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Rammus: Still ballin'

Rammus: Still ballin'

Updated on April 12, 2011
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League of Legends Build Guide Author F1GM3NT Build Guide By F1GM3NT 1,830 Views 1 Comments
1,830 Views 1 Comments League of Legends Build Guide Author F1GM3NT Build Guide By F1GM3NT Updated on April 12, 2011
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Introduction

First off all I will not take any credits for this guide, it is a guide that i have been using for a while and is based on the Chaox guide which is in my opinion the best Rammus guide. Iam posting this because i have not seen it on these forums, all credits go to Chaox from solomid.

Rammus is one of the scariest jungles to play against, and if you've had the unpleasant experience of being ganked by him, you know what I'm talking about. The mobility of powerball makes it hard to track him in the jungle. One second you may clairvoyance him at blue, the next he's halfway across the map stealing your jungle minions, or ganking your sidelanes. When played right, the sheer amount of early game pressure Rammus can put on the opposing team along with how tanky he becomes lategame are the main reasons why he is so often banned.
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Items

First i buy the basic jungle items Cloth armor + 5 hp potions, at first B i buy boots and a sight ward (you can use the sight ward offensive and defensive) next i finish my merc threads and heart of gold, after that a cataclyst the protecter. If they got more AP i turn my cataclyst into banshee veil otherwise i first complete randuins omen. After banshee and randuins i make a force of nature and a sunfire cape depensing on whats dominating in the other team for the final item i get a Guardian Angel or a Thornmail after this you should be invincible when using your punctering taunt.
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Masteries

0/16/14 is personal preference, but it's really strong. Having meditation keeps your mana up during long exhausting fights, and Blink of an Eye is critical since most plays will be made when you have flash up. Having an extra 48 HP to start off with Veteran scars helps greatly during level 1 fights, and extra HP is never a bad thing. Strength of Spirit gives you a considerably amount of HP/5 once you get your catalyst.
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Runes

The quintessences are meant for level 1 fights and overall survivability. Marks of Alacrity clears the jungle quicker than armor pen. Seals of Resilience to facilitate jungling, Seals of Clarity to help your mana pool during mid-late game, and Glyphs of Shielding help make you a monster late game.
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Summoner Spells

Smite is absolutely required, it makes jungling a breeze and helps to secure baron and dragon.

Flash is your playmaker, with flash you can catch carries with powerball and taunts that would otherwise be impossible. Flash also makes ganking a breeze.
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Creeping / Jungling

Jungle spawn timers (after camp is cleared):


Wolfs, Wraths, 2x Golems: 1Min40Sec
Blue and Red buffs: 5Min
Dragon: 6Min
Baron: 7Min


Explanation:

There are great amounts of jungle routes, and there are ways to effectively counterjungle depending on enemy jungle. Jungle priorities are speed(do everything as fast as you possible can), buff control(red and blue), Dragon control(wards), and ganking.

The actual physical process of Jungling is very easy, you Q into jungle camp, press W then pop a potion. This is why you can divert your attention to the lanes, always be on a lookout at which lanes you can gank, especially after you get red buff.

The trick to Rammus jungling is timing when to use Powerball, it should be used as soon as you think the duration of Powerball will be long enough to reach your next creep camp. Positioning on powerball is also important (be able to hit all 4 wraths with Powerball without starting in the middle of the camp). Also use potions as soon as you can, since Rammus gains nothing by staying at low HP during jungling (unlike Olaf).


Always try and get help at blue. Get your middle to hit it first, to "leash" blue. It saves you significant amounts of HP and time.
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Rammus: Still ballin'

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