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Rammus Build Guide by zavlogs

Jungle Spiked Fear: A guide to jungling Rammus S3

Jungle Spiked Fear: A guide to jungling Rammus S3

Updated on October 28, 2013
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League of Legends Build Guide Author zavlogs Build Guide By zavlogs 10 0 242,996 Views 14 Comments
10 0 242,996 Views 14 Comments League of Legends Build Guide Author zavlogs Rammus Build Guide By zavlogs Updated on October 28, 2013
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Choose Champion Build:

  • LoL Champion: Rammus
    The Ultimate Tank
  • LoL Champion: Rammus
    Tanking The Twisted Treeline

Introduction


puncturing taunt
puncturing taunt
Hello summoners, my name is Zavlogs (sn: Tig3rbl00db3ast). Welcome to my guide on how to play Rammus. This guide is intended for any situation whether ranked or unranked and any elo. Rammus is played in the jungle as a tank. He can deal damage based on how tanky he is due to his passive Spiked Shell. Rammus is a late game monster by being able to tank all the damage he wants, help focus the carry with his puncturing taunt and have great mobility with Powerball. While he is a great champion, he takes a while to really get in rhythm while playing him.
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Rammus is by far my favorite champion to play. He is really underplayed in ranked and solo que so most people do not know how to counter him. His Powerball allows him to sneak into the enemy jungle and steal all their neutral monsters. He has fast clear times and can push lanes/kill towers really well with Soaring Slam. It is always fun to see the enemy freak out because they are taunted for 3 seconds and die in every team fight. Rammus<3!

Disclaimer: I have been busy with college and haven't been able to update my guide. I will make a full edit the guide when S4 swings around, but for right now I have just updated the items.
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Pros / Cons


Pros

  • One of the best tanks in the game
  • high mobility
  • Great at locking down high priority targets with his 3 second taunt
  • Can deal plenty of damage with his passive
  • Late game beast!
  • Matches up great against an ad carry

Cons

  • Not tanky early game
  • Weak ganks at level 4
  • Has a tough time jungling without a good leash
  • Can be easily counter jungled
  • Weak late game if he falls behind early/mid game
  • Has slow initiation



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Runes


Attack Damage Marks


Get attack damage marks because it helps him clear the jungle faster and deal a little more damage on ganks.









Armor Seals


Get armor seals... seriously, if you have to ask about getting armor on Rammus then you do not know how to play Rammus.









Magic Resist Glyphs


Get flat magic resist glyphs so you can survive The early game without prioritizing ap items.











Movespeed Quints


Rammus's main attribute to his team is his mobility.
335+105 = 440 Standard Movespeed 440*1.045= 460 New Standard Movespeed
440*1.65 = 726 Powerball movespeed 460*1.65 = 760 New Powerball Movespeed
A 20 standard and 34 Powerball movement speed difference is massive.
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Masteries


Defensive Masteries


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Utility Masteries



  • Summoner's Insight reducs your cooldown on flash allowing you to get into and out of fights.
  • Wanderer allows you to get around the map faster which allows more ganks.
  • Mastermind gives you extra cooldown reduction on smite and flash.
  • Improved Recall makes you get out of sticky situations faster and get back to lane quicker.
  • Runic Affinity is a must for any jungler by increasing the buff duration time which allows the jungler to have better ganks with the blessing of the elder lizardbuff or better sustain mana wise with crest of the ancient golem buff.
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Abilities


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

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Powerball


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Defensive Ball Curl


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puncturing taunt

Puncturing Taunt


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Tremors

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Rammus gains additional damage as his shell becomes reinforced, converting 25% of his armor into damage. The passive allows him to still be a major factor while he still can be tanky.
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Rammus switches to his ball state, continually increasing his movement speed. Upon impacting with his enemies, they will be knocked back for an instant. Additionally, targets affected by the impact will be slowed for 3 seconds. Powerball can last for up to 7 seconds. This ability allows him to have great mobility and initiate fights. You will take it in the 2,14,15,17,18 spots.
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Rammus goes into a defensive formation for 6 seconds, increasing his armor and magic resistance by 40 / 60 / 80 / 100 / 120 and returning 15 / 25 / 35 / 45 / 55 (+10% of total armor) magic damage to attackers. This ability allows Rammus to have fast jungle clear times and become a major tank in team fights. You want to get this ability in the 1,3,5,8,10 spots.
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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 ability is what makes his ganks amazing by being able to taunt the enemy laner so your team members can focus them. You want to take this ability in the 4,7,9,12,13 spots.
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Rammus creates tremors beneath him for 8 seconds, dealing 65 / 130 / 195 (+30% of ability power) magic damage per second to nearby units and structures. Maximum magic damage is 520 / 1040 / 1560 (+240% of ability power) Rammus can move, attack and use other abilities while it is in effect. This ability allows him to deal tons of AOE damage in team fights. It has a small cooldown so you want to uses it any time you attack an enemy champion. Take this ability in the 6,11,16 spots.
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Spells


Flash

Flash is a great summoner spell. It allows you to manipulate you position in an instant. The ability to jump over walls allows you to Smite steal dragon/ baron nasher and initiate team fights with ease. The best combo for an initiation is to charge up your Powerball and flash to the enemy team's carry and taunt them. Have your team follow in and capitalize on the sunned carry.
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Smite

Smite is a must for any jungler, it deals 490-1000 true damage (depending on champion level) to target enemy minion or pet. It has a 70 second cooldown, but with Summoner's Resolve it gives an extra 10 gold on use. This item allows you to take the red and blue buffs faster. It also allows you to steal/secure baron nasher/ dragon which could turn a game around.
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Ghost

Ghost is an optional spell for Rammus because it is not as good of an initiator as Flash, but it does allow you to chase down opponents who are fleeing. You can initiate with Ghost if you use your Powerball then activate Ghost. Most likely for this to work you should come from a bush.
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Counters


Rammus's powerful ganks and teamfight ability is from his Taunt. While his mobility is great and taunts are powerful crowd controls, he can be countered. Rammus cannot jump around the map like other junglers, instead he moves in a fast motion towards an enemy, which can leave him wide open. Here are some simple ways to counter the Spiked Armadillo:



Move Impediment

Since Rammus can't jump to the opponent in a gank, he can be left wide open while ganking if his team mate hasn't locked you up already. If you can land your move impediment, Rammus will be unable to move which can allow for an easy escape. Remember Rammus can still cast his taunt if his is snared or slowed so make sure to keep your distance! Rammus cannot use his puncturing taunt if he is stunned.

Champions With Stuns/Snares


How To Fight The Counter


Rammus can fight stuns/snares by having the enemy champion already suppressed when he ganks. He can also try and stay between the enemy and ally minions. Rammus can use his Flash to help avoid skill shots and reposition him so his Powerball knocks the enemy up.

Mobility

Rammus can get around the map quickly, but it isn't very fast compared to champions with an instant getaway. He can still land his taunt if he has good positioning in the gank but you still have the advantage over him. puncturing taunt has a very limited range and he has to be up close and personal to you for him to activate it. When fleeing try and keep a safe distance because if he lands puncturing taunt you are done for.


Mobile Champions



How To Fight The Counter


Most of these mobile champions don't initially pick there mobile spell so therefore try and get early ganks on the enemy champion. If your early gank is succesful you could get your lane to snowball ahead of the other champion. You can also wait until their spell is on cooldown. Don't hesitate to use Flash if needed.

Silence

Silencing an opponenet makes them unable to cast abilities, Flash, and Teleport. While this makes it so he can't taunt you he still can knock you up. You still need to have mobility when using a silence because he can taunt you while the silence wears off. Try and keep your positioning in lane so if he does gank, your silence will last long enough for your escape.







Silencing Champions


How To Fight The Counter


Silences are effective against Rammus because they take away his most important tool in game. But, Rammus can still deal a lot of damage and slow the enemy without his taunt. To counter silencing champions activate Soaring Slam before you gank so you still deal damage toward the enemy and taunt them when the silence wears off.

Spell Shield

Spell shields are a very useful tool against rammus because his taunt will be negated. Spell shields can be a problem because they will normally pop if an ability is used against them. His Soaring Slam or Powerball can pop them so try and time when you use it so it pops right as he taunts you. Don't rely on it to save you in every situation but have it as a backup plan.






Spell Shields



How To Fight The Counter


Rammus is mobile and can get around very easily, so use your mobility to your advantage and have Powerball or Soaring Slam pop the shield and then use puncturing taunt. Morgana's spell shield will not pop so have to wait for it to go away for you to use your taunt.
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Early/Mid Game Items


Hunter's Machete & 5 Health Potions

This setup is the standard for any jungler. The five Health Potion are perfect to survive the early game against jungle creeps and help regen in early ganks. The Hunter's Machete gives extra damage per auto attack making your clear times faster so you can gank more and not burn as many Health Potions.

Madred's Razors

I know this item on Rammus seems weird but I promise this item is totally necessary. The 25 armor given by Madred's Razors gives 6.25 attack damage plus the 60 extra damage per auto attack by its passive adds 66 damage per auto attack. Madred's Razors are really strong early game and will be sold later. Spirit Stone isn't as useful because Rammus doesn't need the health or mana regen and has slow clear times.

Locket Of The Iron Solari

The Locket of the Iron Solari is an insanely good early game item because it is cheap (at 1850 gold) and gives great stats. The health, armor, and shield makes him more tanky early game. The health regen gives him good sustain in the jungle. The cooldown reduction at 20% (item description is wrong) allows Soaring Slam to be used every 48 seconds, which allows him to clear camps faster, deal more damage on ganks, and push down towers.

Boots Of Mobility

I prefer the Mobility Boots over any type of boots. Levels 2 boots grant +45 movement speed (except for Boots of Swiftness). The extra 60 movement speed given by these boots allows you to have more of a map presence, have faster ganks, and synergizes better with Powerball and Enchantment: Homeguard. Ninja Tabi are better for tanking but are too slow making him less of a presence as a jungler. Mercury's Treads give good tenacity and magic resistance but again are too slow. If the enemy is crowd control heavy or their enemy adc is fed then by all means get either of these boots, but understand you will be losing Rammus's speed.

Spirit Visage

Rammus's magic resistance is fairly weak early game. While armor is a priority, magic resistance is essential to his survivability. Spirit Visage is another one of those items that gives great stats while still being cheap (2200 gold to be exact). The 200 health, 50 mr, and 20% health regen gives Rammus great survivability. The 20% cooldown reduction gives him the full 40% CDR with Locket of the Iron Solari.
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Late Game Items


Banshee's Veil

Banshee's Veil is good against any ap heavy team. The 400 health and the 45 mr is great for adding to Rammus's tanking ability. The 300 mana allows him to spam Soaring Slam every 36 seconds with the 40% cdr from the Locket of the Iron Solari and Spirit Visage. The spell shield allows protection from sudden engages from Zac or Malphite which makes his dis engage much stronger. Only buy this item after a Runic Bulwark and Spirit Visage if they are producing massive magic damage (watch out for Veigar, Ryze, and Anivia)

Sunfire Cape

Sunfire Aegis can deal a lot of damage in both the jungle and in team fights. The 450 health and 45 armor makes him tankier. The extra 40 magic damage per second has a massive range which makes it hit almost all the targets if he is is in the middle of a fight. The damage allows Rammus to improve his clear time of jungle camps, dragon, and baron nashor.

Warmog's Armor

Warmog's Armor is cheaper than most other tank items (at 2830 gold) and gives an insane amount of health (1000 health). The item is great if you have enough armor and magic resistance, but if you do not then the 1000 health means nothing. You always want to take this as your 5th or 6th item so you already have a large amount of resistances to make the health more useful. The passive also synergizes with the Spirit Visage as well.

Randuin's Omen

Randuin's Omen is a very strong item because it has 70 armor (to synergize with Spiked Shell) and 500 health to make him a very potent ad counter. The item's active makes it hard for the enemy team to dis engage and avoid crowd control with a 35% slow for 2 seconds. The active adds one more second per 100 armor and mr, which synergizes with Rammus's high resistance build. The passive debuff helps counter against fed ad dps champions.

Runic Bulwark

The Runic Bulwark is a great team oriented item because it gives 300 health, 55 magic resistance, 30 armor, and 10 health regen, which fits Rammus's role. The aura on this item gives surrounding allies 10 armor, 25 magic resistance, and 10 health regen which can change team fights. This item is a must on any team because it makes every one of your teammates a lot stronger and gives you a lot of great stats too. Always buy this item if no one else is building it on your team.

Thornmail

Thornmail is the best counter to any ad champion. The 100 armor makes him very tanky and able to withstand attack damage. The 30% return damage on auto attacks makes him strong against any attack damage dps carries with lifesteal. The one issue of Thornmail that doesn't make it as strong as it should be is that Rammus will naturally have a lot of armor, but not enough health. Also he is still vulnerable to attack damage assassins (such as Kha'Zix, and Zed) because there will not be enough health to work with the armor. If their ad champions get fed early game, you can buy this instead of a spirit visage.
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Early Game Jungling


Welcome to my 3.8 patch jungle update. Since all camps start at 1:55 and the actual buffs give more experience, I have had to change the route you take as a jungler. There are two options to this strategy, you can either gank at level 3 or level 4.

LVL3 Jungle Route



Pros


+ Earlier ganks


+ Prevent Red Buff Steals


+ Get first blood


+ Help snowball lanes



Cons


- Weaker early game


- Force an early recall


- Can give up buffs



LVL4 Jungle Route



Pros


+ Faster clear times


+ Enough money for first recall


+ Set up for lane ganks easier


+ Helps survivability when ganking



Cons


- Greater chance of counter-jungling


- Can't help lanes in need of assistance


- Enemies could be stronger than you


- Lanes fall behind


Level 3 Jungle Route



Step 1)


a) Put first point into Defensive Ball Curl


b) Have nearby lanes help leash blue buff


c) Use two Health Potion


Remember: DO NOT USE SMITE ON BLUE BUFF!




Step 2)


a) Have your nearby laners back off so you don't lose experience


b) After the buff is killed put a 2nd point into Powerball




Step 3)


a) Activate Powerball in the middle of the lane


b) have Powerball initiate the buff


c) use one or two Health Potion




Step 4)


a) Alternate between Defensive Ball Curl and Powerball


b) Use Smite to kill red buff




Step 5)


a) Gank a nearby lane




Level 4 Jungle Route




Step 1)


a) Put 1st point into Defensive Ball Curl


b) have nearby lanes help with blue buff


c) Use one Health Potion




Step 2)


a) Use Smite to kill blue buff


c) Put 2nd point into defensive ball curl




Step 3)


a) Use Powerball to initiate the wolves camp


b) Alternate between Defensive Ball Curl and Powerball


c) Use one Health Potion




Step 4)


a) Activate Powerball in the middle of the lane


b) Use Powerball to initiate the wraith camp


c) Alternate between Defensive Ball Curl and Powerball




Step 5)


a) Use Powerball to initiate red buff


b) Use two Health Potions




Step 6)


a) Alternate between Defensive Ball Curl and Powerball


b) Use Smite to kill red buff




Step 7)


a) Initiate the double golems with Powerball


b) Alternate between Defensive Ball Curl and Powerball


c) Use last Health Potion


d) Put your 4th point into puncturing taunt




Step 8)


a) Gank a nearby lane


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Counter Jungling

Counter jungling can decide games depending on how good or bad you are at it. The point of counter jungling is to put yourself ahead of other junglers and set the enemy jungler behind. Watch this informative video by Gbay99 about counter jungling.



My guide on how to counter jungler


Step 1
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Jungling Tips


Rammus is a jungler, he is best at staying in the jungle and farming up until you become a late game monster here are some simple jungling tips to help out your jungling experience.
  • Always help out lanes if:
    • If they are not there. In that case just last hit don't push!
    • If they are getting pushed
    • If they are far behind and need a gank
    • Finally, if there are multiple enemy team members there so the laner does not loose a 3v1 fight and a tower.
  • Focus ganking lanes that are:
    • Behind (in kills or farm)
    • Not warded
    • always being pushed past the middle of the lane.
  • Buy an Oracle's Elixir if you get a couple of early successful ganks to clear out wards.
  • Always grab a creep camp whenever you can, but not when there are more important matters ( baron nashor, dragon, team fights, etc.)
  • Give up your blue buffs early game to your mid lane if they are mana hungry cahmpions ( Morgana, Ahri, Karthus, etc.)
  • ASK YOUR MID IF THEY NEED BLUE BUFF! If they don't need blue buff and your top laner is fine then feel free to take it.
  • When you reach the mid-game give up your red buffs to the adc (you should have it early on for better ganks)
  • Use smite when ever you get a chance early game (but make sure to save it for the buffs), and save it for dragon and baron nashor in the late game.
  • If you see the enemy jungler anywhere on the map (bot, top, mid, red buff, etc.) Make sure you counter jungle or gank a lane they are no where close to.
  • Counter jungling rules:
    • make sure the enemy team doesn't know you are in there
    • Always grab the larger creep (blue wraith, larger wolf and golem, red buff, and blue buff)
    • Leave on of the smaller creeps if possible (turn off your Defensive Ball Curl if they get close to dying)
    • Wait to use smite until you can kill the creep with it (the enemy could smite it and take it from you)
    • Use your smite even on the non-buff camps to steal it faster.
  • DO NOT RAGE AT YOUR TEAMMATES IF THEY ACCIDENTALLY KILL ONE OF YOUR CREEPS WHILE LEASHING! Remember that it is purely an accident and you create a poor atmosphere which can be detrimental to teams.
  • If there is a team fight, BE THERE! Your presence could make the difference from a successful team fight to an ace on their part.
  • Always keep a positive attitude! A good mentality can go a long way.
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Ganking


What makes Rammus one of the best junglers in season 3? Simple, his ganking power. As I mentioned earlier he is great at locking down carries, which does include ganking as well as team fights.

Here are some simple steps to ganking:


Step 1: Wait until the enemy is past the middle of the lane

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Step 2: Charge Powerball in the bush until you are at full speed

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Step 3: Charge into the lane and hit the enemy with your powerball

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Step 4: Taunt enemy and then activate your Defensive Ball Curl

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Step 5: Tank their damage and let your teammate deal most of the damage

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Step 6: Attack and chase them until they are dead or at their tower


REMEMBER: IT IS A SUCCESSFUL GANK IF THEY BURN A SUMMONER SPELL! SO DO NOT GET GREEDY!

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Summary


Rammus is an amazing jungler and he is a lot of fun to play, so be a fun guy/gal to play with and follow the Summoner's Code. I find League Of Legends more fun when everyone on my team keeps a good attitude through the thick and thin.


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Thank you for reading my guide on Rammus! This is my very first guide so any feedback you give me helps me out a lot. I would like to give a shout out to jhoijhoi for her template on making a guide and her BBcode instructions. Give me a +1 if you enjoyed it! I hope this guide was helpful and gave you a basic ideal on how to play Rammus. Have fun and taunt fear into the enemy summoners!



Guide Edits:


Edit 1(1/27/13): Added Warmog's Armor and description to "Other Good Items".
Edit 2(2/07/13): Changed two point in defensive masteries to Good Hands and Reinforced Armor from Legendary Armor
Edit 3(2/20/13): Added Twisted Treeline build
Edit 4(3/09/13): Added ganking chapter.
Edit 5(3/19/13): Added Ganking The Rift build
Edit 6(3/20/13): Updated Jungle Route/Ability Usage and updated example build for "the ultimate tank"
Edit 7(3/29/13): Updated the item descriptions. Switched Warmog's Armor to core items and Guardian Angel optional items. Also added "Counters" chapter.
Edit 8(6/6/13): After playing more ranked games and listening to advice I totally changed my early game strategy on how to play Rammus.
Edit 9(6/19/13): Redid the items chapters.
Edit 10(6/22/13): Redid the jungling chapter
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