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Rammus Build Guide by

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Speed Demon Rammus

Last updated on September 25, 2011
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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.


Brute Force
Improved Rally

Offense: 0

Strength of Spirit
Veteran's Scars

Defense: 9

Expanded Mind
Mystical Vision
Presence of the Master

Utility: 21

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Disclaimer: I've not done any of the math. I don't know if I hit a cap on the movement. All I know, is that Rammus is really frigging fast. I will try to make revisions to this build as I think of them. Any suggestions would be appreciated.

Rammus was made for this game mode. He can get around the map in seconds and capture an undefended point just as quickly. Speeding around the map you'll always be on the move and weaving in and out of the lanes. That's why I made this build. From the start I saw Rammus' potential in this arena and knew he would shine if given the right attention. I know I've not perfected this, but it seems to work well and is fun.

Your goal is to capture or neutralize as many points as possible. Yes it is important to defend points too, but lets face it, the points you will be stealing will be clear across the map and far from any help, and going full mobility makes you just a little squishy. Defend the closer points and neutralize or cap the others whenever possible. Don't get stuck in the mindset that you should only be running around. Help out your team and make sure the other team isn't stealing your points while your back is turned.

Guide Top

Team Work: Your Team Is Life

Team Fights

If you see a team fight starting, powerball in (flash if necessary), taunt the heavy hitter, defensive ball curl, and ult. You do NOT start team fights. While you are fighting the other team will be sending someone to backdoor a point. So unless they're turtling and you're pushing with your team, you should not initiate. Instead you should be running around or defending.

Protecting Your Team

Another crucial point: If you are fighting on an enemy turret, make sure only one person is channeling it to deactivate it. If they get interrupted take over, or have someone else do so. Do NOT let the turret get free shots off. I've seen too many team fights end in disaster because they would run around a turret attacking the enemy without suppressing the turret. Just be sure you've only got one person channeling, I've seen team fights end badly because of that too.

Defending Your Team

Let your team know that you will be the first to break off of channeling a point if you see someone coming. Let them continue to channel while you distract the enemy. A captured turret to fight under is better than a neutral or enemy one.

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Strategy: What to Do and When


You start off with 1375 gold. Your first items should be Boots of Mobility and a Rejuvenation Bead. You can get some pots too if you want, but I've found them largely unnecessary as there are so many health shrines all over the map.

Rush the Windmill (WM). Pop your powerball, ghost, and flash, and be sure to hit the speed buff on the way up. If someone on your team can boost your speed even more, have them do it. Now, you're not likely to get WM unmolested, so make sure your team knows to send at least one other after you. You only need one capturing the other top point and he can come up after that to help. The best case scenario is you have a strong defender bot, and the rest are helping you. After WM is captured, your teammates should stay and defend while you head bot to relieve, or, if nothing else is pressing, stay and defend as well.

Neutralizing and Capturing

Wait for your opportunity to strike. If you see an undefended point, powerball through the Fog of War (FOW) hitting any health shrines if necessary and speed boosts to get there quickly. Don't ever forget to get health shrines whenever you need them. You should never blue pill, while you're channeling you could be powerballing to a health shrine or the next point, or to defend.

Neutralizing a point is all that is really necessary, if you see someone coming hit your powerball and coast away, don't worry about getting that last little bit to neutralize, or trying to fight over it. Go on to another point, or even back to one of yours to defend. If you have it already, don't hesitate to use your Priscilla's Blessing (PB). It's best to Keep PB, flash, and ghost off CD for when you need to escape an enemy, but don't be afraid to pop PB to help you get across the map quicker. Your best utility is your ability to appear out of nowhere and taunt an enemy to your team, or away from them. If you see someone overextended, go teach them a lesson.


If you are solo defending and you see a bunch of people coming, run behind the hidden barrier with the health shrine and wait for them, they will probably think you blue pilled. This is especially useful if you have your flash up. Flash over the wall, taunt, defensive ball curl, and ult. If there are just too many for you to kill in this fashion or dissuade, your best bet is to run, and the best direction to run to is to their unprotected point.


With the items you have, your auto attacks (aa) are going to hurt, and with your taunt, powerball, and tremors you can shred the enemy down to nothing. But don't get caught up in killing an enemy. If you see a low HP enemy running away that you know you can catch, but also see that there are two people capturing a point or harassing your team, go help. Dominion is NOT about kills. I can't stress this enough, do not get caught up with chasing an enemy, no matter how tempting. Now I'm not saying if you run across some defenseless little yordle that you can't slaughter them, just keep your priorities straight.

Overall Goal

The goal here is to have at least 3 points at all times and to negate your enemies points if at all possible. If they are putting up a strong defense, you'll just have to put up an even stronger offense.