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Build Guide by Kalendori

Not Updated For Current Season

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League of Legends Build Guide Author Kalendori

Squirtle found a new shell

Kalendori Last updated on January 10, 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: 1

Strength of Spirit
Veteran's Scars

Defense: 21

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 8

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The rune build is simple Straight armor glyphs. This is due to the soul fact that Rammus gains attack damage from armor. Because of this rammus does not need damage items at all. And he will also take less damage. Also Defensive curl will also increase your damage output and stack with the glyphs you have decided to put into your rune page. This will improve your gameplay massively with rammus.

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The masteries i chose are as follows, 3 in hardiness because of more armor, 2 into resistance cause we all need that extra magic resistance from any toon, evasion because it will lead on to the next mastery i am announcing which is nimbleness which provides extra running away speed, then i put 3 into harden skin, then i put 4 into veteran scar because it will increase the force of nature's passive effect on rammus, max out ardor just for the extra attack speed and ability power, then tenacity for the reduced damage output on rammus, then i go into the offense masteries and get cripple which further benefits the use of exhaust, then i max out perserverance for the extra health and mana regeneration and put 1 point into good hand while ending up with 4 points in awareness which give you that much of an advantage of gaining levels and out leaveling the enemy champs.

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When I first start out I get Cloth armor, 3 health potions and 1 mana potion. This allows me to stay in the lane much longer and have a lower chance to lose mana in a middle of a fight. After that i usually have 2-3 kills by then and I hit my blue pill (Recall) and pick up the ninja tabi immediately following is a chain mail to build up for the thornmail i want desperately. Thornmail is a Extremely important item for rammus it not only give you armor but the passive also stacks with your defensive ball curl which shall make it super overpowered. Next i start heading for a Guardian angel because at this point in the game i usually start dieng alot due to the fact that im the initiator in group fights. This gives me more armor,magic resistance and the passive offers more survivability which is extremely important for rammus. After that i go for the sunfire cape which the passive stacks with my ulti and (ill probably say this over and over) Adds more armor and give you plenty of health for the item it offers. Next I start hitting up the warmogs and get massive amounts of health. The reason why is because the next item im going to get is going to require alot of health so it will actually make a noticeable difference in my health regeneration. This item is force of nature, not only health regeneration it provides 76 magic resistance and a little bit of movement speed to catch up to those fast bastards ;)

Here is the list,

Ninja tabi - +25 Armor
+12% Dodge
Passive UNIQUE: Enhanced Movement 2

Thornmail - +100 Armor
Passive UNIQUE - On being hit by standard attacks, returns 30% of damage taken as magic damage. A minimum 15 damage must be received.

Guardian angel - +68 Armor +38 Magic Resistance UNIQUE Passive: Revives your Champion upon death, restoring 750 Health and 375 Mana, this effect can only occur once every 5 minutes.

Sunfire cape -+450 Health +45 Armor UNIQUE Passive: Deals 40 magic damage per second to nearby enemies.

Warmog's armor - +920 Health +30 Health Regen per 5 sec Passive: Permanently gain 4.5 Health and .15 Health Regen per 5 sec per minion kill. Champion kills and assists grant 45 Health and 1.5 Health Regen per 5 sec. Bonuses cap at +450 Health,

Force of Nature - +76 Magic Resist +40 Health Regen per 5 sec +8% Movement Speed UNIQUE Passive: Restores 0.35% of your champion's health every second

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Summoner Spells

The reason I use exhaust and ignite is because one Ehxaust is used for people who run away from your or you don't want them to life steal. Two is ignite and that is just another way to block those little lifesteal characters who get on your nerves ;)

Here are the summoner spells I use

Ignite - Ignite is a damage over time spell that targets a single champion, dealing 50 damage plus 25 damage per level over 5 seconds. Ignite ignores enemy Magic Resist, and reduces healing and regeneration by 50%.

Exhaust - Blinds the target and reduces movement speed by 40%

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This is a build that I have found extremely well whenever I play rammus.Rammus is not only a tank but is a amazing carrier as well. Rammus is op right of that bat starting with that power ball. Its the ultimate chasing move and running away move. On top of that Defensive Ball curl Increases your damage (Due to passive) Reduces all damage done to you and anyone who is attacking you will get damaged a bunch. This skill is very effective on auto attackers like Master yi, Twitch, Caitlyn and so on. Along with those op abilities rammus has puncturing taunt which allows him to taunt and enemy chapion for up to 3 seconds as well as reducing the amount of armor they have. Finnally tremors which is rammus's ultimate not only does it do a aoe effect on enemy champions it will tear down structures. So if your laning with someone who is an excellent tower pusher like Jax,Taric,Sivir, and so on you can say bye bye to the enemy turrets on the map.