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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Threats & Synergies
Lissandra
You cannot even get close to her. Don't even bother playing this matchup.
Introduction - Why Rammus top?



This guide will not tell you that Rammus top is the new OP top laner nor will I tell you it is superior to jungle Rammus. What I will tell and teach you is that if you pick Rammus top in the right situation, you can and will get some stuff done.

Finally, if you're looking for real gameplay footage, check out this video in which I get obliterated by


Long story short, Rammus excels against relatively squishy, high physical damage targets. This is because Rammus will have the potential to blow them up, while they usually cannot dent you: your damage scales on the total armour you get.
So, Rammus excels when:
- The enemy top laner is fully physical damage, e.g.
Riven/
Fiora and relatively squishy
- The enemy team doesn't have a big magic damage target (in other words: is full AD oriented with AD top, mid and bot)
- The enemy top doesn't hyperscale like
Nasus
On the other hand, you shouldn't pick Rammus when you're facing ranged champions, specifically mages like




For runes, I choose to go with a healthy mix of everything Rammus needs. Armor is the obvious choice for Rammus and I coupled it with some AD and attack speed for more damage in trades early game. It also helps last hitting under the turret a lot. Besides that we got a standard mix of flat and scaling magic resist to help us out.
While you are of course allowed to make a few changes, I'd strongly recommend to stick close to this page as it offers all you need for early game.

Picking masteries, I essentially went for the same effective mix of maximizing defence with some attack damage and attack speed.







Summoners are standard for most top lane champions right now.






>
> puncturing taunt >
Instead of maxing puncturing taunt which is the standard for jungle



Secondly though I max puncturing taunt as it's just such a powerful tool in late game. Two or three seconds is all you need to kill an ADC with this build and having this spell maxed out will allow you to do so before they can get away. Finally we max


This passive is one of the things that makes ![]() |
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Very self explanatory spell with massive impact. As we max it, we can use it in top lane to make our trades super effective. As it stacks with ![]() ![]() |
puncturing taunt
E |
puncturing taunt is probably the most feared tool in ![]() Keep in mind that in late game, a lot of supports will get ![]() ![]() |
puncturing taunt
E |
![]() ![]() ![]() Most obviously, you can use it in teamfights to get massive area of effect damage. |
![]() ![]() ![]() Standard start for a passive early game start. ![]() ![]() |
![]() ![]() ![]() More aggressive start for favourable lanes. While it might seem rather passive, the ![]() |
Core items are the items you should be getting in every game as long as you picked


![]() ![]() |
I've already talked about homeguards, but I'll do it again here. Homeguard boots are so amazingly good on ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() |
If ![]() ![]() |
These items allow for a little bit more flexibility in your build: whether it is because that one AP carry got out of hand or because you already have enough armour. If you need, you can get these before finishing your 3rd core item.
If you really find yourself and your team needing some magic resist? This item is the solution. While only giving 40 magic resist, this item is really good for your team if they are low on magic resist themselves. The item is even better when the 1 AP guy you're facing deals a lot of AoE damage. |
New item introduced in the preseason. While the stats aren't overwhelming, it can give some extra power to your engage if you really feel the need. It's also hilarious when you use this item combined with homeguard-teleport ganks. Keep in mind though that it costs the same as ![]() |
If you really think you have enough armour, you can get this to boost your HP and regen massively. It also gives you the freedom to build into ![]() |
If you want as much MR as you can as quickly as possible, this is your item to go. While 55 magic resist isn't THAT much, it should be more than enough to keep that one pesky AP carry off your ***. Also, the spell shield makes it somewhat easier to engage because you cannot get stopped by CC as easily anymore. Besides that, it comes with some nice HP and hp regen so overall it's a really good item for magic resist needs. |
More of a troll item than anything else, ![]() ![]() |
Boots are obviously essential, even for

Standard choice, they are dirt cheap and give the best stat possible: armour! Besides that they come with a very nice passive reducing all damage from basic attacks significantly, making them very good in lane - this is a big difference from other boot types, which usually don't give any lane power. |
size=50
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If you want to focus a little bit more on roaming around the map rather than just laning, these will be your friend. They're relatively cheap and give A LOT of movement speed. You can easily get over 1000 movement speed if you do some fun ![]() ![]() |
I don't really like getting these boots a lot as your role as a tank is to absorb as much CC as you can and you don't really need to constantly hit people yourself anyway, but if you're really afraid of the enemy CC you can go for it. |
First of all, your early levels depend on the champion you're facing. If you're facing



When trading however, be careful for your

When ganks are concerned, I'd usually recommend being careful (both recieving and getting ganks) early game because your damage follow up is low till 6 and you are relatively squishy till you actually get some items. Therefore I don't often ask for ganks till I hit 6, but once I get 6 ganks will actually become incredibly powerful.
When deciding to back to base, try to save your

When late game is concerned, you pretty much want to be splitpushing with teleport up. Make sure to have good ward coverage around so they cannot kill you easily. When you want to initiate a teamfight, try to teleport behind your enemies and roll towards them to initiate. The most important thing to keep in mind that engaging right from the front won't work very often unless you have

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