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Recommended Items
Spells:
Teleport
Revive
Items
Ability Order

Spiked Shell (PASSIVE)
Rammus Passive Ability
About Me
Hey I'm Shocked Bunny
I'm no pro or anything special but I am highly motivated and passionate about league of legends and love coming up with out of the ordinary techniques. Started playing season 1 and mainly played mid. Near the end off season 2 I decided to stop messing around and get out of elo hell. Went up around 500 elo with mainly shaco. Season 3 I started to fall down and when I decided to win again I went up 300 elo in the course of a week using my rammus. I am currently at around a 64% win rate with rammus in over 300 games so I can say i have a pretty good understanding of the champion. Hope you enjoy my guide :) and if you have any question or concerns leave me a comment or send me a PM.
Sorry for posting too soon, archiving soon once i finish copying all to another page. Please comment any advice you might give me about the order i pu things in or what you dont like about the completed sections(Finished up to counter). All comments - or + welcome, taking down soon
First off: I won almost all the games I played with my typical build besides the ones where my team surrendered. Surrender is one of the biggest problems because people don't understand how hard Rammus can carry. So I guess that will be my first piece of advice. DO NOT SURRENDER a ranked game things can always turn around especially if u have someone who can take down towers quickly, someone who can tank towers well, and the speed to do it in time. Rammus does well in these categories so just believe.
I've been updating this guide trying to give you the most information I can before releasing it so I hope you enjoy it and find the guide useful. I will continue updating to go over what to level up, what to buy, how to survive top lane, and some different strategies amongst other things.
PRO # 1
+ Extremely Strong Late Game PRO # 2
+ Great AOE damage ] PRO # 3
+ Can (if build right) 1v1 all but the tankiest champs PRO # 4
+ One of the Greatest Mobility allows for: easy engages and disengages, roaming and ganking during laning phase, split pushing, countering split pushersPRO # 5
+ He is a cute character and lovable PRO # 6
+ He is one of the strongest tanks with W on. Great for a squishy team vs 2 tanks. He Can tank the whole enemy team and be an excellent peeler for carriesPRO # 7
+ He can turn the game with the ability to tank towers, split push hard, destroy carries, tank with two lives with suggested build. Ultimately raising the teams moralePRO # 8
+ Has the games longest most annoying taunt allowing him to disable carries or bruisers and bring them into lethal dangerPRO # 9
+ This build has the element of surprise he can come out of nowhere and destroy an unsuspecting enemy team.Other Pros+ Versatile Builds - can be tanky, bruiser, mobile, and/or heavy magic dealer + Can spend long amounts of time in lane due to his kit that prevents diving when hes low, and his high mobility that allows him to come back to lane quickly wither from shop or from ganking lanes allowing maximum about of experience while providing utility for the team + Due to his kit and my build he is able to destroy adc's even once your team has fed them. A phrase that applies quite nicely from boxer Robert Fitzsimmons became " The bigger they are the harder they fall" + Is currently one of the top 3 champions with highest win % |
CON # 1
- Weak early game CON # 2
- Summoner's Spells can make raggers rage or troll in champion selectCON # 3
- Needs Team cooperation without it rammus will fail or he will have a hard time carrying everyone. What could be a great initiation with teamwork can get rammus screwed without- requires teammates with attention communication reliability and reflexesCONS # 4
- Rammus is skill dependent and kinda useless when abilities on cooldown, an early ultimate can cause a team fights to be postponed and might cause team to lose out on opportunitiesCON # 5
- Weaker than other tanks when his W - CON # 6
- He can be countered completely in champion select (with heavy cc, ap, and true damage champions) if chosen early making him kinda underpowered in gameCON # 7
- Need a decent amount of experience to succeed, so I took him out of jungle and into lane where. He is a slow to medium speed jungler who can be easily counter jungled and cause him to fall behind.CON # 8
- Can get kited and kept away from ranged champions in lane by use of minons taking away the power of his CON # 9
-Slow attack speed CON # 10
- Item dependent - needs extra health in order to use the armor that builds so well on his kitCON # 11
- Very low damage when building full tank CON # 12
- He is a melee champion with no sustain and with a high cost q ability, proper harass in lane can make him need to go back to base often
|
Click Here to go to Skill Sequence
Abilities
Passive:
Spiked Shell
Q:
Powerball
E: Puncturing Taunt
R:
Soaring Slam
General color reference for stats used in abilities : Armor______Mana_____Ability Power_____Attack Damage
Skill Sequence
Click Here to go to Simplified Skill Sequence Breakdown
With
You might want to max
So pretty much if you are going to need to tank the damages to be able to get some farm then
Updated simplified verison
- Max Puncturing Taunt E to lockdown enemies
- Max
Defensive Ball Curl W to increase tackiness
- Max
Powerball Q mainly for team fights since it will be the only AOE CC, normaly
maxed last since in lane the main usage is the speed which does not increase with levels
- Level
Soaring Slam R as soon as possible for max damage output
I will go into 3 of the rune pages I use and why I use them. You might disagree and that good the more variety the better, comment the runes you would use and why. I can try and see how good they work. But here are the three main pages I use.
Standard:
Runes
9
9
9
His build and kit are strong late game so in my opinion he is not too rune reliant later. For this reason I get early game runes that allow for easier laning where he fails the hardest. With these runes and no masteries he ups his base attack damage by 11.8 from 54 to 62, and his base armor from 24.8 to 37 which then increases attack damage an extra 9 point to 71
To Summarize Base Stats
60->71 Attack Damage
25->37 Armor
506->584 Health
Roamer:
Runes
3
- A) I can trust my team to carry well in case I fail and need more time to catch up
- B) I feel it is an easy lane,
- C) Im in normals and plan on messing around or getting fed hard.
9
9
9
This build will do better late game if successful early game but farming and surviving will be a lot harder. This is a good rune page if you build medium damage in my opinion, since heavy damage will have these abilities build into the items and will be safer to run with standard runes.
To Summarize Base Stats
60->63 Attack Damage
37 Armor
335->350 Movement Speed
620->647 Max Powerball Speed
0->7.5% Magic Penetration
RamDam:
Runes
Look at my previous 2 rune pages to understand how each of these runes work
This is my rune page when I plan to go heavy damage. I get a little extra tankiness from health quints making early game easier and also allowing independence from tanky items to allow for a more damaging build. The magic penetration will also cause these items to have a stronger effect.
To Summarize Base Stats
60->63 Attack Damage
37 Armor
506->584 Health
0->7.5% Magic Penetration
Other Options:
Greater Mark of Hybrid PenetrationGreater Mark of Hybrid Penetration

As far as masteries go, I try and get as tanky as possible while getting the utility required to use summoners spells more often and with more effect since teleport and revive have such a long cool down.
IN UTILITY
3 points in
IN DEFENSE
The most essential masteries in this category for me are 4 points in
Bonus: Level up
And here is the reason almost everyone thinks im a troll. If you go ahead and read the background you might get an understanding of how I got to thinking these spell might work. But its shear stats that show they work. Even when team troll my spell work. But if you dont want to trust then there are other options that work quite nicely. I will go over each spell , its usefulness, its pros and its cons to help you make a decision of which you would like best :)
My God Tier
Explanation:Teleport is one of my favorite summoner spells on my top lane rammus. It combines very well with homeguard andPros:High Utility, Works Well WithCons:Medium High Cooldown, Can Lead to quick death if done with bad timing. Not an an offensive, defensive, or escape spell. |
Explanation:I like to think outside the box. I also like to make strategies and tactics. Revive provides many of those which I will explain in later. Works well on rammus because he can pretty much die revive and get back in the action with his speed. You need to master when to use.Pros:1 extra life/teammate. Extra health withCons:High Cooldown, Might make people think they can die whenever they want to cause they can come back with revieve WRONG!!!!. Will make everyone think you are a troll and people might troll or afk because of it. |
Explanation:Flash is what everyone wants to get on rammus and because of it I out it on got tier. I honestly use it more as a situational spell. Dodge Malphite's, Lux's, draven's, Cho's Ultimates. Also to escape jarvan's ult or other characters which are hard to escape otherwise. I would also use it to kite around a tower, survive a dive, or juke. It can on top of that be used for what everyone else uses it for - jump obstacles like a spikey pony and allow for a better chase/escape.Pros:Great Escape, works for jukes, disengages, dodging, avoiding minions, flashing over a person to hit them withCons:Medium High Cooldown, Few uses in team fights |
My 2nd Tier
Explanation:When you cant escape with powerball this gives you a good distance from enemy till you can powerball.Pros:Stacks Speed with homeguard and powerball, Good when stuck behind a wall of minons.Cons:Medium Cooldown. Powerball is basically same thing in situations without minions and is much lower cooldown. Flash much stronger as escape |
Explanation:If your jungler just wont pick it up or you dont trust them and you yourself are a great objective smiter.Pros:Low cooldown. Can secure baron for team with his mobility and tankiness he does a good job of stealing 1v5. Few extra gold in lane with mastery. Can smite a minion out of the way if you need to powerball through.Cons:Pretty useless in lane. Again might be called troll. |
Explanation:Useful vs high sustain champsPros:Great against heals, does true damage so good vs tanky champs for last few bit of health ex. Poppy, Ram. Prevents enemy from escaping with low healthCons:Medium Cooldown. Works better on other characters. Can be canceled |
Explanation:Helps in survivability and BaitingPros:Great for tower baits or to prevent tower dives if they know you have it, Good when you tower dive to a tower hit. Counters Ignites damage.Cons:Medium cooldown, Not too useful late game |
Situalional/Meh Tier
Explanation:This one is worthy of second tier but I would say this will depend on who you are laning against. It would definitely have its uses but it really depends.Pros:Can be used like barrier for baiting or surviving under tower. Can be used to slow down enemies after diving so they take more hits. Can be used to slow enemies engaging or being chased. Can be used on a nuker or high damage champion to buy some time.Cons:Does not stop true damage. Ignite is normally what kills when they tower dive and that will still hurt. Can be removed by champions like ali,olaf,yi or with cleanse. |
Explanation:Since you are tanky heal wont do much %health but the health given will be worth a lot when weighted with your armor and other defensesPros:Can be used to bait, save teammates, survive one more attack, health is worth a lot to rammus because of his tankinessCons:Pretty useless vs ignite, less health than barrier, low % health gain |
Explanation:Useful vs high cc teams that wont let you get your job done. Also can prevent early deaths. Very situational and not generally useful. If needed i recommend buying qss over getting this spell if you actually notice that you need it in game. In my opinions summoner spells you can buy in shop just aren't worth it.Pros:Removes CC, Removes Ignite.Cons:Can be bought in shop, much better spells to use. |
No tier
Explanation:Useful if you need mana but pretty much pointlessPros:Restores a bit of mana, Works to whole teamCons:Rammus is not that mana hungry to require this |
Explanation:Not very useful on rammus better support get it. But nonetheless there are still uses if you like this spellPros:Low Cooldown. Can try and see where the jungler is for your team so the lanes know when they can push. Can see if your going to be counter ganked when you gank a lane. Can check objectives and have vision in vital places of map that have no wards.Cons:Partially chance based that you will see anything. There are better spell more useful. |
Starting Items
Before picking any items look at the enemy top lane and jungler. These should make you decide on your items.
Prefered Items
If your top lane is skill shot based boots might be a good option. This will also allow for dodging and escape from ganks. With the lower boot cost i'd recommend 3
If your top lane opponent is physical attack damage heavy or you want to go with my preferred option, get cloth armor as you starting item. It is my preferred even vs mages because in early levels magic attacks normally wont do much. Cloth will give you 15 armor, 1.5 damage on your
If you plan on buying early mercury's threads, and/or you think your opponent will deal good magic damage and cause you to back early, or he has heavy magic poke you cant dodge, then this might be a good item for you. It will keep magic from hurting you or your farm too much early. You can build this vs non magic dealing champs if their team has CC you want to shorten and you think your lane will be easy and you can get away with this item; I'd recommend getting boots in this case thoughOther Items
I rarely build this especially now that it has no armor. Based on the passive however this might not be too bad an item if you get an adc or someone who relies heavily on auto attacks. It will provide a decent amount of health and sustain early game and then you can build some armor on top when you back.
There are a couple of things(Spells, Items(and their effects),Abilities,Champions,and Strategies) that counter
- Tenacity such as
Mercury's Treads - Magic resist such as
Banshee's Veil, - Cleanses like
Quicksilver Sash and
Cleanse - Certain champion abilities such as:
- (1) High percentage slow 50-99% such as
The Box,
Ice Blast,
Noxious Trap,
Cripple,
Wall of Pain,
Bola Strike
Wither, and
Mega Adhesive.
- (2) High sustain such as
Battle Cry which will heal
Xin Zhao even if he is not dealing that much damage to you, same with
Shen's
Vorpal Blade and
Aatrox's
Blood Thirst / Blood Price.
Other typess of sustain that work well vs
Rammus include
Warwick's passive
Eternal Thirst,
Cho'Gath's passive
Carnivore,
Nasus's
Soul Eater,
Lee Sin's
Iron Will,
Sion's
Cannibalism,
Swain's
Ravenous Flock,
Tryndamere's
Bloodlust.
The last set of high sustain abilities while they might be annoying can be countered with
Rammus's kit alone, these include
Akali's passive
Twin Disciplines,
Master Yi's
Meditate, and
Fiddlesticks's
Bountiful Harvest.
- (3) True damage such as
Silver Bolts,
Feast,
Noxian Guillotine
- (4) As well as percent damage such as
Neurotoxin/
Venomous Bite,
Bio-Arcane Barrage, and
Null Zone.(Magic will hurt more naturally due to the higher armor tankiness)
Stategies to be careful of:
I will just give a short summary but expand later when talking about match ups
Chogath is one of my least favorite champions to go up against. If laning against him, early game is difficult due to his high sustain and ranged poke and cc. Later into the game he can get extremely tanky and peel you off with CC, Deal heavy magic damage, or simply just eat you and ignore all your tankiness
Darius can also be very annoying in lane due to his mixed damage, armor penetration, true damage ultimate, fair damage range, and his ability to pull you back as you are rolling away. Mid and Late game he is not that big of a problem but his pull can be and excellent peel if you are trying to get to a carry
Vayne is the ADC that counters the counter ADC, I give props to great vayne and say a great vayne will will or escape if played out right. In lane, if she happens to go top, she can harras you all day and keep you from hurting her. Max W and Roam its all you can do. Later in game if you can catch her off guard you can hold her down to do enough damage but her
With her high mobility she can escape your engages, taunts, and get out of your damage range if you are to attack her team. She can peel you off with
With his high AA sustain, shield, high mobility, slow, and Kick he has a kit to pretty much counter you with easy. In lane he can deal good damage from afar, if hes faster than you he can jump to you with
Amumu is just annoying, I havent seen him top but his
Sejuani is just a hoe, she slows constantly can launch herself at you if you try to escape breaking your
She has armor shredding (20% :/) << main reason, she can jump to you like amumu and stop powerball, she can use her ultimate and disable you from attacking carries very well.
Another armor shredder this time 30% with rammus being armor reliant this can hurt rammus really hard. He can deal good poke in lane and safely escape, he can bait abilities with clone or block powerball, his ultimate wont be stopped with taunt and even if you try and move him away from your carry it'll knock you up into the air and you dont taunt him anywhere
If playing against him top you are going to have a hard time, he can poke you since he is ranged and avoid ur W or thormail damage by using his abilities. Similar to Wukong, Kennen's lt will disable you if you try and taunt him, he also has other cc from his abilities to keep you from getting to him, and his lightning rush can be used to escape you or tank some damage then CC you then escape
Malzahar is a character I used to play a lot in seasons 1 and 2 so I understand how much he can do to rammus. His combo if properly timed and wiht a good build can destroy rammus or make him very weak keeping rammus from getting close to his team in fear of getting killed before touching anyone. He has a %health nuke, long range poke, and a long suppress that can keep rammus at a distance, waste valuable seconds off his ult, prevent rammus from taunting someone too far or kill the distance he could travel with powerball. His long range silence can alos keep rammus from taunting someone or beginning an escape
Very annoying in top lane, havent played against him in lane after the patch. His main annoyance is his low cd slow that prevents any chasing or disengaging from rammus
High sustain passive heals more than rammus can do in damage, he can get tanky and out damage rammus in a 1v1, he can prevent any chance of escape or chase with a constant slow
Pretty much he takes of rammus's tankiness with his ultimate which has a 40% armor shred , the tankier you are the tankier he gets, he also has a slow/wall to prevent rammus from getting to places
Has the ability to launch himself at you and disable powerball, then he has the ability to keep you in place with
Another ADC that can counter rammus, if he can keep his range on you he can keep you slowed and poke you with poison and his q which is basically a physical attack that will not proc thornmail or w :/. Only faced this guy top once and it was annoying, stacking armor and health will help end game but early you can either get to his face and make him use auto attacks with your taunt which will still leave you in danger if you cant kill him, or you can farm as best you can under tower dodge his poison, w his
Heavy magic healer with crazy sustain, he will do good aoe damage even if hes not targeting you and it will make it hard to get to him. On top of that he has a root and a slow. You must work with your team on this unless you build enough damage. Try and taunt before he ults or it will be kinda pointless.
He has some hard cc, he can launch himself at you while pulling you back and kill your
She has a root, a slow, and annoying shields, she can also finish you off from far away if you think you can escape with low health. Though you can dodge her abilities she still has a really long range poke and low cooldowns so its annoying to play against
Im not quite sure what it is about him other than his leap can stop power ball, he can leap mid taunt, his ult makes him very tanky, and taunting him just makes you take very hard damage. He is not someone you want to 1v1 and top lane is annoying. It might be just me but I almost never win lane vs Jax
He can just gallop away since he has a faster instant speed that you, also he can use his ult to disengage you or disable you
Deals percent damage every 6 seconds, he has armor shreading up to 26%, and his knock up and his ult can prevent you form escaping or engaging. This is one of the only times I run flash on rammus. There have actually been times where if in powerball you or jarvan can get knocked out of jarvans ult byt he ult itself
She has 2 % health magic damage abilities, can stun you if u chase , can use pets as well as
His cleaver does percent health as well as slow you severly, he can do good amount of aoe damage fro a longer rate than you can, can heal up to tank your damage.
Deals insane damage getting close to him, he has the games second strongest instant slow at 80% and reduces your magic resist making you even more susceptible to his attacks
was once a top ban who was feared by all. But then, in what appeared to be a matter of days, the God Rammus that used to roam around Summoners Rift vanished. For a while he lay untouched, his potential ignored, and his use mocked. Until two small wonders occurred.1. Homeguard was introduced into the League of Legends
2. With the help of trundles troll power and Rammus's amazing speed a new era was started
InvisibleFor me it all started one game where I had decided to play
InvisibleI played this a couple of times as jungle. I would feed at the start but eventually the enemies would be pushed to a dangerous place and our team would come back. I saw the awesome potential that if i started to lose it only made my (t)rolling more dangerous. I then realized that teleport worked with homeguard. I had always jungled
InvisibleOne moment that made me want to perfect this
InvisibleAfter this I looked for a faster better
CAUTION: YOU WILL GET CALLED A TROLL, PEOPLE WILL COMPLAIN AND LEAVE, BUT IF THEY STAY THEY WILL EAT THEIR WORDS.






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