Not Updated For Current Season
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
x
Rammus: The Battle Tank
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Ghost
Flash
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.
I spread the runes around cause you never really know what you will end up being teamed against. I like the
Greater Quintessence of Health cause there has been many a time where I just barely made it out of a fight with 12hp. Runes, of course were
Greater Mark of Armor you take less AD (Attack Damage) and you put out more AD and more magic damage with
Defensive Ball Curl. Seals I went for
Greater Seal of Evasion, the less damage you take the healthier you tend to be and with the
Ninja Tabi your looking at missing out on 18% of the dmg. Glyphs I decided upon
Greater Glyph of Magic Resist because if you wind up in a match against AP (Ability Power) enemies or a mixed team you will still have some extra magic resist to keep you up and going.






I'm going to do something for masteries that none of the other guides on this site seem to do I'm going to break these points down by summoner levels because I think guides should be used not only by level 30's but also by people trying to get to level 30.
Level 1-5
3 points into Hardness is mandatory. (More armor equals more AD)
2 points into Resistance. (For those hard hitting AP users)
Level 6-10
1 point into Resistance
2 points into Strength of Spirit
2 points into evasion
Level 11-15
2 points into Evasion
1 point into Nimbleness
2 points into Perseverence
Level 16-20
1 point into Perseverence
1 point into Haste
3 points into Awareness
21-25
1 point into Awareness
4 points into Expanded mind
26-30
1 point into Meditation
1 point into Blink of an Eye
3 points into Quickness
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.
Level 1-5
3 points into Hardness is mandatory. (More armor equals more AD)
2 points into Resistance. (For those hard hitting AP users)
Level 6-10
1 point into Resistance
2 points into Strength of Spirit
2 points into evasion
Level 11-15
2 points into Evasion
1 point into Nimbleness
2 points into Perseverence
Level 16-20
1 point into Perseverence
1 point into Haste
3 points into Awareness
21-25
1 point into Awareness
4 points into Expanded mind
26-30
1 point into Meditation
1 point into Blink of an Eye
3 points into Quickness
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.
First item to buy is going to be
Cloth Armor and
Health Potion x2. When you have 475g-675g go back and buy
Ruby Crystal and
Heart of Gold. Next up is boots, I usually buy the
Boots first and then wait til I have 500g to go finish out the
Ninja Tabi but your welcome to build them how you feel is right. Get up to 700g and buy
Chain Vest get up to 1300g and go back for your
Thornmail. Gotta get
Sunfire Aegis here for farming purposes, the minions you can kill the more exp and gold the stronger you will be. Next up is
Warden's Mail, I just save up the 1350g and then buy it and when you get 600g finish up your
Randuin's Omen. The last three items are your choice; if your constantly out of mana or the enemies have such high attack speeds that your dying too fast buy
Frozen Heart or if their 2/3 AD and 1/3 AP go for Guardian's Angel it's all situational so experiment and find what works best for you.
Special thanks to Kuniv and SpicyRice for the advice on getting Sunfire cape and the reason why.












Special thanks to Kuniv and SpicyRice for the advice on getting Sunfire cape and the reason why.
As you can see above I went with:
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.
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

Now your remaining levels are split up between Puncturing Taunt and


Finally finish out your levels in



Puncturing Taunt

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:







Other Good Options:






In between:

Bad Options:






You must be logged in to comment. Please login or register.