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Rammus Build Guide by zorxx

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League of Legends Build Guide Author zorxx

Rammus: The ultimate Tank

zorxx Last updated on July 3, 2012
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Jungle Role
Ranked #18 in
Jungle Role
Win 55%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9


Defense: 21

Strength of Spirit

Utility: 0

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I think Rammus is the best tank in League of Legends. With my equipment you are almost unkillable and you also do a very big damage for a tank. If I play Rammus with this items I'm often the best of my team and I am the tank! So just try my build out and you will see that it's the best Rammus build.

Just want to say: It's my first guide so it isn't so good because I don't know all things about making a good guide but i will try to update it.

Note: English is not my native language, so there might be some mistakes. Just tell me if you see any and I'll correct them.

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Rammus' story

Ravaged by Rune Wars long past, the lands south of the Great Barrier are wrecked by chaotic magical storms, leaving the grasp of nature's rule tenuous at best. While abnormal flora or fauna are the norm rather than the exception in these ruined areas, perhaps none is more curious than the case of Rammus. While no one is entirely certain why an armadillo from the Shurima Desert crossed the ***ungu Jungle into the Plague Jungles, Rammus made just such a journey. There, amongst the twisted vines and festering rot, he came across an oddity - a healthy evergreen hedge maze, stretching as far as the eye could see. As he explored the maze, something compelled him toward its center - a light, a presence of some kind. As he drew closer, the light surged, blinding him and knocking him unconscious.

When he awoke, Rammus' whole world had changed. The maze had vanished and he felt truly cognizant for the first time in his otherwise unremarkable life. As his predicament dawned on him, Rammus had a moment of panic. As he trembled, the earth around him began to shake, the intensity increasing until he managed to steady himself. As the quake receded, Rammus arose and left the Plague Jungles in search of others like him. His search brought him across all the lands south of the Great Barrier, but everywhere he went, he was unique.The hardships of this sojourn inspired him to craft the suit of armor that would earn him the title of Armordillo. Rammus' quest eventually drew him to the only place where a sentient armadillo is less than confounding - the League of Legends.

''I've seen a lot of things, but this... this is a first.'' - Ezreal, the Prodigal Explorer, after first meeting Rammus

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Pros / Cons

- You are nearly unkillable
- Your damage is very high because of your passive
- You are often the best of your team because you are unkillable and you do a high damage
- This build is good at the beginning because you don't die if you play right
or your teammates don't feed

- Not much magic resistence

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Rammus gains additional damage as his shell becomes reinforced, converting 25% of his armor into Attack Damage.

Rammus accelerates in a ball towards his enemies, dealing damage and slowing targets affected by the impact.
Rammus accelerates in a ball towards his enemies, dealing 100/150/200/250/300 (+1) magic damage to nearby enemies on impact and slowing them by 20/25/30/35/40% for 3/3/3/3/3 seconds.

80/90/100/110/120 Mana

Rammus goes into a defensive formation, vastly increasing his Armor and Magic Resist, while returning damage to attacks.
Rammus goes into a defensive formation for 6/6/6/6/6 seconds, increasing his Armor and Magic Resist by 50/75/100/125/150 and returning 22/28/34/40/46 (+) magic damage to attackers.

This ability gains damage equal to 10/10/10/10/10% of Armor.

50/50/50/50/50 Mana

Puncturing Taunt Rammus taunts an enemy unit into a reckless assault against Rammus' hard shell, reducing Armor temporarily.
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).

50/60/70/80/90 Mana

Rammus creates waves of destruction pulsing through the ground, causing damage to units and structures near him.
Rammus creates tremors beneath him, dealing 65/130/195 (+0.3) magic damage every second to nearby units and structures for 8/8/8 seconds.

120/120/120 Mana

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For Runes I take only armor because of Rammus' passive you get damage for your armor. That's
important because you are very strong at the beginning and you will often get first blood.

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In Masteries i do the most points in defense so you get more armor (what's good because of your passive) and you get a bit magic resistence.

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I take these boots because you get armor and you get 10% less damage.

This is an important item because you get armor and all enemys near to you get damage. That's good because you will often just run into a group of enemys (depending on your current items).

I take Warmog's for getting life and a higher survibility. You will need it if you run in big team fights.

I take this item for getting magic resistence and a higher life regeneration.

This is your most important item. You get much armor and damage because of your passive.

This is also a good item because you get much armor,mana and a big cooldown reduction.

If the enemy team is only AP you should take 2 Force of Nature instead of Frozen Heart.

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Alternative items

You can take these instead of Ninja Tabi.

You can take this instead of Frozen Heart.

Take 2 of this instead of Frozen Heart if the enemy team is only AP.

You can take this one instead of Frozen Heart.

You can take this item instead of Frozen Heart if most of your enemys are ap , so you'll need more magic resistence.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

I try to max Defensive Ball Curl first because you get very much armor and magic resistence. And more armor means more damage. Then I try to max Puncturing Taunt. It's important because most champions will try to run away if you attack them. Last you max Powerball. This skill is not very important at the beginning so I max it last.

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Summoner Spells

I take Ignite for getting first blood because most players run away with very low health.

I take Flash for running away if an enemy is stronger than you or a big group attacks you.

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Early game:

In early game you must try to get as much kills as possible to get your items fast enough, what makes you much stronger. To get some kills you can do your E when you are at your tower, so the tower attacks the enemy champion.


Your role is to tank in team fights. Do your E on enemy carrys and use your ultimate if the enemys are running in a group and you get into them.

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Some of my stats