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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
INTRODUCTION

Sidenote: Please do not read just the cheat sheet and vote without reading the entire guide and if you do decide to downvote this guide please tell me why in the comments
Runes




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Tier 1:
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Preferred/Must Have
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puncturing taunt:Rammus taunts the unit into a reckless assault, reducing their armor by 10 / 15 / 20 / 25 / 30 and forcing them to attack Rammus for 1 / 1.5 / 2 / 2.5 / 3 second(s). This skill is what makes ![]() ![]() ![]() ![]() |
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![]() +Melt entire teams +Split push +etc. |
Level 1: which skill you start with is crucial for good jungling. Generally i start with





The skill you max by level 9 depends on one thing: GANKS. If you want the amazing 3 year taunt then max that first, if you need more armor/magic resist or your lanes have enough cc/burst that you only need 1.5 seconds of taunting then max your Ball Curl first, and if you aren't sure, level them equally and the result by level 13 will be the same
As always take your ultimate at levels 6, 11, and 16.
The now classic start for almost any jungler, this start offers lots of sustainability and slightly faster clear times. For most games this is the start that I take and when in doubt this is a good standard.
Before the creation of the machete, this was the Season 2 standard "safe" start. In Season 3 this is still viable and offers slightly more sustainablility but slower clear times than a machete/5 start. Useful if you want to rush Aegis, Tabi or if you believe you will be jungle ganked by someone like


This start, though now underused, is still extremely potent on junglers such as


At the start of S3 this item was, in theory, really useful but, in actuality, had s***ty cost:stat ratios. With recent buffs to this item however, I can look at this item in a new light. It now offers great sustainability for a relatively low price tag, increased damage to monsters and minions allow you to clear faster and helps with split pushing mid-late game.
As I said before, this is needed for any early ganking jungler and if i don't start with this I usually will buy it on my 1st recall
This item has so many build paths that benefit

This item is really useful primarily when you are having a hard time ganking or are getting counter-jungled(read as "


TL;DR: Boots are nice, Philo stone if Udyr wants to be your friend, Giant's Belt is our best friend and spirit stone gives us everything we need as a jungler
These shoes have great synergy with Rammus' kit. The 10% block from auto-attacks works well with


These are my preferred late game shoes. This is because by late game you should be getting rid of your

DAYUM. With these boots,



TL;DR: Merc treads for MR and Tenacity, Tabi vs balanced or ad-heavy teams, or Mobies if you wanna gank like a madman
While we will sell this later for a sixth and final item it is well worth the amount you spend on it while you have it and will allow you to pick up



The biggest Health item in the game today and one of the most abused. If any item was used to describe the current meta this would be it. With 1000 health and huge amounts of health regen from the passive this is THE item for tanks, bruisers, adc's, for team's focused around fighting, split pushing, or... really any team or any champ can use this item well.
OK now I know what your thinking... Its





Oh how I love this item. Not only does it give us, every stat we love but also a constant field of AOE damage centered around us. This plus your ultimate will allow you to deal decent damage to entire teams. The only downside to this items is that to best use it, you will have to be inside their team during fights and therefore not able to peel for your carry.
Similar to

Our



Mana, CDR, Armor, passive attack speed debuff? These are great stats for almost any tank. ALMOST. Mana and CDR are nice but not really needed on


This item has great synergy with



Health, Mana, magic resist, and a spell shield passive makes this item great in lower ELO's but loses usefulness the higher you climb because of how easily the shield is popped. But it does help you survive burst champions, though how a Rammus gets bursted I have no idea, and helps against our greatest enemy, crowd control.
This S3 item is a continuation of one of the most commonly used items in S2,

For those games where communication isn't your strong suit and you buy the beginnings of an emblem of valor after your

This is one of the two items that builds from the philosopher's stone I told you about earlier. Offering nice regens, cdr, health and an AOE haste, this is an awesome item that, unlike Abyssal and Bulwark, is good to have an extra one on a team. This will allow you to initiate harder, gtfo, and split push like a boss.
And finally the second of the two items that build from philosopher's stone. Offering a little bit of AP, Good regens, health, mana this would seem more of a support item than tank but it offers one thing that will make your tower-dives that much easier. Its Active prevents a turret from firing for 2.5 seconds, meaning you can dive, take a couple hits, hit the active and life will be good.- so said the Lord...WillE :D
Now on to the live again to disrupt some more item. Guardian Angel is easily one of the most annoying things to play against especially if you just barely won that teamfight and here comes their ADC for round 2. However this item on, say














You should recall when one of 3 things happen:
- You gank every lane/They are all pushed to enemy turret
- You have around 1000 gold(will allow you to buy spirit stone/emblem of valor, boots and at least 3 wards)
- You got ganked in your jungle and are barely alive
*A note on levelling skills: The order you level your skills in is the same for both routes... that is all*

In the above image are various ganking paths that are commonly used when ganking top as the blue team or bottom as the red team. To decide which path would be best consider these things:
- Purple star: One of the most common warding locations. Unless the enemy team has zero map awareness this ward will stop any ganks from river.
- Gray star: If this bush(often called the tribush) is warded one must come from around the enemy red buff, past their double golems and follow the teal or lime green gank path. Only use the teal path if you have boots of mobility or are fairly tanky and use ghost
- Yellow Star: warding their own wraiths is the least common ward of the 3 but will effectively stop you from entering their jungle to gank or even counter-jungle.
- Drop down to the warding/wards section to find out what to do and how to counter if all three places are warded

The above image is to help explain ganking bottom as the Blue team or top as Purple Team. As with the image before consider the following before choosing which path:
- Yellow star: have they warded your wraiths? if so proceed with caution and know that they realize you left your jungle but otherwise continue as planned.
- Red star: A common place for river warding. Makes ganking near impossible for lesser jungles. If warded here follow the purple path and remember to use
Ghost when
Powerballing past the turret

This will be final image of gank paths(for now). It is used for ganking mid and has different ward locations than top and bottom.
- Green circle: this bush will almost never be warded in lower ELO's and makes a good place for
Rammus to wait. This is simply due to the fact that even if they ward the sidebrush our superior movement speed will allow us to get in behind them before they can get to the turret if they are even at about the middle of the lane(where all the dots lead to)
- Yellow star: the most commonly warded brush for a mid-lane is also probably one of the least effective if you know how to get creative with your ganks. You can do any gank even if these are warded so they matter little just start your
Powerball sooner.
- Blue star: An annoying ward if only for the fact that if they ward your wraiths they know when you are in the area to gank and will(supposedly) act accordingly so BE AWARE if their team plays more defensively after you enter river through wraiths there's a good chance its warded.
- Pink Star: a somewhat underused ward location but can really slow you down when done with a wraith ward and will force you to either gank from the opposite side(making time already spent worthless) or attempt to gank through their turret (which is strong and surprising but you run the risk of getting caught under turret).
- Once again if all/majority if these places are warded, I suggest putting a little money into an
Oracle's Elixir

Teal: self privacy/counter-jungle wards- use to see where the enemy jungle is
Purple: Buff wards- use to keep an eye on your jungle or to do the same with their jungle
Green: Objective wards- always keep a ward on these from about 7 minutes for dragon and 20 for baron. Prefer to pink ward them
Note: This warding map is really only useful for the first ~15-25 minutes. After this I make no guarantees so ward everywhere
Secondary note: To get an idea of where good places to ward are going past this mark, head over to astrolia's support guide supplement because if everyone followed this then jungler unemployment rate would go sky high
An





-When ganking pay attention to where the most recently spawned creep wave is. Due to the fact that waves spawn at the same time, by looking at where your creep wave is you can estimate where theirs is and plan accordingly
-If you forgot about the above tip or had to gank anyway and you went with


-The same trick above can be used to jump stationary aoe crowd controls such as


laggermeister's Ten Commandments because every new author should know them
Astrolia because her support supplement guide really got me going on making warding its own section and not just a side-note of jungling
Everyone who helped with the BBCoding Guide because of how much I used it.
Anyone who took the time to read this guide, thank you because you guys are the reason I did this
Saturday, April 6, 2013- Guide officially published :)
Sunday, April 7, 2013- Made a few small changes to cheat sheet. also removed armor glyphs thanks to some insight from Lagger.
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