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Rammus Build Guide by Salauel

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League of Legends Build Guide Author Salauel

Rammus, Ok

Salauel Last updated on January 24, 2013
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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: 21


Utility: 9

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Hello everybody out there and welcome to my Rammus guide!

This is my second guide here on MOBAFire so, please, take the time to leave a feedback by commenting and voting. Also, if you have any doubt or suggestion, feel free to contact me so I can dissipate the doubt or take into account the suggestion and fix the guide accordingly, if needed.

Why Rammus?
Rammus was one of my first champions and is my favourite tank and jungler and I think I achieved good results playing as him. Also, I can't find any up to date and Season 3 ready guide to my liking.
So, here I am, once again.

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Rammus, the Armordillo, is one of the strongest tanks in the game, almost immortal when his Defensive Ball Curl is active, who also features some of the best CCs around, that make his ganks awesome.

Rammus is mainly used as a jungler, but he may also take top lane alone or bot lane as a support. All of this will be covered in this guide.

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Pros / Cons


  • Nearly immortal
  • Great against AD
  • Great CC
  • Awesome ganks
  • Good pusher
  • Good chase/escape
  • Good AoE
  • Slow at farming
  • Not so great against AP

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Greater Quintessence of Health

Greater Mark of Health

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

My choice of runes is intended to boost Rammus' survivability even further.

That's why I take 3 Greater Quintessence of Health for a flat 78 health, Greater Mark of Health for a flat 31 health, 9 Greater Seal of Armor for a flat 13 armor and 9 Greater Glyph of Scaling Magic Resist for 24 magic resist at level 18.
I take flat armor and health to help early game, while I prefer magic resist per level, since magic damage commonly begins to be a threat only later.

More offensive options, for marks, are 9 Greater Mark of Magic Penetration for a flat 7.8 magic penetration or 9 Greater Mark of Armor Penetration for a flat 12 armor penetration, that may result useful, respectively in lane and in the jungle.

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As for masteries, while laning, I choose a 0/21/9 defensive build.

There are plenties of good masteries in the defensive tree, which may help you to perform well.
Some are better than the others, anyway, so I take the ones I think fit better with Rammus.



While jungling, a few changes are needed in order to take some mandatory masteries.

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Summoner Spells

As for summoner spells, several options are viable on Rammus.

I commonly use Flash and Smite while jungling, Flash and Teleport while laning top and Flash and Exhaust while laning bot.


Flash is an awesome spell, both offensively and defensively. You can use it to get to a safe spot and run away if you're gonna die or to jump on an enemy and finish them if they're escaping.
It also synergizes well with your Powerball, letting you bypass minions while ganking and preventing it from being interrupted while escaping.


Even if you already have two CCs, Exhaust is a nice spell to support your AD carry when laning bot, to keep the enemy a few more seconds in your Tremors or under your turret or even to escape easily from them. It can also be used to weaken the enemy carry in teamfights later.
As of Season 3, it has been heavily nerfed, making it exspecially less effective against AD carries. It's not as good as it used to be, but it's still viable.


Teleport is a good choice, exspecially when laning top. It won't help as much as the other spells in a fight, but it will let you cover a lane in no time early game or push easily late game.


Usually underrated, Heal is a surprisingly good spell. Combined with Exhaust, it can completely turn over a fight early game and get your team an easy kill. It is also useful in teamfights later, since you can use it to heal yourself and your allies for a fair amount. Anyway, it's simply not as good as the others for Rammus.


Ghost is a good spell, granting you a huge movement speed bonus and letting you ignore unit collision, thus great for chasing and escaping. Anyway, it won't let you pass through walls and your Powerball will still break on minions, so I choose Flash over it.


Together with Flash, Ignite is the most common choice of most people. It may be useful to secure a kill or prevent the enemy from healing. It also may result in a pathetic failure if not timed well. I don't like it that much, so I don't take it, but I admit it may be of some use.


This spell is simply mandatory for junglers and completely needless for anyone else. So, if you're jungling, totally take it; else, don't.

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Spiked Shell

Rammus's passive is Spiked Shell. It converts 25% of his armor into AD.


Powerball makes you increase your movement speed over 7 seconds and is broken when getting in contact with any enemy unit, dealing a fair amount of magic damage in a small area, knocking back and slowing them.
  • Powerball is a great initiation for teamfights.
  • Powerball is a great chasing technique and it may grant a kill, if properly combined with your other abilities.
  • Powerball is a good escape method, but it may be broken before you can get far enough, so it's better to Flash before using it.
  • Powerball knocks the enemy back, thus interrupting their channeling. This is great against skills like Nunu's Absolute Zero, Karthus' Requiem (if casted while he's alive) and Master Yi's Meditate.
  • Powerball hits stealthed units and mostly reveals them.
  • Powerball is a stance, so you can use it together with your other abilities but Defensive Ball Curl. It can also be interrupted by using it again before it ends. This is commonly unwanted, so try to avoid it.
  • You should always leave your fountain with Powerball on, in order to reach your destination faster. This synergizes very well with Enchantment: Homeguard, if you choose to take it over Enchantment: Captain.
  • Since its cooldown is pretty low, you should always use Powerball to travel faster.
  • Since the movement speed bonus grows over 7 seconds, it may be worth it to charge Powerball in a bush before starting a fight, to avoid enemies escaping.
  • Thanks to the built in knock back and slow, Powerball can be used to save people's lives.

Defensive Ball Curl

Defensive Ball Curl boosts Rammus' armor and magic resistance, making him the stronger tank in the game, till it's active. It also deals magic damage to whoever attacks you, scaling with armor.

Puncturing Taunt
Puncturing Taunt

Puncturing Taunt is what makes Rammus so annoying. It makes an enemy attack you for the awesome duration of 3 seconds (when maxed). It also reduces their armor by a fair amount.
  • If you use Puncturing Taunt properly, every gank will be successful.
  • In teamfights, you should mostly taunt the enemy AD carry, for them to be destroyed before they can deal any decent damage.
  • You may also decide to taunt the enemy AP carry, or someone who has some destructive ability, in order to make them harmless for the duration of the taunt, since they will only be able to auto attack you.
  • Since it lasts for 3 seconds (when maxed), you can use Puncturing Taunt to drive people around, and why not into your team? It works better on melees, since they have to follow you, in order to auto attack you.
  • You shouldn't taunt Gangplank most times, since he can easily break the taunt with his Remove Scurvy.
  • If you're really really low on health, you shouldn't taunt anyone and run away instead.


Rammus' ultimate is Tremors, a fairly huge AoE that deals tons of magic damage in a circle around him.
  • Tremors is obviously great for teamfights, being an AoE, and will deal massive damage if you build any AP. That's the reason why you should totally build an Abyssal Mask and may even buy some other AP - HP / armor / magic resistance items later.
  • Combined with your other spells, Tremors is also awesome when fighting alone, chasing and escaping.
  • Tremors deals damage to structures as well as champions (and minions, of course), so you can use it to push a lane or even to destroy the enemy Nexus.
  • Unlike Nunu's Absolute Zero and other channeled abilities, Tremors doesn't freeze Rammus in place, so you can walk freely and even use Flash, Powerball, Defensive Ball Curl and Puncturing Taunt meanwhile.

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Ability Sequence


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

When I'm laning, I start taking Powerball, in order to initiate fights, if needed. Then I proceed taking Defensive Ball Curl to boost survivability, followed by Puncturing Taunt.
If I'm laning solo or my AD carry is not reliable, I max Defensive Ball Curl and Puncturing Taunt together and leave Powerball as last.
On the other hand, if I trust my AD carry, I max Puncturing Taunt first.


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

While jungling, I start with Defensive Ball Curl, which is needed in order to survive the jungle. Then I take Powerball to speed up and deal some more damage. At level 3, I take Puncturing Taunt or put a second point in Defensive Ball Curl depending on my current HP and on the ganking possibilities.

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Starting Items


Sight Ward
Cloth Armor, 2 Health Potions and a Sight Ward

As Rammus, while laning, I usually start taking Cloth Armor, 2 Health Potions and a Sight Ward. You may also take 3 more Health Potions instead of the Sight Ward, if you think it'd be wasted for one reason or another.


Cloth Armor and 5 Health Potions

As of Season 3, Hunter's Machete is the starting item for most junglers and it's a viable choice for Rammus, too. Anyway, since Rammus gets free AD from armor, thanks to his Spiked Shell, he can start with a Cloth Armor like in Season 2, that is also a better choice to upgrade later into a Thornmail.
Take it, together with 5 Health Potions, in order to survive the jungle and clear it quickly.

As pointed out in a comment, Hunter's Machete is also a viable choice.
I tried both items during Season 3, with no pull or any other kind of help from my teammates.
Provided that the exact numbers may vary depending on luck with latency, being or not critically hit, stopping or not for half a second, hitting one or more monsters with Powerball and so on, I found out what follows.

Cloth Armor

Hunter's Machete
  • Jungle cleared at 3.50
  • 300 HP left
  • Useful during ganks, providing 15 armor, 4 AD and 2 damage on Defensive Ball Curl
  • Upgradable into a Thornmail, that is a core item
  • Jungle cleared at 3.40
  • 300 HP left
  • Equals to being naked during ganks
  • Either to be sold or upgraded into a Spirit of the Ancient Golem as the best option, which I don't really like

This said, it's up to you which one to choose, I usually take Cloth Armor, but both are viable.

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Early Game Items

When you get back to your base, you will likely want to buy some more items to improve your performances. Happily, they are the same for Rammus, both if you're laning and if you're jungling.

Boots of Speed

The first item to buy as soon as you get back is Boots of Speed. It's needed in order to gank, initiate, chase and escape, so you'll take it immediatly.

Philosopher's Stone
Philosopher's Stone

Before building anything else, you'll buy a Philosopher's Stone. It will grant you some bonus gold over time, that will surely help you, since you won't likely get most kills. Also, it will give you some health and mana regeneration, which you clearly need as a tank and a mana user with a low mana pool.
Once you build your first core items, you may sell Philosopher's Stone in order to free a bag slot. Another viable option is to upgrade it into an Eleisa's Miracle and let it be consumed by getting three levels with it, since it will grant you its bonuses permanently.
Anyway, unless you're really fed, you will likely need the gold over time for the whole game. That's why I rarely end up buying Eleisa's Miracle and instead sell my Philosopher's Stone in order to get my last item.

Chain Vest

Proceed building a Chain Vest, that will later be upgraded into a Thornmail, together with your Cloth Armor. It will give you more armor and, subsequently, more AD.

Mercury's Treads - Captain

The time has come to complete your boots. Your options are Mercury's Treads and Ninja Tabi. I usually suggest Mercury's Treads, since it gives some magic resistance together with Tenacity, that will lower CCs durations on you. Ninja Tabi is a viable choice, exspecially if the enemy team features strong and/or fed AD champions.
As of Season 3, boots can be upgraded further with various Enchantments, of which I chose Enchantment: Captain, which seems to be the best choice to initiate fights.
A viable option is Enchantment: Homeguard, which will let you reach your destination faster after recalling and synergizes well with Powerball.
Consider buying the enchantment only once you're comfortable with your survivability, don't rush it.

Sight Ward
Sight Ward and Vision Ward

I can't help but underline how important it is to ward the map.
Wards save lifes and wards kill people.
Wards will prevent the enemy from ganking and will spot them isolated and ready to be ganked.
Wards also grant visibility over things, thus letting you cast spells through walls, for example a Smite on Baron Nashor .
That's why you should always buy wards and place them strategically throughout the map everytime you have a few spare gold.
Vision Wards also grant stealth detection, thus being awesome against stealthed champions like Evelynn, Teemo, Shaco and Twitch. Sadly, they cost much more than Sight Wards, so place them wisely and only if needed.

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Core Items

Rammus is a tank, so he must build accordingly to the enemy team composition and score. That's why he has only two core items, in my opinion. The others are all situational.


Thornmail is one of the most situational items for most champions, often used only if the enemy AD carry is really fed. Anyway, it's the most important core item on Rammus, since it perfectly synergizes with his Defensive Ball Curl as well as with his Puncturing Taunt and Spiked Shell. It grants 100 armor and an awesome passive, dealing back to whoever hits you 30% of the damage they dealt in the form of magic damage.
Thornmail is Rammus and Rammus is Thornmail. Just take it.

Warmog's Armor

Warmog's Armor grants a huge health bonus and some good health regeneration. Most people wouldn't suggest to buy Warmog's Armor on Rammus and to maximize damage mitigation instead. Anyway, I really don't feel comfortable with Rammus' low health pool, which is totally a disadvantage for a tank. Health is also the only way to counter true damage. That's why I consider Warmog's Armor a core item on Rammus and I build it every time. However, there's no need to rush it and take it as your second item, exspecially if you need some magic resistance.

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Situational Items

Armor Items

Randuin's Omen

Randuin's Omen is an awesome item on Rammus, granting you armor, health, a passive which reduces the attack and movement speed of whoever attacks you and an active that slows the enemies around you (if you remember to use it). Needless to say that it synergizes well with Rammus and you should totally take it, if nothing else is strongly needed.

Frozen Heart

Frozen Heart grants you armor, mana, cooldown reduction and a passive which reduces nearby enemies' attack speed. Together with Randuin's Omen, it makes you nearly immortal against AD champions. Anyway, some magic resistance and/or damage may be needed, instead.

Sunfire Cape

Sunfire Cape is another good choice to increase your armor, while still getting some bonus health. It comes with a nice passive that burns nearby enemies, making it way easier to clear the jungle. Anyway, its passive is completely needless against ranged champions and the armor and health it gives are lower than those of Randuin's Omen, so I don't usually take it.

Atma's Impaler

Atma's Impaler is a more offensive option to the other armor items. It grants armor and some needless critical strike chance, together with a passive which increases your AD depending on your maximum health. It synergizes well with Spiked Shell, but I usually don't take it, since most of the damage you deal is magic.

Magic Resistance Items

Banshee's Veil

Banshee's Veil is the magic resistance equivalent of Thornmail; sadly it doesn't synergize as well with Rammus. It grants health, mana and magic resistance, together with an awesome passive which absorbs a magic effect of whatever kind every 25 seconds. It's wonderful, since you will be completely immune to any CC, skillshot, damage and whatever of magic origin may be used on you. I usually take it as last, if it's not needed early game.

Abyssal Scepter

One of the items i prefer on Rammus is Abyssal Mask, which grants magic resistance together with a fair amount of AP and an aura which reduces the magic resistance of nearby enemies. It synergizes really well with Tremors, since its range is even larger. It also adds a nice amount of damage to most of your skills. That's why I take this item almost every game, usually as third, even before Banshee's Veil.

Spirit Visage

Spirit Visage isn't such a great item on Rammus. It grants magic resistance, cooldown reduction, health and a completely needless passive which increases your healing... but guess what? you have none. Anyway, after the removal of Force of Nature, it's sadly viable if you really need magic resistance that bad.

Maw of Malmortius

A more offensive magic resistance item, which synergizes well with Spiked Shell, is the Maw of Malmortius, which grants magic resistance, AD, a passive that increases your AD the lower your current health is and another passive that consists in a spellshield.

Hybrid Item

Guardian Angel

Guardian Angel grants you armor, magic resistance and a passive which revives you once every five minutes with 30% of your health and mana. It used to be a pretty good item early game and much worse late game, when it granted a fixed amount of health upon resurrection. Now it's the contrary, it's better late game. Anyway, it's more a carry item than a tank one and I don't really suggest it, but it's viable since it gives hybrid damage mitigation.

Damage Items

Sometimes you may get fed instead of someone else or your allies may simply be unable to deal any damage. Sometimes it may be up to you to kill people. This should not happen and you should not buy the following items, unless you really need some more damage. If you do, you should remember that all of your abilities deal magic damage, even if only two of them, Powerball and Tremors, directly benefit from AP. Even in this case, you're still a tank, so you should buy items that give some more survivability as well as damage. Choose among the following.

Rod of Ages

Rod of Ages grants you health, mana and AP, increasing over time, and restores them upon leveling up, thanks to its passive. This combination of stats may be useful for an offensive Rammus, but it's better if built early game, when you rarely know you'll have to deal damage, so it may not be the best choice.

Rylai's Crystal Scepter

Rylai's Crystal Scepter grants you AP and health, as well as a passive which slows the targets of your skills. It synergizes pretty well with Powerball and Tremors.

Zhonya's Hourglass

Zhonya's Hourglass grants you AP, armor and an active that makes you invulnerable for two seconds, when used. It synergizes decently with Tremors. Anyway, since you can move with Tremors on but you can't with Zhonya's Hourglass active and since it makes you untargetable as well and you should usually be targeted, it's not that great.

Once your build is complete, in those rare long lasting games, you should use your extra gold (it will begin to stack up in great amounts at this time) to buy temporary buffs in the form of elixirs, in this order: Elixir of Fortitude, which gives health and AD, Elixir of Brilliance, which gives some AP and cooldown reduction.
Also, you may want to buy an Oracle's Elixir and you totally should, as a beefy, fast-moving tank and use it to clean the map from wards and similar stuff.
It's even a better idea if the enemy team features stealthed units like Shaco and Evelynn or if they have a Teemo who likely made a minefield out of the map with his Noxious Traps.

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Gameplay: General Rules

For general gameplay rules and tips, I will link here my general guide, as soon as it's ready.

Know the Enemy

This guide will hopefully get you to know Rammus at a decent level, but that's not enough to win.
You must as well know your enemy.
Of course, you can't know the random people you will be playing against, but you can still know the champions they're using, their abilities, strengths and weaknesses, their summoner spells and the items they bought.
For example, if you don't know Blitzcrank can grab you with his Rocket Grab, you will likely die when laning against him. The same will happen if you don't know how much range that skill has.
You can't (can you? well, I can't) be good at playing every champion, but you can and should know how they and their skills work.

Don't fear the Unknwon!

As our friend Master Yi clearly states every match you play with him, don't fear the unknown!
Yeah, cause the only way to surely lose your lane or fail a gank is fearing the enemy. They will likely be harassing you or your teammates and you may end up thinking you have no chance.

That's wrong! The best way to die is to turn away and offer them your back to let them kill you easily!

When they overextended deeply enough for you to be comfortable with it, initiate the fight and let your teammates get a kill, or get it yourself.

Run Away, You Fool!

What stated above is true, but it isn't always the right thing to do.
So, please, pretty please, if you find yourself really low on health, don't overrate your own strength, run away, you fool!

I can't help but underline the concept of running. It means: use your feet. This is a good tip for every champion, but it's even better for Rammus, since he can run pretty fast when using Powerball.

This doesn't meant you should never use your Recall .
This means you shouldn't abuse it.
Do not overrate your turrets, too. They won't save you from 5 enemy champions if they are high on level or if you're really low on health.
I personally finished, alone, countless people who thought they were safe while hugging their turrets, then flashing away after taking only 1-2 hits from the turret, if any.

But... they will take down my turret if i leave it undefended!
That's true. Turrets need defense. But giving away your life won't likely stop a group of enemies who are pushing from completing their task.
If you're not alone, it's a completely different thing. But if you're alone, run. Run. RUN!

KS... means Kill Securing

Here it comes a prickly topic, the so called "kill stealing".
I'm torn! I know, it's annoying when someone "steals" a killing blow you felt was already yours.
But still I have to defend this practice, sometimes.

Most "sure" kills are not that sure after all. It wouldn't be the first time someone manages to escape with a handful of hit points.
In these cases, securing the kill is not only legit, but due.
You should always try lo leave kills to your carries, since they need them more than you. This is exspecially true if there's a Master Yi, a Darius or someone like them in your team, since their cooldowns refresh on kills.
Anyway, you must know when to secure the kill, no matter who takes it.

The Path of the Legends

What does it mean?
It means death is bad.

Your main priority in the game should be to keep yourself, and possibly your teammates, alive for as much as possible, while still pushing and slaying your foes. As a tank, your teammates are more important than you, sometimes, so you may die to save them.

Your aim should be to be legendary.

Almost nothing is worth your death. And this becomes more and more important as the game goes on, since the longest your killstreak is, the most gold whoever kills you will earn.
Also, dying will clear your buffs and halve most items stacks.

You must consider the psychological effect of your immortality on the enemy, as well.
If it seems they can't kill you, this will surely lower their morale and they will likely run away if you're going to engage them. And since you're Rammus, you can reach them, taunt them and easily get them killed or kill them yourself.
On the other hand, if they finally manage to kill you, that will boost their morale for sure and they will understand that, after all, you can be killed.

Of course, it is really hard to stay alive for the whole match. You will likely die a few times, whatever you do. Let's say 1-3 deaths are still fine, even a few more if the enemy team is really good or the game lasts long enough.

But remember, dying under your turret while trying to save it, won't actually save it; they will kill you and destroy the turret afterwards, or maybe do the exact contrary if it is low on health. No matter what, you will die and the turret will follow.
So I guess you will agree with me, giving them a kill and a turret is worse than giving them only the turret.

The same concept applies when a single ally is spotted by the whole enemy team. Unless your whole team is close enough to help and turn over the fight or at least save the poor victim of the gank, you should just get away.

Also, if you find yourself really low on health during a teamfight, don't think twice before running away.
If they keep chasing you, they will probably fail and your team will be able to kill them while they're busy trying to reach you. If they turn on your teammates, you can either keep falling back if really low on health or try to help your allies someway with your CCs.
So, don't be greedy about kills, being immortal is better than grabbing a few more.

What is worth dying for, then?

Mainly, it may be worth dying to destroy one or more enemy turrets and/or inhibitors.
It may also be worth being executed by a turret to lower its health consistently while backdooring or split pushing.
In both cases, beware, since your downtime may be punishing for your team.

Finally, it's worth dying to grant any huge bonus to your team; for example, if you're the only dead after a teamfight and the enemy team has been wiped, that's clearly a victory.

Overall, follow the Path of the Legends and victory will be within your grasp!

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Gameplay: Early Game

Rammus is a great jungler and a not so great laner, so you should mainly jungle. However, exspecially at low levels/ELOs or if you can play Rammus way better than any other solo top or support champion, you may lane as him.


Your role bot will be that of a support, since you're a tank.
Your partner will be an AD carry and you should let him farm minions and grab kills as much as possible.

You should position yourself ahead of your carry and defend them at all time and initiate fights whenever possible, in order to get a kill or at least scare the enemy.

It's also your duty to ward the lane.

Avoid to overextend, exspecially if you're not (yet) warded properly and prepare to fall back if the enemy jungler appears, you can't yet go into a handicap fight.

I can't adequately underline how important it is to stay in lane (and in experience range) as long as possible. Your Health Potions first and your Philosopher's Stone later will help you in this task.

I usually aim at not leaving my lane before I reach level 6, at which point I can safely fall back, recover and buy something. If you have any Health Potions left, I suggest you sell them, since the healing provided is quite low and their utility will lower further during the match.

Anyway, should you find yourself really low on health and lacking potions and should the enemy have full health and be confidently overextending, don't think too much before litterally running back to recover.


As Rammus, you should never lane mid. You're not an AP carry, not a ranged, not a counter to any specific mid champion. Anyway, should you ever do something as pointless as laning mid, try to play defensive and prepare to face utter devastation.


If, for some reason, both you and your enemy don't have a jungler, top lane is the same as the bot one.
If you both have a jungler, you will be alone against some kind of tanky melee dps. As Rammus, you should play defensive and try to lure the enemy under your turret, in order to grab a kill or at least harass them.
Else, either you will be in advantage or in disadvantage.

If you don't have a jungler but the enemy has one, you will be laning with an ally against a single enemy. That's overall a good thing, try to keep him off experience range and to prevent him from farming minions while still caring for ganks, that will likely be more frequent top, in that situation.

If you have a jungler and your enemy doesn't, well, those are bad news. You basically have to hug your turret while still trying not to be off experience range, harassing the enemy if possible.
Unless they randomly towerdive for some reason, thus dying, you will simply have to wait for your jungler to come gank them and then try to take the most possible advantage out of it.
If he doesn't come, the lane is already lost and your turret will be eventually destroyed. When that happens, run the hell away.


Rammus is my favourite jungler. His ganks are simply awesome, he can initiate with a charged Powerball, knock back and slow the enemy, then use Puncturing Taunt on them and make your allies kill them or kill them on your own.

You will start at the Ancient Golem , aka Blue Buff, keep Defensive Ball Curl active, Smite it and it's down. Remember, you don't need a pull (it no longer works in the new jungle, anyway), but it would be nice if your team covered your jungle entrances, since an enemy invasion would be disrupting.
If one of your teammates insists to pull, allow them, some more damage will just make the process faster. However, you should be careful for them to be out of experience range before you land the killing blow, since if you don't get to level 2 at this point, it will be harder then.

Proceed killing the Wolves and the Wraiths , keeping spamming Powerball and Defensive Ball Curl on cooldown for maximum damage and movement speed.

You will now be level 2 and ready to face the Elder Lizard , aka Red Buff. Start the fight with Powerball, use Defensive Ball Curl immediatly and Smite, till it's dead.

Complete the jungle by killing the Golems .

You should now look at your minimap in order to find possible gank spots, then either gank or keep jungling. Recall when needed. Repeat.

You should also try to ward a few important spots meanwhile you jungle, namely the Dragon , Baron Nashor after it spawns, your and the enemy Ancient Golem and Elder Lizard , as well as jungle entrances and random bushes.

You may also want to counter jungle, by entering the enemy jungle, stealing their minions and buffs and leaving some minor minions alive in order to prevent the whole camp from respawning.

You must also cover lanes when your allies recall or die.

Yeah, a jungler has a lot of stuff to do.

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Gameplay: Phase Transition

If you're laning, as soon as your turret or the enemy one in your lane is down, laning phase is over for you and your partner, if you have one.

Staying in lane has no more any sense.
You will only come back if they are pushing or, if you lost the lane, to take down their turret and balance the situation as soon as possible.

The game is made in a way it naturally switches to the next phase when it feels laning phase is over. You will suddenly notice a large amount of enemies showing up all together somewhere, commonly in mid lane. You may also be the one starting this trend, still it is the natural evolution of every match.

This will mostly happen as a combination of (more or less effective) ganks, culminating in a first teamfight.
This is also commonly when you discover your teammates fed this or that enemy, who will be dealing a huge amount of damage.

Now on, anyway, there are no more lane "restrictions". You can freely farm creeps wherever you want, being extremely careful not to overextend in enemy territory and the jungle is yours to farm as well.

Try to be there when a teamfight is going to happen, but also don't waste your time walking up and down the lane with your whole team just to glower the enemies, instead use it to farm creeps and get buffs.

Also, try to move as a group as much as possible, now on. Even if you're really fed, you are still vulnerable to disables and 5 enemies with a total of 20 spells (not counting their passives) will likely be able to kill you before you understand what's going on.

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Gameplay: In the Jungle...

Monsters and Buffs

Early game, your jungler, if you have one, is the undisputed king of the jungle. Creeps and buffs belong to them and this is needed to make them effective.
A bad start for your jungler may completely ruin your game.

After a while, anyway, your jungler will be less buff dependent and will likely be happy to give them to the proper people.

This also applies to you, if you're the jungler.

Also, after laning phase ends, you will want to keep farming both enemy and neutral minions as much as you can.
That's why, every time it is safe to do so, you should stop and kill monsters both in your and the enemy jungle, as well as periodically farm those big waves of enemy minions that will likely be pushing your lanes.

As Rammus, you totally need the Crest of the Ancient Golem (aka Blue Buff) early game, since you're mana hungry and benefit from the cooldown reduction, too. Later, anyway, you should try to give it to whoever needs it more, tipically your AP carry.

The Blessing of the Lizard Elder , commonly known as the Red Buff, which will grant you some true damage, as well as add to your auto attacks a nice slow effect, is only needed on your first jungle clear. Later, you can give it to whoever benefits from it most, tipically your AD carry or solo top.

Epic Monsters

The Dragon

While laning, it's not your main duty to take care of the Dragon , your jungler will likely ward it and kill it anytime it's possible.
As Rammus, you shouldn't try to solo the Dragon . Always bring someone with you.
If you're jungling, you should ward the Dragon as well as coordinate its kills.

Baron Nashor

In most situations, you alone can't by any means control Baron Nashor .
If you're laning, it is not your duty to ward it, while it is if you're jungling.
Anyway, when your team decides to kill it (hopefully not too early nor too late), you should be there to help them by tanking it, that, in Season 3, means hugging it and staying as close as possible.
Also, the enemy may show up (it's pretty common) and mess up your whole team.
As Rammus, you can never solo Baron Nashor , so don't even try.
However you decide to kill it, it's really important that you do so, since the buff it provides to your whole team, Exalted with Baron Nashor , is totally game breaking.

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Gameplay: Teamfights

As Rammus, you have an important role in teamfights.

You are the one who should initiate the fight, in order to protect your carries as long as possible; do so by running into the enemy team in Powerball form. You should try to hit most of them or at least their carries and squishies. Proceed activating Defensive Ball Curl to boost your survivability and using Puncturing Taunt to stop their escape. Remember to auto attack them as well, meanwhile.

You are in charge of dealing massive AoE damage through Tremors and lower your enemies' life, possibly killing someone, chasing them if needed. Remember that you can move and cast while using Tremors.

You should also use your Puncturing Taunt in order to save your carries and to slay the enemy ones. Remember that your first target should be the enemy AD carry, but an AP carry or someone with great CC power is also a good idea, since everything they can do while taunted is auto attacking you.

Be wise and initiate fights only in safe places, hopefully not under the enemy turrets and only when your teammates are somwhere around.

If, for any reason, you are about to start a fight under an enemy turret, be sure to be the one tanking it. Turrets deal physical damage and you are likely the one with the highest armor in your team. Anyway, remember a turret is hitting you and be quick to run away if your HP are getting dangerously low.

As Rammus, if fed enough, you can initiate fights at ridicolously low amounts of HP and survive and you totally should do it if you know what you're doing. Anyway, remember that it's better to have full HP and don't think twice before getting back to your base to recover.

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This is it, for now!

I wrote this in a single day, so there may be some inconsistency, repetition or typo.
If it is the case, please point it out in a comment or in a private message (PM is prefered if you're going to insult me).

I'm planning to add a section explaining how to deal with every or so champion in the League, but it may take a while.

I was about to include a few screenshots of relevant game scores, when I realized the guide was already way longer than expected, so I will avoid that for the moment. Anyway, I may add some in the future, as examples of the different possibilities this build offers.

I really hope you enjoyed my guide and found it useful to learn something more about Rammus.

I'm looking forward to read your (hopefully positive, or at least constructive) comments!

See you on the Fields of Justice!

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Special thanks to:

  • A summoner whose name is lost in the mists of time and space, who made me start playing League of Legends in November 2011.
  • JhoiJhoi, for her awesome Getting Started Guide.
  • Mowen, who keeps restoring my faith in humanity from time to time.

Also thanks to everyone who will read my guide, rate and comment it.