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Spells:
Fortify
Ghost
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Introduction
Pros
-
A great initiater
Tough
Annoying taunt
Rammus's combo does a good amount of damage, especially to DPSs
Powerball can be a getaway tool
You CAN carry the team!
Cons
-
Powerball can be easily be interrupted if you're trying to get away
If the other team has more CC or just great at zoning, you will be denied harshly
Not exactly the best farmer
Umm I'll think of more later :)
Greater Quintessence of Fortitude - Early game health is quite handy plus, you will be able to use your combo earlier.
Greater Mark of Insight* - Your ultimate, Tremors will do a little more damage in team fights or when ganking.
Greater Seal of Defense** - This helps with your passive and with Defensive Ball Curl, so pretty much your damage intake and damage output.
Greater Glyph of Shielding** - Since Rammus is mainly an armor tank, a little magic resist boost would help him until he gets Banshee's Veil.
* - I wasn't 100% sure of what rune to place in Marks so yeah :P
** - You could go flat but the per level runes catch up at level 10.
Greater Mark of Insight* - Your ultimate, Tremors will do a little more damage in team fights or when ganking.
Greater Seal of Defense** - This helps with your passive and with Defensive Ball Curl, so pretty much your damage intake and damage output.
Greater Glyph of Shielding** - Since Rammus is mainly an armor tank, a little magic resist boost would help him until he gets Banshee's Veil.
* - I wasn't 100% sure of what rune to place in Marks so yeah :P
** - You could go flat but the per level runes catch up at level 10.
Masteries
The masteries are pretty standard. I just like to get Good Hands so I can ge back into action if I get gank but, if you don't die as much you can place your mastery points into Perseverance.
DO NOT get Evasion, you're Rammus, you like being hit.. :)
Summoner Spells
Options:
Ghost - I take this because of my Powerball, with your boots you go up to around 720 movement speed.
Fortify - Why just protect your teammates when you can also protect your turrets!
Flash - Flash taunr.. SUPRISE
Not an Option:
Exhaust - Well you want them them to hit as hard as they can because of thornmail.
Heal - If you're that much of a beginner...
Revive - Sure if you're doing a Rammus land speed record.
Smite - Not a jungle guide.
Teleport - When you teleport to your location, say like 5 champions at your turret, you probably can't do anything unless you were a DPS. Plus you have powerball to get around :).
Cleanse - You're so tanky, you take everything that's thrown at you!
Clarity - Support Spell.
Ignite - Not really for a tank.
Rally - You can't backdoor very well.
Clairvoyance - Support Spell.
Items
Thornmail - A great item against DPS champions such as Master Yi and stacks with your Defensive Ball Curl.
Mercury's Treads - You certainly do not want Ninja Tabi because of it's dodge passive. This item allows you to take any Crowd Controlling effects and just move along.
Sunfire Cape - This item goes well when using Puncturing Taunt, Tremors and your passive.
Banshee's Veil - Most teams have atleast one Spell Caster, this it will block one of their spells every 30 seconds!
Guardians Angel - Imagine this, you have just finally killed the most annoying Rammus ever, but a few seconds later, he's back up.. That would suck right? :)
Situations
Leviathan - There will come a time when you have an AMAZING Rammus game, this item, at 20 stacks will reduce incoming damage by 15%. So when you're getting focused, you could just Powerball away.
Randuin's Omens - You may come across a team full with DPS champions, if they attack you they may become slowed by this item's passive effect. There is also a active effect which will slow all enemy champions around you.
Warmog's Armor - Need more health to survive? Buy this.
REMEMBER to replace Dorian's Shield
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