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Recommended Items
Spells:
Smite
Flash
Ability Order
Spiked Shell (PASSIVE)
Rammus Passive Ability
Threats & Synergies
Introduction
Q (power ball)- Rammus rolls gaining great speed and when Rammus comes in contact with an enemy or creep, it will do a base of 100 damage and scales with AP.
W (Defensive Ball Curl)- defensive ball curl boosts Rammus's magic resistance and armor while also reflecting damage to creeps and champions who attack him while W is active
E (puncturing taunt)- Rammus taunts a single enemy who is then forced to basic attack Rammus for 1.25 seconds at level 1 and up to 2.25 seconds at level 5. While taunted, the monster or champion's magic resist and armor are significantly lowered. Taunt is very useful when taking Baron or Dragon
R (Tremors)- Rammus creates an earthquake around him causing damage to surrounding enimies and creeps, This ability has a very quick cool down- only 60 seconds but realistically only 45 once the effect is over, so feel free to clear minions and use it as needed wen ganking. Tremors also does damage to turrets, inhibitors, enemy nexus and neutral epic monsters.
Flash- great for Q- Flash ganks and escapes when powerball is down
Exhaust- Great for opposing multiple assassin teams. Making Ganks easier than as oppose to a flash- Q gank
Barrier- Fantastic for level 3 and early ganks in general (My favorite one to use and one i find most effective)
Teleport- Great for teleport ganks and global map pressure/ presence
Ignite- Great for secure, fast kills on a squishy team
Your maxing out order will be E, W, then Q (and R when you can, obviously).
Powerful Ganks
Scales extremely well in the late game
Does surprising amount of damage with ultimate
Possibly best level 3 kit in the game
highly mobile
Cons:
Slow clear time
Squishy pre-level 3 (not good for level one engages; unless you brought barrier or ignite)
Highly vulnerable to counter jungling
poor counter jungler
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