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Rammus Build Guide by Jimmylulz

Rammus - OH GOD A TURTLE !!!

By Jimmylulz | Updated on November 25, 2011

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One thing is for certain: trying to stop the inexorable Rammus is a fool's mission. 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If you're bogged down in a team fight, it is often valuable to break off and attack the buildings. [tip_playing_against] => *Pay particular attention to when his Defensive Ball Curl is off. Rammus has slightly lower stats than normal tank when he's out of the stance. *Rammus often stacks high armor, leaving him especially vulnerable to caster damage while not in Defensive Ball Curl. 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[description] => Rammus gains additional damage as his shell becomes reinforced, converting 25% of his armor into damage. [icon] => /content/spell/312e302e302e37302d33332d3 [cooldown_rank_1] => 0 [cooldown_rank_2] => 0 [cooldown_rank_3] => 0 [cooldown_rank_4] => 0 [cooldown_rank_5] => 0 [cooldown] => 0 [cost_rank_1] => 0 [cost_rank_2] => 0 [cost_rank_3] => 0 [cost_rank_4] => 0 [cost_rank_5] => 0 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => Passive [video_url] => [display_order] => 0 [range_type] => self [target_type] => passive [comment_count] => 3 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2013-07-21 12:19:46 ) [1] => Array ( [ability_id] => 203 [champion_id] => 24 [display_name] => Powerball [unranked_description] => Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact. [ranked_description] => 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} {1.0} 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. [description] => Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact. [icon] => /content/spell/312e302e302e37302d33332d3 [cooldown_rank_1] => 16 [cooldown_rank_2] => 13.5 [cooldown_rank_3] => 11 [cooldown_rank_4] => 8.5 [cooldown_rank_5] => 6 [cooldown] => 12 [cost_rank_1] => 60 [cost_rank_2] => 65 [cost_rank_3] => 70 [cost_rank_4] => 75 [cost_rank_5] => 80 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => Q [video_url] => [display_order] => 1 [range_type] => self [target_type] => self [comment_count] => 1 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2013-11-01 08:32:12 ) [2] => Array ( [ability_id] => 119 [champion_id] => 24 [display_name] => Defensive Ball Curl [unranked_description] => Rammus goes into a defensive formation, vastly increasing his armor and magic resistance, while returning damage to attacks. [ranked_description] => 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. [description] => Rammus goes into a defensive formation, vastly increasing his armor and magic resistance, while returning damage to attacks. 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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. [description] => Rammus taunts an enemy unit into a reckless assault against Rammus' hard shell, reducing armor temporarily. [icon] => /content/spell/312e302e302e37302d33332d3 [cooldown_rank_1] => 12 [cooldown_rank_2] => 12 [cooldown_rank_3] => 12 [cooldown_rank_4] => 12 [cooldown_rank_5] => 12 [cooldown] => 9 [cost_rank_1] => 50 [cost_rank_2] => 50 [cost_rank_3] => 50 [cost_rank_4] => 50 [cost_rank_5] => 50 [cost_type] => mana [attack_range] => 325 [range_rank_1] => 325 [range_rank_2] => 325 [range_rank_3] => 325 [range_rank_4] => 325 [range_rank_5] => 325 [keybind] => E [video_url] => [display_order] => 3 [range_type] => ranged [target_type] => unit [comment_count] => 2 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2012-06-02 10:30:48 ) [4] => Array ( [ability_id] => 121 [champion_id] => 24 [display_name] => Tremors [unranked_description] => Rammus creates waves of destruction pulsing through the ground, causing damage to units and structures near him. [ranked_description] => Rammus creates tremors beneath him for 8 seconds, dealing {40/80/120} {0.2} 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} {1.6}. Rammus can move, attack and use other abilities while Tremors is in effect. [description] => Rammus creates waves of destruction pulsing through the ground, causing damage to units and structures near him. [icon] => /content/spell/312e302e302e37302d33332d3 [cooldown_rank_1] => 100 [cooldown_rank_2] => 80 [cooldown_rank_3] => 60 [cooldown_rank_4] => 60 [cooldown_rank_5] => 60 [cooldown] => 60 [cost_rank_1] => 100 [cost_rank_2] => 100 [cost_rank_3] => 100 [cost_rank_4] => 100 [cost_rank_5] => 100 [cost_type] => mana [attack_range] => 300 [range_rank_1] => 300 [range_rank_2] => 300 [range_rank_3] => 300 [range_rank_4] => 300 [range_rank_5] => 300 [keybind] => R [video_url] => [display_order] => 4 [range_type] => ranged [target_type] => self [comment_count] => 2 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2012-06-14 04:35:09 ) ) [threat_counts] => Array ( [0] => 0 [1] => 0 [2] => 0 [3] => 0 [4] => 0 [5] => 0 ) [leaguespyStats] => Array ( [status] => 1 [data] => Array ( [champion] => Array ( [id] => 33 [mobafire_id] => 24 [name] => Rammus [url] => rammus [free_to_play] => 0 ) [lane] => Jungle [laneAlt] => Jungle Role [rank] => 18 [rankings] => 64 [rankingsCount] => 50 [winRate] => 52 ) ) ) 1

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Jungle Role
Ranked #18 in
Jungle Role
Win 52%
Get More Stats

Introduction

Hi, my first build for mobafire (scuse my english).
I follow this build wich is mine since a long time and I never get a negativ death/kill ratio, and I often steal a lot of kill to my team mates.
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Pros / Cons

Pros :
  • Great ability to gank
  • Great ability to initiate
  • Best ability to resist
  • Best taunt of the game(3 sec)
  • Lot of hp
  • Amazing damages
  • Badass look
  • HE IS A ****IN' TURTLE YEA GUYS
________________________________________________________________

Cons :
  • Mana eater
  • Hum let me see...wait i'm seeking something else... No nothing else sorry.
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Masteries

A classical 0/21/9

Resistance, life, health regen, dodge and damage. All you need in defense Tree.

Health and mana regen, experience and gold bonus in utility tree.

Classic but effective too.
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Runes

Seal - Yellow Runes :

5 Greater Seal of Armor and 4 Greater Seal of Health +7 Armor and +20 Hp
or
9 Greater Seal of Vitality +175 Hp at lvl 18

Life/Armor or only life, make your choice
Glyph - Blue Runes :

9 Greater Glyph of Magic Resist

Magic Resistance, +13 RM is very usefull in early game.
Mark - Red Runes :

9 Greater Mark of Health

Life is funny. +27 Hp
Quintessence :

3 Greater Quint of Fortitude

Life is funny. +96hp
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Skill Sequence

Taunt is your principal skill, use it everytime.

Shield greatly increase your resistances AND your damages by the way of your passiv. So use it without moderation.
Powerball is a polyvalent spell : Bump, gank, help mate, etc... Don't forget to use it

Your ultimate give awesomes damages, can hit turrets, etc... It got 60sec CD max so use it when you need it without hesitate.

That's why I prefer to UP taunt at first, use it under turret, that's so funny. You can use it before a teamfight to brind an ennemy at your team :3

I up Shield at second for resistance and damage (you need it in teamfight so Mid and late game).

And finally powerball 'cause this spell is not usefull for his damages but his movement bonus and his bump.
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Summoner Spells

My summoner spells :

Flash Escape, initiate, gank, etc... That's a very usefull spell with your powerball
Ignite or Exhaust I prefer Ignite for ganks or against trynd/mundo/etc... but you can pick exhaust too.
If you don't like it :

You can play full support with Teleport Clarity
A little bit more tank-support with Fortify and Heal or Cleanse

All others summoners spells are bad with rammus. Ghost is the worst, you don't need it, that's a waste. If you are a ******, pick it but I told you before, don't cry after.
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Items

Normal team in front:

So, i begin with Ruby Crystal. When have to back, I take Catalyst the Protector, I follow with Mercury's Treads.

Afer some awesome taunt, I begin (and finish) my Thornmail follow by Banshee's Veil.

Banshee's Veil is a good item for magic resist and with the mana give by this one, you'll never fall oom.
Thornmail I don't explain why I chose it, I think you cab understand, if no : don't play Rammus.
Mercury's Treads are very usefull against taunt/stun/etc... so take it, that's all => You taunt, they don't. What else ?

So : We have Mercury's Treads, Banshee's Veil and Thornmail.
Now, buy sunfire cape (begin it with Giant's Belt). Now, you're a killer (better than before). Continue on Warmog's Armor and finish with another Warmog's Armor or what you want.
Why :

Full armor = Full damage (~230) = **** off carrys
Full life = Full life :3
Magic resist = **** off AP users.

With an AP Team in front of you :

Change the first Sunfire Cape or one of your warmogs by 1 or 2 Force of Nature.
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Item Summary

Core items :


<=>

<=>

Last 3 items :


- AP Team :


- AD Team : <Life or Armor item like another warmog or Frozen Hearth>


- Normal team :
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Closing

That's all, once again : sry my english. Have fun now and Do it for TEH Lulz with the most awesome Turtle of this world (Who talked about Giant Armadillo ?! This is a turtle dude.)

So, thank you for reading, have fun. (I believe you'll not need any luck with that build)
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Updates

Nerf stack sunfire cape : Up to date
Nerf Taunt : Nothing to change
30/01/2011 : Greatly improved the build, not finished.

Build to date since 17/03/2011.

I will keep it up to date and I'm going to improve this build.

30/05/2011 => Build to date + add changes to mastery tree.
16/09/2011 => Some littles changes to Runes.
League of Legends Build Guide Author Jimmylulz
Jimmylulz Rammus Guide

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Rammus - OH GOD A TURTLE !!!