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i think flash would be a summoner spell since rammus has no range. if there is a good ashe u will find that her frost arrows will absolutely tear u apart. along with a black cleaver, last whisper and armor penetration. almost half of ur armor doesnt do anything after that. and if u pwb toward her, she can simply hide behind minions and continue sniping u. a flash would allow u too taunt and then tremors her which may let u get the kill
Yeah thats the problem, and that'l happen with any carry doing that to a tank, really can't change that. gank solutions can fix that. i will put up a video soon, showing the tactic i generally use, that gets people. basically, hide in the bushes, let them push, powerball them into your ally, taunt, she's dead. you will probably be able to do this twice, once with each bushes if they are dumb, maybe only once. but it always works unless your laning partner is ******ed/out of mana.
Also If you understood this build at all you would know that its main purpose is to screw over characters such as ash. This purpose is called Return to sender for a reason. Ashe deals damage using attack speed and armor penetration. Thornmail returns 30 percent of damage taken, and DBC also returns a high number of damage. Randuins omen has a passive which slows attack speeds and attack movements per its active as well. This means that together A well built ashe will be tearing apart herself as much as she tears apart you as tank, if not more.
As a tank, rammus doesn't need to worry about catching her, a carry's snare will catch her for the taunt most of the time. simple as that. or powerball through the bushes for taunt.
I don't want you to think I'm criticizing, but may I make a couple suggestions?
First: Build order. The problem is that you don't get ANY magic resistance until you've spent 8k gold. I'm sorry, but many games will end before that time. Facing any fed mage with this build will get you eaten alive. After looking more closely I HAVE to suggest a banshee's veil much, much earlier. If not, get at least some kind of MR to cover yourself a little bit. You can only rarely tank with 400 armor and 50 magic resistance.
Second: Summoner spells. It's not that I think heal/fort are bad summoner spells. It's that your descriptions of a many of the others seems to miss a few points of Rammus strategy that might help your readers make a more informed choice about them. These tricks are mainly detailed in the guide on Jebus' sig, but let me do a quick explanation of a couple of them. The most important tip to know is that any summoner spell can be used during powerball. While this may seem obvious or trivial, it's essential to understand.
Similar to yours, i said too rotate the situation as need be. if not needed extremely early, it probably isn't needed until later.
your defense of summoner spells isn't needed. i said they are useful, i prefer mine, i said that, i suggested using what people prefer.
We can honestly sit here arguing theoretical strategy and math, but i have proof of my success with this build, some of which i build some things before, and others after. Have you tried the build? I'm assuming no, and i'm also assuming you voted negative on mine because i did on yours. I voted down on yours because i can buy the standard build, (which is only 5 items not 6) and feel myself lacking in general while using it. not only that but your end game solutions ( items to use when your team is doing very good) i severely disagree with. It's my opinion.
ANYONE WHOS SCRUBSHYT COULD WIN WITH THIS BUILD. first game with total **** teamates i was 11-6-11.
This builds beast shyt dude!
(and yes thats a good thing)
EPIC THUMBS UP :D
First: Build order. The problem is that you don't get ANY magic resistance until you've spent 8k gold. I'm sorry, but many games will end before that time. Facing any fed mage with this build will get you eaten alive. After looking more closely I HAVE to suggest a banshee's veil much, much earlier. If not, get at least some kind of MR to cover yourself a little bit. You can only rarely tank with 400 armor and 50 magic resistance.
Second: Summoner spells. It's not that I think heal/fort are bad summoner spells. It's that your descriptions of a many of the others seems to miss a few points of Rammus strategy that might help your readers make a more informed choice about them. These tricks are mainly detailed in the guide on Jebus' sig, but let me do a quick explanation of a couple of them. The most important tip to know is that any summoner spell can be used during powerball. While this may seem obvious or trivial, it's essential to understand.
Clearly if you had read the "items" section at all you would see that the only needed items on Rammus are Heart of Gold and boots of your choice.
The description CLEARLY states that you can get both Ninja Tabi and Mercury's Treads. You are NOT bound to pick Merc Treads all the time.
Aegis is listed as semi-core, but not a must.
Every other item you listed is in the "items" section. Banshee's Veil, Thornmail, and many more are all in there.
The only reason I continued with the item build was because I didn't want to simply leave it as Heart of Gold+Boots.
While the general overview of the "build" may not appeal to you, you have to realize that you will NOT be getting those items in all of your games. You will be hand-choosing them from the list of situational items, and you can actually construct the exact build you're using in that way.
Interesting idea going with Heal for the early game. I suppose that it can be useful for games where you don't have a support character, and does allow for early game dominance. The build does seem to be more of a defensive build.
Personally I recommend you try Flash. It's definitely not a "horrible rammus spell". In lane, you can Flash onto somebody's face with Powerball and Taunt drag them to your ally or to your tower. Team fights let you get in position to disrupt carries or channeled ultimates.
Regardless of the minor disagreements I had, I still gave this a +1 for a few reasons:
-You seem to have put a lot of effort into this.
-You have solid evidence backing up the guide - game screenshots.
-The end-game setup does give you great tanking ability.
Now to the second purpose of my post, if you will:
I ask that you rethink your vote on the Rammus guide I have in my signature. The reason that you gave isn't really enough, I feel, to warrant a -1. The build uses universally good tanking items, and while it's a little more tailored towards armor, it's designed to play towards Rammus's strengths. The alternative items section also entails the best magic resist items against mage-oriented teams.
I also replied to your post on the build discussion page itself. Again, just asking you to reconsider.
Anyway, +1.