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Rammus Build Guide by MrGlHf

Jungle Thorn in the Flesh (Rammus S3)

Jungle Thorn in the Flesh (Rammus S3)

Updated on January 17, 2013
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League of Legends Build Guide Author MrGlHf Build Guide By MrGlHf 4 4 9,819 Views 7 Comments
4 4 9,819 Views 7 Comments League of Legends Build Guide Author MrGlHf Rammus Build Guide By MrGlHf Updated on January 17, 2013
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1
MrGlHf | January 17, 2013 11:01am
Your feedback is very appreciated and I will add the explanations for new Rammus players and unexperienced junglers. From what I read you certainly have a lot of XP with Rammus.

1) Yes, one can't follow a strict build, especially as tank. When you see all the AD's building Wit's End or face a lot of magic damage or %HP damage you have to adapt. When the AP carry is fed like crazy you go for more MR or enough health to survive the burst(s).

When the match does not go well one has to adapt and play more carefully. Can't expect to tank well at a score of e.g. 5/20. For Rammus this may mean hit-n-run tactics during his 6s of Defensive Ball Curl goodness.

2) Ability choices will get an explanation.

3) Smite+Flash may appear to be obvious choices to a seasoned player, but a short explanation does not hurt indeed.

Sunfire Cape could maybe fill a discussion of it's own. The stats and damage are perfect for Rammus, yes. It also helps his pushing and farming power. I've played Rammus with Cape maybe a dozen times and I would strongly advocate against it. Countless times I've bumped into some wolves or stray minion getting aggro, resulting in a missed kill, own or teammate death. Getting tower aggro may also be undesirable in many circumstances.

Thanks for your encouraging words, I'll try to improve this guide and appreciate all feedback!
1
The King of Talas (2) | January 17, 2013 9:32am
I am aware of the fact that this is still under construction, but you've made it public, I'm a regular Rammus player and I can only appraise what I see. I apologise in advance for any and all errors I may make.


1) Items: The item lists you've given have Thornmail, SotAG, Warmogs's and boots. So far so good. The first problem is, that you're assuming the enemy team is conservative and follows the meta setup or is attack damage heavy. What if they have a powerful AP presence? what if they have plenty of CC?

You may say, if that's the case then you shouldn't play Rammus. I guess, but sometimes you may have to deal with such a team, especially in normal games. Don't assume that the reader can automatically adjust, you will need to offer a few ideas for various developments in game.

Expand the list of situational items that a player can buy after/during/instead of the core build with a terse explanation for each item. The list is good, it just needs more flexibility.


2) Explanations: You were good and bad at this. Some aspects you did explain, such as the runes section. One example (and the largest) of what you didn't explain well was the ability point chart. You and I know why you have Defensive Ball Curl as your first ability, but a person who is new to Rammus does not. Don't assume they would, after all, people read guides to acquire an idea on how to play someone. Why max out DFC? why have one point in powerball early on and then not touch it until later? a newcomer needs to know why this is so.

3) Summoner Spells: Usually, guides will have a section on this, explaining why you chose the two that you did, listing possible alternatives and (possibly) explaining why other spells are not useful for the armordillo.

No Sunfire Cape? really? I see your logic but I must respectfully disagree; this item is really effective on Rammus as it synergieses so well with his taunt and ultimate, to say nothing of more durability. Indeed, one must be a bit more careful about minions, but in my experience a SC almost never changes whether or not minions are in the way. If they are, there's nothing you could do about it. One last note, in late game when minions cluster up into angry turret-threatening swarms, a SC will work so well alongside Thornmail, Powerball and DFC in quickly dealing with them.




Perhaps you were going to include/address all/most of the things I listed, but as I said, I can only judge whatever is offered. Overall, it looks promising, keep at it.
1
MrGlHf | January 17, 2013 6:42am
"Work in progress" means that I plan to add sections, maybe images and do corrections. Depends on the feedback.
1
Notorious621 (3) | January 17, 2013 6:39am
I used to like playing jungle Rammus, however, since his nerfs in season 2 he has not been a viable pick really. He could still do it in season 2 post-nerf, but season 3 has made his clear even worse. It is still possible to jungle him, of course. What I recommend is that you be careful in how much armor you get, Thornmail is practically useless in season 3 because of items like Black Cleaver. In order to get tanky, you pretty much have to get a lot more HP, rather than resistances. Looks like an interesting start. Thanks for your contributions.

Sincerely: Notorious.

P.S. I won't vote until you have further completed your guide. ~
1
I am Lord and Master (26) | January 17, 2013 6:31am
Then archeive your guide right now. Uncompleted guides get downvotes, no matter what. There is no single reason for it to show up here.
1
MrGlHf | January 17, 2013 6:19am
Thanks for your feedback! This guide is still work in progress, but in the Items section I added some comments on 4 items I consider to be especially interesting e.g. after completing a core build.
1
CohibaNr1 (1) | January 17, 2013 6:06am
I like that you take 30 defensive masteries.
I do the same.
But 3 items? Where's the rest?
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