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Rammus Build Guide by Smulshy

Rammus the tank engine

Rammus the tank engine

Updated on January 2, 2011
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League of Legends Build Guide Author Smulshy Build Guide By Smulshy 2,521 Views 6 Comments
2,521 Views 6 Comments League of Legends Build Guide Author Smulshy Rammus Build Guide By Smulshy Updated on January 2, 2011
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1
Smulshy | January 3, 2011 5:31am
Thanks about the Atma's, you're right, it really seemed to work better, I will implement it in as soon as I get the chance, not quite sure what it will be replacing though.

As with getting puncturing taunt first, I know that its my favourite skill, and its great, but I feel by the time you get to level 9 team fights should start happening, and the 150 armour and magic resist along with thornmail and even more damage recoil makes you close to unstoppable. The reason I don't pick it first is because you lack health at the beginning, making it so they attack you more instead of you taking less damage is quite a big difference and really has the same effect.
1
divic (13) | January 3, 2011 1:50am
The Role of Rammus has been changing on past few patches, now i'd prefer this starting: Doran's Shield and hp-pot, Q,E,E,W,E,R. Usually enemies are weaker than you are. And you probably have also hp-quints so you don't need W right in the start.

PS: I am still good Rammus-player even when my guide is terrible outdated -.-
1
Jebus McAzn (457) | January 2, 2011 7:18pm
Atma's doesn't necessarily take away from your tanking ability. Consider that a good tank needs to be able to draw attacks away from the enemy team and make them want to focus you. While your Puncturing Taunt already does a great job of doing that, you won't be able to have their whole team taunted, and you certainly won't be able to keep it up all the time. Having that larger damage output is going to make the enemy team focus you more.

If you're just a tank with tanky items, you run in, pop all your skills and distract the team for about 2 seconds. Then they realize that you're not really doing anything to them and they immediately focus your carries down. You can't tank unless you give your opponents a reason to let you tank. Just my 2 cents.
1
Smulshy | January 2, 2011 9:08am
I considered sunfire cape and I use it every now and again, I just feel thornmail along with defensive ball curl is by far enough armour for survival. Also the same with the health, warmogs and banshees veil is by far enough health. It just doesn't seem to me like its worth the value.

About the Arma's impaler, along with the sunfire reasoning, I was really going for straight out tanking, trying to avoid damaging items, it tends to distract me from what I really am and I believe the money could be spent better eleswhere, I will look into it though and see what I think with the Atma's.
1
Jebus McAzn (457) | January 2, 2011 8:58am
I highly recommend Atma's Impaler on this set. With Warmog's and Banshee's Veil, you reach a pretty high amount of health. Atma's Impaler not only gives you a ton of attack damage, it also gives you armor, meaning that your passive increases that damage even further. Just a thought, of course.

What's your reasoning for no Sunfire Cape?
1
Smulshy | January 2, 2011 8:11am
Alright, guide is fully completed and up to date, please rate and comment on how I could improve. Thanks to anyone who gives my build a try ^^

Smulshy
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