This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Rammus: The Battle
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Heal
Fortify
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Introduction
This is my first build suggestion and I hope it helps. This Rammus is built around facing off with those annoying full physical teams that just love armor penetration. I have played this build a few times and it's always fun to play.
Level 1-5
3 points into Hardness is mandatory. (More armor equals more AD)
2 points can be split into Resistance and Mender's Faith. (Lower CD Heal equals longer laning)
Level 6-10
2 points into Resistance. (Or 1 in Resistance and 1 into Mender's Faith)
3 points into Strength of Spirit
Level 11-15
4 points into Evasion
1 point into Nimbleness
Level 16-20 (Here you can branch off into Utility if you prefer)
4 points into Veteran's Scars
1 point into Reinforce
-or-
3 points into Perseverance
1 point into Good Hands
1 point into Awareness
21-25 (In case you went with option 2 in the last list this will straighten it out)
4 points into Veteran's Scars
1 point into Reinforce
1 point into Tenacity
3 points into Perseverance
1 point into Good Hands
26-30
1 point into Good Hands
4 points into Awareness
Under this mastery build you should be able to survive longer if you play smart and defensively, remember you are a tank not indestructible don't over extend your stay in a group of enemy champs they can destroy you no matter what your defenses are.
Q,W,W,E,W,R,W,E,W,E,R,E,E,Q,Q,R,Q,Q.
Always put a point into [[Powerball] first, it gets you into combat faster, to allies in need faster, away from ganks faster, and in extreme cases does a little extra damage to minions.
I tend to build up my Defensive Ball Curl first because it increases your Armor which increases your AD.
Now your remaining levels are split up between Puncturing Taunt and Soaring Slam, Soaring Slam takes priority over Puncturing Taunt always.
Finally finish out your levels in Powerball, so priority should be
Defensive Ball Curl
Soaring Slam
Puncturing Taunt
Powerball
One note I will add to this is if your going against people who attack your turret and ignore you while their minions are in range consider putting extra points into Puncturing Taunt to force them to hit you and your turret to hit them.
Method to combat:
Powerball the enemy champion immediately hit them with Puncturing Taunt and turn on your Defensive Ball Curl, you can turn on Soaring Slam while your Powerball is picking up speed or after you have turned on Defensive Ball Curl.
Fortify (Great for getting quick kills on dummies chasing you too far or taunted Champs who thought they could destroy your turret before you destroy them)
Other Good Options:
Flash ( Powerball Lasts through a Flash allowing you to jump minions(Requires good timing which I fail at LoL))
Teleport (Allows you to get allies/turrets in need)
Ghost (Gets you further or closer to enemies just that much faster)
Exhaust (Gets you that much closer or that much further from enemies)
In between:
Revive (Now normally I would suggest this but recently I was in a match where a Rammus had speced into this and I'll tell you nothing scares the **** out of you more than a Rammus you just killed coming at you faster than **** with more health than the last time you saw him)
Bad Options:
Cleanse (Never found it helpful)
Clairvoyance (Great way to have a sight ward that lasts for less than half the time and has a cooldown)
Clarity (Late game this never pulls through and you find yourself wishing you had something else)
Ignite (Your job isnt to kill the enemies its to keep them from killing your allies)
Rally (The CD makes the temporary boost not really worth it)
Smite (Your not a Jungler nuff said)
You must be logged in to comment. Please login or register.