus Build Guide by DjapeFromSerbia

Jungle Rammus JUNGLE Guide for Season 12 [ PATCH 12.14 ]

Jungle Rammus JUNGLE Guide for Season 12 [ PATCH 12.14 ]

Updated on August 1, 2022
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League of Legends Build Guide Author DjapeFromSerbia Build Guide By DjapeFromSerbia 12 2 32,814 Views 0 Comments
12 2 32,814 Views 0 Comments League of Legends Build Guide Author DjapeFromSerbia Rammus Build Guide By DjapeFromSerbia Updated on August 1, 2022
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Font of Life

Legend: Alacrity

+10% Attack Speed
+6 Armor
+6 Armor


Summoner Spells
LoL Summoner Spell: Challenging Smite

Challenging Smite

LoL Summoner Spell: Flash


Threats & Synergies

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

Champion Build Guide

Rammus JUNGLE Guide for Season 12 [ PATCH 12.14 ]

By DjapeFromSerbia
About Rammus, The Armordillo

Melee, Tank, Jungler
Role: Tank
Difficulty: Easy
Speciality: Making ADC's go crazy.
Idolized by many, dismissed by some, mystifying to all, the curious being Rammus is an enigma. Protected by a spiked shell, he inspires increasingly disparate theories on his origin wherever he goes—from demigod, to sacred oracle, to a mere beast transformed by magic. Whatever the truth may be, Rammus keeps his own counsel and stops for no one as he roams the Shuriman desert.

Rammus Abilities
Spiked Shell

INNATE: Rammus' basic attacks deal 10 (+ 10% armor) bonus magic damage on-hit, increased to 15 (+ 15% armor) during Defensive Ball Curl.


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 / 130 / 160 / 190 / 220(+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.
Defensive Ball Curl

Rammus goes into a defensive formation for 6 seconds, increasing his armor by 40 plus 60 / 70 / 80 / 90 / 100% total armor and magic resistance by 10 plus 30 / 35 / 40 / 45 / 50% of Rammus' total resistances. During this time, Spiked Shell's damage is increased by 50% and also applies to enemies that land a basic attack on-hit against Rammus.

Rammus slows himself by 30% and Rammus' basic attacks extend Defensive Ball Curl's duration by 0.4 seconds, up to a maximum of 4 additional seconds.

Frenzying Taunt

Rammus taunts an enemy champion or monster, forcing them to attack Rammus for 1.2 / 1.4 / 1.6 / 1.8 / 2 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.
Soaring Slam

Rammus leaps to the target location with CC-immunity, impacting the ground upon arrival to deal magic damage to nearby enemies and slow them for 1.5 seconds. The impact deals increased damage at the epicenter if Soaring Slam was cast further than 600 units, capped at 1700 units with 50% increased damage.
If Soaring Slam was cast during Powerball, enemies within the epicenter are also knocked up for 0.75 seconds and are dealt Powerball's damage. Powerball will not collide with enemies during the dash, and its channel will be maintained for the dash and end afterwards.

The impact causes 3 aftershocks to burst from the area over 3.5 seconds. Each aftershock deals magic damage to enemies within the area and applies the initial slow, which stacks up to 4 times.

Soaring Slam's damage affects structures and is doubled against Turret icon.png turrets.
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.
Ghost: Recently I started using a lot of Ghost instead of Flash, and I found a lot of success on it, so it definetly can be a choice for Rammus in jungle.
SMITE: You are the jungler, so obviously you ALWAYS take smite. As for upgrade, I prefer Emberknife.
Keystone Choice
AFTERSHOCK:This might be shocking to all of you, haha get it?Cause it's AfterSHOCK!? HAHA? NVM.
Jokes aside, nothing comes close to aftershock as the keystone for our favorite Armordillo. It scales way too good and gives Rammus that much needed tankiness in the early game for dives and ganks.
Considering your Frenzying Taunt and Spiked Shell, it's obvious why this keystone is MUST TAKE for Rammus.
Runes Choice

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.

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

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.

Zombie Ward
Good on all junglers that go into Domination tree. Helps you with vision and it's really crucial and helpfull.

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 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.
Item Choice

Sunfire Aegis is BY FAR best mythic item for Rammus, it's Rightous Glory with addition of Bami's Cinder which allows Rammus to deal consisten damage in fights, and do objectives, which Rammus really struggles with.

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.

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. Also it add burst to your All-ins cause of its passive.

Gargoyle Stoneplate is awesome item for Rammus after its rework. I preffer buying it after Thornmail, Sunfire Aegis and Dead Man's Plate even if enemies are full AD. It gives Rammus insane tankiness in late game fights and almost impossible for enemies to kill him ever.

Demonic Embrace is just like old Liandry's Torment, it gives you additional damage, and especially good against tanks that Rammus struggles against considering it's %hp damage passive.

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League of Legends Build Guide Author DjapeFromSerbia
DjapeFromSerbia Rammus Guide
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Rammus JUNGLE Guide for Season 12 [ PATCH 12.14 ]

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