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Rammus, the spikey nervous slayer






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Introduction
i decided to make this guide, because i heard of a lot of new players what a bad tank rammus is. But i think this is just because they don't know how to play him.
In this guide i will show you my way to defeat my enemys.
(This is my first guide, so please be gentle in the comments.)
Rammus' passive needs a lot of armor. Thats the reason why I took the


The

Because the items don't give you magic resist the




Cloth Armor
Givey you a bit Armor, which is important in the beginning of a match and you need it later for the




Health Potion
Mana Potion
Well, Rammus is strong in the end but for the start you have to use this potions. You can buy just one of both or just the two health potions but, my experience showed me that it's the better way to start with 2 health potions and 1 mana potion. You don't have to go back to your base that often.
Ninja Tabi
The boots should you buy rally quick. You get some more armor and movement speed, which is usefull in combination with


Thornmail
This is one of my favourites items. Why? Great in ensemble with

It doesn't matter if you buy the



Sunfire Aegis
A really good item wich is giving you a bit health and armor. With that more health you will endure a lot longer. I wont forget the little bonus damage of the cape. 40 Damage isn't that much but damage is damage. No matter how the oppinion team is balanced, buy it.

A good and usefull item. You get a bit health and a lot of armor. But the greatest thing of this item is his active effect. You can slow your enemies. Unbelievable good if, and this shouldn't be often, your

Warmog's Armor
A really good item. You can get a lot health and health regenaration from it, because everytime you kill an enemy you get a little bonus health and regenration. If you don't want more health but mana so take

With all these items your nearly unbeatable. Because of your Armor you will get arround 80% lower damage, what is really nice. Just a little example. I was able to hold a lane alone against



Yes, it makes damage, but don't use it for making damage. Just use it to chase your enemies or escape from them. BUT! You can use it for damage, if your opponent have around ~10% of his health. Then it prevent that your enemiy is able to escape.

This is a really good Skill. Everytime, you get hit, you make, at max. level, 55 damage plus 10% of the armor value. Try to keep it working in every fight against an other champ.
Puncturing Taunt
A usefull skill, when your enemy tries to escape, because he has low health or he's scared. Owing to this skill you will get a lot of assists and kills.

A Skill that makes really good damage in "waves" how i call it for 8 second. A funny thing is it makes indeed damaga at buildings. Yes! Really!
And i think 60 seconds CD for an ultimate abillity is small.
Just a few words to the skill sequence. Give your first abilitypoint to Puncturing Taunt if your teame WANTS first blood. The affected champion have to attack you. First just for a really short time but maybe it's enough. When that's not the instence take

The other skills don't have to be taken like i said it. That's just my kind i do it but, i can recommend for it.


Teleport
It's a good spell, because you can be fast at a point where your help is needed and may get a new assist.
Flash
In combination with

Ghost
It's a really usefull spell. You are able to escape from your enemys and can chase them, too. You may owe many kills with this spell.
Expiry
In the first mintues of the game you have to play with one other champion on your lane. later you can do it alone. Preferably with a close-combat champ. The reason for it is, that you are a bit susceptible for damage at the start. You can help them better than ranged champs. And don't be frustrated when the match is starting like this: 0/4/0. That's just normal. Later you will be able to turn it.
In the beginning play, before the vasalls come, carefull. Your are an easy victim for first blood so watch out that you don't get slowed or stunned. That's your dead. When the Vasalls come you can play a bit more agressive with every level (and item) you get. If it's given that you are alone on your lane,and you are sure that NO opponent on your lane, you can play really agressive because, you need a lot of money (11.6k) for the build.
At the latest, you should be able to play alone on your lane after level 10. Then you should have


The Attack Rotations
Attack Rotation against a full health close-combat champ
- (Wait until your enemy attakcs you or roll to him with
Powerball)
Defensive Ball Curl
Soaring Slam
- Wait a bit.
- Use Puncturing Taunt when your oppnonent tries to escape
- Slow him when he's escaping with
Powerball ( Puncturing Taunt is probably on CD)
- Now start again with
Defensive Ball Curl
Maybe you are thinking now: Why the hell isn't he starting with Puncturing Taunt?. Well, that's easy. Your enemy will lose health very quick. When he tries to escape taunt him. Because of the effect from


Attack rotation against a ranged or no-full health champ
Powerball
- Puncturing Taunt
Defensive Ball Curl
Soaring Slam
- Wait, until your opponent tries to flee. Then
Powerball (if needed:
Ghost or
Flash)
- Start again
Here you start with

Usefull information
- The rotations are really needing a lot of Mana!
- BUT! Your enemy should be dead after one rotation. Latestly, after two... Or he managed to escape.
Soaring Slam is making damage on towers and inhibitors. (Yes, really)
- And keep always in mind that
Soaring Slam will be on CD after one Rotation.
- When your against a tower and ONE champ you ignore the tower. You should get both down.
- Don't forget
Randuin's Omen its effect is able to slow your oppponents,too and can be used as an alternative for
Powerball if it's on cooldown.
You don't have to play this rotations. But I think they're the best way, because you always have an option to slow your enemy.
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